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Messages - Shmeckie

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406
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: December 24, 2011, 04:33:00 AM »
For more inking practice, I drew fanart of the best show on the Hub!

(click to show/hide)

407
Projects & Creative / Re: Class based modification (6B)
« on: December 22, 2011, 12:38:20 PM »
Oh, one thing that really bugged me; still no custom animation for Magnet Pull?! What gives?!

408
Projects & Creative / Re: Class based modification (6B)
« on: December 22, 2011, 11:04:16 AM »
Personally, I love this new Wily class. He has so much to him, and taking people out with the Capsule feels rewarding as hell. Plus it feels more like I'm playing Wily, and not some half-assed "civilian with a strong gun" class. I can see myself playing as Wily almost as much as I use Punk! Though I gotta say, the Wily Capsule item icon... well, it looks like ass. Why not use the skull icon used in fortress maps? That'd look way better that the deformed gourd it is now!

That said, A+ job on the Wily class, I absolutely love it!

And my god, how I missed playing with a Napalm Man that wasn't utterly useless!

One qualm I have with this update is how you guys seem to have gone crazy with making classes weak to busters, of all things! Wily, the Mega Man Killers, Proto Man, what the hell?! That's way too all-encompassing a weakness. And why the Mega Man Killers?! They had weaknesses already; Enker to Ballade, Ballade to Punk, Punk to Enker. And why not make Wily's weaknesses all the weaknesses he had in previous final battles (Bubble Lead, Wild Coil, Silver Tomahawk, etc.)?! Why make them weak to probably the most common and easy-to-use attack in the game?! Speaking of weaknesses, I like the added touch of the super-effective sound effect!

I can definitely see the work you guys put into this. I can't really call it more balanced than KY's classes, though. Unlike KY's classes, where most of the Robot Masters are powerful, many of them feel incredibly weak, here. Spark Man especially stands out; his post-mainfire lag is way too long, and not strong enough to justify a RoF like that. But, this mod definitely lacks the ridonkulousness of the likes of KY Tomahawk Man and Metal Man. Here, there seems to be the problem of several classes skewing too weak, rather than skewing too strong. Not sure which is worse...

Still, overall, the update is great, and you've done a great job, here! It's not perfect, but it's hella-fun, and that's what counts!

409
Projects & Creative / Re: Class based modification (6B)
« on: December 21, 2011, 05:27:37 AM »
Ah, so he's basically in the same "family" as Skull Man, then? Interesting...

410
Projects & Creative / Re: Class based modification (6B)
« on: December 21, 2011, 04:53:37 AM »
God dammit guys don't start dickwaving over your classes mods. Please. No one but you gives a crap, anyway. The rest of us just want to have fun (much like girls) with all our lovely character classes because we like Mega Man games and Robot Masters are cool.

Any internet drama beyond that is pointless.

In mod related stuff: How the blankity blank does Heat man's alt work?!

411
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: December 20, 2011, 07:15:16 AM »
Time for some SNK Boss Syndrome flashbacks...!

(click to show/hide)

Rugal effin' Bernstein!

412
We'd still need the other MM&B Robot Masters...

And the MM8 Robot Masters before that...

413
Wouldn't we need 8-Bit Dynamo Man skins first before anything else?

414
You don't unzip it.

Okay, open the MM8BDM launcher right now...

See the picture of Mega Man with the MM7 bosses? Under that, you'll see a spot at the bottom that says "Extra Command Line Parameters." Click "Add File." When it opens the file menu, select the classes PK3, and click Open. Then start the game. Viola.

415
Ah, you seem to have had an issue downloading the file.

The download link on the first post should be to download the PK3, but it might forcibly change to a ZIP. If it does, save the .ZIP/RAR/whatever file to your MM8BDM folder, then rename the filetype to .pk3

In other news, Proto Man's Break Man upgrade needs tweaking. Honestly, I think he just needs to lose the shield. With his existing stat upgrades he already gets, the shield is a bit much. If he's gonna get as strong as he does, he should lose the shield. I know he can't heal, but he can hide behind the shield and get frags in the meantime.

416
On the MM8BDM launcher, there should be a spot at the bottom of the start page to load a PK3 file. Load the classes mod from there, then start the game.

417
Metal Man's a tad much. Nothing game-breaking, but requiring an extra volley of Metal Blades to score a KO won't cripple him, and would help even him out.

Quote from: "Knux"
Quote from: "Shmeckie"
You don't need to aim the Tomahawks if Tomahawk Man is in your face, which he often is. Especially in large groups. Nerfing the Tomahawks is the safest way to go about handling him.

Sure, but the fast-reload could still be slightly slowed down, for reasons already stated. Tomahawkman is one of my favorite classes, so I'd like to see it balanced.
I get where you're coming from (it's the same reason I want to see Napalm toned up). It might help with his OP problem if they just toned his mainfire from a 3HKO to a 4HKO, and slowed down his running speed a tad so he can't get in your face. and make the _HKO thing a non-issue.

418
You don't need to aim the Tomahawks if Tomahawk Man is in your face, which he often is. Especially in large groups. Nerfing the Tomahawks is the safest way to go about handling him.

Metal Man is more the type to piss people off than actually break the game. He shaves off health, but if he's in your sights he's pretty much dead. Hell, Air Man can OHKO him with an Air Shooter to the face. He's a glass cannon all day long. I can go for a nerf on him, but a slight nerf. Make it take an extra volley of Metal Blades to score a kill, and he should be golden. The trick is to just not leave Metal Man alone. When you hear the blades, you should be focused on shutting him down, because if you don't he's gonna gorge himself on all those delicious frags. If you make sure not to leave him to his own devices, he's actually not very difficult to deal with.

419
Quote from: "Korby"
Such as Metalman.

Metal Man's only really a huge problem in crowded rooms where no one does anything about him. He can dish it out, but he can't take it, and when people leave Metal man alone in a crowd, he's gonna dominate. Yeah, he needs some nerfing, but he's not Tomahawk Man bad.

420
Tomahawk is the only one I will say is hands-down OP. Guys like Elec Man may be OP, but they're the kind of OP that's just annoying, and that's it. Tomahawk Man is TOO Overpowered.

This goes beyond whining from the likes of Bik and the occasional childish d-bag who pops in and whines "not OP" whenever they get fragged. Tomahawk has a rapid-fire 3HKO, high running speed, etc. He's not just overpowered, he's overboard.

He's the Gemini Man of v2; he ruins everyone's fun.

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