Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Muzaru on December 13, 2015, 09:33:45 PM

Title: Sc Johnson's YD patch(Bandaid (1b))
Post by: Muzaru on December 13, 2015, 09:33:45 PM
Its been a while since the last update to YD/CBM, so here is a pk3 with some tweaks to help change the flow a bit.

Changelog-
http://pastebin.com/mWrgv7an

The PK3-
http://www.best-ever.org/download?file=yd-v8b-bandaid.v1b.pk3

Make sure to load this after V8b of classes

V1b really focuses on background stuff, with a couple balance changes thrown in.
I missed a couple things in this thread, sorry about that. ;-;
Title: Re: Sc Johnson's YD patch
Post by: Bikdark on December 14, 2015, 05:33:47 AM
Reminder that a lot of this is proof of concept, and only exists to test out popular changes suggested by the community. Don't go haywire with your keyboard warrior strats if you were already planning to do so, instead try to facilitate discussion and get 'dem creative juices flowing.
Title: Re: Sc Johnson's YD patch (1a-hh)
Post by: Chaosman.EXE on December 23, 2015, 12:36:35 AM
This patch isn't too bad when players are involved, but sometimes the bot AIs with this mod can act very strange... A lot of them inexplicably jerk around with sudden and constant bursts of speed, and at one point I even saw Dr. Wily jump like he was on the moon.
Title: Re: Sc Johnson's YD patch (1a-hh)
Post by: MusashiAA on January 23, 2016, 04:26:12 AM
This is gonna be a long one, so bare with me. These comments are entirely my own opinions unless explicitly stated otherwise:

(click to show/hide)

Thank and God bless
Title: Re: Sc Johnson's YD patch (1a-hh)
Post by: JaxOf7 on January 25, 2016, 09:00:29 AM
Haven't played this a whole lot, but thought I should stop by.
Most of these seem to be messing with numbers for balance, which kind of bores me so I'm just glad I'm not doing that.

But then we got gameplay changes

Stuff I love:
Drill Man speed on alt
Cloud being sturdy and slow flying
The concept of Skull Man getting something on kill

Thing I hate:
Search Man mobility boosts - Intended this guy to be a sneaky, lumbering dude who keeps bushes and a team in between him and the enemy, getting caught is supposed to suck. Mobility and flight that allows him to get to weird places compromises this vision.

Idea I have:
So ye buffed fireman and made him quicker to compensate for his light armor.
Had a different buff idea in mind since I like him being a non-quick light armor class
Have his main fire shots block shots much like Roll Swing does.
It looks like a shield, Justified has their FireMan block things so there is that precedent, and works into the motif of Fireman's main being insanely versatile.
Title: Re: Sc Johnson's YD patch (1a-hh)
Post by: ScrapHeap on March 30, 2016, 11:59:15 PM
Can we not have Topman grazing for 20 and Crashman being god, please.

Crashman hurts way too much for the hitstun he has, he was fine before.

Topman should NOT be able to repeatedly spin past me for 20 and only have to wait 2 seconds for it to come back.
Title: Re: Sc Johnson's YD patch (1a-hh)
Post by: Korby on March 31, 2016, 03:05:13 PM
i'm a diamond 1 topman main in both versions and i have to say, the changes made to him were really good from a conceptual standpoint.
i really like how it shifted his playstyle from going for instakills to whittling foes down.

for a nerf i'd probably suggest reducing the initial hit down to 10 or 12 but decreasing the damage nerf of subsequent hits so that they don't go lower than 3.
another thing that could be done is have hitting people with spinning tops mark them for a brief moment to bring the spin damage back up to 20 or even a little higher.
gives people a bit more of a window to act against the spin and requires topman to really commit to getting his big damage instead of just pressing m1 whenever he sees someone
Title: Re: Sc Johnson's YD patch (1b)
Post by: Muzaru on April 03, 2016, 06:18:04 PM
Bump for v1b
More info in the op