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« on: May 18, 2011, 02:23:16 PM »
At this point, I have just tested all the classes in their respective stages. I do not mean to diss you, Smunch, but I find most of your claims...false. Here is my findings on the characters you said something about. My testing procedure was simple: 10 frags against a bass, megaman, and protoman class (obviously, some trickery was required with protoman due to that blasted shield...)
Topman: It's as I said earlier. Topman is made for sneaking up on people. He gets slowed, no one will play as him simply because his purpose is essentially nullified.
Heatman: He does not suck. The thing about him is that most of his fighting relies on trickery and placement. And the occasional heat tackle...
Bombman: I'll give you that the mega bomb can suck when it's used against you, but come on, can you truly deny that it's funny to watch something get fragged by an invisible bomb?
Gyroman: He is fairly balanced as it is, considering the only real way to damage someone requires being at point blank range or a lot of anticipation of where your opponent is going to move. Which brings the subject of his mobility. This is what ensures that gyroman doesn't get totally screwed. Being able to run away gives him the edge that most other classes dont have
Wily: This is the only one where I fully agree with you. It is far too easy to just turn alien, fly up to a random hard-to-reach location, and pummel an unsuspecting victim who can't fight back to well.
Drillman: First off, to Muzaru, complaining about him using Tango is touchy anyway, considering Tango's uses (with effective results anyway) are very limited. Anyways, Drillman's weapon itself is very consuming, and like gyro requires a lot of anticipation or point-blank range. This gives him only one other option for attacking: His drilling attack. While difficult to pull of because people hear you coming and run, it is still very possible to surprise someone with it, and often has effective results. There is, however, the rare occasion where you're playing against a bot and you get trapped in him, so to speak, and he completely owns poor Drillman.
Magnetman: The key with Magnet pull is to corner someone, or even just back them into a wall. Then it works wonders. @Muzaru: I find the best strategy for a hardman vs. magnetman is hit with magnets, retreat and recharge, seek hardman, repeat
Airman: Not from what I've seen, but I have a really good computer, so I wouldn't know.
Crystalman: Again I must agree. It's too easy to stack up the number of crystals and just decimate everything.
Gravityman: Maybe it's just the evil side of me talking, but I like using the new gravityman better. First off, if your opponent gets really high in the air, you can slam him down for a lot of damage. Second, sometimes it's just damn funny to fling someone down a pit.
Waveman: I agree with Muzaru, the wave stuns, so he really isnt that weak. I never had to use harpoons in the run.
Needleman: I like Needleman. It's fun poking things to death, plus he's a practical class against the speed demons such as elec, quick, gyro, and top (I've also found he works well against the huggers, providing they don't surprise hug you)
Hardman: This is another one where a good point is made. The bass buster can't even scratch him, meaning any Bass players have to rely on another weapon entirely.
This is simply my take, and what I observed. Maybe my observations need to be tested further, but as far as I know, the classes seem balanced enough.