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Messages - JoshAdams88

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1
Cutstuff Discussion and Feedback / Re: 3 day Name Change Madness Sale!!!
« on: August 20, 2013, 06:57:07 AM »
Old Name: JoshAdams88
New Name: Nadeko Sengoku

2
Anything Goes / Re: General Offtopic Discussion
« on: August 19, 2013, 11:17:57 PM »
oh look broken layout

3
Projects & Creative / Re: Class based modification (v6g)
« on: August 19, 2013, 06:18:28 PM »
Quote from: "cybersavior"
I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6.
So you removed about half of Flashman's damage, and left him with almost no kill potential, great.

and  made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.
Do realize that probably fewer than half of those shots will hit on average, due to the player being able to move again right as they're hit.
Also changed Bass' damage to be exactly half of Megaman's reducing it from 6 to 5, so he isn't such a beast (as he was too easy even for inexperienced players to pile up frags and be top contender's regularly) also made him stop moving while shooting..
meanwhile, copywep damage reduction
Would also like to see a second cool down after each of the slides and dashes, and turf the forcefield around Fireman when he uses his primary fire, as that too is dangerous for when someone plays as him and jumps in a pile of guys and is able to finish of most of the players in the pile if they are somewhat low, not to mention he doesn't do it in Megaman 2.
How about
You just
don't get near fireman.
He's squishy and has .8/.78(?) speed, if he kills you at melee range, you probably deserved it.

4
Anything Goes / Damn publishing companies ruining my good animu endings
« on: August 18, 2013, 10:49:32 PM »
Finished up the last few Ore no Imouto episodes that just came out.

I am currently the most disappointed man on Earth.

SAO here I come

5
Projects & Creative / Re: Class based modification (v6g)
« on: August 17, 2013, 10:11:24 PM »
Quote from: "-FiniteZero-"
Well, the thing is, Shadow Man is probably the class most removed from his original NES class. What's the point of having a Robot Master class if he plays nothing like the Robot Master?
If that's what you're worried about, you should be complaining about a lot more classes than shadowman. YD classes are about creativity and fun not so much the latter.
If you want NES reproductions then please direct your attention to KY.

6
MM8BDM Discussion / Re: MM8BDM v4 Trailer
« on: August 17, 2013, 10:08:10 PM »
inb4 more duel crashing

7
DECORATE and ACS Modifications / Re: Duel Item Patch
« on: August 16, 2013, 08:27:24 AM »
I'd just like to see faster gameplay in general coughduel32cough

8
W.I.P Forum / Re: Rebalanced Class Saxton Hale
« on: August 16, 2013, 05:21:57 AM »
Well, looks like no one will be playing any sort of gamemode that actually requires effort for a while.

9
Help & Editing / Re: Virus?
« on: August 15, 2013, 05:40:10 AM »
Oh, you're using Mcafee? That's your problem.

10
MM8BDM Discussion / Re: what
« on: August 14, 2013, 10:46:50 PM »
Quote from: "Zerokk"
Reducing the hitbox to anything that can be noticed would mean we should just have a smaller rock, because the hitbox is similar to the rock size as it is.
You haven't even said what should be changed yet. Why not go ahead and say it yourself?
By the way, dodging isn't that bad if you're not Super Mega Ultra Deathrush Man with the most obvious movement patterns. My movement patterns are too obvious.
Do you mind actually addressing my point instead of changing the subject to something completely different?
I'll stop posting here regarding the Super Arm issue since it doesn't have much to do with V3B, but I'll happily continue via PM/another topic/etc

11
Zerokk you're missing the point entirely here. I'm not concerned with big damage in general, I'm concerned with how easy super arm is to use combined with its ridiculous damage.
It's not as hard to aim as people think. All you need to do is get used to the angle, and you immediately can start instagibbing people with little to no effort.

12
MM8BDM Discussion / Re: MM8BDM V3b Released!
« on: August 14, 2013, 07:28:04 PM »
Quote from: "Zerokk"
You're saying that Super Arm is overpowered, huh?
Yes.
So that means Atomic Fire is overpowered.
Atomic fire has ridiculous charge up time, is slow and easy to juke.
 It must also mean Astro Crush, which is almost always set in places hard to get to, overpowered.
Astro Crush is a strange weapon. I consider it more "broken" than overpowered. (note: broken != overpowered, broken in this context generally means something is simply /wrong/ with the weapon, or the weapon is just stupidly designed (in this case, both are true))
 Is Hard Knuckle overpowered? According to you, yes, it deals near the same amount of damage Super Arm can.
Oh I'm sorry, I didn't know 70(?) damage was equal to 130(?) damage.
Looks like you didn't read what I wrote, either, considering I was pissed with its ohko potential, not huge damage in general.

Sakugarne must be overpowered because it can easily kill people it gets close to. It makes you really easy to hit once you land.
God man, have you ever USED Sakugarne? Learn to jump cancel and use it properly and the whole idea of being hit when you land is thrown out the window.
 They're all power weapons, I don't see the problem.
Power is ok, low risk for high reward is stupid.
Super Arm can score an OHKO, sure, but that's a pain to position.
Yeah no. It's extremely easy to 100-0 someone at close range, and even easier at mid range if you've used it more than twice in your life.
 I suppose we should give Super arm 8 second air time until it hits the ground, nerf it's damage to 10, make it drain all of your ammo to empty by one single use with a full bar, and make it fall on you and crush you if you hold it with 1/4 of your health.
Stop blowing things out of proportion. I'm certain you've been in a situation where you're stacked to the brim with weapons, have a plan to kill someone that only has super arm, then get unfairly 100-0'd out of nowhere just because of the insane damage.
You shouldn't be seeking a nerf, you should be seeking balance.
...And a nerf to how easy it is to ohko with super arm would balance it.

13
MM8BDM Discussion / Don't pull that "hard to aim" bullshit please
« on: August 14, 2013, 06:44:40 PM »
Hey so uhh, whose idea was it to not nerf super arm? Low risk/skill high reward weapons like super arm seriously shouldn't exist. lol astro crush

14
MM8BDM Discussion / Re: MM8BDM V3b Released!
« on: August 14, 2013, 05:59:59 PM »
You're kidding me right.
SEVENTEEN ON THAT KIND OF MAP.
also mm5dar has about 18 iirc

15
MM8BDM Discussion / Re: MM8BDM V3b Released!
« on: August 13, 2013, 06:36:56 AM »
Drill's got too much instagib potential. The removal of super arm and flashbomb in favor of other weapons would probably be better.

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