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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1479625 times)

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March 09, 2011, 01:52:02 PM
Reply #600

Offline Hallan Parva

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #600 on: March 09, 2011, 01:52:02 PM »
Quote from: "Kapus"
Quote from: "Myroc"
How about that being hit by Gravity Hold increases the target's gravity to the point where you can barely jump at all?
I really like this idea.
I second that idea.

I'm thinking that the Gravity Buster should do less damage and fire sliiiiightly faster (similar to mashing Fire with the Proto Buster). However, getting hit by a buster shot makes the target jump a bit, like a weakened Wind Storm.

Oh, since G-Hold makes people heavy, it should hurt. A LOT. I mean, being crushed down by gravity doesn't make you feel good, now does it?

March 09, 2011, 01:56:06 PM
Reply #601

Offline CutmanMike

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #601 on: March 09, 2011, 01:56:06 PM »
Originally I was going to have it calculate how far from the floor the opponent was and do damage based on that when they hit the floor, but it didn't seem to be worth the hassle. You'd also get a lot of cheap "in the wrong place at the wrong time" kills.

March 09, 2011, 02:25:34 PM
Reply #602

Offline sipfried

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #602 on: March 09, 2011, 02:25:34 PM »
nice making mm5 is nice game

March 09, 2011, 02:43:45 PM
Reply #603

Offline Korby

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #603 on: March 09, 2011, 02:43:45 PM »
Thank you, siprfired, we worked hard on it.

March 09, 2011, 02:55:52 PM
Reply #604

Offline sipfried

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #604 on: March 09, 2011, 02:55:52 PM »
gyroman is really good 2 hit ko and flying WHEEEEE

March 09, 2011, 03:14:30 PM
Reply #605

Offline Max

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #605 on: March 09, 2011, 03:14:30 PM »
Okay, I could do that but it's up to Mr. X to decide! Maybe you could alter gravity for them so they are stuck to the ceiling or something? Sounds like fun!

March 09, 2011, 03:33:47 PM
Reply #606

Offline Hallan Parva

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #606 on: March 09, 2011, 03:33:47 PM »
Quote from: "CutmanMike"
Originally I was going to have it calculate how far from the floor the opponent was and do damage based on that when they hit the floor, but it didn't seem to be worth the hassle. You'd also get a lot of cheap "in the wrong place at the wrong time" kills.

Gravity Man would instantly become the best Gyro Man counter EVAR.

This needs tot happen

March 09, 2011, 05:46:18 PM
Reply #607

Offline Mr. X

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #607 on: March 09, 2011, 05:46:18 PM »
Great, it would do damage to Gyro Man. What about everybody else? Most robot masters walk on the ground so it really would do much to them.

The second problem is I don't even know where to begin with how to code this. Third problem is Gravity Man could still just camp on stages with Holes and keep forcing people to fall into them.

March 09, 2011, 05:55:10 PM
Reply #608

Offline Chimera Man

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #608 on: March 09, 2011, 05:55:10 PM »
Actually, when you think about it...
Gravity Man is not good with fragging. Seriously. Needle Man rapes him (harder than 80% of the other Robot Masters).

If he needs to be nerfed, swap his weapon recharge with Bomb Man's or something similar. If Bomb Man becomes too powerful, nerf him with damage or rate of fire, rather than weapon recharge.

Simply like that.  ;)

March 09, 2011, 05:59:18 PM
Reply #609

Offline tsukiyomaru0

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #609 on: March 09, 2011, 05:59:18 PM »
Well, IMO, Gravity Hold and Trollnado (Wind Storm) shouldn't throw the person in a random direction. They should just send them UP instead. the pain states for both have the "ThrustThingXY" or something, right? Remove that and keep the "ThrustThingZ"

March 09, 2011, 06:09:41 PM
Reply #610

Offline sipfried

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #610 on: March 09, 2011, 06:09:41 PM »
Quote from: "Yellow Devil"
Okay, I could do that but it's up to Mr. X to decide! Maybe you could alter gravity for them so they are stuck to the ceiling or something? Sounds like fun!
good thing yellow devil

March 09, 2011, 06:52:26 PM
Reply #611

Offline Mr. X

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #611 on: March 09, 2011, 06:52:26 PM »
What good does throwing people up do? It doesn't throw them into a pit, and would make it easier to "juggle" the player by standing under them and holding fire. The point of both items is to throw people around, hopefully into pits.

March 09, 2011, 08:12:05 PM
Reply #612

Offline Max

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #612 on: March 09, 2011, 08:12:05 PM »
Okay, with Air finished all we need for MM2 is Quick (possibly in production by ice), Wood, Crash (ark) and Flash (me).

Plus sprites, which are now handily listed on the front page.

X, you're going to have to do something to Gravity to make him less of a troll and more of a serious combat choice.

March 09, 2011, 08:19:00 PM
Reply #613

Offline Mr. X

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #613 on: March 09, 2011, 08:19:00 PM »
I'm not stupid, I know he needs fixing.  I'm saying the problems with the solution presented.  I'll work on it, but I'm not just going to blindly shoot random crap at the screen and hope it works.

March 09, 2011, 09:05:56 PM
Reply #614

Offline Atayin

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Re: Class based modification (V2B - MM1 RELEASE!)
« Reply #614 on: March 09, 2011, 09:05:56 PM »
Great work guys (to everyone involved). I hope this post doesn't come off as pretentious seeing as how I NEVER post on the forums... but I play all the time and wanted to drop in to contribute some positive energy. I've been having a lot of fun with MM8BDM and really like the classes.  :)

Also, I sympathize with X right now. Seems tough to come up with the perfect way to balance the big G-Man. I really like his primary fire, though (seriously). It seems fast and accurate.

So, I was thinking... The only thing that makes him so frustrating to fight is how he interrupts what you're doing with no real skill needed on behalf of his user. So, maybe his gravity-based move could exploit his OWN movement giving him the advantage of unpredictable mobility and an accurate primary fire to hit other players... as opposed to a weapon that throws others around.

Anyways, that's just a thought. Not sure if it's a practical solution or not.