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Messages - Hunter_orion

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121
MM8BDM Discussion / Re: MM8BDM MM7 Expansion - Release Date 10/06/11!
« on: June 10, 2011, 02:05:04 PM »
Same here squidgy. All the way down to noon central time..

122
I don't know about the rest of the population, but when I'm using Elecman, I'm not really reliant on the lightning bolt. Elecman gets a lot of usage out of Elec Beam (yea, i know it's supposed to be thunder) and his evasion speed actually make fighting with the lightning bolt pretty unecessary. The one or two times I do use it is in urgent situations, such as a starman, woodman, or topman. Most already probably know my hatred against that space invading gas ball, and even topman can be easy to see why I would. But with woodman, I've found that the bolt can penetrate his shield, which somebody in netgames really likes to use.

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Quote from: kapus
He's just an easter egg that changes the music. You don't fight him
Oh. Shame. That would have been a funny trap, especially if more than one person got stuck in there.

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Too cool. Everythjng just looks amazing, and the music... I do have a question about the wily 1 stage: are you ever supposed to be able to go in and fight the yellow devil, or is he just for shootig in the face just to make him mad and to hear the music play?

EDIT: oh lord. This tiny phone keyboard makes it so hard to spell

125
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - We're not dead!
« on: June 06, 2011, 04:30:17 AM »
Hmm..this seems to be quite interesting, and it seems that a lot of things are already ready. I'll be definitely looking forward to this, mainly because of the memories of playing this game (moreso as Bass, seeing as how the game was clearly made for him) Still, I'm really anticipating the availability of the Magicman skin, since he's second in my favorite 5 robot masters. Question: How's wave burner going to operate? Is the user going to have to stand still, or will they be allowed to move?

126
Random question.

Who is it that did the programming for Drillman and his altfire? I have a question for him/her.

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At least Flashman's buster can still do something to Hardman.  The Bass Buster doesn't even leave a scratch on him. I understand that Bass's bullets compromise power for speed, but Hardman vs Bass in LMS totally screws Bass unless someone else with an ability dies off first.

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This one may have been addressed, but...surprise difficulty increase in RPG bosses.  My evidence:  In Boktai 2, most people who play through the game leveling up their stats however it seems like a good idea.  But by the 4th boss (the third, depending on if you have any magic for Enchantment Dark, or if you just didn't bother to raise strength much), the resistance of the boss suddenly spikes, and your underpowered ass is screwed. I found that even with Enchantment flame (Dvalinn's weakness), when I was below 60 strength points, the highest amount of damage I could to to her was 60. And she has 1600 HP!!!  This is even on Crystalis for the NES: later bosses cant even be hurt if your level is too low. I can understand a game like final fantasy doing this, the numbers for strength increase and all that are fixed, but, using Boktai 2 as an example, how are you supposed to know that you need to boost strength just so you can fight a boss that has an obscene amount of defense?

129
Mega Man Discussion / Re: Favourite NetNavi counterpart?
« on: May 27, 2011, 04:44:17 AM »
I'm actually quite opinionated about the netnavis, and like very many of them.

Protoman: This is the Protoman that I think the classic series should have given us. It would have made his gameplay in 9 and 10 substantially different from Megaman and Bass.
Roll: Again, I'd rather have this Roll than the current one.
Bass: I don't know what it is about that cloak, but it makes him look ridiculous. And it's clear that he has to move the stupid thing to attack, why not just get rid of it? Other than that, he looks badass.
Elecman: I actually like his design a lot. And his double soul, for that master.
Searchman: HUGE improvement.
Tomahawkman:  This is my favorite navi...hands down. If he was in real operation, I would have used him the entire time, despite all the obstacles that probably would not be clearable.
Slashman: Another huge improvement. Slashman makes a better ninja than a Wolverine.

130
W.I.P Forum / Re: EXTENDED Class Based Modification!
« on: May 21, 2011, 11:30:50 PM »
Is it too late to offer for testing? Because I'd be glad to, and I'm very interested.

131
Quote from: "Muzaru"
Remember that top has to get up to you to kill you, if there was an ammo bar it would just be the same as elec then.
I still get instakilled by elec's alt, but as with topspin, thats my fault, also elec is faster than top.
As for bliz's primary being up...you need to fight more Blizmen then.
,

Getting up on someone with Topman isn't overly hard though.  Most people who use him are either getting someone who's respawned, or someone who is distracted, whether it be fighting someone else, or just not paying attention.
Although, now reflecting on top spin usage, there is another factor I didn't look at: There is a slight hesitation between the initial jump and when he can use top spin. I haven't quite figured out the timing, but considering the player has to jump again (and both top spin and the landing sound are pretty easily heard), this does mean that the player about to be top spun does have a chance to react if he does miss, or even if Topman doesn't have enough momentum to run into the player.  So, I suppose that while in some ways, an ammunition bar would curb some people's Top usage, it's not totally necessary as long as the person is paying attention. I am merely trying to see this objectively, and both sides do have very good points.

As for your last statement, I'm not going to dispute that. I've only seen one Blizzardman, not counting myself from the random setting. And I think at the time I just used needle to poke him to death before he could try anything funny.  So apart from my personal experiences using Blizzardman, I don't know much about how he works.

132
The logic behind a Topman ammo bar actually makes sense, since most of the characters mentioned have one to prevent spamming

While Elecman is only partially threatening with the Elec beam, The lightning zap is what really gets used to death, and as a surprise move, no less (like anyone is going to try and run up to your face and Elec zap you. That'd be too big an oppotunity for countering) And if the player misses his zap, then he has no choice to retreat at least until he has more ammo to try and get another sneak shot off.

Blizzardman also has a weapon that's not all that threatening: 4 snowflakes that are way too easy to dodge.  So what's everyone who uses Blizzardman going to rely on? Blizzard bowl.  Another move used as a surprise, this one tends to be a lot easier to miss with, and Blizzardman's sluggish speed makes him easy to chase down and kill.

Topman is exactly like these two.  Hitting with the spinning tops is too much of an iffy process (not to mention its damage isn't all that great).  But Top spin is how Topmen get all their kills. And being allowed to spam it again and again just makes it harder for anyone else to get a hit in.  If Topmen had to run away to recharge, it'd be far different.  People wouldn't have to worry about being surprised by him.  The way it is now, to really get a frag on a Topman, you have to gang up on him, or sneak up on him, and hit him hard and fast (hence my statement about needleman). Besides, running away wouldn't be that hard because he's a pretty fast little cretin.

133
Quote
I wasn't complaining either....
Okay, maybe complain wasn't the best choice in words. I apologize for that. However, I do stand by my statement. Tango's usefulness is only limited to a few situations. Most of them are cramped hallways such as mm1dw2, Crashman, Geminiman, Pharaohman, Cutman, possibly Chargeman, and possibly Yamatoman. There maybe more that im forgetting about, but then again some of these places you don't even see tango (I don't think he's in gemini, cut, yamato, or wily 2).  So in all fairness, even if Drillman can get ahold of Tango, whether by finding him or by randomly getting him from the walking purse, it's not like it's a real big deal, since outside of cramped hallways, doing good damage with Tango just comes down to careful planning and luck.

134
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.

135
Actually they do indeed test it. you can see servers where YD, CutmanMike, and someone else test every version of this.  It's simply that not every problem makes itself visible at times, only for someone to speak about it later.  And most people do not necessarily complain, they merely point it out.  The only people who complain are the people who are sick of getting killed by the character over and over again.  For example, Topman, he is only powerful if he can manage to sneak up on someone. Apart from that, it doesn't take much to own topman, especially if you have someone who has rapid fire like needleman.  Classes are all a matter of who's using it and how they're using it.

Aside from all the current buffs/nerfs, I am curious about other classes.  I see the four megaman killers, the 3 three power absorbers, and every robot master from 1-6.  What I would like to know is aside from continuting down the path of all the robot masters, are there any plans for other classes? Just as a few examples, the darkman 1-4, roll (not that id be particularly thrilled, but I have a cousin who would), the stardroids, or even just some random one that might make the gameplay different?  Sorry if I'm being nosy, I'm simply curious about this project. It is one of my favorite mods for this game.

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