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Messages - MrL1193

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1
Projects & Creative / Re: Class based modification (v8b)
« on: July 29, 2015, 01:13:36 AM »
Quote from: "Korby"
Glass [x1.5] < Proto [x1.333] < Light [x1.2] < Mega [x1.12] < Normal [x1.0] < Duo [x0.896] < Sturdy [x0.8] < Doc Toad [x0.728] < Toad [x0.65] < Heavy [x0.55] < Hard [x0.5]
You listed Heavy twice.
i fixed it ~korby


As far as I can tell, the Duo and Doc Toad tiers were first used by (who else) Doc Robot, and they're simply derived from combining the Mega multiplier with the Sturdy and Toad multipliers respectively.

On a side note, I know this isn't related to gameplay at all, but has anyone ever considered renaming the armor tiers? I just find it a bit silly that the tier containing 5 classes is named after Toad Man alone but the tier containing all of one RM (Guts Man) bears the generic name of "Heavy." (I'm assuming that "Doc Toad" will get a proper name if a future class uses it as a base armor value.)

2
Projects & Creative / Re: Class based modification (v7cbefix)
« on: April 04, 2015, 12:32:40 AM »
Actually, I have been able to get this mod to run as-is on Zandronum 2.0; you just need to load the sprite patch (the v7cbefix wad thing) in addition to the v7c wad itself.

That said, Zandronum does seem to complain about some oversized sprites (saying that it's downsizing them), so I've refrained from starting up a server on BE just to be safe.

3
Projects & Creative / Re: Class based modification (v7cbefix)
« on: March 20, 2015, 10:03:14 PM »
Actually, I've been thinking for a while now that Ring Man's controls are needlessly clumsy. It would make much more sense to just give him one weapon and make it easier to call the rings back early. There's even more than one way it could be arranged; you could make it so holding down the button (fire or altfire) keeps the ring out and releasing it calls it back, or you could leave it closer to what it is now and just make it so holding the button down can call the ring back as early as possible.

Instead, however, it almost feels like Ring Man's clunky control schemes (both the two-weapon system he has now and the long-range-only system he had before) are deliberately being left in as a way to counterbalance his power. To me, that seems rather silly; I'd rather just have somewhat reduced power and good controls to make full use of it, as opposed to having terrific power that can't be used to its full potential because of bad controls.



As for Drill Man, I don't feel too threatened by him in most scenarios. Sure, he can fire off a lot of Drill Bombs, but unless he can stay close to his opponent (which is hard, since he's slow), it's hard to land good hits; his projectiles are slow, and he has to aim at the ground to force them to explode. If anything, I usually just find Drill Man to be a nuisance due to his tendency to run away.

4
Projects & Creative / The Case of the Bugged Crash Drive
« on: March 08, 2015, 12:48:48 AM »
So last night, I was playing as Turbo Man for a bit, and right after I mowed down a Flash Man as I came out of a Time Bender trap, my opponent commented that the Crash Drive seemed to charge very quickly. I replied that it was random, as far as I knew; sometimes it's fast and sometimes it's normal. However, that got me wondering about why such a thing would occur, so I decided to poke around in the code to figure out just what was going on. Well, as it turns out, the Crash Drive has been bugged since version 7b (the version in which its duration got cut in half).

This may be old news to some of you, but I figured that I ought to give an explanation to those who were unaware (and a reminder to those who had forgotten please fix this).

Long explanation here:

(click to show/hide)

tl;dr version here:

(click to show/hide)

5
Projects & Creative / Re: [Game Mode] TEAM Sneaking
« on: March 03, 2015, 05:31:22 AM »
Quote from: "King Dumb"
Secondly, I wonder, is there a reason you haven't incorporated altfire? The way I see it, I can see how altfire may not be the best choice because the knife is technically your "main weapon" and using weapnext/prev to switch altfires is a little weird, but it'd be something I'd consider if you haven't already. Options include stun and grenades as weapons 1 and 2 with knife on alt, or knife on main and stun/grenades as alts 1 and 2.
Better yet, couldn't we have the knife on main, the stun gun on alt, and flashbangs/smoke bombs/mines as an item? Then we wouldn't have to do any weapon switching at all. (In fact, I was actually surprised the first time I played that the mines weren't items; they seem like a natural fit for it.)

6
Projects & Creative / Re: [Game Mode] TEAM Sneaking
« on: March 02, 2015, 07:30:33 AM »
I haven't actually tried this yet, but, considering the length of the stun and the fact that you're invisible by default, I'd guess that if you reeeeeeeally wanted to, you could ensure a kill by jumping when you get close to your victim. If the poor sap also jumps, the two of you collide in midair and fall back to the ground together, giving you plenty of time to slash his face off. If he doesn't, you land on his head and now he can't jump, allowing you to aim down and plant your knife in his skull at your leisure.

Just a thought.

7
Projects & Creative / Re: [Game Mode] TEAM Sneaking
« on: March 01, 2015, 06:47:26 AM »
My initial thoughts after playing this:

- The invisible players really need some kind of mobility tool to ensure that the Light players can't just use Thunder Claw, Freeze Cracker, totem poling, or any other such means to climb out of reach and camp for all eternity. (In fact, in one round on MM2CRA, someone spawned in one of the cubbyholes and was able to sit there in complete safety for the entire round. I suppose the Wily Team could have totem poled to reach him, but we didn't know he was there until it was too late.)

- The stun guns make it a bit too easy to catch players with the insta-kill melee. You can even shoot them repeatedly as you approach to ensure that they don't get away.

- The smoke bomb and cardboard box don't seem very useful. The smoke bomb just doesn't do a whole lot compared to the other support tools, and the cardboard box is even worse. Even using it as a decoy almost never works.

- Some of the weapons available to the Light players are almost always more useful than others in the same group. For instance, you can expect the majority of the Light players to be using Thunder Beam in any given round.

- Footsteps are still made if you try to walk slowly, but you can jump around as much as you want without making them. In fact, if you only tap the jump button so you just barely get off the ground, you can even avoid making the landing sound as you inch your way around. I can't tell for certain whether or not this is intentional, but either way, I find it amusing and strange that bunny hopping is the stealthiest means of movement.

8
Projects & Creative / Re: Stardust's Workshop
« on: December 20, 2014, 12:48:14 PM »
Well, it's been a while since I last commented in this thread and the latest version of the mod has been around a while now, so I guess I'll take a moment to list some of my own thoughts. Some of this might be stuff I've already mentioned before; it's been a while, so please forgive me.

Runes:

(click to show/hide)

Bosses:

(click to show/hide)

Other miscellaneous stuff:

(click to show/hide)

9
MM8BDM Discussion / Re: SERVER READY, bweeooop | The Thread
« on: October 13, 2014, 08:59:55 AM »
Quote from: "BookofDobson"
So the point of not telling is...?
So less people abuse it in the interim.

10
Projects & Creative / Re: Stardust's Workshop
« on: October 06, 2014, 06:26:57 AM »
Quote from: "BookofDobson"
Anyway yes you click once when rage is on. I tried it and I know which is why I said Morshu sucks in the first place. Won't say anything if i didn't know
I don't know what you define as "clicking once." The giant bomb has always been triggered by holding alt fire ever since this version of Morshu was created. You can still tap alt fire to pull out regular bombs if you want to.

11
MM8BDM Discussion / Re: MM8BDM Funnies
« on: October 06, 2014, 06:18:43 AM »
So today, I made two amusing discoveries in Saxton Hale.

1. Throwing Morshu's giant bomb while your face is rubbing against a wall results in an instant explosion, just like with regular Hyper Bombs. Cue "what just happened" reaction from the victims.

2. Gamma's Feet don't handle Bubble Man's stage well. I was being chased by one and I happened to go through that one spot in the stage where there's a wall with spikes overlooking a drop to a lower level in a long hallway. I dropped down and kept running, and suddenly, the foot wasn't behind me any more. Apparently, they can't fit under those spikes on the wall overhead--not that it stopped the same foot from coming after me there again. It hit the spikes again and ended up telefragging the other foot upon respawning. :lol: It died after running into the spikes a third time.

12
Projects & Creative / Re: Class based modification (v7cbefix)
« on: September 17, 2014, 06:42:31 AM »
Well, I thought I heard something about "no more direct hits," but I don't know if that's accurate. Personally, I thought the bombs were hard enough to score direct hits with as they were, since their hitbox is much smaller than that of a Super Arm rock.

In the meantime, I suppose you're probably already aware of this, but the V4A update to the core changed some weapons, which has resulted in some significant power creep for certain classes. Grenade Man is the one everyone's been complaining about the most, but I've noticed that Tomahawk Man got a stealth buff as well--one that he really didn't need. His tomahawks have a much bigger hitbox now, and, combined with their speed, power, and rate of fire, it makes Tomahawk Man downright scary to fight.

13
Projects & Creative / Re: Class based modification (v7cbefix)
« on: September 16, 2014, 10:13:15 PM »
Sorry if this seems random, but I heard a rumor that Bomb Man is getting nerfed somehow, and I just wondered if there was any truth to it. Granted, I'm probably the only person who would care, since hardly anyone else plays Bomb Man, but it always felt to me like his low rate of fire counterbalanced his power, and my opponents never really seemed to complain about him.

14
Projects & Creative / Re: Class based modification (v7cbefix)
« on: September 15, 2014, 05:25:24 AM »
Quote from: "MusashiAA"
So I just updated the wikia page of CBM with the current class information, or at least with as much as I could remember. Just so you don't say I don't do a damn thing.

EDIT: Whoever added speed, armor and jump information to each class up to MM5 before I added the rest. thank you. And also, weakness calculation changed, so the multiplier values in there were not the same as the current ones, and the way weakness damage calculation is handled now makes looking for these multiplers a bit harder, so I just removed the multipliers and just listed the weapons each class is weak to in no particular order.
Um, yeah, that was me, actually. I had intended to add the stats for all the classes available at the time, but I got interrupted and forgot to finish the job. Whoops. :(  Thanks for finishing it.

Anyway, I went back and tried to update a few descriptions and such to the best of my knowledge, checking the files in Slade for reference. Star Man and Cloud Man do still have low (and very low, respectively) personal gravity, right? I could have sworn I put something about that in Star Man's stats before.

15
Projects & Creative / Re: Class based modification (v7cbefix)
« on: September 03, 2014, 08:23:50 AM »
Quote from: "Perfectlylegit"
If I could request something, could Topman get some sort of movement nerf? He can move as fast, if not faster, than quickman, with a top shotgun that does 15 damage, is spammable and a topspin that tends to rape things. A movement nerf would be enough, because his low armor doesn't really compensate for how much stuff he can dodge with his speed alone, not to mention his 'top dash' which lets him cover ground even faster than he already does.
I'd rather see some sort of nerf to the top throw. Top Man is supposed to rely on melee to really dish out damage--which, I'm guessing, is why he is not one but two tiers above Quick Man and Oil Man in armor--but it is very easy to end up relying on the low-risk top throw instead. It has decent power behind it, it doesn't leave Top Man vulnerable, and the spread makes it easy to hit things with it. It all adds up to make Top Man more of a threat at range than he really should be, and because he's so fast, he can easily keep his distance if he wants to.

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