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Projects & Creative / Damn Fake Man RPers.
« on: May 12, 2013, 11:59:27 AM »
Hey kids! I took a look at your mod...Well, sort of. I only had a proper look at Doc Robot, so have some comments regarding him.
For Doc Robot:
-Doc Robot can pick up WTanks, despite him being unable to use them.
-"The Gargantuan Cutter can decapitate anything who dares to cross your path!" Ow, my grammar.
-Gargantuan Cutter absolutely demolishes Escaroo or whatever his name is. It demolishes a lot of things, actually, but this example is especially problematic since the guy is a miniboss.
-Needle Twister demolishes both Toad Man and Heat Man. I'm not exactly sure what the weakness chain is for this mod, but shouldn't it only demolish one of the two?
-I would suggest adding an Oil Slider-esque transparent ammo bar to Needle Twister to indicate how long you can hold down fire for, since at the moment said time limit is not specified. I don't like unspecified time limits when it comes to weapons. Being thrust further into the air when using it in mid-air is a bit odd, too; perhaps it should check zheight or whatever so it only thrusts you upwards if you're on the ground?
-Surprise Rain seems awkward, since it's two abilities put together; regular old Rain Flush (albeit with altered graphics) is slapped on to a crappier version of Classes Drill Man's altfire (since it can't travel through players or enemies). I always interpreted Toad Man's super ability being summoning the torrent of water from the pipes above, which I thought would translate into summoning a pillar of water from the ceiling instead of becoming a puddle. If you want to keep your puddle interpretation, I would suggest altering it to focus more on the 'hiding in a puddle' aspect. That is, let it travel through players and enemies to give it more of an evasive use, and instead of the Rain Flush attack slapped on, perhaps give it a radius splash (literally splashing water) attack when you hop out of the puddle or something. At the very least, give it a transparent ammo bar to indicate how much longer you can hide in your puddle.
Generally, I would prefer if edits to the original content present in the mod were kept to a minimum, aside for balancing purposes with the addition of 4 new classes. Revamping stuff like Bass Buster and Proto Buster is debatable, but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.
Also, in the hub, the additional room with the weapon tally thing (that shows which weapons which class has) feels awkward and tacked on, especially since it uses a completely different set of textures. I would have suggested merely altering the original weapon tally screen via extending it/adding another one next to it, since the camera thing that is present on that space now is fairly useless, and you can't even see its new function while playing offline/as the leader. At the very least, widen the corridor leading to the additional room. I've seen a bunch of dopes role playing as Fake Men police and barricading the room, and allowing people to do that kind of stuff is no good.
For Doc Robot:
-Doc Robot can pick up WTanks, despite him being unable to use them.
-"The Gargantuan Cutter can decapitate anything who dares to cross your path!" Ow, my grammar.
-Gargantuan Cutter absolutely demolishes Escaroo or whatever his name is. It demolishes a lot of things, actually, but this example is especially problematic since the guy is a miniboss.
-Needle Twister demolishes both Toad Man and Heat Man. I'm not exactly sure what the weakness chain is for this mod, but shouldn't it only demolish one of the two?
-I would suggest adding an Oil Slider-esque transparent ammo bar to Needle Twister to indicate how long you can hold down fire for, since at the moment said time limit is not specified. I don't like unspecified time limits when it comes to weapons. Being thrust further into the air when using it in mid-air is a bit odd, too; perhaps it should check zheight or whatever so it only thrusts you upwards if you're on the ground?
-Surprise Rain seems awkward, since it's two abilities put together; regular old Rain Flush (albeit with altered graphics) is slapped on to a crappier version of Classes Drill Man's altfire (since it can't travel through players or enemies). I always interpreted Toad Man's super ability being summoning the torrent of water from the pipes above, which I thought would translate into summoning a pillar of water from the ceiling instead of becoming a puddle. If you want to keep your puddle interpretation, I would suggest altering it to focus more on the 'hiding in a puddle' aspect. That is, let it travel through players and enemies to give it more of an evasive use, and instead of the Rain Flush attack slapped on, perhaps give it a radius splash (literally splashing water) attack when you hop out of the puddle or something. At the very least, give it a transparent ammo bar to indicate how much longer you can hide in your puddle.
Generally, I would prefer if edits to the original content present in the mod were kept to a minimum, aside for balancing purposes with the addition of 4 new classes. Revamping stuff like Bass Buster and Proto Buster is debatable, but I certainly disapprove of needless cosmetic changes such as changing the skins for classes.
Also, in the hub, the additional room with the weapon tally thing (that shows which weapons which class has) feels awkward and tacked on, especially since it uses a completely different set of textures. I would have suggested merely altering the original weapon tally screen via extending it/adding another one next to it, since the camera thing that is present on that space now is fairly useless, and you can't even see its new function while playing offline/as the leader. At the very least, widen the corridor leading to the additional room. I've seen a bunch of dopes role playing as Fake Men police and barricading the room, and allowing people to do that kind of stuff is no good.


