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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1477780 times)

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October 12, 2012, 04:39:32 AM
Reply #5535

Offline Galactan

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Re: Class based modification (6E balance v3)
« Reply #5535 on: October 12, 2012, 04:39:32 AM »
Why don't the copyweps have weaknesses?  It seems a little unfair to have the robot masters be confined to 2 or 3 weapons AND have weaknesses while you've got mega man running around with whatever the heck he can grab with no weaknesses...

October 12, 2012, 05:24:43 AM
Reply #5536

Offline Hallan Parva

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Re: Class based modification (6E balance v3)
« Reply #5536 on: October 12, 2012, 05:24:43 AM »
Because most Robot Masters can effectively rape you with the 2 weapons they have.

And if they can't, then they have flight. Or high health. Or super speed. Or whatever the hell Spring Man's deal is.

Last time I checked, a copy class can't rape you unless they have Top Spin / Hard Knuckle / Atomic Fire.




also you know it wouldn't be canon so

October 12, 2012, 07:52:21 AM
Reply #5537

Offline MusashiAA

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Re: Class based modification (6E balance v3)
« Reply #5537 on: October 12, 2012, 07:52:21 AM »
Actually, it CAN be canon if we adapt the parameters used to determine the weaknesses.

Check the first game Mega/Proto/Bass appeared either as playable characters or as a boss. Check the attack that damages the character the most.

Mega Man takes the most damage from Ice Slasher and Thunder Beam in MM1, but since Elec Man is the most deadly out of the two, then Thunder Beam is the most deadly out of the two. So he's weak to Electricity

Proto Man, as a miniboss in MM3, can be more easily defeated with 7 Hard Knuckle shots (and maybe Gemini Laser can be valid too, since Gemini Man generally does the most damage in that game). So he's weak to whatever Hard Knuckle is supposed to portray

Bass would be weak to either Spread Drill at top damage or Wave Burner, since he was not weak to anything in MM7 and MM8, and these are the most damaging attacks in MM&B. So I guess he's weak to Fire


Since Duo is not weak to anything in MM8, then he would be weak to Ice so I can mantain the trend

But this is a bad idea.

October 12, 2012, 12:15:42 PM
Reply #5538

Offline GameAndWatcher

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Re: Class based modification (6E balance v3)
« Reply #5538 on: October 12, 2012, 12:15:42 PM »
Quote from: "MusashiAA"
Bass would be weak to either Spread Drill at top damage or Wave Burner, since he was not weak to anything in MM7 and MM8, and these are the most damaging attacks in MM&B. So I guess he's weak to Fire

He was too, weak to a, no, two MM7 weapons. He was weak to Noise Crush and Super Adaptor (As Normal and Super Bass respectively). (Not sure about MM8.)

October 15, 2012, 03:37:37 AM
Reply #5539

Offline Galactan

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Re: Class based modification (6E)
« Reply #5539 on: October 15, 2012, 03:37:37 AM »
Quote from: "Korby"
However, MM9 is almost finished.
So is there an estimated release date?  What can we expect weapon and gimmick-wise?

October 15, 2012, 04:24:09 AM
Reply #5540

Offline Korby

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Re: Class based modification (6E balance v3)
« Reply #5540 on: October 15, 2012, 04:24:09 AM »
Before the year is over.

As for weapons and gimmicks...Imagine just flat out playing as the MM9 classes.

October 15, 2012, 12:55:51 PM
Reply #5541

Offline sipfried

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Re: Class based modification (6E balance v3)
« Reply #5541 on: October 15, 2012, 12:55:51 PM »
i found a order bug (also a small one)
when battle megaman 2 boss (guts dozer)
you can get the quick bomerang and take it (use the plantman bug for use the quick bomerang)
and take item 1 (if you play as a robot master its still item 1 and not the carry)
ow and gemini clone also not move (he is not going to the guts dozer) if you do the alt fire (try youreself for testing , hard to tell :(  )
knightman is imume for guts dozer (he can,t be kill if youre to close by him)

October 15, 2012, 06:08:40 PM
Reply #5542

Offline Tengu

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Re: Class based modification (6E balance v3)
« Reply #5542 on: October 15, 2012, 06:08:40 PM »
Well I don't really think that the Classes are really for much use in the offline campaign, to be fair

October 15, 2012, 06:22:57 PM
Reply #5543

Offline MusashiAA

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Re: Class based modification (6E balance v3)
« Reply #5543 on: October 15, 2012, 06:22:57 PM »
Quote from: "Tengu and Tango"
Well I don't really think that the Classes are really for much use in the offline campaign, to be fair

Yeah, the functionality of the classes isn't measured by its effectiveness in the offline campaign. Campaign bugs only matter to us if they can be replicated online without cheats.

Although I shouldn't be the one to say this, I don't think we really support the offline campaign mode. Just the different online game modes (TDM and TLMS moreso than the others, to be honest :/).

October 15, 2012, 06:41:17 PM
Reply #5544

Offline Beed28

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Re: Class based modification (6E balance v3)
« Reply #5544 on: October 15, 2012, 06:41:17 PM »
It works fine in offline skirmish, though. Just not the campaign.

October 15, 2012, 07:09:34 PM
Reply #5545

Offline Korby

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Re: Class based modification (6E balance v3)
« Reply #5545 on: October 15, 2012, 07:09:34 PM »
I support the offline campaign :ugeek:

However, he also reported that Gemini Clone does not get pushed by conveyor belts, when it should.

October 31, 2012, 02:20:16 PM
Reply #5546

Offline sipfried

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Re: Class based modification (6E balance v3)
« Reply #5546 on: October 31, 2012, 02:20:16 PM »
i found a realy realy funny bug
choose metalman and use the alt weapon (the close one)
you can normaly climb walls but i found that you ALSO can use for pass deadly lava , water and even pits.
just look down and hold tje alt fire on the grond :)

November 05, 2012, 12:56:22 PM
Reply #5547

Offline Hilman170499

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Re: Class based modification (6E balance v3)
« Reply #5547 on: November 05, 2012, 12:56:22 PM »
Ka-Bump

Can I please use the coding of this modification as a reference for whenever I make actors?

November 05, 2012, 07:49:28 PM
Reply #5548

Offline Korby

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Re: Class based modification (6E balance v3)
« Reply #5548 on: November 05, 2012, 07:49:28 PM »
I don't see why not.

November 16, 2012, 06:41:09 AM
Reply #5549

Offline Galactan

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Re: Class based modification (6E balance v3)
« Reply #5549 on: November 16, 2012, 06:41:09 AM »
Bumpity bump bump.

Is there any new word on the next big update?