Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Fyone

Pages: 1 ... 3 4 [5] 6 7 ... 86
61
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 05, 2015, 04:11:19 PM »
The next patch will be hopefully released very soon which will be compatible with v4c, however it will most likely not include all of the bot fixes since we want to try and get it out as soon as possible.

62
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 29, 2015, 04:36:11 PM »
Sorry for the late response guys!
Quote from: "Rubyyoshi"
Quote from: "Endymion"
Somehow I figured out the things. Most of the shields are not works against projectiles which can hit multiple times (sometime it is reflect the first hit, but sometime not). For example King unable to use the reflect shield against Gyro Man, its attack will always hit King. The standard shield sometimes able to guard the very first hit. The same goes against Cut Man or Metal Man.

What I seemed to notice is the exact same thing. Projectiles that seem to hit multiple times (aka ripping) are the ones that seem to go through shields. (BRG's rod deflect as well). I believe projectiles like Tomahawk feathers, Thunder beam shots and Gemini Lasers go through shields. I also know for a fact that BRG's illusions can also go through shields. (A defending Saturn or King for example).
After testing for quite a bit ripping weapons do not seem to go through shields but instead it is due to the definitions in specific projectiles from what I can see so I'll have to try to go through all the classes to try and fix this (Gyroman's attack isn't even a ripper for example). If projectiles like MetalBlade go through a shield it's simply because the projectile didn't hit the shield since we purposely made base shields (i.e. Knightman not holding altfire) smaller.

As for MWS, most of the time his shots do 20 damage. It could be armor values being the reason why. Also, increasing the push's strength for his alt should fix this.
ok

Should the shields be able to block (Or have a chance to block) melee damage? (EX: Slash man, Roll, etc?)
I remember us making Slashman able to go through shields purposely, I don't think other melee damage is supposed to however so this again has to do with the above I mentioned.

Back to Timeman, I actually realized that he does decent damage, however, I think one point that could use improvement is his alt-fire (The two angled shots). They move really slow, (which is fine) however the rate of fire is noticeably lower than his primary while also doing lower damage. Could that get a slight rate of fire buff?
ok

I know I'm fighting a useless battle regarding woodman, but what about lowering the rate of reloading ammo? (After you fire the shield, lower the regen rate of the ammo slightly.) In turn, could you possibly lower the amount required to have the raining leaves fall? (It currently requires approx 75% of the bar. What if it was lowered to 60% because it generates at a slightly lower rate?)
ok
In response to all of the bot (apocalypse) problems, I'll look into them to see if I can fix them.
Quote from: "Endymion"
I don't know if this is a bug, but Buster Rod G's illusion has some strange possibilities.

When Buster Rod G stands on a "non stable" surface (like the sand or the water on some maps" he can't use his illusions properly. If you press the button nothings happen, then he suddenly jumps forward. So the attack actually launched, but the projectiles will not travel anywhere (maybe as he sink, the projectiles hit the sand and disappears). I hope this will be fixed or changed, I just started to enjoy that class. XD
I'll fix this, some other classes had this problem as well in the past so shouldn't be too hard to fix.

63
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 21, 2015, 04:27:30 PM »
Quote from: "Rubyyoshi"
Since we sort of covered the Genesis Unit, I'd like to report some bugs/issues regarding them.
Buster Rod G.
*As several people have complained, his illusions do have a rather short cool down time while at the same time, do insane damage. If we went the route with the regenerating ammo after it's done, I believe that would fix the illusion issue for now.
Ok I can do that.
*Sometimes when spawning, the first attack done with the rod doesn't show up. (EX: You spawn as him, and then try a rod attack. Sometimes, it doesn't show up)
This could just be an engine problem, but I'll look through the code to see if I can fix it.
*Going back to the shield thought, Buster Rod G's rod deflect doesn't block most shots. From what I noticed, if the shot generally pierces, it won't be blocked. However, there are some instances where a non-ripping shot just won't be blocked. I don't know if its because of the weapon, or the hit-scan on the blocking isn't working.
Seeing as the shield spawns repeatedly every tic now I don't know why it wouldn't block most shots. Do you know which projectiles specifically weren't blocked?
*Regarding the shield and illusions, if you deflect while using illusions, you get the blocking sound of the illusions hitting the rod deflect.
I'll fix this.

Mega Water S.
*The only thing I could suggest, is possibly make his altfire more push worthy? Against a moving target, it doesn't really hinder them. In fact, I find his altfire without the shield useless except when someone is afk and you want to fool around with them.
Do you just want us to make the push stronger?
*Possible damage nerf to his harpoons? It's currently at 20, which is rather high for a fast moving, high rate of fire shot. If the damage was lowered to 18, would it compromise his kit? (It would go from a 5 hits to 6 hits)
It already does 18 damage and kills in 6 hits...

Hyper Storm H.
*As mentioned, the bot version shoots above the player's hitbox. However, he never stops using his breath, and therefore never does his hyper stomp move. Would it be possible to variate his attack pattern? (Ex: At far range, use primary to try and snipe them. Close Range would switch to his sucking that lasts a certain amount of time equivalent to approximately how long an actual player can suck. And then add a chance for him to use the meteor jump.)
Yeah I can do this.
*I assume it's the ceiling in most cases, but sometimes the metools spawned from his hyper stomp instantly die/disappear. (You can see that the animation where they are destroyed) Is it possible to fix this?
The metools are coded to spawn from the ceiling so if they die it means they are most likely too close to a wall nearby.

As for some other classes, I'd like to point out Time Man. Is it just me, or do his attacks do very little damage when compared to some other robot masters? I know the time arrows rip, and having a slowed enemy makes it easier to land, but in most cases, the damage output is still low for him.
Personally I don't see Time Man as underpowered but if other people agree I can probably buff him in some way.
Quote from: "Meme Man"
aqua man spam his special moves a lot,making very frustrating to either duel or have a deathmatch. tone down flash man's,doc's and bright's time stopper/flash stopper ability.as beed28 said,drill and ground spam their digging moves too quickly,making unbeareble to fight against.tone down centaur man invisible technique and centaur flash.tone down a bit heat man's heat tackle.tone down Pluto's dash and ledge grab abilities.tone down wind man and tengu man flying ability.feel free to disagree with me on something.

also,another thing:sword man's "flying sword ability" is different with the bots. instead of going forward and backward,it keeps going forward until it stops. and when it stops,it always teleports the bot to the area it stopped.

EDIT:something needs to be done with wood man. i don't like the god mode idea
I only agree with the bot fixes, I don't feel any of the classes you named are overpowered with their abilities personally.

64
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 18, 2015, 03:32:18 PM »
Quote from: "Endymion"
Oh, I see. I think in the case of Buster Rod G is not the intervals the problem (or not as like this). Buster Rod G regenerates his special during the use, and that special has a long usage time. I think that time is count as interval too. When the attack animation is finished, the waiting time already over.
Well actually the way the intervals are coded for bots is by random chance, so I'll simply make it less likely for Buster Rod G to use his illusions.
Quote from: "Beed28"
The bots of Drill Man and Ground Man spam their specials way too much, and makes them just plain obnoxious to fight since they can't be attacked while they do it (arrrrghh!!).
Alright I'll tone down Drillman and Groundman's specials too; thanks for reporting them!

65
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 18, 2015, 12:05:09 PM »
Quote from: "Endymion"
Can I suggest something? I don't even know if this is possible in the game.

It is extremly hard to fight against airborne opponent with Hyper Storm H. Could it be possible to make his "breath" more effective against airborn targets? Maybe a little too much, but this can goes for the jumping opponents too.

The damage output is right, I ask only the pull-push effects against the "non standing" enemies.
I don't think this is possible to do, but I could be wrong.
Quote from: "Endymion"
Actually I see the point of the ammo limit. Currently the bots sometimes has infinite ammo without the requirement of recharge (Buster Rod G for example, I can't get him from close range because he always use the illusions). Some class can overuse the infinite ammo, but this is only balance issue, can be fixed. Personally I prefer this unlimited ammo + ammo recharge system over the pick-up based. :)
There are actually intervals between when bots can use special moves like Buster Rod G's illusions, so I'll raise the interval for Buster Rod G. If there are any other bots that spam special moves please post them in the topic so I can fix them too.
Quote from: "Sonicfam1102"
I think Mercury's alt is due for a change. I've been able to get it to work sometimes, but it's too difficult for what it's worth.
We will most likely buff Mercury's blobs that he shoots while entering the altfire and make him have a weak hugger since he doesn't go invincible anymore when in blob form.

66
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 15, 2015, 10:53:07 PM »
Quote from: "Ghoulitine"
First off, still on ripping: Why is the MegaBuster a ripping projectile?
You actually have hit pretty much in the center of an enemy for it to deal decent dmg, but thats another thing.
Charged Mega Buster is a ripping projectile since it ripped to an extent in Megaman 5, I don't see any problem with this personally.

So, here are some complaints/suggestion/things i don't think are good for the mod :

Woodman: Well, i guess we all know that problem.  Godmode seems a bit too much just for having leafshield out, how about a simple armor buff or make the shield destroyable?
If we were to make Woodman not invincible when Leaf Shield is up we would have to buff another area on him because he would be too weak without it.

Mercury: I do like this class, however, the alt should receive a change in my opinion.
Make mercury in blob-state a small damaging ripper kinda like pluto for example, and make the cooldown last a bit longer in exchange.
Another thing would be the drops themselves: launching them straight instead of a spread alone would make his alt more useful.
Then again, Mercury isnt really about damage, so yeah.
Personally I've always felt his altfire was fine but if others want it changed I'll reconsider.

Quint: I heard alot of complaints and controversies about this one.
And i can understand it. To a certain bit that is.
The sakugarne maybe should'nt thrust forward in the air as much as it does now, and that could be balanced by some kind of "quick-landing" move when alt is pressed.
Elaborate what you mean by "quick-landing", are you just asking for YD Quint?

Overall aiming issue on some classes: This isnt neccesarely bad, it's just an odd design choice: Some projectiles dont go exactly where the crosshair is (f.e. Mars' Photon Missile). Like i said, this doesnt have to be a bad thing.
Well Mars' Photon Missile doesn't go exactly from the crosshair since it comes from his forehead missile.

Broken shields: Pretty much every shield feels like it works when it wants to.
Tho i think this has been discussed already (and is going to be fixed)
I'll go over all the shields in the mod to make sure everything works properly I guess.

I think i can tolerate a bit more of the hitstun by now.
But that doesn't change the fact that i have to address the big hitboxes on some of the attack.
The biggest thread being Pharaoh Wave.
Is the hitbox actually bigger than the actual projectile?
I could be wrong, but oh well :L
Perhaps name some more that you feel are bigger than the sprite? I've never felt Pharaohman's Pharaoh Wave's hitbox was too big but that could just be me I guess.

So yeah, those are some few things that simply bugged me recently while playing.
Though i like the mod, it's just some things that annoy me and i'm sure most of the people, which maybe not listed here.

67
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 15, 2015, 09:19:43 PM »
Thanks for reporting the animation inconsistency on Hyper Storm H, I will fix it for the next patch.

68
Anything Goes / Re: General Offtopic Discussion
« on: March 13, 2015, 03:23:57 PM »
Happy Birday Shade Guy and Dood!  :mrgreen:

69
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 12, 2015, 12:46:59 AM »
Quote from: "Meme Man"
i just found out that if the bot is using hyperstorm h, he is unable to hit me (he keeps shooting just above my head (at lease in the bot rush mode)) and he won't use his alts (inhale,stomp 'n summon mets)
also,just for curiosity,is there any speculated time for the possible mega man 9 classes? (if there's any plan on a update)

EDIT: speculated =/= stimulated  :?
I'll check over the HyperStorm H bot and fix it, and the Megaman 9 Classes will most likely be released after the core expansion for it is released.
Quote from: "Endymion"
In CTF mode, every character with "item" ability can not use it after he/she drop the flag. The character change back, but it will not have the item icon. Not even able to activate it till the next respawn.
Alright I'll fix this CTF item bug for the next patch.

Thanks for reporting these bugs guys!

70
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 11, 2015, 03:59:42 PM »
Yes, we are aware of the flying Oilman bot glitch; it'll be fixed next patch. As for King's double motion, I'll tweak his animation so it doesn't happen anymore. Thanks for reporting these bugs!

71
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 08, 2015, 07:42:19 PM »
That's because there is no Sniper Joe class so the bot is replaced with Breakman.

72
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 08, 2015, 03:18:05 PM »
Quote from: "Luize"
I'm not sure if this was reported or not but, I was trying Protoman today and when I killed Hardman, I didn't get his wep. I was offline,  so I'm assuming this is just a bug with the bot and not something that occurs online?
I'll check over the code for the pickup to make sure, thanks for reporting the bug!
Quote from: "Meme Man"
i have a question: why sniper joe becomes break man in single mode?
Can you elaborate? I'm not really sure what you mean.
Quote from: "Endymion"
Superb mod, I really like this over the other two class based modifications (even I'm totally new to this class based thing). I just can't get bored with King, it really catches my favorite style of play. :)

I have a question or a request... May Sunstar will be playable sometime? I like that character since my first time on GameBoy. Of course as a rebalanced class, not the overpower boss.
The primary reason why we didn't make Sunstar a playable class is because he was the final boss for MMV; it would essentially be like making Evil Robot a playable class to an extent.

73
Anything Goes / Re: General Offtopic Discussion
« on: March 06, 2015, 04:14:18 PM »
Happy Birday Ivory!  :)

74
Anything Goes / Re: General Offtopic Discussion
« on: March 05, 2015, 02:35:27 PM »
Happy Birday Kapus!  :)

75
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 04, 2015, 01:03:54 PM »
Quote from: "LeotheMage"
I'm not sure if anyone has mentioned this, but will Doc Robot's HUD be fixed? The aiming for him is a little bit off below the crosshair.
Quote from: "Meme Man"
a bug i found when playing bot rush:
if the bot is using venus,it is unable to shoot its homing bubbles and bubble mines (same with quick man and its abilities).
Alright thanks for finding these, I'll get them fixed for the next patch.

Pages: 1 ... 3 4 [5] 6 7 ... 86