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Messages - Bikdark

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136
Projects & Creative / Re: Class based modification (v8b)
« on: November 14, 2015, 05:01:44 AM »
Well yes that's what happens when you're gone for 2 years.

137
Anything Goes / Re: General Offtopic Discussion
« on: November 05, 2015, 08:02:31 PM »
Ohhh wow, are there really that many "one try only" games? I havent found any besides undertale, and even then it isnt "fuck up once and its all over"

138
Anything Goes / Re: General Offtopic Discussion
« on: November 05, 2015, 04:44:31 AM »
Quote from: "Laggy Blazko"
The part about ruining the game forever for playing the game a certain way is still questionable, though.
(click to show/hide)

139
Anything Goes / Re: General Offtopic Discussion
« on: November 03, 2015, 03:51:37 AM »
my 5th is either nov 9 or nov 29 i forgot ;;

140
Idk man acceleration of suguri x is prob 30x better

141
Projects & Creative / Re: Class based modification (v8b)
« on: October 18, 2015, 06:49:16 PM »
Let's not forget the other HUGE problems: infinite ammo + search discs. Both of those are just as problematic as his homing shots.

142
Projects & Creative / Re: Class based modification (v8b)
« on: October 17, 2015, 10:49:37 PM »
Just about everything is wrong with Punk and Search.

Punk:

-Straight screws are too damaging, reliable, and spammable for a buster-style weapon.

-Bouncers don't consume ammo, no drawbacks

-Curl invuln is extremely abusable and can RUIN any class without sustained damage. Makes some classes unusable vs him.

-Curl recharges extremely fast out of a cancel, comparatively same charge rate after a spindash because of the time the enemy needs to take to get to him

Overall, Punk (as well as the other MMK) is a very dated class with a ton of upfront power and no level of mastery outside of aiming screws properly. He needs a rework to force him to make meaningful choices and reduce his overall oppressiveness. Following the "Sonic, Tails, Knuckles" guideline, Punk and Enker (who is also a problem) should take on the roles of tanky brawler and hypercarry (like Skull or Metal) respectively.

Search:

-Infinitely spammable attacks make him MUCH harder to approach than other homing/long range users

-Discs nullify innate close range weakness that all long range classes should have. Require no real mastery to use.

-Almost impossible to punish because of the pressure from infinite ammo and 23 dmg discs. After he blows his 4 shot load, you should (in theory) have a much easier time approaching him. However, in a matter of seconds he can fill up a room with discs/have 2-3 stacks of mainfire on someone trying to approach him.

Search should most likely be changed into a high skillcap homing user (as crazy as that sounds), possibly something similar to this:

Mainfire: Holds tracer out, and consumes all ammo over the course of 4 seconds. Targets are NOT automatically locked onto anymore.

-When mainfire is released with acquired targets, homing missiles are shot at all of them. No extra ammo is consumed, and the tracer cannot be deployed again until you have full ammo.

-Releasing without any acquired targets will fire a single shot with an internal cooldown similar to Crystal's to prevent spam.


Altfire: Tapping alt while tracer is running will now lock on to whatever the tracer was on at that exact moment. No more just hovering over people for .2 secs to lock on, you gotta do this shit MANUALLY, son. Hitting a wall, ceiling, or floor (read: missing) will lock onto said wall/ceiling/floor. You are allowed X amount (4-6?) of alt taps before you cannot acquire more targets, so be accurate (this is also to prevent people from making aliases that rapidly use altfire to simulate current Searchman). Basically, you are choosing what you will shoot at before you actually shoot.

-Altfiring without tracer out could toss out a much weaker disc so Search has a way to defend himself in tight spots, but not to the point where he can now.

Overall, the point of this concept is to reward Search for being accurate and fast, as all snipers should. Because he only consumes ammo when he has his tracer out, if he locks on the maximum amount of times before his ammo is out, he can get back to doing his sniper-y bullshit much faster.

There's also a TON of added mastery to his kit now. Because of his ability to lock onto terrain, newer players can choose to lock onto a wall and unload a barrage where the enemy WILL be rather than risking missing the enemy itself with the tracer. Veteran players, however, will be able to achieve the maximum number of targets acquired in under a couple of seconds, allowing them to dominate groups or assassinate single people easily.

143
MM8BDM Discussion / No backtalk
« on: October 14, 2015, 11:09:21 PM »
Quote from: "Emmanuelf06"
Remember people, there is always a guy stronger than you : )
Except me, I'm the best.

144
Events / Re: Anime Night - Season 4 starting November 6th or so
« on: October 14, 2015, 09:19:36 PM »
rip putting your hands up ;-;7

145
Projects & Creative / Re: Class based modification (v8b)
« on: October 14, 2015, 12:02:31 AM »
Quote from: "ScrapHeap"
I'm saying in general, unless you're playing TLMS or LMS, Plantman has near-immortality thanks to this regen coupled with the speed.
>near immortal

I think you're talking about magic

If you play like pussies, ofc plant is immortal. He's a vamp tank that needs to stay in melee to do his thing. If you separate yourselves and focus fire on him he will die immediately or be forced to retreat. Be sure not to group together in a place where he can hit multiple of you. His passive regen doesn't make a big difference considering in tdm/duel there's already an abundance of health.

Also, it's important to note that your only experience with plant outside of TLMS (which you implied he was not a problem in) is in buckshot duel, a mode with no pickups anywhere. So yeah, no shit plant will be effective, he's one of two classes who can reliably heal.

146
Projects & Creative / Re: Class based modification (v8b)
« on: October 13, 2015, 10:40:57 PM »
The mod isn't balanced around duel lmao he's much worse off in tdm/tlms

147
Projects & Creative / Re: Class based modification (v8b)
« on: October 13, 2015, 09:52:50 PM »
Quote from: "Celebi"
Technically, GIGA DRILL works perfectly fine with close range walls/floors.  In these screenshots, I made the drill explosion 'visible' via showing a Groundman sprite.  You can see the explosions in action in all the screenshots except #1/#4 working well near walls/floors.  In screenshot #4, you can see the explosion hitbox moves with the drill when its comes out/goes back in.  What could be done is adding more explosion hitboxes to the full drill size. (see screenshot #1 and imagine 2 more explosions above it) However, this would spike the damage due to the explosions noclipping up floors if the drill was used in a low ceiling area.
I'm sorry, I was very unclear with all my terminology.

By "big drill" I was referring not to the Giga Drill, but the large spread drill you can aim and shoot and further split into 2 > 4 drills. THAT is what is giving me trouble in tight spaces. It's a little whiny considering how I only need to shift my aim a small amount to compensate for the huge hitbox, but again, I feel fluidity is Groundman's biggest problem.

148
Anything Goes / Re: General Offtopic Discussion
« on: October 11, 2015, 10:35:54 PM »
lemao and lel are superior

149
Anything Goes / Re: General Offtopic Discussion
« on: October 08, 2015, 10:18:58 PM »
i miss tils.

and roc. if i drank he'd be the kind of guy i'd wanna have a beer with

150
Projects & Creative / Re: Class based modification (v8b)
« on: October 06, 2015, 09:20:28 PM »
Been playing some Groundman, here's some of my thoughts:

-Reduce damage on big drill. While it does feel super great to chunk people for 50+ (also makes Groundman usable), power needs to be shifted away to make room for other changes. Med and small drills most likely will not need changes

-Have tank mode require 65-75% ammo, not 100%. Ground can deal with faster/campier enemies by chasing with his tank mode/underground mode, but he feels a lot less fluid when you need to wait for ammo to recharge after a skirmish if you need to chase.

-The dropped drill split should follow the crosshair's position entirely rather than only relying on horizontal position. At the moment, they're super clunky and hard to use, and that change would allow them to be a bit more usable

-Giga drill is borderline useless in non-clusterfuck scenarios. Should probably be changed into an area control/set it and forget it tool rather than something you need to click and hold. Maybe one time use > let player switch weapons to drop > giga drill still there? Giga drill could block escape routes/force enemy movements for easier shots

-Both huds look the same minus the inventory icon. Make tank hud different so I dont need to take my eyes away from what I SHOULD be paying attention to.

-Big drill is fucking massive and is nearly impossible to use in even semi-closed spaces. Is there any way for the big drill to NOT get completely fucked over by walls/floors, or would that require reducing hitbox size and therefore killing what makes spread drill unique? Maybe for the first ~20 tics make big drill have a smaller hitbox that explodes, then have it turn into normal huge as fuck drill? What about allowing players some alternative method of firing while holding alt (shoots single med drill)? If neither of those ideas sound attractive, tank mode's excavate damage should probably be given some more power so Ground isn't worthless in hallways or maps like MM5NAP.


EDIT***

Currently, Turbo is completely overtuned and is in need of changes. He cannot be punished, as his base speed is above average, his effective hp is standard, and his ammo regens so fast that it might as well not even fucking be there. His wheel provides insane pressure with the big speed buff it gives, as well as the volatile damage it deals if you even think about moving with it. His massive speed and scorch wheel synergize TOO well, making it easy for him to evade all danger by kiting and slapping you for 25+, or alternatively easily positioning himself for MASSIVE scorch wheel damage (remember, the higher your speed the more effective ALL rippers are). Sweetspots are cool, but not when the alternative is ALSO huge damage.

While one can argue that his only means of dealing damage is reliant on terrain, this does NOT justify his huge ammo regen, ability to remain unpunished 100% of the time, OR fantastic base stats. His terrain-reliant damage isn't even a problem when you consider how nimble he is, his normal armor, and the ability to aim the wheel up.

Turbo players need to actually THINK about their ammo usage and their wheel placement. They need to be encouraged to get up close and personal with enemies to land a big scorch wheel rather than abusing his mobility and safety for an easy game. Scorch wheel shines when the player predicts enemy movement and tosses one out when they know they'll be moving backwards, so why not play on that? Although it's super hacky to implement, an overall big damage reduction + a stacking damage multiplier on successive scorch wheel explosion hits would be a really cool way to reward Turbo players for predicting the enemy's movements. There would be issues with wheel stacking, but that could be fixed by lowering his base speed by a hefty amount or messing with the wheel speed.

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