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Messages - Gumballtoid

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121
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 03:24:34 PM »
I think it would be better off if it were moved slightly closer to the center. It would at least more accurately convey the hitbox.

Besides that I think it looks just dandy.

122
Closed / Re: [Improved Sprites] Proto Shield Front
« on: October 23, 2016, 02:05:14 AM »
Personally I'm leaning towards the pointed design. It's what is currently on his skin and is depicted in more recent artwork (plus it looks nicer).

123
Rejected / Re: [improved sprites] Mega Buster HUD
« on: October 21, 2016, 03:51:19 PM »
That seems like a bit of a stretch just for a small highlight.

The reason I like this HUD so much is because it's clean and simple. I've always felt the gleam and the shading on the meter added unnecessary noise to the current one, especially when equipped with a dark weapon like Remote Mine or Black Hole Bomb. This holds especially true for those who might refer to the buster and not the ammo bar or icon to identify their weapon.

124
Rejected / I was the one who asked him to share it
« on: October 20, 2016, 03:18:00 AM »
I was never big on the white sheen in the first place. Any weapons with white secondaries looked pretty bad because of it.

I am, however, hugely fond of the HUD and would love to see it in core. I was hoping the Proto and Bass Busters would get the arm touch-ups, too.

125
Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: October 19, 2016, 03:53:18 PM »
Matches against Dan Habiki

Round 1: MM1FIR - my pick
Dan Habiki (Wave Man) 7-3 Gumballtoid (Mega Man)
Round 2: MM4DC1 - Dan Habiki's pick
Dan Habiki (Wave Man) 7-3 Gumballtoid (Bomb Man)
Winner: Dan Habiki

(click to show/hide)

126
Closed / Re: [Suggestion] Ballade Cracker
« on: October 15, 2016, 06:27:43 PM »
I think Ballade Cracker's damage and rate of fire are in a good place. It explodes instantly and has a pretty good radius, so I think it ought to fall into the power weapon category rather than being overly fast. I am still steadfast in my claims that an explosive simply should not move as fast as it does because it's frustrating to fight against. Pharaoh Shot has to be charged and you can very clearly see it primed, so you can anticipate it. Drill Bomb moves slowly and makes lots of noise, so you have enough time to react before it nails you.

As an experiment, I knocked Ballade Cracker down to 40 speed (that of Crash Bomber) and I found it felt pretty good to use. Still adequately fast and rewarding, but just slow enough to be able to react.

127
Closed / Re: [Suggestion] Ballade Cracker
« on: October 15, 2016, 03:47:35 PM »
You're talking about a completely different weapon. Speed and DPS matter not when their functions and ultimate intent are nothing alike. Magnet Missile is intended to poke folks from across the map, but typically, maps on which it can be found can be used against it, and sometimes, even strafing is sufficient. I don't know how often you play the game online, but Magnet Missile is far easier to dodge than you're implying. The only weapon that "punches a hole in the 'weapons must be dodge-able' argument" is Dive Missile, but that's an entirely different beast and is generally acknowledged as being overpowered.

Ballade Cracker offers 7 shots. It takes a minimum of 3 shots to frag someone. A direct hit yields ~48 damage. It has a speed of 50 and an explosion radius of 96.

Other power weapons are typically slower than that. Dust Crusher has a speed of 30. Hard Knuckle, 38. Super Arm, 30. Pharaoh Shot, 35. Drill Bomb, 25. The high speed makes the need for good aim almost negligible because if you miss, the blast radius makes up for it (96, on par with Pharaoh Shot and Drill Bomb -- two significantly slower weapons). Heck, even Crash Bomber has a smaller radius (64).

128
Closed / Re: [Suggestion] Ballade Cracker
« on: October 15, 2016, 02:25:52 PM »
My problem with this is that the player will still be taking damage, even if it is less than its current incarnation. In a game like this, players should at least have a chance to react to these weapons and properly avoid them. The only weapons that break that rule are AoE, status-inflicting weapons like Flash Stopper or Time Slow, but the damage there is almost negligible because the point of those weapons is to cripple the target. Just about every other weapon in the game can be dodged if the player is skilled enough.

Lowering the speed of the weapon to around 40 (the same as Crash Bomber) will still make it a fast weapon, but will demand more of the player in order to earn those frags. Though, if a speed nerf is a problem, an ammo buff could compensate (4 to 3)?

129
Closed / [Suggestion] Ballade Cracker
« on: October 15, 2016, 04:38:00 AM »
Put simply, Ballade Cracker is too powerful a weapon with little to nothing in the way of counterplay. Every other bomb weapon has some kind of drawback that makes it formidable while not being overpowered.

Hyper Bomb is usually an instant kill, but its long delay and limited range make it inappropriate for direct confrontations.
Crash Bomber deals hitstun, but it explodes instantly only on direct hit, and uses a good bit of ammo.
Drill Bomb can be detonated on a whim, but this means only one can be fired at a time.
Napalm Bomb has lots of ammo, but its range is limited.
Danger Wrap is especially versatile (direct hits, air strikes, mines) but is otherwise slow and unwieldy.
Flash Bomb lingers for a while, making it great for traps, but the projectile travels slowly.
Remote Mine can be redirected after firing, but the blast radius is smaller than that of most other bombs.

Ballade Cracker travels faster than Crash Bomber (50 as opposed to 40), explodes on contact with anything (as opposed to just actors), and direct hits can take almost half of your health instantly (48). While that last bit is true of many bomb weapons, Ballade Cracker is very forgiving in that, because it explodes on contact with surfaces as well as actors, splash damage is much more punishing. Its only drawback is its high ammo consumption, being the highest out of every bomb weapon (4 ammo per shot, allows for 7 shots).

My suggestion is to lower the projectile speed. The idea behind this is to give the target ample time to react to the weapon and help justify taking that much damage in one sitting; as it is now, one very rarely has to lead their shots to score direct hits, which is very difficult to counteract.

130
W.I.P Forum / Re: Fake Revolver
« on: October 12, 2016, 07:30:22 PM »
A lot of folks don't realize the weapon is actually called Revolver Buster.

I'll just leave that here.

131
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: October 11, 2016, 03:26:45 AM »
I'm so happy to see this, I can't even begin to explain.

(click to show/hide)

132
Events / Re: Classes Duel NU Tournament (Started!) (Medal Probably)
« on: October 10, 2016, 07:45:49 PM »
Here are my matches

Gumballtoid vs. UsoEwin
Round 1: MMBMUS - UsoEwin's pick
Gumballtoid (Mega Man) 7-4 UsoEwin (Fire Man)
Round 2: MM7STR - GBT's pick
Gumballtoid (Mega Man) 7-1 UsoEwin (Fire Man)
Winner: Gumballtoid

Gumballtoid vs. Watzup7856
Round 1: MM2CRA - Watzup's pick
Watzup7856 (Crash Man) 7-6 Gumballtoid (Bomb Man)
Round 2: MM5CHA - GBT's pick
Gumballtoid (Ice Man) 7-3 Watzup7856 (Junk Man)
Round 3: MM7DW3 - Mutual agreement
Watzup7856 (Plant Man) 7-2 Gumballtoid (Ice Man)
Winner: Watzup7856

(click to show/hide)

133
Anything Goes / Re: Geno's Art Place (ALL ROBOT MASTERS)
« on: October 09, 2016, 02:18:27 PM »
(click to show/hide)

That Mega Man? mugshot is some smug stuff.

134
Closed / Re: Wind Storm
« on: October 06, 2016, 04:47:55 PM »
I would advise against Solar Blaze in the LMS rotation. Kinda ruins the spirit of the weapon, and it's not really balanced around a multiplayer setting yet.

135
Events / Re: [EXPANSION] The Nightmare Before Christmas!
« on: October 05, 2016, 04:07:32 AM »
Perhaps I'll see about updating the Ghost of Dr. Wily, and maybe even include a fresh skin along with it.

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