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Author Topic: Justified Classes v4b Beta 14  (Read 371941 times)

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July 04, 2015, 04:53:14 PM
Reply #1110

Offline Rubyyoshi

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Re: Justified Classes v3c
« Reply #1110 on: July 04, 2015, 04:53:14 PM »
Something that bothers me regarding buster rod is his weapon cycling. Prior to Zandro 2.0, you could either weapnext or weapprev on either weapon to switch to the other weapon. Since Zandro 2.0 though, you can only cycle one way. From rod, you have to weapnext to get to the buster. In the past, you used to be able to either weapnext or weapprev to get to the buster.

July 04, 2015, 06:00:35 PM
Reply #1111

Offline Endymion

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Re: Justified Classes v3c
« Reply #1111 on: July 04, 2015, 06:00:35 PM »
I'm ok with Flash Man as it is now. I just stated my opinion in the Flash Stopper topic. As bot he is strong, but that is no problem with him. But I think the others say that Flash Man uses his ability too much.

However it is somehow out-of-gameplay when Flash Man can fire during Flash Stopper, but the players can't do the same with the character.

July 04, 2015, 06:41:29 PM
Reply #1112

Offline Meme Man

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Re: Justified Classes v3c
« Reply #1112 on: July 04, 2015, 06:41:29 PM »
YES. WOODY GOT THE NERF.
Right now i can't go test the new version cause i don't have my PC with me since i'm in vacation. But as soon as i'm back home,i am gonna try out it.

July 04, 2015, 08:09:07 PM
Reply #1113

Offline RageBurner

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Re: Justified Classes v3c
« Reply #1113 on: July 04, 2015, 08:09:07 PM »
Quote from: "Fyone"
Well I can just alter/fix how the bot works, are you saying that the bot uses Time Stopper too much or are you saying that he's using mainfire while the Time Stopper is active? I'm kind of confused by the way you worded it.

So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?

July 04, 2015, 08:10:41 PM
Reply #1114

Offline RageBurner

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Re: Justified Classes v3c
« Reply #1114 on: July 04, 2015, 08:10:41 PM »
Quote from: "Rubyyoshi"
In the past, you used to be able to either weapnext or weapprev to get to the buster.

I think if you double bind the weapon switching, you should be able to get the effect you want? don't quote me on it though.

July 04, 2015, 09:46:06 PM
Reply #1115

Offline Promestein

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Re: Justified Classes v3c
« Reply #1115 on: July 04, 2015, 09:46:06 PM »
Quote from: "RageBurner"
I think if you double bind the weapon switching, you should be able to get the effect you want? don't quote me on it though.

Something like that. It's a thing with Zandronum. When I updated it, it was back to working like that, and I haven't bothered to fix it again.

July 04, 2015, 09:55:46 PM
Reply #1116

Offline RageBurner

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Re: Justified Classes v3c
« Reply #1116 on: July 04, 2015, 09:55:46 PM »
Apparently there is a 2.1 version of Zandronum. I can't say if it would work with MM8BDM, but it might fix this?

July 04, 2015, 10:17:34 PM
Reply #1117

Offline Promestein

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Re: Justified Classes v3c
« Reply #1117 on: July 04, 2015, 10:17:34 PM »
No. I was referring to updating to Zandronum 2.1. That's what caused it for me in the first place.

It's really not that big of a deal, and it's not really related to JC.

July 04, 2015, 10:58:09 PM
Reply #1118

Offline Endymion

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Re: Justified Classes v3c
« Reply #1118 on: July 04, 2015, 10:58:09 PM »
Quote from: "RageBurner"
So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?

Yes. The bots have no ammo, energy, or whatever it is called. They still have the base refire rate corresponding to the weapon they use, but they can shoot continuously. I think in Doom the bots can't manage ammo. So they must have infinite ammo for smooth gameplay.

July 04, 2015, 11:05:19 PM
Reply #1119

Offline RageBurner

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Re: Justified Classes v3c
« Reply #1119 on: July 04, 2015, 11:05:19 PM »
Quote from: "Endymion"
Quote from: "RageBurner"
So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?

Yes. The bots have no ammo, energy, or whatever it is called. They still have the base refire rate corresponding to the weapon they use, but they can shoot continuously. I think in Doom the bots can't manage ammo. So they must have infinite ammo for smooth gameplay.

Hm. If that's the case, then it would be nice if some bots fired a little more slowly, like Ice Man for example.
I thought fire rates were tied to bot difficulty, but is that really the case?

July 05, 2015, 01:10:14 AM
Reply #1120

Offline Endymion

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Re: Justified Classes v3c
« Reply #1120 on: July 05, 2015, 01:10:14 AM »
Quote from: "RageBurner"
Hm. If that's the case, then it would be nice if some bots fired a little more slowly, like Ice Man for example.
I thought fire rates were tied to bot difficulty, but is that really the case?

Huh I don't know this. Somehow I not really get rapid-fire bots if I add random ones. Sometimes I get Ice Man and Metal Man against me. As far as I see, they fire at full refire speed without stop till I die. But the strategic retreat always help, the bots not really can catch if you turn much.  :D

July 05, 2015, 01:19:20 AM
Reply #1121

Offline RageBurner

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Re: Justified Classes v3c
« Reply #1121 on: July 05, 2015, 01:19:20 AM »
Quote from: "Endymion"
Huh I don't know this. Somehow I not really get rapid-fire bots if I add random ones. Sometimes I get Ice Man and Metal Man against me. As far as I see, they fire at full refire speed without stop till I die. But the strategic retreat always help, the bots not really can catch if you turn much.  :D

Bots with fast firing weapons are the most dangerous, no doubt (Ice Man, Metal Man, Needle Man and so on) and I agree, Endymion, proper movement, use of cover and even jumping helps a lot.

July 05, 2015, 10:55:06 AM
Reply #1122

Offline Endymion

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Re: Justified Classes v3c
« Reply #1122 on: July 05, 2015, 10:55:06 AM »
Quote from: "RageBurner"
Bots with fast firing weapons are the most dangerous, no doubt (Ice Man, Metal Man, Needle Man and so on) and I agree, Endymion, proper movement, use of cover and even jumping helps a lot.

Yes. Sometimes the bots can surprise me, but mostly they attack straight forward. As for online play, I mostly encountered with Wood Mans. It was extremely hard to fight them down. They always had the Leaf Shields up and try to corner me. I never was able to frag them. However... even with the not working laser-backshoting-Kingshield King is super effective against the Wood Man players. Just stay ready, when they shot and hit your normal shield, just shot a X laser back. They not even can counter it. I think this works with Proto Man or Knight Man too.

But since there are balance changes, I not really know how much can be abused Wood Man.

July 05, 2015, 11:38:01 PM
Reply #1123

Offline RageBurner

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Re: Justified Classes v3c
« Reply #1123 on: July 05, 2015, 11:38:01 PM »
Quote from: "Endymion"
But since there are balance changes, I not really know how much can be abused Wood Man.

Speaking of balance, it just occurred me that Frostman might need a little nerf. At least in his bot form he's pretty cheap with his ice punch dash (maybe because of auto aim, but I thought I'd note it here).

July 06, 2015, 02:14:08 PM
Reply #1124

Offline Endymion

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Re: Justified Classes v3c
« Reply #1124 on: July 06, 2015, 02:14:08 PM »
Quote from: "RageBurner"
Speaking of balance, it just occurred me that Frostman might need a little nerf. At least in his bot form he's pretty cheap with his ice punch dash (maybe because of auto aim, but I thought I'd note it here).

When I encountered a Frost Man bot I played with Terra, a dedicated long range fighter. From long range I not feel it overpower. When I played with Frost Men, it was hard to attack fast and agile characters while there jump too much. But this opinion based on just some play.