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Messages - Davregis

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136
Quote from: "YGP1111"
I know this may sound impatient

But someone needs to make a build of my class already, Korby gave up on his, and i doubt i'll be able to beg him into continuing it >.>

Just wanted to get this off of my mind by posting this. :|

If y'can't get someone to code it for you, I managed to get the hang of DECORATE for a class revamp pretty quickly.

It's not obscenely difficult

137
Quote from: "Toastman"
What are the stats of copy robot, and does he do 2x damage? And how exactly does the Daveregis class work? Because I'm not willing to read walls of text just to find those two things.


My class is actually pretty simple.

The altfire is a counterattack that powers up his mainfire and grants temporary invulnerability, as well as
the largest amount of burst damage you'll get until you power up the mainfire a few times.

The mainfire levels go like this:

10 -> 14 -> 18 -> 22 -> 25

138
Projects & Creative / Re: Ghouls vs Humans NES
« on: May 27, 2013, 01:27:27 PM »
Since I noticed by "Cacobuff" idea got covered up rather quickly and most new posts were made in the last page, I'll just repost it here if that's fine with the mods viewtopic.php?f=31&t=4972&p=236082#p236082

139
Projects & Creative / Cacodemon
« on: May 24, 2013, 11:17:26 PM »
Quote from: "Knux"
I don't think we need more speed Ghouls.

Cacodemon is an interesting class.

In fact, he's the very opposite of most ghouls in stats, having exceedingly slow speed and
a quite substantial amount of bulk.

Cacodemon
(click to show/hide)

This makes him the opposite of Sjas in method of attack, though the roles are similar

Sjas
(click to show/hide)

Caco/Sjas comparison
(click to show/hide)

Caco Plasma/UP
(click to show/hide)

Conjecture below
(click to show/hide)

Having used him a bit, mostly as a joke (I went around as Cacodemon for a bit), let
me propose a buff that would work to his current strengths.

+Projectile slightly homes
+Projectile damage buff
+Bite travels farther

(+Resists Ghostbuster/Cyborg shots)?
or
(+Some degree of stun armor)?
-Increased Bite cooldown

What this buff does
(click to show/hide)
If anyone actually reads this whole thing, I'll be surprised.

140
MM8BDM Discussion / Re: "Playing to win" in 8BDM
« on: April 13, 2013, 08:42:41 PM »
Quote from: "SmashBroPlusB"
Noise Crush also moves faster, has over twice the ammo to charge it, uses nothing when charged, and doesn't recoil you backward.

Besides the need to charge it, I see nothing but free bonuses for a ridiculous 70-damage shot.

(click to show/hide)
[/size]

As of now, people just plain don't use Noise Crush. That more than anything indicates

(A. It's one of the best-kept 8BDM secrets
Or
(B. There's a reason people don't use it

141
Hey, since I can actually code weapons, I thought I'd throw a class idea up for approval

Name: Bomber Man
Armor: 0.6
Speed: 0.6
Resist: Explosives
Jump: Normal
Role: Tank
Skin: Grenade Man


Mainfire: Spread Explosion

--> A rather awkward weapon designed to be rewarding. Three Drill Bombs appear above the
user angled downwards at a "spreadrune" angle. A Hyper Bomb is also launched ahead for
long range.

 Seen in 2D from the side

DB
...DB
.......DB
..........DB
P-------HB

DB being one of the three Drill Bombs launched, showing the appear height and approx. trajectory.

Hyper Bomb deals 15 damage and the Drill Bombs do an additional 7 damage per bomb. Max 36.

Altfire: Zone Bomber

-->Designed as a zoning weapon. Three Flash Bombs appear at a distance and immediately detonate, forming
a one-sided explosive wall some range away intended to force an enemy into collision. Each one should
do around 40 damage nonstunning, which means they'll do far less.

Seen in 2D from above
ex:
............ZB
P....(E)...ZB
............ZB

P being the player, E being the enemy, and ZB being the spawn location of Zone Bomber


Note that the only aesthetics, blast radius, and blast duration are kept when compared to the vanilla weapon.

On second thought, the initial was quite vague. Thanks to Sav

142
Hey, since I can actually code weapons, I thought I'd throw a class idea up for approval

Name: Bomber Man
Armor: Heavy
Speed: Low
Resist: Explosives
Jump: Normal
Role: Tank. Literally
Skin: Grenade Man

Mainfire: Spread Explosion

--> An excessively hard weapon to hit with, three Drill Bombs appear above his head and travel at an arc downwards, while
a Hyper Bomb flies straight ahead, dealing medium damage. They can all hit the same location.


Altfire: Zone Bomber

--> This is, quite simply, a zoning weapon. Raises his hand and summons three
medium-high damage Flash Bombs at a range. Altered sound effect.

143
Anything Goes / Re: Spamthread V.1
« on: March 18, 2013, 11:11:31 PM »
Quote from: "Gumballtoid"
If I ever were to cosplay I'd probably do so as one of the Striaton Gym Leaders. If I had the time, patience, and resources, I could even cosplay as Enker, but that's likely far out of my reach.

...And we seem to have hit 1,000 members. That's cool I guess.

1000 members, perhaps 15 active ones.

144
Projects & Creative / Re: Class based modification (v6F)
« on: March 18, 2013, 01:45:08 AM »
Quote from: "Orange juice :l"
As it is, whenever you see Megaman flashing red, you know he's going to use Atomic Fire.
Furthermore, it cannot merely be pulled out in a fight due to the excessive delay between the beginning of charging and use.

Of course, the fact that it's an OHKO that takes but charging to use makes the meaning of my phrase totally different; by swapping but one word, you've altered the meaning.

The swoop has excellent damage and the flight makes you hard to hit while lining up your shot.
I'll willingly concede that players in flight are harder to hit while on land.
Saying that, they're certainly not impossible to hit, and Shade Man's slow flight makes him easier than most.


 There's not much you can do to counter it, bar running away, but then he can simply snipe you with noise crush.
Noise Crush is a slow-firing, slow-moving projectile dealing 15 damage.

Perhaps in addition to attempting to debate my views upon why he's bad, perhaps you could also list some reasons that he's not only good,
but usable, carrying advantages besides "Health regen upon hit with a medium-range, predictable melee"

Y'know, to attempt to do something other than list why my points might be poorly-worded, if nonetheless proper in content.

145
Projects & Creative / Re: Class based modification (v6F)
« on: March 17, 2013, 10:41:21 PM »
Quote from: "Orange juice :l"
By that logic, Atomic Fire should have its charge time reduced.

They're completely different attacks. What goes for one will certainly not go for the other.

I assume your viewpoint here is opposed to my own_

146
Projects & Creative / Re: Class based modification (v6F)
« on: March 17, 2013, 07:18:08 PM »
Quote from: "Korby"
Swoop is pretty darn powerful, so buffing that is probably not a good idea unless you want it to get nerfed damage-wise.

I don't refer to the damage, but instead the amount of time between flight activating and the swoop becoming available for use.

As it is, whenever you see Shade Man flying, you know he's going to use the Swoop.
Furthermore, it cannot merely be pulled out in a fight due to the excessive delay between activation and use.

147
Projects & Creative / Re: Class based modification (v6F)
« on: March 17, 2013, 06:50:02 PM »
Hey, since Shade Man isn't really that useful, y'should totally give him increased RoF for his primary and less of a delay between flight and swoop for the alt.

148
Forum Games Archive / Re: Defeat something with something else!
« on: March 11, 2013, 12:00:21 AM »
(click to show/hide)

In true 1990's villanry methods

149
Projects & Creative / Re: Class based modification (v6F)
« on: March 09, 2013, 11:04:55 PM »
Hey, so I've been playing Shademan a bit, and it seems to me that an RoF buff for Noise Crush would not be amiss

150
Projects & Creative / Re: Class based modification (v6F)
« on: March 07, 2013, 02:19:35 AM »
What say you give the V7A Megaman-BBA class a Doom pistol and call it game.

Also make it secret or something

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