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Messages - Gumballtoid

Pages: 1 ... 179 180 [181] 182 183 ... 190
2701
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 28, 2012, 03:15:12 AM »
Quote from: "SaviorSword"
I thank yar efforts to try to group up weapons, Gumball, but to be brutally honest ya didn't do quite a good job on it.
weapons? oh, nope nopeity nope nope nope. these are the robot masters themselves. just 'cause they're one type doesn't mean their weapon is the same. i.e. topman is speed, but his weapon is physical. i can easily classify the weapons.

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i think this just about covers it

2702
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 28, 2012, 02:09:12 AM »
Quote from: "I"

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just because a robot master is one type doesn't mean their weapon is the same type
/me loudly clears his throat

2703
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 27, 2012, 08:50:43 PM »
first, i don't think there will be two of the same type in one game (crystal & stone)
crystal's weapon is a bouncing projectile (rebound striker, gemini laser)
individual robot masters have individual weaknesses, so ice man will not be weak to fire
weapons have a type that coincides with said individual weaknesses, determining what robot master they are effective against

i gotta get my take on this in :/
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just because a robot master is one type doesn't mean their weapon is the same type
EDIT: Welp, someone posted after me :/

2704
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 27, 2012, 01:05:58 AM »
maybe they could change into auto or reggae instead? the docrobot would provide a more interesting class experience than a flag carrier class. plus, the autogineer doesn't seem likely at this point... :/

2705
Mega Man Discussion / Re: Fanmade robot masters
« on: February 26, 2012, 07:33:28 PM »
Quote from: "darkmath"
Finished the JABOR RM set:
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oh, thank god! no _____ woman!

2706
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 26, 2012, 12:57:17 PM »
yeah, i assumed these fell into "elemental" categories, and these weapons would be just "junk"
but aren't oil spills in arctic areas a problem? wouldn't that do something more damaging on freezeman?

2707
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 25, 2012, 10:33:15 PM »
do dust crusher, junk shield, and oil slider fall into the same category? i was playing with bots and found that skullman is weak to all of them, but freezeman is only weak to junk shield. is this intentional, or will this be fixed?

2708
MM8BDM Discussion / Re: MM8BDM Wiki
« on: February 25, 2012, 03:56:44 PM »
don't worry about the bosses, i'm workin' on them. also updating the YD classes page to v6b

2709
Anything Goes / Re: Spamthread V.2
« on: February 25, 2012, 02:56:52 AM »
Welp... Rundowns it is...
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2710
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 25, 2012, 12:21:04 AM »
Quote from: "Fyone"
GutsMan needs to be nerfed, correct? I wrote this again since the YD team never gave an proper "OK" that GutsMan will be nerfed.
Yeah, he seriously needs it.
Powered Up weaknesses would be awesome, BTW.

2711
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 24, 2012, 08:23:50 PM »
bombs blowing ice apart makes sense to me
fire lighting oil up in flames makes sense to me
slowing a big slow guy down even more makes sense to me

powered up weaknesses would close up any holes in the cycle

also, flash man has two weaknesses... make him weak to bombs, and cut the cutters? (pun intended)

and what category does crystal eye fall into? blunt spheres? if that's the case, knight crush doesn't do much against napalm man...

2712
MM8BDM Discussion / Re: Bot Tourney PLACE YOUR BETS NOW FOLKS!
« on: February 21, 2012, 04:01:43 PM »
slashman it is. for quickman to be effective, he has to get in close, which leaves him an easy target for slashman.

2713
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 20, 2012, 10:19:28 PM »
yes, metalman is a tad cheap, but ya gotta remember; one metal blade is a death sentence. think about this: if a copywep class frags metalman, and he drops his metal blade, they can use that one metal blade to keep killing him over and over and rack up frags easy. run out of metal blades? no problem, just pick up one of the thousands he's dropped and you're good to go. i've won a few matches by tormenting metalman this way. but still, maybe he needs an ammo bar...?

2714
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 20, 2012, 09:03:32 PM »
it's not that i have a problem with it, i just wanted to know. if anything, it gives it more distinction.
so is crashman going to get his red bombs?

2715
Projects & Creative / Re: Class based modification (6B-Fix)
« on: February 20, 2012, 05:38:26 PM »
Quote from: "Daveris"
So I take it then, that some brave squad of spriters/coders will have to do MM8 themselves..?
actually, i ripped a few tengu tiles from rm8fc, they're in the maps forum.

but that's beside the point. isn't flashman weak to explosives? in-game, he's weak to both. i suggest removing the cutter weakness.
and adding quickman's spacetime weakness...
and seriously, why are quickman's boomerangs yellow?

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