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Messages - Shmeckie

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106
Projects & Creative / Re: Justified Classes v1c
« on: February 05, 2014, 12:41:39 AM »
OSNAP! A pretty big error; Shade Man and Turbo Man's palettes are swapped! Blue Shade Man and Purple Turbo Man!

As for Dark Man 3's alt, I tried it against someone, and had to struggle to get any real, regular use out of it. After using it once, it took so long to get another one I just stopped trying to use it.

107
Projects & Creative / Re: Justified Classes v1c
« on: February 05, 2014, 12:26:56 AM »
A few issues;

- Dark Man 3's HUD is hideous. it's huge, and looks like it's pointing up in the corner, not straight ahead. It's bulky and poorly drawn.

- Dark Man 3's alt takes too long to recharge. Way too long. It's pretty much useless.

- Dark Man 2 is actually usable! Whoo! Another class improved from vanilla classes!

- When Dark Man 3 is frozen, his skin changes to Dark Man 1.

- Dark Man 1's attacks feel awkward. His main and alt fires should be switched.

108
Projects & Creative / Re: Justified Classes v1b-fix
« on: February 03, 2014, 07:32:52 AM »
Another thing I forgot to mention; if Punk uses his cannonball bounce on the Spring Man stage springs, he keeps bouncing until he's off the springs, meaning he can bounce his way into a crowded spring pit and instagib all of them.

109
Projects & Creative / Re: Justified Classes v1b-fix
« on: February 02, 2014, 05:53:04 AM »
Another Terminator bug; Terminators are unaffected by the springs in Spring Man's stage, which means if they fall in a spring pit they're basically trapped.

110
Projects & Creative / Re: Justified Classes v1b-fix
« on: February 02, 2014, 03:34:32 AM »
So apparently there's a nasty glitch with Skull Man. Similar to the Woodman glitch, he can have infinite shield, and mow people over with it. He's completely broken right now. Need a hotfix, stat. Also an infinite flight glitch with Wind Man. And on a smaller note, when Ballade uses his mines in his second form, he turns blue.

111
Projects & Creative / Re: Justified Classes v1b-fix
« on: February 01, 2014, 08:11:55 AM »
Quote from: "MusashiAA"
I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

Considering they're playing catch-up, and fixing balance issues, I'm all for the frequent updates. I'd rather get a patch in days that fixes problem glitches and borked characters than deal with grossly OP characters being exploited by tryhards online for months ruining everyone's fun, bugged characters, useless characters, etc. Like Jupiter; in the first release, he was so bad he simply could not hold his own. A few tweaks later, and now he's a contender, and people that like him can play as him and have a chance at doing well. And they didn't have to wait months of a character they like being useless.

If it was frequent total revamps, I'd be with you, but these are helpful fixes and small tweaks to root out bugs and fix slight balance issues (dealing with infinites, exploits, etc.), and all-in-all expanding the overall experience by polishing what's already there.

112
Projects & Creative / Re: Justified Classes v1b-fix
« on: February 01, 2014, 05:41:19 AM »
Damn, you guys are like machines! I wouldn't be surprised if we got the MM8 characters within next week or something! Just wondering, after the MM8 classes, what's next? Mega Man & Bass, or Mega Man 9? Also, any plans for the Wily Tower Masters?

One last nitpick; Skull Man should do his whole "summoning" animation when he activates his shield, whereas now he does the beginning of the animation when he activates it, and finishes it when he deactivates it. Pretty awesome that you guys added that in, though!

113
Projects & Creative / Re: Justified Classes v1b
« on: January 31, 2014, 03:14:34 AM »
One more thing I forgot; Sunstar's charge attack animation is borked (the one where he's supposed to turn into a ball and launch forward). When he launches, he's doing his firing animation, and THEN goes into the spinning animation while he's walking around.

114
Projects & Creative / Re: Justified Classes v1b
« on: January 31, 2014, 02:30:57 AM »
More things:

- Time Man's obit is off. If he kills with Time Slow, it still says he killed you with Time Arrows.

- Is there any way to incorporate the Wily Capsule into Terminator Wily? It'd both be more canon, and more fun! Plus it would add extra stuff to Wily, who seems to have the least amount of abilities of all the Terminators.

- Terminator mode is a blast with these boss classes!

- Is there any way to prevent the Dark Energy from getting stuck in a pit if the Terminator falls in?

- Since Roll has multiple skins, shouldn't Ballade have skins for both his modes?

115
Projects & Creative / Re: Justified Classes v1b
« on: January 30, 2014, 04:15:20 AM »
Played Terminator against some Mega Man bots, found some issues...

- If playing as a double-jump flying class, the Terminator class will retain the double jump flight.

- If the class has an item ability, the item will sometimes replace the Terminator class' item.

- The Mega Man Shadow Terminator class is a mess. His Shin Sakugarne completely blocks his vision when he uses it and is impossible to hit with. His obits are way off, and his alt is just a Gemini Laser with a different sound effect.

- This odd set of blocks appears around items:


 -A quick question, if you play as a Stardroid, are you guaranteed to get Sunstar as your Terminator? Felt like it...

116
Projects & Creative / Re: Justified Classes v1b
« on: January 29, 2014, 11:24:53 PM »
Also, a possible change for Metal man; in order to make him feel a little less spammy, maybe increase the rapidity of how many Metal Blades he throws in a single burst, and increase the cooldown time if you fire more Metal Blades in one salvo. For instance, Metal man could fire just one Metal Blade, and have less cooldown than if he fired all three in one rapid fire burst. This would discourage people from just W+M1ing him, and add a little strategy to him.

117
Projects & Creative / Re: Justified Classes v1b
« on: January 29, 2014, 11:19:38 PM »
Says the file is not found...

118
Projects & Creative / Re: Justified Classes v1ah
« on: January 28, 2014, 11:30:01 PM »
I think it's best if they use YD Classes' method...

119
Projects & Creative / Re: Justified Classes v1ah
« on: January 28, 2014, 08:33:11 PM »
Quote from: "Fyone"
We might implement resistances eventually but never outright healing. Also the charged shots already kill in three hits, four hits would be too low to even be a reliable weapon.

Except the charged shots are large, travel at a good speed, AND do the damage they do on top of it. Especially Proto Man's charged shot. As it stands why would a Mega Man player ever use an acquired weapon when he can spam charged buster shots all day? Why bother with weaknesses when you've got a solid 3HKO from a large, fast moving projectile?

Quote from: "MusashiAA"
Oh no no no no no, no no no no no no no. You gotta know better, you shouldn't do that because then you would pretty much have to test everything on everything (plus, some Robot Masters do get hurt by their own weapons in the canon, some just deflect it, and very few are healed by them)...and I wasn't going to say anything about testing and stuff, but you guys need some more creativity to test your things, man. How do you miss Centaur?

I'm not sure I follow why this would require such extensive testing. It's single instances of one class being effected by one specific weapon. Mega Man/Proto Man/Bass' Bubble Lead healing Bubble Man, or the copywep classes' Thunder Bolt supercharging Spring Man for a limited time, during which his Spring Punch would pull people towards it. Something like that.

And yeah, the ones that get hurt by their own weapon should be the same way. Maybe not the full 1HKO route with Metal Man, but at least the increase in damage a weakness would do.

Quote from: "Fyone"
What's the problem with Centaurman exactly?

I think he's referring to how exploitable the teleport is.

120
Projects & Creative / Re: Justified Classes v1ah
« on: January 28, 2014, 08:33:24 AM »
Maybe replicate the damage they do to bosses, as opposed to how many hits it takes them to kill stage enemies...

EDIT: Almost forgot to mention this; Enker needs help. Badly. He takes too much damage when absorbing shots in his altfire stance. Many times, after using it, sure, you've got a full ammo bar to dish out a bunch of level 3 Mirror Busters, but you've also lost most of your health bar. This makes him utterly useless in LMS. Considering how long his stance lasts, he should have some significant armor during the stance, if not outright invincibility (though that might be going a little far). Also his Mirror Buster isn't powerful enough to warrant that level of damage.

I still think Saturn's release attack is far too weak for how much energy is needed to even get it. After using it on bots, humans, and having humans use it on me, I can safely say there is little to no threat in this attack. His mainfire ring toss is more dangerous than this move, especially combined with the slide. He might as well not even use it. I think the best option is to buff the damage his shots do during this attack, making using it an actual reward with tangible results. At this point I think this attack might actually do less damage than his ring.

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