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Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 09, 2011, 01:49:48 AM »Quote from: "TheBladeRoden"
Where is KY anyway?
He left, I think.
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Where is KY anyway?
If a class picks up an item for half a second, you can be very fast and trigger it the extremely short time it's still there (I use this for making use of E-Tanks)
I do believe you're reading too much into commenting on one's comment, my good man.
I wouldn't have to be so "aggressive" if I didn't have to keep repeating and clarifying myself over and over and over and over and over and over and over and over...
*Inserts crazy and no way will ever be excepted idea for Doc Robot*
What if Doc Robot could have a random MM2 main and alt for like 20 seconds and then it flips to another random MM2 main and alt (example when he spawns he gains Quick Man's boomerang and Heat Man's heat tackle, after 20 seconds he rotates to Bubble Man's bubble lead and Flash Man's broken time stopper, and repeat). And it seems like that could be the idea if you look at Doc Bots actual art work.
I have been playing the classes in Single player, and I have noticed that Doc Robots, and three Dark Man types have no classes and show up as Mega Man
What would the proper Class setup be for Doc Robots considering Doc Robots in MM3 could use Complete Robot Master attacks?
Wow, thanks for the review. Our team appreciates it. Only thing I would like to say is that you missed a new virus that was made (inside VendingMachineComp), but it's kind of hidden, so, it's forgivable.
But, yes, we've made quite a few people happy with the game's accuracy. After all, they need to feel like they're playing a BN game. *thumbs up*
My idea for Darkman 1 class (even though someone made it):
He can travel at quite a good speed and when moving forward, anyone in his way will take some damage. His main fire fires a powerful plasma shot (which really is quite fast and powerful). Not too sure about what his alt fire could be though. He has 0.8 damagefactor for all weapons except water wave. The only problem is, he cannot strafe or jump. (Think about it, this would actually be quite fun!)
I do have to say this: Heat Shield/Tackle needs a nerf. People are just exploiting that shit for free frags. Tone down the damage, the hitstun on the shield, or make it take longer to recharge.
Quote from: "Yellow Devil"Quote from: "Bikdark"So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?
He needs more weapons
Shoulder missles!
NAPALM!
He's a tank fer god's sake
He used his shoulder missiles in Power Fighters. You could take a look at that for inspiration.
That said, as far as I'm concerned he's fine as is. This mod already takes a few too many liberties with the characters, which hurts that whole "emulate the Robot Masters as they appeared in the games " feel to it. I understand some are necissary, but this whole "because I CAN" thing just feels like you're going overboard with the whole thing.
Well, first of all, this mod is great and, in my opinion, better than YD's, however, I do have some things to complain about:(click to show/hide)