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Messages - Davregis

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721
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.

722
MM8BDM Discussion / Re: Screenshots
« on: November 06, 2011, 06:37:18 PM »
That middle stage looks awesome.

723
Quote from: "Trollman"
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)

You too? XD I use it for Tango, mainly.

724
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 06, 2011, 03:31:18 PM »
Quote from: "Shmeckie"
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...

Um, you're kinda starting to troll here... I think I'll just inject my own opinion now...

The speedboost will be used the same as Chargeman's - to get closer, and to escape. The fact that it would be all-round makes it far better than Charge's though.

May as well make his shield reflect, I mean, it'll work SOMETIMES like when Megaman throws that charged up atomic fire

Coal shot is bad, and I think XvX was trying to concede before this got aggressive.

725
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: November 06, 2011, 12:54:23 AM »
The eyes make it.

726
Quote from: "Ukiyama"
*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.

Sounds decent(except for those who LIKE the random weapon switch)

That could actually work.Doesn't sound that hard to program, either.

727
Quote from: "Zombie"
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?

I think it'll be a Megaman class without weapons; that's what's being said(Personally, I think YD should just use the KY one) and the Dark Man classes are in discussion over at the KY classes topic.

Does CentaurMan have a taunt (and buster/health buff) now?

728
Anything Goes / Re: What is your avatar from/of?
« on: November 02, 2011, 01:43:39 AM »
Uhm, that's kinda hard to answer...

729
Mega Man Discussion / Re: Megaman Battle Network Chrono X!
« on: November 02, 2011, 01:42:11 AM »
Quote from: "giver336"
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*

I see you're spreading news of this amazing game across the interwebs, not just Interordi lol.

730
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 02, 2011, 01:03:03 AM »
Quote from: "Michael712"
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!)

THIS.

1.Powerful shot
2.Contact damage (No stunlock,  mind you)
3.  0.8 damage from weapons

Just make him be able to strafe/jump...

731
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 01, 2011, 01:49:49 AM »
Quote from: "Shmeckie"
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.

You refer to Heatman?

Why not just add more startup time to the charge?Allow people to possibly frag him before hhe begins charging?

732
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 01, 2011, 01:46:49 AM »
Yet still no Doc Robot... Why not just make him like KY's?

733
Quote from: "Shmeckie"
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.


Mr.Yellow seems famous for that.

And NVM Doc Robot. He's the only example of a supposedly UP character being close to OP at the SAME time.

734
Has anyone considered giving Doc Robot more health/armor?
Might make him OP though,

735
Quote from: "Manibogi"
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)

^This.

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