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Messages - Fyone

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46
I faced Watzup7856.

MMBTEN - My pick
Fyone 5-0 Watzup7856

MM2CRA - Watzup7856's pick
Watzup7856 5-4 Fyone

MM3NEE - Mutual pick
Fyone 5-1 Watzup7856

47
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 27, 2015, 07:04:24 PM »
Quote from: "Sonicfam1102"
This report isn't quite as exact as I'd like and most of these could probably be shrugged off depending on how much you care about sprites though I think that quite a few of the sprites in JC could really be benefitted from being changed to make more sense or to just look better. That sounds rather vague so I'll probably go more in depth, with examples such as Breakman's custom air frames. Whenever he's jumping normally, his buster is on his right arm, though whenever he actually fires it, it's suddenly on his left arm. Another example is the Mega Arm's shading which contrasts to that of Megaman's actual skinsprite. While it's not exactly the most noticable, it is jarring once you do notice it. The main issue being is it's not the same shade of blue on the returning shot, and not even the black outline is the same shade. One more example that I immediately notice is with Bass's Treble Boost skin sprites. He looks just fine whenever standing though once he actually fires, it creates a wonky effect that Doom is plagued with where the sprites jerk back and forth. Some of the offsets could also be looked at such as Megaman's Power Adaptor skin which seems to jerk back and forth as well. There's probably a lot more issues to name, though I wouldn't want to create a wall of text here. Anyway, I mostly just suggest looking at the sprites in-game and out of game as they aren't the best they could be.
We'll try our best to fix the sprites where we can but it's hard to do all that you want since a lot of the spriters that did these no longer work on the mod (Chimeraman, Blaze McP, etc.)
Quote from: "Carprillo"
Just a few suggestions for "Break Mode":

Different Item: This is iffy. It's just a bit of a pain to try and find Super Adaptor, especially on maps without it. But it doesn't bug me THAT much. (What's the Super Adaptor's ITEM ID?)

Toggle: I was thinking that maybe once you have the Break Man powerup, you could switch between the two? A matter of convenience, really.

Speed: Okay. This one is probably going to sound pretty bad. Maybe have Break Man be a bit slower when running, since he has that shield weighing down on his back. (Is he supposed to have his shield on when he jumps? If not, how do I fix this?)


These are just a few things I thought would be nice to see.
Quote from: "Endymion"
I totally agree with Carprillo. Not all maps have the Super Adaptor, and most of the maps which has can not be reached with Proto Man or Ballade. Basically you can't use even if the stage has one. It would be better if they can use any other item like the Power Adaptor, and such.
I'll see what the rest of the devteam thinks about your suggestions to changing Breakman Caprillo however I'll definitely see about making Protoman and Ballade able to pick up other items like Power Adaptor to get their upgraded modes; it really just depends on how easy it would be to obtain the weapons in certain maps.

48
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 26, 2015, 06:56:48 PM »
Quote from: "XIII"
Not sure if this was already reported, but the obituaries that appear when a player is killed by a homing weapon like Terra's Spark Chaser and Magnet Man's Magnet Missiles, are that of Hexen's Bloodscourge. This has been happening on Zan 2.0 onwards.
Yeah this has been fixed for next release thanks for reporting nonetheless!

49
I faced Lighjing (Wengar).

MMBTEN - My pick
Fyone 5-0 Lighjing (Wengar)

MM3MAG - Lighjing (Wengar)'s pick
Fyone 5-0 Lighjing (Wengar)

-----------------------------------

I faced Lego.

LEG05 - Lego's pick
Fyone 5-2 Lego

MM7SLA - My pick
Fyone 5-0 Lego

-----------------------------------

I faced Nostalgia (Ian).

MMBTEN - My pick
Fyone 5-1 Nostalgia (Ian)

MM4SKU - Nostalgia (Ian)'s pick
Nostalgia (Ian) 5-3 Fyone

MM8TEN - Mutual pick
Fyone 5-1 Nostalgia (Ian)

50
In-Game Names: Fyone
Ways to Contact (please include all relevant usernames): Skype (fyone.) or by PM
Time Zone: EST
Location (some sense of latitude): Canada
General Times Available (in your timezone): 1 - 9 PM on most days i guess.

51
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 16, 2015, 09:16:42 PM »
Thanks for reporting this bug, not sure how we missed this on Power Adaptor. :/

52
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 15, 2015, 10:44:21 PM »
Quote from: "Endymion"
Something isn't right with Hyper Storm H's breath. For example it can't hit Yamato Man when he is just standing before Hyper Storm H. You must to jump for being able to utilize the beath's melee damage.
I found the issue I think, thanks for reporting this bug!

53
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 01, 2015, 07:33:34 PM »
Quote from: "Perfectlylegit"
What arm and/or leg animations were different?
I think he's referring to Bass having kind of like cuffs, this can be seen in MMSP for when Bass uses for example his version of Rolling Cutter.
Quote from: "Endymion"
It is just a suggestion, but Terra's teleport could be targeted anywhere. Now he teleport only straight forward, but it would be cool if he can teleport towards the crosshair. Of course only the same distance as he teleport now.

Also a question. Does the Stun Chaser damage the oppenent, or it is only stun him/she?
We were going to do this at one point but we felt that it would probably be too good if Terra was able to teleport at any angle. Terra's stun does do damage but very little if I remember correctly.

54
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: May 01, 2015, 03:44:02 AM »
We may give Bass his own arm and leg animations in the future, but there are no plans to have them done for any upcoming releases at the moment.

55
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 25, 2015, 06:01:45 PM »
To all the Woodman complaints I suggest waiting until next release before thinking of more nerfs to Woodman, in addition to the movement speed nerf while the shield is up we decided to also nerf his ammo regen a bit and I personally think this should be enough. (@MusashiAA: Woodman was also not partially vulnerable in Megaman 2 when the shield was up just to clarify, he was completely invincible from all of Megaman's weapons.

EDIT: I could be wrong but Crash Bomb's explosion might've been able to hit Woodman through the shield in Megaman 2 so this may be something to consider with all explosion weapons.)

56
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 22, 2015, 10:56:51 PM »
Quote from: "Endymion"
You're welcome. We are the ones who need to say thank you for all of your efforts.

===EDIT===

Just a suggestion: Shouldn't Mercury be invincible while he is in slime form?

===An another edit===

I just noticed that, Skull Man's every second shot is able to penetrate the shields. After two hour playing I realized that, the shields can not be penetrated (except of the homing weapons which will be fixed). However King's reflect stance is weak. It let some projectiles to pass through, mostly right after a reflected shot.

The same goes for Aqua Man's Water Balloon. It can hit through the reflect stance of King. There are several weapons which does damage through King's raised shields. Some of the can be blocked with normal shields, but some other pass through every shield.

As I mentioned, Aqua Man is one of them. But Blizzard man can shoot through King's shield with Blizzard Attack too.

They can shoot through the shield especially when they can shoot fast against King's raised shield. It is really unprotected during the reflect motion.
Mercury used to be invincible in slime form but it was removed due to the many complaints on the subject so now he only gets double armour. I'll look into the shield problems you mentioned and will fix them for next release.
Quote from: "Ghoulitine"
Ehm, i dont know if someone already posted this, but there is an Proto Man related issue:
This bug seems to occur only on chargeable weapons, those being Homing Sniper and Noise Crush.
When Proto Man gets the kill and the weapon, the weapon will be already charged for multiple shots.
Noise Crush is prett interesting in that sense: You can basically shoot the small waves in a straight line, and every wave you catch back,
will be stored in your wep until you change weapons.
Noise Crush also already starts with some charged shots saved in it.

So, you can guess that a rapid fire charge shot - Noise Crush weapon can be pretty gamebreaking.

Or is this intentional for some reason?
No this was not intentional, and I'll get right on to fixing this Protoman bug.

Thanks for reporting these bugs guys!

57
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 18, 2015, 11:03:47 PM »
Quote from: "Promestein"
On that note, what's the deal with MM1 RM weaknesses? Ice and Bomb only use their MM1 weaknesses, not their Powered Up ones as well, as is done with Guts Man and Elec Man (or so it seems, just looking at the code). Ice should be weak to Thunder Beam and Hyper Bomb, and Bomb should be weak to Fire Storm and Rolling Cutter, if you want to make them uniform.
Every MM1 class only uses their MM1 weaknesses unless they were weak to Oilman or Timeman in PoweredUp in which case they would be weak to them as well.
Quote from: "Knux"
Just dropping by to mention that while playing CTF yesterday, some classes such as Mars did not turn into Alien upon picking up the enemy flag. Might wanna look into it, thought I don't remember which others had this issue.
CTF, Possession, and Terminator are still being fixed; they will be fixed for the next release!
Quote from: "Endymion"
I just played some matches with Flash Man. His fire animation is just a single arm swing instead of pointing his gun continuously. The Time Stoper's animation however continuous till you hold the fire button. If think this could be reversed. :)
Alright, I can make this adjustment to Flashman's fire animation; thanks for the suggestion!

58
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 15, 2015, 07:37:46 PM »
Quote from: "Promestein"
Burner Man's stage's fire is still pieces of blue Burner Man, but aside from that minor issue, I officially have no complaints about the mod at all.
I'll fix this, I simply forgot to overwrite the mistake in the patch that was made in the original file.
Quote from: "ChaosUnlimited"
Quote from: "Endymion"
But when I start the mod, some red colored text are showed up. These are about something failed registration, and sprite sizes.
Quote from: "Endymion"
There are an another bunch about Roll's different costumes as it too wide and resizing.
*Cough* Player.MaxSkinSizeFactor *Cough* (Seriously, though. This is a thing now.)
(click to show/hide)
I never knew about "Player.MaxSkinSizeFactor" so thanks for reporting this, I'll add it in the next release.
Quote from: "Ghoulitine"
Something else that bugs me are some "out-of-jail-cards", by that i mean moves that render you invincible and immune to damage while maintaning a decent movement.
(f.e. Duo, Centaur Man, Ground Man, Drill Man, Clown Man, Wood Man especially etc.)
In response to all of the complaints about classes receiving invincibility, I personally do not see any of these classes as overpowered in their own right but I can see why they would be annoying in matches (especially LMS gamemodes). After going through all of these classes Woodman specifically would most likely be the most annoying due to him having the most amount of use of his invincible ability which is due to it being his primary attack; however I think without this Woodman would be a pretty terrible class and be very underpowered. The best solution that I can think of for Woodman would be to decrease his base movement speed slightly or decrease his movement speed when having the shield up similar to how he worked before. I think making specific attacks able to go through his shield would just make him very hard to use against those classes making him almost impossible to come as the victor in those scenarios which is something I want to try and avoid for every class in this mod. The rest of the classes (i.e. Duo, Centaurman, Groundman, Drillman, and Clownman) all have a relatively low use of their invincible abilities because it requires them to have full ammo to use their ability, their ammo regeneration is pretty low, and it only fills when they are not using any of their other attacks.
Quote from: "LlamaHombre"
Ground Man with two ways of escaping tricky scenarios for him on top of a relatively quick ammo recharge rate and what appears to be higher armor (I must admit I don't know much about Justified values, pardon) makes him one of the most frustrating things I've encountered while playing this game. Add that onto his decently damaging room clearer projectile and an early execute in enclosed areas, and you get a class who will consistently survive to the late game and pick off remaining opponents.
I don't play deathmatch period so I have no idea how he plays there, but in elimination-based game modes he's a complete burden on the enemy team. Lowering his ammo regen and/or reducing his potential time spent in the ground would allow him to still remain an offensive power, but would give better counterplay to his opponents to help circumvent a perfect scenario for elimination Ground Man.
Groundman specifically out of all the classes with invincible abilities has two of such abilities so I can see why he also would be one of the bigger annoyances in matches (especially LMS gamemodes) however I disagree with him having a relatively fast ammo regeneration rate and instead would consider his ammo regeneration rate to be relatively low especially with him having to not attack for it to recharge. However with this in mind I do think reducing his potential time spent underground would be a good nerf to his abilities.

59
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 14, 2015, 11:02:11 PM »
Ah yes, I still haven't gotten to fixing all the homing weapons shield properties. At the moment any homing weapon is able to go through shields but I will fix this for next version.

60
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 14, 2015, 10:20:11 PM »
Compatibility/balance patch released, add the file after JustifiedClasses-v3bh.pk3!

Download here

Changelog:
(click to show/hide)

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