Cutstuff Forum
Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Rejected => Topic started by: andreasaspenberg on February 18, 2015, 10:22:35 PM
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megaman 8 have a system where the mega buster can be fired when other weapons are active. i even tested it to be sure. why not have the same system in megaman 8 bit death match?
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This suggestion was made in the past. I believe the answer was a resounding "no," but I'll leave this topic where it is for now in case others have input.
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I'm against this purely because altfire was always an avoided concept in the game. Also, consider how broken Spark Shock and Time Stopper would become with this. To elaborate, Time Stopper would guarantee a kill or even two, and Spark Shock would become extremely fucking deadly with an alternation between its projectiles and easy buster shots.
For a lot of other core weapons? Their damage output would rise to insane levels nothing short of v1a Gyro cancelling. If nothing else, this would bring up a lot of balancing issues.
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We could make a wad so we could play around with it in single player or something... (Probably a very very bad idea!)
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you could restrict it to the weapons that are stronger on their own. that would prevent exploits and enable people to still fire if they ran out of ammo.
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That would be inconsistent and confusing. At one point it was discussed about making the buster fire when out of ammo like in MM&B, but that was also shot down.
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I can tell you right now, that 90% of the weapons don't even need mega buster and the ones that could use it would be pretty broken balance wise. Also shields break without throwing in extra hackery as well, and the balance could be even worse if upgrades got involved.
http://www.mediafire.com/download/xr29j ... Buster.pk3 (http://www.mediafire.com/download/xr29jstyw3w9s93/BadAltfireMegaBuster.pk3) Here is a cheap quickup you can load if you want, I just don't think it would be worth the hassle.
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I have an idea; how about making it so that altfire continuously shoots uncharged shots of chargeable weapons (Laser Buser, Pharaoh Shot, etc). Didn't Mike do that with Proto Man in mission mode?
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Alright, as I anticipated, this went pretty much nowhere.
thanks for providing a demo, Uki.
Moved to rejected.
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then you will always be distanced from megaman cannon.
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then you will always be distanced from megaman cannon.
I know this thread is practically dead at this point but I just can't help but comment on this. There's a thin line between canon and fun whenever making a 2D platform to FPS conversion. You can never have everything be EXACTLY like canon or else that just becomes unbalanced and not entertaining. Even if they were trying to go for perfect canon, there's still a lot more stuff they would have to add before this.
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How can we be distanced from the megaman cannon if its your arm? :ugeek:
Seriously, though. Considering Megaman 8 was the only Megaman game [to my knowledge] to have the ability to fire the buster from all weapons and Megaman 8-Bit Deathmatch was primarily based on the 8-bit Megaman games [hence the name,] it follows the canon to the way the creator wanted.
Also this game specifically aimed to keep secondary fire weapons out of the core. Tengu Blade is an example of this philosophy, as the dash requires holding the button rather than just hitting alt.
From a design standpoint, I am going to quote a friend in saying that it's harder to learn that every weapon means lemons.
Finally, I recall that this was discussed back during the development of the Megaman 8 Expansion. It was denied for similar reasons as those I mentioned.
Additionally, things are often changed in lieu of design that deviate from canon. Allow me to cite shield weapons, Eddie, Reggae, Treble Sentry, the buster upgrades, virtually every vertical spread weapon, the entire single player campaign, skins in general, and the aforementioned Tengu Blade.