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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1501846 times)

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April 09, 2016, 01:50:53 AM
Reply #7065

Offline MusashiAA

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Re: Class based modification (v8b)
« Reply #7065 on: April 09, 2016, 01:50:53 AM »
I was once thinking about the concept of turning CTF into Payload for classes, but yeah CTF is not a good mode to play classes with. Weapons Archive was a failsafe method of "balancing" it, but it and every other mode could be done so much better.

April 09, 2016, 08:23:46 PM
Reply #7066

Offline Teleclast

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Re: Class based modification (v8b)
« Reply #7066 on: April 09, 2016, 08:23:46 PM »
Right, so my question is if I want to like... remove that, how can I?

I know that it's intended, but it's not something I want nor do the people I was going to play with.

April 10, 2016, 06:02:08 AM
Reply #7067

Offline MusashiAA

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Re: Class based modification (v8b)
« Reply #7067 on: April 10, 2016, 06:02:08 AM »
I don't think nor know if it's actually possible to get rid of the Weapons Archive morph without cheats or a patch. I couldn't even tell you where to begin in order to start a "No Flag Carrier" patch.

I'll tell you what: I'm gonna try and push for a custom command that toggles flag carrier morph in CTF modes on and off, much like the YD_NoWeakness command.

April 11, 2016, 05:10:56 AM
Reply #7068

Offline Korby

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Re: Class based modification (v8b)
« Reply #7068 on: April 11, 2016, 05:10:56 AM »
Until then,
https://dl.dropboxusercontent.com/u/104 ... emoval.wad

This is a patch that removes the Flag Carrier's morph code from BUGFIX.acs.
Load it after Classes-v8b.pk3.

Let me know if something breaks.

April 11, 2016, 05:26:37 AM
Reply #7069

Offline MusashiAA

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Re: Class based modification (v8b)
« Reply #7069 on: April 11, 2016, 05:26:37 AM »
Also, can confirm that what's left of what's still active of the devteam agrees with adding a custom variable to turn Weapons Archive morph on CTF on and off. So when its time, we'll get around to doing that + million more to-do lists.

May 18, 2016, 04:58:21 AM
Reply #7070

Offline MusashiAA

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Gotta stay cool and hip with the younguns
« Reply #7070 on: May 18, 2016, 04:58:21 AM »
wach out

dere goes

dat boi


back at it again with the team flags




EDIT: I (and I guess we) expect this to be broken and unbalanced, we're not gonna try and balance it either, since Archive Buster morph is kinda our attempt at it, this was done just for giving players the option to do so. At the very least we might attempt to make it not Ban-Me-From-Best-Ever tier of broken...maybe, if such level of brokenness exists. Feel free to actually balance it if you want when it's released. The name of the cvar will be YD_NoCTFMorph.

EDIT2: Also reminder that this exists https://discord.gg/0q5TXBVoNKraIWCv

May 23, 2016, 06:07:58 PM
Reply #7071

Offline Emmanuelf06

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Re: Class based modification (v8b)
« Reply #7071 on: May 23, 2016, 06:07:58 PM »
You can't make a patch to balance stuff ? Lol Quickman YD in ctf x) .... Best class to show us with a screen yeah

EDIT: Also, don't make Napalmman or Ringman ALT spammy like that, it's weak and very spammy, not pro or interesting at all.

I don't understand, when you buff or nerf something you do it RADICALLY. You know, you can nerf a little or just bit more, you don't need to do it like X3 or /2 and change everything each time ?
Keep a line for your mod, there is nothing coherent sometimes.

Even if a mod who is not supposed to be canon, you should keep a line of logic stuff at least.... (and yeah, it can be fun even if it's 20% canon but i don't understand why you change everything so often).

Also heatman is weird as hell, your old one was better, same for tomahawkman....it's like if you make Sparkman alt with sparks everywhere who bounce, if you do everything possible "in all the directions", it lose all his sens...

Just to say'

May 23, 2016, 07:07:24 PM
Reply #7072

Offline Bikdark

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Re: Class based modification (v8b)
« Reply #7072 on: May 23, 2016, 07:07:24 PM »
The patch to balance stuff is called "bandaid" and is a lot more enjoyable than vanilla CBM -- you should try it some time.

May 23, 2016, 07:22:37 PM
Reply #7073

Offline Emmanuelf06

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Re: Class based modification (v8b)
« Reply #7073 on: May 23, 2016, 07:22:37 PM »
Quote from: "Bikdark"
The patch to balance stuff is called "bandaid" and is a lot more enjoyable than vanilla CBM -- you should try it some time.

Ah yes, i have tried it in 2 or 3 games, i will try it yeah, it was made by muzaru? : >

June 04, 2016, 07:11:01 AM
Reply #7074

Offline MusashiAA

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Re: Class based modification (v8b)
« Reply #7074 on: June 04, 2016, 07:11:01 AM »
SCRATCH ALL THAT

http://www.best-ever.org/download?file=classes-v8c-beta.pk3

This is classes v8c beta. This is meant for a public beta testing session. The changelog so far is:

(click to show/hide)

If we forgot to add, remove, or change anything, or if you find something noteworthy, please let Celebi, JaxOf7 or myself know about it. I will put up a BE server so I can actually see the chatlog for your input. After this testing session, we will delete this and then release v8c with the input gathered from this testing session.

June 05, 2016, 12:28:52 PM
Reply #7075

Offline Celebi

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Re: Class based modification (v8b)
« Reply #7075 on: June 05, 2016, 12:28:52 PM »
Quote from: "MusashiAA"
SCRATCH ALL THAT

http://www.best-ever.org/download?file=classes-v8c-beta.pk3

This is classes v8c beta. This is meant for a public beta testing session. The changelog so far is:

(click to show/hide)

If we forgot to add, remove, or change anything, or if you find something noteworthy, please let Celebi, JaxOf7 or myself know about it. I will put up a BE server so I can actually see the chatlog for your input. After this testing session, we will delete this and then release v8c with the input gathered from this testing session.


As a follow up to Musashi, I decided on doing on a beta due to some changes I did to how actors are managed.  While Jax, Musashi, and I can handle the precise checks and tests, its very difficult to do a general stress test and precisely balance something new on the first go.  So this one to two day test will help cover checking if something is busted up front, along with gathering input on some of the new additions and changes.  Have fun!

June 05, 2016, 09:34:22 PM
Reply #7076

Offline Dimpsy

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Re: Class based modification (v8b)
« Reply #7076 on: June 05, 2016, 09:34:22 PM »
There's plenty issues with this update though I understand it's a beta.
Alien is a neat class but is really weak. Joe's vehicles don't last very long for the amount of time needed to fill up the bar to begin with. Diveman is the new meta.

But I noticed that the copywep classes now have a bar that drains each time they slide, neat idea BUT HERE'S THE CATCH.
When Megaman's slide meter is drained, it made me believe it was actually busted as it does not decrease his slide really at all and if it does it doesn't prevent stalling at all.
Protoman's slide meter when drained is SOMEWHAT noticeable, but still promotes stalling.
Bass' slide meter when drained is the most noticeable but his dash is already twice as fast as Mega's so when empty it literally becomes Mega's but with a slight jump. Fun fact, this promotes stalling EVEN MORE because the jump upwards is much lower so the dash can be used a whole lot more than before.
Duo having this is the most bizarre since you can't really travel anywhere with his dash at all, I'd suggest removing it.
Roll's... wait you mean to tell me Roll doesn't have one? She is not a copywep but this makes Roll's mobility shine even more because it can be used infinitely and defeats the purpose as to why the copyweps have them in the first place.

This was but a few problems that were had but I definitely didn't have as much issue with this beta than most, plus I wasn't really willing to go a lot more in-depth on the changes since I'm pretty sure others will do so much better than I.

June 06, 2016, 12:00:19 AM
Reply #7077

Offline Bikdark

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Re: Class based modification (v8b)
« Reply #7077 on: June 06, 2016, 12:00:19 AM »
Wow, excellent patch. I'm iffy on Groundman because I loved the control gained from manual split, but maybe streamlining is for the best. Once I crank out a few hours on him I'll let you know. Everything else is in the right direction, including Skullman, who is fantastic, but may need some more followup/tuning (I want a reset class pls)

June 06, 2016, 02:57:56 AM
Reply #7078

Offline Isaac940

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Re: Class based modification (v8b)
« Reply #7078 on: June 06, 2016, 02:57:56 AM »
Initial thoughts after the first day of this;

-Dive's ability to chain dive you is insane and could stand to be toned down. It's more the fact that he can just do it over and over than anything, maybe kill the ammo refund on hit and work from there.

-Pirate ravager is overtuned. The slope/stair change is nice but the damage is a little too high, especially if you angle your dash along the ground to slow your speed.

-Playing as Aqua, I kept wishing for a way to empty my yellow tank without emptying the blue one. I'd fill up and start aiming to place a tower in the distance or something and then someone would rush me and I'd have to frantically just empty both tanks and try and refill on the run.

-Wave's hookshot is amazing, though I wish I could use the mainfire while traveling with it. I don't know if that would be considered too powerful or something though.

June 08, 2016, 09:09:14 AM
Reply #7079

Offline MusashiAA

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Re: Class based modification (v8b)
« Reply #7079 on: June 08, 2016, 09:09:14 AM »
It's kinda weird that I'm posting the releases now.


CLASSES-V8C IS OUT
YD GO UPDATE THE OP please and thank you


http://www.best-ever.org/download?file=classes-v8c.pk3

CHANGELOG:

http://pastebin.com/raw/ePWYaCHk

Changelog in comparison to the v8c-beta is the same, changes done after the public beta testing session are above the general notes.

(click to show/hide)