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Messages - Gummywormz

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166
Events / Re: Cutstuff Community Classes Contest #2
« on: April 27, 2014, 06:36:02 PM »
As a side note, if you're doing another contest, use something like zipdiff to point out differences between archives (especially considering we're all susposed to use the template).

167
Events / Re: Cutstuff Community Classes Contest #2
« on: April 27, 2014, 03:38:38 AM »
Quote from: "Celebi"
Hey, if you're going to judge things based on the damages, you're not doing a very good job.

Except damage is not the only issue. You can't even do anything to damage him while he is grabbing you. He is not open enough after a successful throw to counter him. His dash is quick and can cover a decent amount of distance. If he threw you farther away from him, he wouldn't be so bad, but in his current state, with slow classes or not he is an issue. Also he can fly.

Quote from: "xColdxFusionx"
Juri: Gummy you messed up the painstates how could you.

I fixed it...

Treo: As others have said, I'm not sure what his weakness is. His main fire can be charged to sap more health and has an arc, but his alt fire is an infinite-range attack that you can guide easily. He can also plant exploding trees because why not. His abilities don't seem to work well together. It's like they are there because they can be.

Tank Snail: This one is a bit odd. He overheats way too easily and can't do anything of value when he does. Yet, his main fire takes away over 50% of your health and slows you down. This makes it really easy to land another hit. The mucus left on the ground also doesn't seem to do anything.

Knux: This class is pretty decent. His weakness is well integrated, but it doesn't really affect him too badly a lot of the time (especially since you can just push people away).

Tsuyoi: Yes, he is useless. I thought I made it so you can't outpace your fist, but I guess that didn't work out. I made him too weak, because I thought the other entries would be more like Awadphec and Tank Snail. He for sure needs a range buff, and the self-damage on the jump kick should be removed (the stun would be kept though).

Viz: His weakness is that he is short range and has low health. However, his rate of fire combined with the ability to blind people kind of nullifies this. Other than that he is ok.

Juri: The weakness here is that you have to keep hitting players to not die. However, your rate of fire, ammo regen rate, and the homing ability of your roaches makes it impossible not to hit anyone. The paranoia debuffs are too strong and are easily stacked, to the point where a single altfire after 3 roach hits (which isn't hard to do at all, especially considering the roaches can jump) is instant death even to the more bulkier classes. Your own paranoia generates far too slowly. I never had a single situation where paranoia stacks on myself killed me, especially considering one hit removes all your paranoia, no matter the level you are at. Make the roaches not homing, speed up the paranoia stack rate, and make it so that one hit clears only 1 level of paranoia.

Awadphec: As mentioned, standing still to regenerate ammo just ruins this class, especially combined with the fact you have to charge and stand still to fire. Glass health tops this one off to be terrible.

Ukiyama / Deer: This class is pretty unconventional. The crystals don't cause hit stun, which is a huge problem especially with Zangief running around. The alt may look useful, however it summons the crystal from the top of the skybox. This means on some stages it takes far too long to fall down to be really useful.(MM2DW1, anyone?)

Zard: His amazing weakness is the ability to fire 50 homing projectiles at once...in a single shot. But don't worry, he has an insane rate of fire and ammo so he can send 500 more out very easily. To top this one off, you have 2 separate ammo bars, so you can still spam your not ice wave while waiting for your electricity to regenerate.

168
Events / Re: Cutstuff Community Classes Contest #2
« on: April 26, 2014, 08:01:41 PM »
I disagree.

Zangief may be fun to play as and have fancy ACS animations, but he has an inescapable 2HKO (sometimes even an OHKO). He can dash rather far and at a great speed. There is little cooldown between attacks, and he has decent base speed and armor. If you try to sneak up on him during a throw, you get hit with an 80 damage explosion. Also he can fly. Only Zard and Juri have any chance against him, and those classes are also broken (Juri is only slightly OP, Zard however...). Zangief should not be considered for first place. Viz and Knux are the only good classes here, though they don't seem to have much of a "heel".

169
Events / Re: Cutstuff Community Classes Contest #2
« on: April 26, 2014, 06:03:42 AM »
And it's done: http://static.best-ever.org/wads/cccc2- ... nesses.pk3

Lego gets a medal for being the most disorganized.
Hilman gets a medal for not implementing SBARINFO in a proper manner.
ColdFusion gets a medal for the most obvious entry.
Knux gets a medal for somehow feeling the need to inherit from the first class base to add pain states.
Treo gets a medal for having lazy HUD implementation so the class would break without having the CoolWeapon HUDs.
Ceridran gets a medal for having a simple, Teaparty influenced class.
I get a medal for compiling this in less than 3 hours yet never finishing or fixing anything else for like 4 months at a time.
Ukiyama gets a medal because I almost forgot to add your class.
Zard gets a medal because lol.
And Jax gets no medal because I have no medals left to give.

CONTEST OVER! See you next time.

EDIT: Fixed Juri's pain state stuff.

170
Events / Re: Cutstuff Community Classes Contest #2
« on: April 24, 2014, 02:22:48 AM »
Yeah, could we get this done this weekend maybe?

Or at least confirm / deny the people who want to help out >_>.

171
Events / Re: Cutstuff Community Classes Contest #2
« on: April 19, 2014, 11:36:57 PM »
I also volunteer for compiling this thing, though I wouldn't be able to start on it for about a week.

172
Projects & Creative / Re: Class based modification (v7b)
« on: April 19, 2014, 09:29:21 PM »
If you fire a Black Hole Bomb and spectate, you can kill allies.

173
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: April 18, 2014, 10:12:01 PM »
Use LocalSetMusic instead of SetMusic.

174
Projects & Creative / Re: Class based modification (v7b)
« on: April 17, 2014, 04:40:50 PM »
As Isaac said, Galaxy Man is not that broken. Any class with any sort of movement attack / item can get out pretty easily. In addition, any class that can reflect projectiles can safely knock the black holes away. Ramming is also not that useful as it takes a second to actually go after pressing altfire, and it launches you up slightly when doing it. This means unless someone is nearby, they probably won't get hit, and it's a lot easier to hit someone close by with a black hole anyway. On the plus side, the dash is pretty fast so it's easy to get away from bad areas. Finally, black holes are only useful in a medium / short range because of their speed. Staying away from Galaxy Man is the easiest way to deal with him. Dive Man and such are great counters if they just stay away and fire. He does need some nerfs though. Multiple Galaxy Men as well as Galaxy Men with Time / Flash / Bright etc are a pain to deal with. I'm more concerned about damage really. I feel a black hole should do no more than 70% of your health. Maybe just nerf the suction. I don't really know what the best course of action is because he might become totally useless against those classes with better movement abilities.

175
Anything Goes / Re: General Offtopic Discussion
« on: April 16, 2014, 08:25:09 PM »
The entire "The Dire" team is made up of people from viral / semi-popular infomercials and ads. Probably played lines from their commercials over voice chat.

(A Cilit Bang remix is what was used to replace D_RAVE in LMSGames.)

177
Events / Re: Cutstuff Community Classes Contest #2
« on: April 07, 2014, 10:58:59 PM »
If it's of any help...

* BOT.acs is new and just includes the script for the bot to receive the bot weapon.
* BOTINFO is also new.
* WCOLORS has new stuff on lines 141, 302, and 382.
* SNDINFO is also completely new
* KEYCONF is obvious enough...
* TEXTURES just has JKIKICO (lines 14-19) and BARAMTY2 (lines 21 - 24)
* SBARINFO is the first thing under the commented sections. (lines 95 - 103, and lines 671 - 679).
* GLOBAL is unchanged
* LOADACS is new.
* Everything in Tsuyoi.txt and the Tsuyoi folder is all that is changed. (The weapon dropper is in the weapon file)
* Sounds, sprites, and graphics all have their own Tsuyoi folder with everything in it.

Also, I said that there were 2 separate versions of the file I sent. It turns out I only sent in 1. Luckily, the version that I didn't send had some things missing in it anyway.

178
Events / Can't be worse than working with google drive api...
« on: April 06, 2014, 09:20:16 PM »
Did someone replace all the weapons? Are there a lot of pain states or did everyone choose the same sprite names? It should be just a bunch of copying and pasting and that's it...

179
Help & Editing / Re: Issues with MM8BDM Launcher
« on: March 30, 2014, 06:43:12 PM »
Probably because the launcher doesn't have permission to write the image file that's being used as the banner.

180
Anything Goes / Re: General Offtopic Discussion
« on: March 28, 2014, 01:28:51 AM »
It even uses the same font as all the other "simulators".

I think this will be one of the few Steam games I will buy on release. All it needs is an army of bald men and a cut off title screen and then it can easily join the ranks of Airport Simulator and Agricultural Simulator 2013.

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