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Messages - Shyster

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1
Projects & Creative / Re: Justified Classes v2dh
« on: August 12, 2014, 02:13:32 AM »
You may want to note that I am the worst offender when it comes to quint abuse and probably the one responsible for everyone jumping on the quint bandwagon. Quint is insanely fun to play, but I suppose I can see how he would shut down the game a bit for everyone else. Of course, that's their problem =p

From my experience, I can tell you Quint excels in team games where other team member can act as distractions. When alone up against aware opponents on a level playing field, he's helpless. And yes, slow classes usually get butchered quickly.

2
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: August 05, 2014, 05:56:56 AM »
All hail our new Air Man tile overlords
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Blankman as Burst Man preparing to assault skull castle from above.
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3
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 24, 2014, 11:35:01 PM »
After doing some in-game experimenting, I don't think wind storm is that much of a "problem" weapon.

Fittingly enough, I find it's function, strengths, and weaknesses to be similar to bubble lead, a weapon wind storm was basically a carbon copy of in the original games. Both weapons are well suited to dealing huge damage to big crowds from safe, higher vantage points. When used with abandon, both weapons produce long strings of projectiles that are annoying to be caught by unaware, but are easy enough to avoid when prepared unless the ground is completely flat. Finally, both are mainly hampered by their lack of weapon energy and reliance on terrain. (without W tanks anyway)

I find consistent juggling with wind storm is difficult and inconsistent, If there's enough room for juggling, the victim can probably move out of the way if prepared. In close quarters, the weapon dissipates too easily on walls and at point blank wind storm is no more threatening or effective than weapons like gyro attack or ice slasher.

Wind Storm may be great in some circumstances, but is has enough counter-strategies and faults to avoid being a game breaker.

4
General Gaming Discussion / Re: Video Game songs you love
« on: July 14, 2014, 05:40:55 AM »
Not quite sure if this counts, but I found this while browsing around. I almost want to beg CutManMike to insert it as an easter egg in Drill Man's stage somehow.

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5
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 12, 2014, 07:17:37 PM »
Metal Blade didn't penetrate joe shields in MM2, and yet it's a ripper in MM8BDM because it's known for instantly killing so many enemies and passing through them. That's the mode of thought I was thinking of. Ultimately, the logic of what is and isn't a ripper seems a bit arbitrary.

6
MM8BDM Discussion / Re: MM8BDM Weapon-by-Weapon Discussion
« on: July 12, 2014, 02:03:11 AM »
I agree with NemZ. While I sometimes find myself using fire storm for the speed of it's projectile, which I believe is its greatest advantage of the likes of thunder bolt and ice slasher, I never bother getting up close for the damage the shield causes. I think that any buff should go to the shield to encourage close-range attacks more, differentiating the weapon in the process.

By the way, fire storm was only a ripper in mega man 1 because it killed almost every enemy in the game in one shot.

7
MM8BDM Discussion / Stupid Idea Time: Dual Wielding
« on: June 26, 2014, 01:03:23 AM »
One day, I was thinking about how all weapons in mega man 8-bit deathmatch have no alt-fires. Even in the case of polyvalent weapons like tengu blade, every single weapon was made to be controlled with one click. This leaves the alt-fire button conspicuously vacant, which led me to this dumb idea:

What if you could use two weapons at once!?

Main fire button would control one weapon and the alt-fire button would control the other. Since every vanilla weapon only uses one hand in the hud, this could easily be depicted as one hand with the main weapon and the other with the alt. This would make weapon combos like wind storm + gravity hold, oil slider + fire, and time slow or spark shock + anything easier. Imagine having access to a short-range melee attack like slash claw and a long-ranged one like metal blade at the same time too!

Sounds exciting, huh? So, bring on the details on how this could never work and/or is pointless.

8
Mega Man Discussion / Re: Mega Man Classic Weapon Fusions
« on: June 23, 2014, 01:12:02 AM »
I actually think about this stuff a lot of the time. So, presenting the MM3 fusions, in the context of the original mm3.

Magnet+Hard = Magnet Knuckle. Hits like hard knuckle, but you can direct it anywhere on the screen with the control pad
Magnet + Top = Magnet Spin. Spin in mid air and small enemies will be drawn toward you and crushed.
Magnet + Shadow = Homing Blade. Acts like shadow blade, but flies in a straight line at enemies instead of boomeranging back.
Magnet + Spark = Magnetic Shock. Acts like spark shock. When one enemy is shocked, nearby foes and bullets are pulled toward it and paralyzed too.
Magnet + Snake = Leaping Cobra. Acts like Search Snake. When the snakes line up with an enemy vertically or horizontally, they jump and fly into it.
Magnet + Gemini = Rebound Missile. Acts like Magnet Missile, but the magnets bounce of enemies while still doing damage, and can turn and hit another enemy again after doing so.
Magnet + Needle = Magnetic Barrage. Rapid fire missiles that turn like Magnet Missile. What more could you want?

Hard + Top = Windup Punch.  A melee attack used on the ground. Does as much damage as a hard knuckle, but can be charged for even more damage. Enemies hit fly backwards, and can damage others
Hard + Shadow = Heavy Blade. Fire a black shuriken in 8 directions that is affected by gravity. Has recoil, and can be used to gain momentum in any direction.
Hard + Spark = Shock Punch. Fires a Hard knuckle that paralyzes any enemy that it hits and pushes them backwards into walls.
Hard + Snake = Serpent Glove. A Hard Knuckle that drops search snakes traveling in the direction of the fist.
Hard + Gemini = Ricochet Fist. Hurls a Hard Knuckle that reverse course when it hits a wall. Can still be directed up or down, and gains power with more bounces like rebound striker.
Hard + Needle = Needle Flak. Low fire rate. Shoots bursts of needles forward shotgun-style. Still has recoil.

Top + Shadow =  Shadow Strike. When spinning, a shadow blade is thrown in the direction of any enemies in its range.
Top + Spark = Shock Wave. A circular wave of electricity is emitted every time you spin, paralyzing any enemies, which can then be dispatched with the spin itself.
Top + Snake = Snake Dash. Used on the ground. Launch forward, break-dash style, traveling up wall and ceilings as long as the dash lasts.
Top + Gemini = Soul Spinner. Spinning in mid air launches a slow spinning clone projection that bounces off walls for a short time, shredding any enemies.
Top + Needle = Needle Spiral. When spinning, weak needle projectiles are launched around you in every direction.

Shadow + Spark = Paralyzing Blade. A Shadow Blade that paralyzes. Yes, it does damage, so go wild!
Shadow + Snake = Ground Fang. A Shadow Blade that travels along any surface when it hits it, and returns to you as best as it can along the ground after a while. Think Yo-Yo cutter from MMU.
Shadow + Gemini = Bounce Blade. A Shadow Blade that can be aimed in 7 directions that bounces off walls. Has a longer range than the original Blades, and continues bouncing if there are any walls in the way of its return trip.
Shadow + Needle = Shard Barrage. Rapid fire Shadow Blades in any direction! Slight spread and longer range than the originals.

Spark + Snake = Shock Bite. Search Snakes that paralyze and do damage. Go nuts with these too.
Spark + Gemini = Multi Spark. Enemies paralyzed by this bouncing spark shock will emit more bouncing sparks at random angles. Does slight damage.
Spark + Needle = Spark Cannon. Rapid fire needles straight forward with paralysis. Enough said.

Snake + Gemini = Soul Snake. Fires a gemini laser that generates glowing snake outlines that travel along walls whenever it hits a surface.
Snake + Needle = Snake Stream. Rapid-fire Search Snakes forward at various angles.

Gemini + Needle = Scrambler Laser. Rapid fire Gemini Laser. Slight variations in firing angle creates bouncing laser chaos!

9
Mega Man Discussion / Re: Your thoughts on the Mega Man X series?
« on: June 23, 2014, 12:19:44 AM »
The things I love about classic Mega Man are its simple mechanics and game structure and replayability value from getting robot master weapons in different orders.

I feel like all the stuff to collect in Mega Man X gets tedious after a while, especially in X3, and that as the series went on, becoming more powerful over time became increasingly dependent on hidden armors, sub-tanks, etc. instead of maverick weapons. Especially in X4, the special weapons feel almost superfluous. X1 essentially had most of the special weapons I really enjoyed using.

X's new movement doesn't make the game much more interesting for me, and it almost feels clunky after playing the zero series first.

Overall, it's an okay series but not one that's worth really going back to again and again. My opinion may slip further after I play X5 and X6.

10
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: June 22, 2014, 11:59:04 PM »
I guess I take screenshots every once in a while.

Fun with Ukiweps and Saxton Hale. I don't believe I'll understand this weapon in particular at this rate
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A possible world record for weight carried by one bird. Beat's tough!
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Scenes from the apocalypse when you turn on cheats on a hotel server.
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Reisen isn't messing with my mind here. She's really being a (quote) "remote mine wizard."
Please never remove this feature.
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11
I'm with Zard, Alice, and some others, discovering the game though Shagg's and Pink's old videos. I actually played way back around V1B under different names, but left on a long hiatus when I got caught up with Osu!. I eventually quit that game for reasons... and came back here just before V3 was released. At that point I had Shyster fleshed out as my internet username-thing and stuck with it.

12
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: May 20, 2014, 04:13:47 AM »
I guess I can post here n'stuff

In-Game Name: Shyster (try to guess my color)
Preferred Skins: Pirate Man, Snake Man, Top Man, Clown Man (depending on mood)
Favorite Weapons: Hyper Bomb, Thunder Beam, Quick Boomerang, Magnet Missile, Ice Wave, Blizzard Attack, Pharaoh Shot, Wind Storm, Gravity Hold
Least Favorite Weapons: Top Spin, Gyro Attack, Time Slow, Flash Stopper, Mirror Buster
Favorite Stages: MM3MAG, MM7DW1, MM5DAR, MM8DUO, MM5NAP, MM1TIM, MM2MET
Least Favorite Stages: Any stage divided into two or more parts by teleporters (MM1ICE, MM5CRY), MM4BRI, MM5GRA, MM4DIV
Favorite YD Classes: Snake Man, Bass, Magnet Man, Turbo Man, Pharaoh Man, Air Man
Least Favorite YD Classes: Shade Man, Gravity Man, Guts Man, Frost Man, Star Man, Junk Man
Favorite Game Mode: Large-ish Deathmatch, TLMS, Bot apocalypse
Least Favorite Game Mode: Duel
Greatest Rivals: Celebi (seems like a common one), Fr3akgamer, Drapion
Reputation: Devoted Server-Frequenter. Quiet save for non-sequitur comments. Reasonably high-tier player at this level of experience, I guess.
Else?: I'm just glad such a great small FPS community exists here themed around such an amazing franchise. I can't imagine breaking into some other shooter at this point.

13
Projects & Creative / Re: Class based modification (v7b)
« on: April 18, 2014, 09:12:29 PM »
My opinion on Galaxy: He slaughters classes with no mobility tools to get away from the black hole, but is useless against those that can. It's also sort of like when Frost Man was added and he was considered OP because both can take advantage of the initial chaos of a crowded TLMS match to wreak havoc. When both are alone however, they seem practically helpless. Probably the best way to make Galaxy more well-rounded is to make the BHB faster, do more damage, but have way less staying time.

Anyway, what I actually came to say is that Snake no longer has his unique "poked" obituary for fragging someone with his alt. This is a travesty that absolutely must be corrected.

14
Projects & Creative / Re: Justified Classes v2bh
« on: April 05, 2014, 05:52:58 PM »
I was playing Bass yesterday on the deathmatch server and noticed I wasn't able to copy any weapon from Dust Man, Gyro Man, or Astro Man. Astro Man I understand not giving anything, but it must be a glitch with Dust and Gyro.

15
Mega Man Discussion / Re: Toughest Robot Master in Each Game?
« on: January 02, 2014, 06:45:16 AM »
Heck, I actually feel like saying something about this

MM1: Ice Man. His projectiles do as much damage as Elec's, and they require precision timing to dodge. Thankfully his weakness kills him quickly. I don't find Elec Man too hard actually, but that's because I know how to pattern-lock him where he can't even fire off any shots!

MM2: Quick Man. Completely unpredictable, crazy contact damage and homing boomerangs that he's happy to blast shotgun-style right in your face. Even worse as a doc robot in MM3. Crash Man isn't difficult at all, just jump and shoot him only when you're about to collide.

MM3: Needle Man. Shadow Man is more predictable than this guy! Essentially undodge-able needle spam and quick jumps and the needle press that do insane damage.

MM4: Bright Man. He uses the flash stopper, you're going to get hit. And his weakness needs full energy to take him out. Ring Man still has a pattern that can be learned (jump twice over the first ring), and Dive Man can be dodged by well timed jumps if you predict his 3 charges. Just don't use the skull barrier.

MM5: Heck, they're all easy. Probably crystal thanks to sheer projectile volume.

MM6: Still all easy. I'll go with centaur because of his brightman-esque time stopping that makes the arrow split unavoidable. That and huge contact damage.

MM7: (FC): Burst Man and his insta-kill spiked ceiling. The fact that his projectiles block buster shots and his weakness is annoying as well. Slashman comes in at a close second thanks to his nigh-unavoidable slash dash off the walls when you're almost certain to be covered in the red slime.

MM8: (FC): Search Man. His attacks seem more suited to a Mega Man X game. There's too much to pay attention to and let's not even get started on the bullet wall that is crazy destroyer.

MM&B: Magic Man. How is he not mentioned more? Ridiculously fast movement and lightning quick projectile attacks that lead you right into his dashes. Way too fast paced.

MMU: Glue Man. Incredible potential for damage and getting stuck means you're dead in the water. At least it's not too hard to use his weakness when you remember it climbs walls.

MMxSF: Ryu. The spinning kick is unpredictable and he's invincible while performing it. Couple this with projectile streams blocking your shots and he becomes very difficult to hit.

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