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Messages - Hunter_orion

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31
Projects & Creative / Re: Class based modification (6B-Fix)
« on: March 25, 2012, 04:00:34 AM »
Or for that matter, the Cutstuff Community Classes?  I personally think it would be badass to watch CutManMike thrash the hell out of Cut Man...  :evil:

32
Projects & Creative / Re: Class based modification (6B-Fix)
« on: March 23, 2012, 03:22:27 AM »
Hmm...in that case...

YES!! DO IT!!!

33
Projects & Creative / Re: Class based modification (6B-Fix)
« on: March 22, 2012, 04:46:42 PM »
I say yes, but what would his capsule be?

34
Projects & Creative / Re: Class based modification (6B-Fix)
« on: March 05, 2012, 05:31:12 PM »
Skully is only as powerful as you let him be. He has several major Achilles' heels: his barrier only lasts a few short seconds, the counter is only good if you can use it properly (which takes excellent timing with certain weapons), and finally, he is flat out screwed if he gets teamed up on.

35
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 29, 2012, 11:09:23 PM »
And that could be possible from a logical/canon standpoint. Perhaps the reason why he does it on the ground is because he can't generate enough wind to pull AND keep himself in the air??

36
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 29, 2012, 06:56:15 PM »
Its hard to aim those gyros as it is. I had one tdm where I used magnet to push players out of a halkway, and the wind still had to do some fancy manuvering to get the hits. Furthermore, I dont feel the third reason is valid, because if this mod bent to the whims of whiners, we'd have half the classes being one shot kill wusses, and the rest of them comparable to Jesus.

37
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 29, 2012, 01:58:33 PM »
Exactly! It's more of a double-edged sword as well, considering that it brings you closer to Wind Man. It also runs the risk of him being open for attacks, unless he can use Wind Gyro and Wind Pull simultaneously.

38
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 29, 2012, 01:09:56 PM »
Quote from: "Musashi-COM"
1.- You obviously haven't played the arcade games, or you're a hater. I don't care: those games are Mega Man games, and will be taken into account if necessary.

2.- Magnetism whiners. That is all.

I have played them, I don't hate them, I just didn't find them fun. I'm sure we all know a game like that...
I can also understand that they will be used under certain circumstances. But Wind Man trying to suck someone in is also in a Mega Man game, yet it is not being taken into account. And who cares about magnetism whiners? The ability is still there regardless of what they say, is it not? Besides, it doesn't have to damage them, just pull them somewhere so that Wind Man has a better chance of fighting.

39
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 29, 2012, 02:38:33 AM »
@fortegigagospel:  Let's talk the actual series, not some crappy and boring knock off of Street Fighter, shall we? Power Battles sucked.

@Musashi-COM:  And if that's the case, then why not give him his wind pull, that way he can pull them out of the hallway?  Wind Man's inability to fight in hallways is a genuine issue brought up multiple times.

40
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 29, 2012, 02:08:16 AM »
Quote from: "fortegigasgospel"
Because Wind Man never actually used Windstorm?
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Really? You're going to try and argue in-game accuracy? Because I'm still waiting for the part of the Shadow Man fight where he turned invisible, or where Guts Man punches you, or Metal Man tries to chainsaw you to death, or when Knight Man does a shield bash, or when...THIS MOD CLEARLY DOES NOT REVOLVE AROUND IN-GAME ACCURACY!!!

41
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 28, 2012, 11:45:11 PM »
Quote from: "Game&Watcher"
As many of you know, Windman has a problem with hallways, here's an idea to fix this, make his flight an item and give him Wind Storm as an Alt. Fire.

I agree and support this fully. Why shouldn't Wind Man use Wind Storm?

42
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 28, 2012, 08:19:20 PM »
So...youre suggesting we do it a la battle network? That could be very feasible, except then what classification would the power trio fit into, or would they be neutral.

Another thing Ive noticed is while playing through mm7, Bass is not only weak to the super adaptor, but to Noise Crsuh as well (not as substantially as the adaptor, but stil...). Will that be facotred in as well?

43
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 27, 2012, 08:17:41 PM »
@fortegigagospel: so, in other words, Capcom is sexist...

But dude, you TOTALLY misunderstood me. I was simply pointing out how Cut Man has two puns from hus weakness to rocks: ROCKman, is the one that comes to defeat him, and in real life, we all know that rock smashes scissors. Simple as that.

44
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 27, 2012, 06:08:15 PM »
It's just the same as Cut Man having a double pun by being weak to rocks.

I don't think Guts Man is doomed to be nerfed. He has a okay amount of damage as it is now (Even though I do agree that logically, Guts Man should not be able to pick up rocks up out of thin air...)

45
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 27, 2012, 03:13:58 AM »
Quote from: "TheDoc"
Quote from: "Daveris"
There should be a limit to how many Gemini Clones can be on the field at once...

I think it was Grexion who would spawn a clone, fight & die, spawn a clone, fight & die, rinse & repeat. There was at least SEVEN CLONES within 1 minute!

Tee hee...I've done that. I had over 20 clones running around Top Man's stage once. Poor Tomato didn't stand a chance....

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