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Messages - TheDoc

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121
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: April 11, 2015, 07:10:35 PM »
I vividly remember thinking that this game would die off before MM9 was made when I first joined.

You guys rock, and I wish you the best of luck! :mrgreen:

122
Mega Man Discussion / Re: Rockman Battle Arena
« on: March 15, 2015, 03:22:34 AM »
I would say
Enemy Respawn Slow: 8 seconds
Enemy Respawn Normal: 5 seconds
Enemy Respawn Fast: 2-3 seconds
Player Hit Time Short: 0.25-0.5 seconds
Player Hit Time Normal: 0.75 seconds
Player Hit Time Long: 1 second

1.) Keep in mind that people are gonna be fighting and jumping all over the place immediately after the enemy's been killed/player's been shot, not just standing next to each other button-mashing the Megabuster. Also, quite a few weapons are not spammable enough to take advantage of that.
2.) If you slightly increased the classic hit time because the original was too slow, wouldn't you want to set that for normal speed and not short? If what is short now is your preferable hit time, can you imagine anyone wanting to play Long?
3.) You're also going to have varying health, up to 300%. Currently, I wouldn't want to play 300% on any of those hit time settings because it would take much too long. Don't forget it's also very easy to get health items if enemies are on.

I would actually suggest a None setting for hit time. Kinda like Sudden Death mode on SSB, it'd be really fun (imo) to play that as a quick thing. Also gives more use to 300% health.

123
Mega Man Discussion / Re: Rockman Battle Arena
« on: March 14, 2015, 11:57:53 PM »
I would say that the enemy respawn and hit time options could be more spread out, enemy respawn being too quick overall and hit time being MUCH too long overall (short hit time is slightly longer than Mega Man's classic hit time).

Other than that, this looks like it's coming along great. Nice job!

124
KD rocks!

Also, I wanted to last-minute post in here.

125
Maps / Re: What Happens when you Lock the Forum "GBT's Maps"
« on: January 20, 2015, 05:06:37 PM »
I feel like this would fit better in a PM rather than a thread.

126
Quote from: "Max"
It'd be better if he had weapons more like those from MM1, like an Ice Slasher that travels faster, shoots slowly, and freezes enemies. Or a Fire Storm that has a wider and longer lasting shield, Rolling Cutter with a shorter range and no bouncing, Super Arm that picks up rocks from the level... etc.
Direct rips would be pretty dull imo
+1 vote, especially with the Super Arm idea. Imo it'd be really cool to have a Super Arm just like in the Classic games. Of course, it wouldn't be 100% canon and have Thunder Beam shoot up and down or something, but I guess the feel of having certain weapons be more canon would....feel better? I know my reasoning is literally just "it would feel better/more canon" but idk how else to explain it.

127
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 29, 2014, 03:56:27 AM »
Quote from: "LarissaFlash"
I fighted Stoneman, and that's fair, i think the sliding is meant, because if there's many people then... poor Stoneman... The tip is just keep running away and shooting him nonstop, and then shot his fists when he rages.
When Sonicfam says "sliding", he's talking about the fact that the actor itself "slides away" from its sprites, which ends up causing a glitch called "desyncing". The most notable part of desyncing is the fact that his shots spawn in a different place than the sprites because the actual actor himself is away from his sprites.

128
The Bass Buster reminds me of a question: Will you be using the MMSP busters of the 4 classes or the MMSPSIN?

129
General Gaming Discussion / Re: Name the most obscure game you know
« on: November 25, 2014, 08:24:00 PM »
MM8BDM

I mean wat

130
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 25, 2014, 08:16:07 PM »
Quote from: "Max"
Twin Slasher is one of my favourite weapons in XSP so I don't really think that's changing either, it's X's best choice for rapid fire dispatching and works great against small enemies because of the spread, and can still be tilted to be used at medium range with a good fire rate.
I personally like Twin Slasher the way it is now for annoying close-combat enemies (Gyotot, Jellyfish bomb thing in Stoneman's stage, etc.). If you want something powerful and ripping that shoots straight, there's always T-Fang.

Quote from: "TailsMK4"
Actually, I took out Ice Man quickly because I used Nuclear Fission on him in his second phase, so it does a lot of damage no matter who you use it against.
I saw this in Iceman's script
Code: [Select]
damagefactor "Nuclear", 0.0and assumed that it didn't work, but taking a closer look at Nuclear Fission,
(click to show/hide)
you can see that the initial projectile itself doesn't have a damagetype of Nuclear (or a damagetype at all for that matter). I don't know if this was on purpose or anything, but that's the only explanation I have for that.

Also, Nagasaki.

131
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 25, 2014, 05:11:42 AM »
Quote from: "Isaac940"
Safety spoilers if someone doesn't want to know anything regarding capsule locations.
(click to show/hide)

132
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 25, 2014, 02:47:50 AM »
Speaking of Ice Burst, I found a glitch that I exploited the crap out of against a boss. If you charge Bubble Splash, then switch over to Ice Burst, you'll have the Bubble Shield AND Ice Dash active. Bubble Splash does continue draining, but after Bubble Splash runs out, you keep the Ice Dash active. Always. You can shoot Ice Burst and any other weapon and even switch to Ultimate Armor and still keep Ice Dash. The only way to turn it off is to charge Ice Burst and let it run down.

NOTE: I did this offline so I'm unsure if the same thing would happen online

133
Mega Man Discussion / Re: Do you prefer the name "Megaman" or "Rockman" ?
« on: November 24, 2014, 07:25:58 PM »
Quote from: "LlamaHombre"
Rockman isn't as fun to shout as Mega Man. :(
^This

134
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 24, 2014, 06:11:14 PM »
Quote from: "Korby"
turn off your skins folder if you have it on
HNNNNNNNGGGG thank you for reminding me of that.
Quote from: "Korby"
I do feel like the new stages require(somehow) more waiting than the older ones
I heartily agree to this, and it really shows when playing offline. In Stoneman's stage, having to X-Buster snipe the boulder launchers (idk their names don't judge), wait for all the gyro enemies to spawn so you can wait for them to come around the corner and kill them, then get rekt instantaneously by a power muscler (I know his name from the obituary -_-) only to have to do ALL of that over again is really irritating.
Quote from: "Korby"
Also, I think Blizzardman would probably be nigh-impossible to fight as vanilla Vile. The only way I could beat him was to just dash around while he was rolling, especially for his super.
I also agree to this, specifically the fact that I cannot dodge his rolling attacks whatsoever, ESPECIALLY his super. The only way I won (and I don't like having to do this) was just spamming the tar out of Infinity Gig.

Speaking of frustration, the ceiling bombs in Stoneman's stage that drop down and follow you can potentially kill you at max health just because they're impossible to hit. I usually use a wide-range attack if I can, but if you lose track of them, it's laughable how much damage they can do. Maybe you can still have them zig-zag, but they don't follow you? Or you could have them explode on contact?

135
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 1-2)
« on: November 24, 2014, 02:27:57 AM »
Just wanted to note that Light's descriptions of the old armors (i.e fourth armor) are obsolete and inaccurate.

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