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Messages - TheDoc

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76
W.I.P Forum / Re: Infinity Squad [0.1.1]
« on: December 16, 2016, 06:20:44 PM »
I'm actually not sure on this one. I believe the variables are saved to your .ini file; you could, in theory, use a separate .ini when playing this mod offline as opposed to online, though I suppose that's kind of a hacky workaround.

Yea, that's what I've been doing so far. Not a huge deal, really, so if there's no neat way around it, I wouldn't worry about it.

77
W.I.P Forum / Re: Infinity Squad [0.1.1]
« on: December 14, 2016, 03:09:06 AM »
B/S: Another thing I noticed is that the save file (as far as unlocks are concerned) from the multiplayer server carries over to my offline singleplayer save. Is there a way to separate these two?
B: You can telefrag someone in the locker. Big problem on survival.

78
W.I.P Forum / Re: Infinity Squad [0.1.1]
« on: December 12, 2016, 01:56:59 AM »
12/11/16 - offline cooperative (emulating singleplayer) B=bug S=suggestion
B: I can't seem to use Technomancer's skills when she has the Hand-me-downs equipped.
S: Could you disable the pre-battle doorlock for Singleplayer? It's unnecessary for obvious reasons.
S: On that same note, could you make the Coop and Survival drop tables the same on Singleplayer? If you haven't already, that is.
S: This could just be me, but the small step up from the outsides to the center of the arena can completely throw off the Veteran because the Veteran heavily relies on differentiation between ground and air attacks. Consequently, stepping off that miniscule edge can reset my swings without me realizing it or cause me to attack while "airborne", resulting in either me doing something completely different than I wanted or nothing coming out at all. I suggest leveling the field to the same floor height to fix this.
S: I'd recommend making all players invincible after the boss has been defeated. It'd be pretty ridiculous to be killed by a straggling Search Snake or a stray Wild Coil before you got a chance to pick up the loot.

Also, is there a way to bind your skills to keys 1, 2, and 3 respectively? I feel like there is a way to do that, but I wasn't able to replicate it by simply unbinding 1-3.

79
W.I.P Forum / Re: Infinity Squad [0.1.0]
« on: December 10, 2016, 08:58:38 PM »
Here's a small list of bugs/suggestions on my test runs.

12/10/16 - all done offline cooperative, emulating multiplayer (and yes, I set Lose All Inventory on Death to true)
Bug?: Are you supposed to be able to use your skills while Infinity Force is active? For example, with Megaman, it usually makes you switch back to the Super Adaptor, but if you roll the mouse wheel enough, you can access them anyways. If you aren't supposed to be able to do that, I'd suggest just taking all skillweps from the player when Infinity Force is activated. If you are, well...it's currently very difficult to do so.
Suggestion: Please make different icons for Megaman's skills. Like RS for Rush Search.
Bug: Dashing with the Heroine can cause you to get stuck in the boss or his "reinforcements".
Suggestion: Can you replace the Rush Coil with something like the Rush Jet? It's pretty useless, and it's easier to differentiate a Rush Jet icon in the current skill set than it is Rush Coil.
Suggestion: Being the only class that relies on projectiles, Megaman is a much more effective class than the others. I've been able to beat Evil Mega numerous times without dying as Megaman alone. I'd suggest to either nerf his projectiles (eugh) or give the melee classes more rewarding damage to be ballsy enough to get in the boss's face.
Suggestion: If the boss doesn't already have a player:health ratio (I haven't checked it for myself), I'd suggest something like that. All coop-centric MM8BDM mods have it for good reason.

I like the strategic direction this mod wants to you to take, but the fact that Cooperative basically gives you unlimited lives, plus the fact that many, if not all the people who play this are more prone to rush in guns blazing rather than talk it over with others beforehand...Well, I don't think the community is ready for something like this. I haven't heard any opinions yet, though, so I could just as easily eat my words.

However, I myself am very intrigued by the idea of Destiny-esque raids in MM8BDM. If you continue to work on this, I'll definitely be watching.

80
Rejected / Re: [Suggestion] Better MM7 Final Boss Music
« on: December 08, 2016, 08:52:01 PM »
Yes. The source music has the exact same echo. That's one of the reasons I said it was closer to the source as opposed to the one you suggested.
(click to show/hide)

Although, is the goal to stick closer to the original track or the MM7FC rendition?

81
Rejected / Re: [Suggestion] Better MM7 Final Boss Music
« on: December 08, 2016, 03:17:48 PM »
I'd say the one we have right now sticks closer to the source music, but I enjoy this one overall by a hair. I have no opinion on whether this one is should be added or not.

82
Help & Editing / Re: Can't play MM8BitDD
« on: November 23, 2016, 01:47:55 AM »
What is MM8bitDD? Are you talking about MM8BDM?

83
Anything Goes / Re: Hi, How are you.
« on: November 19, 2016, 04:38:41 PM »
Decent, myself.

84
Projects & Creative / Re: Justified Classes v3ehhh
« on: November 07, 2016, 05:25:37 AM »
No, that's done via altfire. Item makes you stand still and strike a pose while draining your ammo. I too don't know what it does.

85
Closed / Screenshot updating
« on: October 18, 2016, 03:02:53 PM »
Minor, but a couple of the screenshots in the MM6 Boss hallway are in need of updating: Thunder Bolt's icon in the first screenshot (circled) and Crash Bomb's icon in the second.
(click to show/hide)
(click to show/hide)

86
Closed / MMBMAG Linedefs blocking bots
« on: October 18, 2016, 02:55:32 PM »
Is there any particular reason there's linedefs blocking bots from entering the center of the map?
(click to show/hide)

87
Closed / Re: [Suggestion] Difficulty modes
« on: October 16, 2016, 03:57:35 AM »
For easier difficulties I would mostly suggest giving bots less health, lower damage, and slow them down somehow. Currently bots are a bit finicky and they seem to ignore physics entirely, being able to swap directions instantly, so a slow-down would be good I feel.

I think the speed of the bots was one thing that helped me learn to play MM8BDM (never played Doom). I agree that bots don't behave the same way bosses may and definitely not online, but in the heat of combat, having to handle and react to the speed of your opponent is the bread & butter of the game. I do think that lowering damage and health on the bots would allow for a more forgiving game, so I'm all for that. The speed of the bots, however, should be left as is.

88
Closed / Re: [Suggestion] Ballade Cracker
« on: October 16, 2016, 03:52:32 AM »
I think the blast radius and/or damage should be nerfed just because I like the niche that Ballade Cracker fills as a very fast, explosive projectile. As it is, virtually all explosives are slow to mid-speed projectiles; nerfing the speed on Ballade Cracker takes away from what's makes it great. Yea, you could argue that making it slower requires the user to learn to aim better, but that's the way it is with ALL explosive projectiles up to this point.

Just look at Gumball's list; all those explosives are quite slow (Crash Bomb again being the fastest). Look at KD's list; none of those are explosives except for Ballade Cracker. I like the fast explosive because, personally, I think it could be used to disrupt the player's normal flow with a fast explosive that's much more different to dodge than most weapons in the game. It's supposed to be frustrating to play against because it's a fast, straight-shooting, instant projectile, which makes a up a small minority of the game and is unlike most of the weapons you'll find on the field.

89
Anything Goes / Re: General Offtopic Discussion
« on: October 13, 2016, 03:59:22 AM »
Oh yea my birthday was like a month ago. I'm 20 now so yay

90
Skins & Bots etc / Re: [HUD] HUDShot - v5a update! - Classes Outdated
« on: September 25, 2016, 12:22:58 AM »
Would like to note that switching to a second weapon in classes makes the mugshot, health, and ammo bar disappear, leaving only the weapon icon.

Also, Heatman's primary weapon icon doesn't change to match his heat charge, which has honestly helped me a lot.

I personally prefer the stock HUD; interesting take on the HUD, though.

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