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Messages - Fyone

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136
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 02, 2014, 10:09:18 PM »
Swordman already has no hitstun. I'll remove it on Knightman. Though removing hitstun on Tomahawk would be useless since he doesn't have high RoF moves where it would matter and also I don't think Tomahawk is OP. Crashman is supposed to have extra hitstun on his crash bombs so that they stunlock, so I can't lower that either.

137
Events / Re: The 2nd Cutstuff Duel Tournament of Champions
« on: September 02, 2014, 07:38:10 PM »
I faced Mendez.

Mendez - MM2WOO
I won 10-3

Fyone - MM2HEA
I won 10-1

138
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 02, 2014, 05:36:19 PM »
Quote from: "Beed28"
Speaking of weaknesses, they seem to be broken... at the start of a match, say, I use Rain Flush on a Bright Man, I get the weakness sound effect. But after he dies and respawns, he's no longer weak to Rain Flush, and thus, no sound effect.

Also; Bass' dash arms (his left arm getting cut off) still needs to be fixed, and the ammo bars for the Mega Man V special weapons don't even show up on the horizontal hud layout.
Apparently the weakness breaking only happens with bots, because I tested it with real people and I still heard the weakness sound. Bass' dash arms being cut off still; I guess I could try making the translation even bigger. And I fixed the Mega Man V horizontal bars next version.

Quote from: "ice"
and in other news, toadman is hard to secape in a low ceiling stage with his 1 borderline hit kill melee

Edit: actually, stunlocking seems to be a huge overall issue with the mod
I just gave Toadman no hitstun on his altfire next version, can you think of any other classes that need no hitstun in that case?

139
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 01, 2014, 08:47:40 PM »
Quote from: "Promestein"
So, what's the deal with Burner Man's stage's fire? I mean, I kinda like the blue tint to it, but that they're just parts of sprites creeps me out.
Yeah, I'm still trying to figure out the cause for that blue. I would assume it had to with one of the translations to Burnerman's weapons, but I didn't find a solution yet.

140
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 01, 2014, 07:56:49 PM »
King will hopefully be added in less than a week, don't count on it though.

141
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 01, 2014, 05:27:57 PM »
My opinion isn't going to change on Slashman's slash dash and block. I think both are fine especially since he has low armour and only melee attacks. I strongly disagree with Slashman's slash claw blocking shots not timing-based since it has a delay before slashing. Unless more people support your opinion, I'm not changing it.

142
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 01, 2014, 05:17:16 PM »
I disagree with Slashman's Slash dash being abusable, it's rather hard to hit with most of the times so I don't find it a problem. If more people agree that the Slash Dash is too good though I'll nerf it, but for the time being don't count on it. And even if you know the RoF on the mainfire, it isn't fast enough to block all shots especially with the delay in beginning.

143
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 01, 2014, 04:41:27 PM »
Quote from: "xColdxFusionx"
Wait, you can charge the bubble?
They really ought to make things like that clearer...
You could've just checked the wiki for the move overview ya' know.

Quote from: "xColdxFusionx"
...That aside, the reason I was complaining about Pirate Man in particular was that I was playing immediately before making that post, and I caught a Napalm Man in EVERY SINGLE FRAME OF THE (uncharged) BUBBLE.

And he was still alive and fully capable of hitting me in the face with Napalm Bombs for three quarters of my health.
Because... reasons.
This attack takes five seconds of out of combat time to use. It should at least be consistent in its power, but that seems to be too much to ask from this mod at this point.
If you were to catch Napalm Man in every single frame of the uncharged bubble you would most definitely kill him in seconds, so what you're saying makes no sense.
Quote from: "xColdxFusionx"
Other things I saw a lot of during that play session:
> Slash Man can block shots AND instagib in a mod where 25 damage Burner Grenades (which have roughly the same range) are considered fair and balanced.
> Plant Man was used pretty much exclusively because Plant Hug is easily one of the strongest melee attacks in the game, but Star Man is never played because he slows to a crawl while Crashing.
> Seriously, some of these super moves aren't worth how much time you have to wait. Without being able to, y'know, defend yourself. Is it really too much to ask for that cooldowns don't rely on you not attacking for the duration? You could double their cooldowns for all I care. But when I dread actually having to try to fight someone in Megaman 8-Bit Deathmatch, I feel like something's inherently wrong in the design.
Slashman wasn't meant to instagib this version, expect it fixed next version to 2-3HKO. Also blocking shots with Slash Man is really hard to do due to the RoF. BTW the Burner Grenades kill in 3 hits not 4. Plantman has really low armour, again not as strong as you think; I assume you're referring to the first released version where he was OP? Starman also gets an armour buff while using starcrash in addition has much more armour than Plantman. Which Super Moves are you talking about?

144
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 01, 2014, 03:50:48 PM »
Quote from: "Perfectlylegit"
If I may ask, what is the killing obit for the Mokumokumo a reference to?

'X was sent to the seventh heaven by Y's Mokumokumo'

Stardust is the one who made the obituary, I have no clue what it refers to.

Quote from: "ice"
on the subject of coldman, the freeze sniping makes him outright broken in LMS due to the fact it flat out negates ALL movement, plus it recharges ammo fast enough for you to lock them down, dashes and all, the whisps slows enemies dramatically also, then you have the ice wall itself, while horizontally it isnt much, try hitting someone angled vertically however it deals really good damage, or even worse if you managed to use it in a small area where it'll bounce alot
Coldman's altfire will be nerfed next version in RoF, range, damage, and stun time. So he should be balanced next version.

145
Projects & Creative / Re: Justified Classes v3ah-fix
« on: September 01, 2014, 12:21:22 AM »
Quote from: "fortegigasgospel"
I also like Burner, BUT, I'm gonna go out and say he is broken as HELL.
Wave Burner BLOCKS SHOTS, yes it did so in M&B but in this environment, and with how much he can do, drop the shot blocking.
His diving attack can be aimed any direction, but in game he never went up. I suggest putting a distance limit on him so he won't go higher then needed to hit the ground at the elevation he jumped from.
Second complaint about his dive, make him unable to turn when he hits the ground, the waves come out in the direction you are facing when the spawn, so if you turn while doing it you cover every single direction.
Also I did this in one of my own maps with water, but when I dived into the water I broke Burner and could not gain any water effects, even after leaving the water and re-entering it, I do not know if it does so in any core maps though.
Well I'm not sure if you were playing on a server or with bots, but Burnerman's mainfire isn't as good as you think since you slow down while using it, it needs to be able to block shots to compensate. As for his altfire, there is already a distance limit but I'll lower it even more. The waves that come out when you hit the ground already basically cover every direction so I don't think spinning will make it much more effective, for that reason I'm not gonna make it so that you can't turn. (Also if I made it so that you can't turn you would unfreeze when you get hit due to the way SetPlayerProperty(0,1,4) works anyways.) Lastly that glitch you pointed out never happened to me when I did it in core maps, so I think it's just your map's problem probably.

Quote from: "ice"
one more thing I'd like to ask, please give megaman his slide back. as it is now it actually seems to slow him down
Megaman's slide always boosted your speed by that much, and it doesn't slow you down when using it...

146
Events / Re: The 2nd Cutstuff Duel Tournament of Champions
« on: August 31, 2014, 08:11:49 PM »
Woohoo melted on the last kill so the score showed up as 9-9 but it still said "!o! woohoo Wins!" at the end and went to intermission.

147
Projects & Creative / Re: Justified Classes v3ah-fix
« on: August 31, 2014, 06:52:01 PM »
Quote from: "Tfp BreakDown"
Also Duo and Venus bots are still borked and now wily bot doesn't appear in botrush and instead I get a message saying "invalid bot wily" or something like that. But other than that, the update is ok.
Alright I'll try to fix this, also I'll make the birds on magic shootable.

148
Anything Goes / Re: General Offtopic Discussion
« on: August 31, 2014, 05:33:35 PM »
Happy Birday Orange Juice!

149
Projects & Creative / Re: Justified Classes v3ah-fix
« on: August 31, 2014, 05:29:37 PM »
Alright, I seem to have forgotten a tic on the Buster Shield. Should be fixed next version.

150
Projects & Creative / Re: Justified Classes v3ah-fix
« on: August 31, 2014, 03:22:53 PM »
Quote from: "xColdxFusionx"
Quote from: "LarissaFlash"
V3? Hopefully people won't play YD anymore, that's horribly balanced.

I'm not sure what amuses me more, the fact that you said this, or the fact that you actually believe Justified is any better.

Go play TurboMan or Pluto for... any quantity of time, really.
Better yet, go play Skullman. Or maybe Toadman. Or Uranus.

I think you get my point.

(Note: This was made before I actually checked out v3a. If any of these got changed, ignore my ramblings.)

EDIT: Duo goes in category 1. Burnerman goes in category 2.
I'm fine with people of your social group posting insensitive/ignorant posts on other topics saying that Justified is your least favourite mod and stuff due to bias or that you hate it for questionable reasons like: I just don't like how it plays! It feels intentionally bad! which equate to no reasoning and irrational opinions. But posting on our topic saying things with literally no evidence and proof is a new low. I'm not sure what amuses me more, the fact that you said this, or the fact that you actually believe YD is even possibly more balanced than Justified.

OK first of all I'm ignoring your ramblings since none of those classes have problems of being OP in v3; if you're gonna name evidence at least be sure about what you're saying. Also category 1 and category 2 refer to what?

How do you even expect people to get your point if you just post classes you think are unbalanced with no proof or reasoning? Why not also give constructive criticism on how to improve them too?

EDIT: @Perfectlylegit, I'm not sure how you crashed with Pirateman bouncing off walls. Can you explain further in detail or did you do something beforehand to cause it to crash? Because I couldn't get it to crash.

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