Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hunter_orion

Pages: 1 ... 3 4 [5] 6 7 ... 10
61
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 13, 2012, 08:28:29 PM »
Hmph. go figure that it comes from the game I owned for a month, then sold it and many others for a car payment.

That doesnt make my point any less valid, though. its makes sense to give tehm that attack as balancing material without making them a carbon copy of the AI.

62
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 13, 2012, 04:59:31 PM »
Quote from: "Shmeckie"
There is nothing subjective about balance.

Well, according to some of your previous posts, balance is subjective to the playing style of the person.  Bringing up Skull Man once again, you talk about how he's fine and dandy as he is, all he needs is an ammo buff. But that's just because that is your playing style. You seem to prefer hit-and-run tactics. But for my playing style, he just doesn't cut it. I would much rather get in my opponent's face and fight them close range, hence why my choices are either Shadow Man, Charge Man, or sometimes even Cut Man. To this affect, I think his ability to hit and run is absolutely horrid, especially since anyone with speed can catch up to him no problem. Since his shield can be whittled down by attacking it, he gets gang raped way too easily. But when your playing against him and you don't have a player that can easily catch up, he becomes the biggest troll of the game by shooting the shit out of you, running off completely invincible, recharging and coming back to repeat it. And with the way Skull Man's buster only does so much damage before he has to run off and cower again, the player never approaches from the front, and anyone who knows me well enough knows how much I hate people who feel the need to take cheap shots!!! I am dead serious. This my subjective opinion about how balanced Skull Man is. But going off of your subjective opinion, he's perfectly fine and everyone should use him more often.

Therefore, I don't subscribe to your theory that balance has nothing to do with subjectivity. Anyways, on to your next point:

Quote
And then there's the slippery slope; where do you draw the line? Remove Bright Man's bulbs? Should Plant Man lose his buster and ability to sap your health? No more Guts Punch? Hell, Toad Man didn't even walk.
I'm not saying that I don't agree with this. Going by some RM's attack patterns, almost all of the classes wouldn't be as fun. but there's a fine line between restricting gameplay, and pulling some bullshit attack out of your ass. It can be easy to picture these RM's with some of their user-generated abilities genuinely having them. For instance, it would make sense that Guts Man would also try and punch someone. It's also reasonable to say that Toad Man doesn't just take a flying leap whereever he goes, because you can watch a real life toad make small jumps to move around, the only time they make huge leaps is when they're fleeing something.  But take Bomb Man: I never remember him throwing a giant bomb in any canon game (unless he did it in Powered Up, and I just didn't let him live that long). I don't remember Elec Man zapping the crap out of people with a huge lightning bolt. I thought that was Dynamo Man's job. There can be such a thing as balance while assuring that the class's balancing makes sense.

63
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 10, 2012, 10:53:25 PM »
Okay, firstly:
Quote from: "SmashBroPlusB"
Quote from: "NemZ"
Yes, but the difference is that actually suits the way Drill Man fought in mm4 while Skull Man was much more aggressive.
I wanted to campaign for an agressive Skull Man but everyone and their grandmother said "don't try and change his playstyle".

Now you want hit and run Drill Man. YOU'RE CHANGING HIS PLAYSTYLE.

LIES!! I fully supported the idea of a change to Skull Man. I even suggested things here and there that may help with the dilemma.  It's not my fault no one listened.  Furthermore, not everyone is going to agree on the same thing. If everyone thought the same way, that would just make the world boring as hell.

Secondly:
Quote from: "NemZ"
Yes, but the difference is that actually suits the way Drill Man fought in mm4 while Skull Man was much more aggressive.
If that's the case, why not just flip-flop them? If Skull Man was aggressive in the game, make him aggressive in the mod. And if Drill Man is hit and run in the game, make him that way in the mod. Isn't that what this is supposed to be about? Making the classes like they are in game?

64
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 10, 2012, 08:45:18 PM »
Quote from: "fortegigasgospel"
Also a glitch can happen with drill when he pops out right under someone where he gets stuck inside them, then the person he is in and him have to duke it out to see who lives. (similar thing happens at the start of Bot Apocs from time to time)

That happens very frequently, even in YD's mod. That's usually a bots that that happens with. He can drill through a human player just fine.

Quote from: "NemZ"
It would also help a lot of his drills recharged while he was underground, which only seems natural for how he acts in mm4.
Probably not best, because God forbid we make another class that does hit and run...

I can already hear the complaints...

65
Projects & Creative / Re: [New Mirror!] Chaos Generator Upgraded Ver. E
« on: February 10, 2012, 05:05:22 PM »
Wow, really? That's awesome. Thanks Rolan.

66
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 10, 2012, 05:03:24 PM »
Quote from: "Shmeckie"
- Allow him to climb upward with his Drill Dig, so he actually CAN escape to recharge (and really, if he's digging underground, why wouldn't he be able to do this?!).

It's not that it isn't illogical for Drill to be able to climb, it seems moreso that he's trying to give those that can't fly an easier time of dealing with him.  In YD, Drill Man's ability to climb makes him invaluable as an escape artist because he can instantly be where others have to work to get to (except for his one weakness: skyboxes) In other words, short of being able to climb walls, fly, or having a utility like Rush Jet, tracking down Drill Man is nothing short of a pain.  How about this? To make it easier to find him while he climbs, Dive and Magnet Missiles will home in on him, but not do any damage? That way, at least the 3 Power Stealers (And possibly Dive and Magnet) can see where he's going.

67
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 08, 2012, 02:41:05 AM »
both of his ammo bars do that, so which one do you recommend gets the correction: his drill bomb ammo, or his drill dive ammo?

68
Help & Editing / Re: Network GetPackets Error??
« on: February 08, 2012, 01:04:23 AM »
I do tend to ignore it from time to time, like if I'm working on a campaign chapter, or when I'm playing with Pink, Tomato and Spex (since most of the time, we don't even use the chat because of skype.) I'm just really interested in it because in other scenarios, some servers have kicked me over this error.

69
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 08, 2012, 12:05:28 AM »
Agreed. Far too many classes don't take any damage from him. He's a train, dammit. You can't tell me that it doesn't hurt to get hit by a speeding locomotive.

70
Projects & Creative / Re: [Uh...] Chaos Generator Upgraded Ver. E
« on: February 07, 2012, 11:44:51 PM »
Is there a mirror for Version E? My computer doesn't like Sendspace (or Sendspace doesn't like my computer, one of the two)

71
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 07, 2012, 02:50:54 PM »
Not to my knowledge they didn't. Unless the last time I used him the class glitched somehow.

72
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 05, 2012, 03:47:47 AM »
What I find funny is that most of the classes that everyone is complaining about are ones that were also complained about in YD's classes topic.  Skull, Centaur, Flash, Napalm, even Tomahawk and Elec (I haven't seen much on Top, unless I overlooked it somewhere). It seems to me that's it's not only because they want to force play styles, but just plain destroy robot masters that they don't like.

73
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
« on: February 03, 2012, 07:56:24 PM »
Oh, boy. From the sounds of it, I will not enjoy the campaign boss much. (I can't get very far because I keep getting error'd mid campaign, usually at Evil Mega Man)

74
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 03, 2012, 07:51:52 PM »
That's part of it. The other part is he knows the maps so intricately that if you fire a single shot and he sees it, he then will know exactly where to find you. Then he sneaks up behind you and rapes you.

75
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 03, 2012, 12:20:28 AM »
He doesn't have to gain a whole lot of energy from each shot. Either that, or he has to "charge" up the barrier completely before use.

Pages: 1 ... 3 4 [5] 6 7 ... 10