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Messages - JaxOf7

Pages: 1 ... 40 41 [42] 43
616
Projects & Creative / Re: MM enemy classes
« on: May 23, 2011, 08:55:11 AM »
Quote from: "ice"
(NEW!) Eddie: takes double damage from everything (topman takes less damage than that), also has a very powerful bomb toss attack (weaker and shorter range than bombman but more control) he's alittle above the speed of megaman, also tosses weapon and health making him a self sustaining class and a medic
Why hello there new favorite class.
Quote from: "ice"
tosses weapon and health making him...
I get to screw over my allies who don't need weapon energy like in the games? Oh hell yes!

>Complaining about popularity
>No open release of his mod

617
I love these.
I am requesting Centaur Man, who has been solidified as my favorite RM through the classes mod.

618
I, for one, am quite grateful that we finally do not have huge gap in class selection and can finally say: "this mod has all the nes robot masters."
Thank you modders. We love you. It is too bad our love hurts.

So yeah, "NERF TOADMAN ARGAHJHAYH!"
No. You guys were playing high population free-for-all deathmatch in cramped maps, who the hell did you think was going to win? Before it was Top man; now its the guy with the high damage aoe. He is much less powerful in games where there is some actual order and coherence.

Fucking Skulltag man, how does he work?

Dive man is my favorite of the new classes, he is just so unique in his area denial role and it really beats the "derp, gonna charge into you" he did in the game.

Excellent shadow man. Turning invisible at will is actually a really powerful tool in the right hands. You can fool people down false paths and shit.

Giga bomb is still buggy. Sorry but I really thought this would be one of the first things fixed given its severity.

Ah my Enker and Punk rotations weren't implemented... :(

619
I actually thought Spring Man never used his buster at first, but looking at the sprites he clearly uses it to shoot wild coils straight at the ground.
Convenient it should fire below a first person view, eh? :cool:
Seeing as his punch is probably going to be an actor and not part of the first-person HUD, I suggest just making some "spinnng his arms" sprites.

Edit: Wait a second, what if he gets his throw? Pfft, there's no way they would put that in!
...would they?

620
Projects & Creative / Re: MM enemy classes
« on: May 11, 2011, 02:23:32 AM »
Colton>Fake Man

Primary fire: boolet shoot.
Alt fire: Lasso. Toss a ring of rope to tie up an opponent and immobilize them. Super effective against Centaur Man.

621
Three bars?! Shit just got real!
Quote from: "Ivory"
I'll take a stab at Pharaoh then. I have some interesting ideas for him.
I've had an idea myself.
Basically, it has to do with overanalyzing the purely cosmetic aura he has had in power fighters and official artwork.
When he has full ammo, he has an aura. It makes his defense normal. His pharaoh shot, identical to megaman's, is his primary fire and consumes no ammo.
His secondary, "Pharaoh rave" or "THE WIND" consumes all his ammo and sends waves in 8 directions. Not having full ammo means he dosn't have his aura and it leaves him very vulnerable defense-wise.

Or he could just have a cool looking phaoronic aura, I don't know.

622
Quote from: "ice"
players tend to get too greedy for frags to notice a HUGE FRIGGEN BOMB next to me before strafe running at me (I also use him alot scince I made him ^^ and no, I NEVER use exploits nor will I ever intend to use any...except in roboenza where its mandatory)
They're not greedy, they legitimately do not see the bomb.
Because someone bugged it up the ass at some point, it gets thrown off in different directions in the client from where it actually is in the server.
No exploits needed, it just dosn't sync right, ever.

Now how do you feel about those "greedy" players you killed?

623
Help & Editing / Re: Ideas that came to your mind?
« on: April 29, 2011, 10:39:24 PM »
Megamari weapons pack.
I'm actually not a fan of the Touhou series, but in Megaman fangame terms the game is pretty impressive and had tons of fun weapons.
They also fit the setting of that scarlet devil map and could probably improve the map by delivering a unique experience via unique weapons. (Or whatever other touhou maps are though up of, didn't Constancy use Megamari tilesets?)
I don't code, but I can sprite. Here is my progress so far:

(Wait a minute, isn't ghost cutter completely identical to slash claw?
Were those yin yangs supposed to be flat or spherical?
Oh reincarnation ghost and thousand knives, what are we gonna do with you?)

624
MM8BDM Discussion / Re: How'd Racing become popular?!
« on: April 25, 2011, 05:58:19 AM »
Would it be possible to implement a special wave bike into these courses?
One that dosn't crash the instant it so much as grazes a wall. Rather, it would slow down and take a bit to speed back up.

625
Mega Man Discussion / Re: Fanmade robot masters
« on: April 25, 2011, 05:54:07 AM »

626
Projects & Creative / Re: MM enemy classes
« on: April 09, 2011, 10:42:51 PM »
Quote from: "ice"
wavebike
Wait, what?

As for hopping armor, I didn't intend for them to only hop, that would be silly. They can walk, just slowly and befitting its "slow, powerful ground unit" status. Hops are for occasional bursts of speed and crushing people.
If you meant low ceilings would prevent their entry or use because they can't fit, well, that is actually a very realistic weakness of the armor.

627
Projects & Creative / Re: MM enemy classes
« on: April 09, 2011, 10:00:52 AM »
I can agree with you when it comes to vehicle Joes; I would love to see Sniper Joe hop into an apache or hopping armor midgame. A mm9 machine gun upgrade could also work.

However, having him morph into completely different robots dosn't really make that much sense and detracts from the potential of skeleton, hammer, and crystal joe classes. They're pretty specific (skull barrier is very rare) and not that many, so I doubt Sniper Joe will hardly miss them when he is obliterating foes in his hopping armor.

628
Projects & Creative / Re: MM enemy classes
« on: April 09, 2011, 04:51:01 AM »
Class idea:
Skeleton Joe (Ambush and Deception)

(He has a skin in the Halloween pack)

Primary Fire: Bone throw/club
He throws a bone...
It is also a melee attack...

Secondary Fire: Collapse
Skeleton Joe collapses himself. This crouches him and makes him immobile, even when fired upon. Maybe also regenerate health or take reduced damage? This is actually an ambush tool...

Custom Item: Skeletal Remains (Either start out with a set amount or run on a cooldown bar)
He tosses a collapsed body looking just like his own gorgeous self out on the ground in front of him. Of course, it is completely harmless. It can be destroyed, though it takes a while. It can be used as cover in extenuating circumstances. Skeleton Joe also spawns one of these upon death.


The premise: using his custom item and his deaths, he leaves a bunch of his corpses on the battlefield so they are not exactly an uncommon sight. He then collapses to disguises himself as them to ambush and escape foes as needed.

Poblem: It would be preferable to not have the skeleton joe's name display on mouse over when he is collapsed.

629
Pardon me for interupting this new class discussion, but something overlooked needs to get fixed.
Top man is only frail to the mm3 weapons. A lot of the classes actually have pretty incomple armor/frailty.
So I give you: work. Yeah, I haven't actually worked with Skulltag before

First of all, let's modify all the weapons that need damagefactors in one place instead of scattered throughout the boss weapon code. It's more organized:
(click to show/hide)

Now for the doozy, the complete list of damage factors incorporating V1d types, class types, and the ones I just defined up there:
(click to show/hide)
And there you go, armor with a simple find+replace (or for those strange mm6 classes, all the damagefactors are lined up for them). Though do keep in mind: some of the class weapons lack damage types, I didn't bother with triple blade, and I haven't tested this at all.

630
MM8BDM Discussion / Re: Improving V1D
« on: March 27, 2011, 09:47:44 PM »
Quote from: "SaviorSword"
Why
In
The
Holiest
Universe
Does MM2DW1 have an easy to reach Time Stopper?!  :?
Its position really should be switched with mirror buster.
You know, up there with gravity hold?

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