If there's one thing everybody should understand about vanilla DM balance, is that you want to keep its weapons as easily understandable as possible: the more side effects and gimmicks you add into it, the more it deviates from this philosophy of keeping things simple.Very well said!
Oh sorry allow me to reiterate my point for youDM is a part of the game and is supported. Your opinion on this matter is irrelevant to the conversation. The topic is currently about Atomic Fire, so if you wish to comment upon thoughts for the weapon, (Which I see you have not done) then please, by all means.
Due to dm's unpopularity, volatility, and bad reputation, it would be best to only factor in ease of acquisition for it, and leave numbers-based changes to TDM, TLMS, CTF, and duel. While acquisition in these game modes is just as important, dm should not be given much representation.
In other words: Cmon nobody gives a shit about dm (in relation to Atomic Fire of course, because apparently that wasnt obvious enough the first time I said it for you ;) )
I think what needs to be analyzed is how the weapon is broken in various modes.
My thoughts on Atomic Fire are to go a slightly different direction.
1.) Increase the radius of the largest projectile to match the sprite size. This will make it less than ideal to use in cramped quarters since the probability of hitting a wall is greater. Sure it's harder to dodge, but this also means that the players aim must be a bit more precise with their aim.
2.) Decrease damage from 100 to 35. This projectile is a ripper and thus likely will hit 3 times to still kill the player, but glancing blows will no longer instantly OHKO on touching it.
Search Snake ---- II
Silver Tomahawk - I
Scorch Wheel ---- I
Noise Crush ----- I
Star Crash ------ I
Search Snake's most infamous problem is that its opponent can simply hold the spacebar to render the weapon almost entirely useless.Popping in to say that this is a complete lie. Please do not think this.
Allowing the player to aim the snakes lets them use the weapon how they want -- something not necessarily fleshed out in vanilla 8bdm (most weapons do one thing and one thing only).This is an interesting point. I don't really think it's in the interest of the game to 'flesh out' every weapon in this manner... Trade-offs among weapons is a primary balancing factor in every arena shooter, and this is even more important for MM8BDM than most because of the number of weapons (and also because of the underlying philosophy of the Mega Man games themselves). Classes are a different matter, because you're left with one or two weapons to navigate every situation you find yourself.
Pharaoh Shot ---- IIII (Technically should've had 1 tally last time, my b)
Silver Tomahawk - III
Leaf Shield ----- I
Flash Stopper --- I
Scorch Wheel ---- I
Noise Crush ----- I
Star Crash ------ I
I was mostly intending P.Shot's explosion to look like the ones from those asteroids from MM5
(https://dl.dropboxusercontent.com/u/5237238/MM8BDM/starmanasteroids.png)
(which i had to rip myself because nobody ripped them before)
Where the projectile visibly gets "torn apart" by the explosion
(I'll also try to make the explosion the size of the actual damaging radius, however big that is)
Pharaoh Shot's explosion radius has a 128 unit radius.What.
If a time limit is used as Pharaoh Shot's charge holding penalty, then maybe a larger span like 6 or 10 seconds should be more fitting to an offensive weapon like it, and for the giant compressed heat ball to dissipate. I wouldn't advise it, though: it feels like an awful idea in execution.I actually kinda like the idea of the projectile being weaker if held up for too long. Similar to what the Huntsman did in Team Fortress 2, where if at the ready for too long it looses accuracy and critical hit chance, a fully charged Pharaoh shot could be slightly less powerful (~10 damage less) and lose its explosion effect. Of course, clear indicators would need to be in place. This would still let players hold a fully charged shot, but discourage them from always having it at the ready.
128 radius is NOT too high lol idk what you're talking about. I think your opinion of the explosion range will be changed once you start to play with explosion fx on. It's NOT going to be a problem with a couple other fixes in place, and by decreasing the range you're really just making the weapon less fun/unique.Quote from: "Korby"Pharaoh Shot's explosion radius has a 128 unit radius.What.
Okay seriously, that's too much. I don't mind the idea of an AoE effect for this weapon, however:
-128 radius sounds too high, especially compared to Drill Bomb.
-There's no clear indicator that it explodes. This causes confusion to unaware players when they take damage from a near miss, and when they take damage after blocking the attack with Proto Shield. This is an example of bad game design.
The above needs to be fixed up. I've also never liked how the fully charged shot overshadows the uncharged and mid-charged shot. Not certain on how to go about this. Maybe speed up the less charged shots?
Protoshield won't block explosions -- this is something the player will learn very quickly. It's not bad game design, just a little miscommunicated for the first 10 seconds it happens.It makes sense for the shield to not block explosions. The bad game design that I'm mentioning is the fact that the lack of explosion indicator (no effects or MM4 version exploding) causes confusion for those who try to block the attack.
Genji-style reflecting doesn't seem to exist in this engine natively tho.
You'd throw up Leaf Shield and it would "block" one hit. I put that in quotes because it doesn't actually prevent any damage; However, after taking damage, you heal equal to a percentage of the damage you took. This way, you can still kill someone who has Leaf Shield up, but if you don't think you can finish them off with your next shot, it could be better to switch to your buster or some other weapon to pop it.At first this sounded similar to Plantman.EXE's Leaf Shield, where the next attack done to him would actually heal him instead of damage him. The healing being the same as how much damage it would have done if the Leaf Shield wasn't up.
[8:35:08 PM] LlamaHombre: fuck shield weapons
Was talking stuff over Skype, here's another idea we came up with:A bunch of thoughts I have after reading these points. I apologize for disorganization and shitty capitalization.
-No longer blasts projectiles away.
-Using Leaf Shield doesn't cost ammo immediately.
-Ammo drains while active.
-While the shield is up, the weapon's ammo becomes an extension to your health.
-You cannot pick up items while active.
What are the goals of this new leaf shield? What is trying to be accomplished and how will map makers determine whether or not to put this in their map instead of say, plant barrier? Treat this shit like a new League of Legends rework, try and sell it to us!I was putting forth what a few randos and I discussed in a larger group chat. That was not what we decided within the development team to do with the shield.
...?Quote from: "Bikdark"What are the goals of this new leaf shield? What is trying to be accomplished and how will map makers determine whether or not to put this in their map instead of say, plant barrier? Treat this shit like a new League of Legends rework, try and sell it to us!I was putting forth what a few randos and I discussed in a larger group chat. That was not what we decided within the development team to do with the shield.
Additionally, if anyone was going to try and sell you the new shield, it certainly wouldn't be me as public relations are probably my weakest point [as evidenced by the poor wording on my shield proposal summary.]