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Messages - Shmeckie

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421
Quote from: "Star Dood"
...Well, fine. Napalm Man is pretty darn terrible. I'm not even that great of a player, but I know when a class doesn't do very well.

These are the changes I'd like for Napalm Man, if they're implemented.

-Give a damage buff to the torps (maybe five damage) so they aren't useless. Keep the stunlock, and maybe make them regenerate slower to prevent spamming.
-A damage buff for the Napalm Bombs would be fine. Bump it up to about 15 or 20 damage for one considering all the insane richochets they do.

His RoF and his ammo consumption would be fine, considering, with my changes, he'd be a 3HKO if he lands three critical hits. I think that would be an OK middle point that we could agree on...

And I totally agree with the Tomahawk thing. I was playing on Shmeckie's server (as I usually do), and whenever someone played as Tomahawk Man, it was very rare that they didn't at least rank 3rd.

Yeah, if Napalm Man's damage output was higher, it would justify his ammo consumption and RoF.

As for Tomahawk, any Tomahawk Man player would consistantly place first if left to their own devices. Especially in chaotic situations there they can run up to the crowd.

422
As it stands now, Tomahawk Man is too damn strong, Napalm Man is too damn weak, and everyone else is either fine, or needs a tweak here and there. Those two, though...

Yikes....

Also, I think I have a solution to improving Bubble Man: stronger bubbles that use up ammo. He's decent as it stands, but can get steamrolled in rooms filled with heavy-hitters. That solution might help him survive better.

Also, Yamato Man needs some minor nerfs. He makes a lot of the more crybabyish types go into a frenzy, but he doesn't need THAT drastic of a change. He could, however, use a damage nerf. Minor on the shots (the restrictions on his firing, including needing to be at half ammo or higher to fire at all, mitigate most of this already, but he still needs his damage there turned down a peg), major on the spin. He should not be bulldozing over other characters whose bread and butter is in-your-face attacks like he already does.

Charge Man's armor during charging is just too much. It makes light-damage characters useless against him. Maybe keep the armor, but lower his base defense?

I can't think of any other major issues I've noticed at the moment (except that Dark Man's buster SFX is horrible).

423
Even if it does pass, Obama still has to sign it into law, and if he does, in order to go into effect (which would take years) the courts would have to totally ignore it. All of which get increasingly more unlikely as the process goes on.

It's good to let our politicians know that this bill will be political poison and that we're pissed, but don't go getting paranoid; we won't be going all Orwell any time soon.

424
I just wanna reitterate that Tomahawk Man is ridonkulous and needs work.

Tone that crazy indian down.

425
And what does that accomplish by complaining about classes mode in this thread? Just stick to vanilla, then, if you don't find classes as fun. Complaining about your inherent dislike of the mode in and of itself isn't going to change anything.

Anyway, popping in to say Tomahawk needs a nerf. His mainfire is just too strong. Knocking it down from a 3HKO to a 4HKO should suffice.

426
Quote from: "Star Dood"
If you find you can't do well with Napalm, don't use him. Other people can use him effectively- you can't. You're a little outnumbered as to who does and doesn't want him changed. Most of us find him perfectly fine.

I've been able to do quite well with him in most matches. I usually place 2nd and 3rd when on your server with him- and I've never been a good player. I'm quite certain better players than me have done well with him.

He's a mid/long-range combatant. That's what he was, is, and always will be.

You keep saying people use him effectively, but every time I'm in a room, the Napalm Man players never win a single match, and barely even rank in the top half of the ranks. Especially in large rooms, where he should by all logic be doing better.

And the last time you were on my server, and I was there, you were hardly doing that well with Napalm. I have never seen a single player win a match with him. I rarely even see players score high in the ranks with him, and when they do, it's on low-populated servers.

Quicker RoF, lower ammo consumption, small damage buff, drop the torpedoes. That's hardly an "overhaul."

427
...How much did you skip?!

428
The difference is Stone and Toad can hold their own in small DMs. They don't get eaten alive the second the situation isn't optimal for them. Napalm Man does, and it really doesn't make sense to leave a class so grossly underpowered just because someone found a way to score a few frags with him. It's not a matter of style--I can do well with most of the classes, regardless of playstyle. Napalm Man is just terrible in general, and it's a shame people would rather make excuses and come up with hypothetical scenarios where he should do well instead of addressing the problem of him being nearly unwinnably bad.

Plus it pains me to not be able to use one of my all-time favorite Robot Masters because he's so... well, pathetic...!

429
Well, I can think of a few alternate methods...

Perhaps he could appear as Protoman, as something of a psych-out/joke. This wouldn't have PRACTICAL applications beyond maybe pulling a fast-one on someone not paying attention, but it'd make for a fun extra.

Perhaps he could turn into a random class, possibly one on the field, with an icon on the HUD showing who he's turned into. Yes, this would effectively make him TF2's spy, and I'm sure you don't want a bunch of TF2 imitation classes, but if that doesn't phase you too much, it's something to consider.

It wouldn't have game-changing applications, but it could make for some interesting moments. Imagine getting right in a class' face, thinking you're safe in close combat situations, only to find you've been psyched out by a Dark Man 4 who activates his Dark Man Wall and hugs the shit out of you. Imagine a Top man spotting a Shadow Man, and going for a Top Spin, only to have said Shadow Man say "nuh-uh, biznatch!" and turn into Dark Man and throw up the Dark Man Wall. It could be classified as an item, and Dark man would change back upon attacking (yes, like the Spy. Damn you, TF2...).

If this doesn't work for you, that's cool, but I figured it was something to consider.

430
Projects & Creative / Re: BODY SHOT!!!!
« on: December 16, 2011, 07:10:35 AM »
Quote from: "PLAINOLDLUIS"
scope would'ent be for head shots. just to see far targets better and get a better shot while hiding.

just gonna drop this here...

wep1-dark buster.

alt-dark sniper.

And where would his trademark stun shot come in?

Yeah, Dark Man 3a sans carry is the best route, as is authentic Dark Man 4. Set 'em up like that, and I think we got us some fun Dark Man times, ladies and gents.

Maaaaaaaaaaybe a disguise option of some kind for Dark Man 4, too. I dunno, maybe it wouldn't work, but it might be fun. The guy IS named after a movie character who was all about disguises, after all.

431
Projects & Creative / Re: All right Shmeckie I'm calling your bluff
« on: December 16, 2011, 07:04:44 AM »
And a character that only excells in very situational circumstances that require a certain amount of people to be in a room, in one place, and not paying attention, doesn't sound grossly Underpowered to you? As opposed to classes that only need to be in combat, period, to be viable?

I understand you want some classes to be more strategic, but crippling a character and requiring them to have the planets align to have a fighting chance isn't the way to go about it. Why choose Napalm Man when I can choose any other class and have a much easier time, AND get much better results?

Quote from: "SaviorSword"
Anyone fast will be nailed by the torpedoes, provided if someone did hang around enough to grab plenty and that's not a hard task to do. I've done this plenty where I charge in (sounds counter-intuitive to Napalm's mid range role) releasin' both torpedoes and the main at the same time. This results in the unlucky foe to be stun locked for the 9 torpedoes while gettin' hammered by the mainfire. Good luck gettin' out of that mess. The awkward position to get both bombs to land and the slow fire rate makes it tricky to be super effective all the time.

Unless that someone is Quick Man, the Torpedoes aren't going to save him. All most characters have to do is turn around and shoot. And Napalm Man's main artillery isn't terribly accurate in most situations. If he pisses off, say, Ballade, Ballade's gonna turn around and shut him up with a Ballade Cracker. If Napalm Man runs, he's not going to be able to pull off this magic stunlock strategy.

I know. They've tried. Many, many, many times.

And frankly, those torpedoes don't save him nearly as well as some of you seem to think they do. I'm not theory-fighting, here. I've fragged my fair share of Napalm Man players, including the people I'm talking to about this right now. Let me ask any of you who played me; how often were you able to save yourselves when I made a b-line for you? Hell, I managed to waste two simultaneous Napalm Men with Bubble Man. In Snowed Out Cossack Castle (where the high snow stops his bubbles from firing). No, I'm not superman, that's a big sign Napalm man has a problem. When Bubble Man is wasting him in a stage where Bubble Man is crippled.

Oh, also, Bubble Man's bubbles don't fire in things like high snow and other waist-high environments. Might wanna fix that.

Oh, and Speedman X pointed this out to me, and I thought I'd pass it along; if Crash Man or Doc Robot walk over their Crash Bombs, the bombs turn invisible, but will still explode after a set time. They won't go off on contact, however, but an invisible Crash Bomb is mighty exploitable.

432
Dark Man 3a is definitely the way to go. Your setup on 4, though, is trying way too hard to be different. There's nothing wrong with him being like KY's (hell, several of KY's classes are just like YD's). Maybe a few tweaks (like replacing that godawful firing sound, and maybe a disguise option. He was named "Dark Man" for a reason...), but KY's Dark Man 4 is very solid and is pretty much the way to go. Gives you all the options he had in Mega Man 5, and makes for a solid class.

433
A lot of people really like their moe robot maid girls...

Quick question: are the Dark Men gonna be incorporated, or are you guys gonna release 6b without 'em? Or are they not being added at all and am I way off base?

434
Projects & Creative / Re: All right Shmeckie I'm calling your bluff
« on: December 15, 2011, 04:38:22 AM »
Quote from: "Star Dood"
All this calling of UP Napalm Man is complete and utter absurdity.

I was on your server just today playing as Napalm Man, and I could easily hold my own against every opponent. You really must realize that Napalm is not a "charge in with guns ablazing" class, he's an artillery position- in other words, better at long to mid-range combat. His Napalm Bombs are much different from YD's: they bounce farther, two are sent out at a time, and they richochet more. Shade Guy was absolutely right- you need to use the enviroment to your adavntage. The Head Missile is really for suprise attacks and mid-range combat. The missile is damn slow, yes, but because it is backing up KY's purpose- making the classes play as in the games. The torpedoes regenerate as you stand still- I don't know if you knew this or not, but even if you did, it only justifies my point. You're mainly supposed to stand still with him, and pick people off with Napalm Bombs if they are in range, and if not, stun them with the torps and fire the Head Missile. I think you've been playing too much with Punk (a close-combat class), and trying your strategy for him with Napalm Man- which is what he isn't exactly made for. The only justifiable arguement you make for him is making his RoF a tad faster, and even then, I don't agree too much with that.

Napalm Man is a class that has a high learning curve for a high reward. Try my strategy and come back to me.

Not gonna respond to this point-by-point, as my point was pretty much made in-game earlier today.

Napalm Man, as he stands, is only good for kill-stealing. Particularly when it comes to throwing Napalm Bombs into a crowd. When he becomes anyone's target, or finds himself the focus of any actual brawling, he gets hammered. Especially anyone with fast movement who can literally run circles around him (as it stands, he simply cannot take on Blizzard Man, or Wind Man when he's flying. At all).

He can stand still all he wants, but the second he starts hitting people, anyone with a brain is gonna turn around and pick him off for an easy kill, forcing him to run away and throw out his ineffective artillery in a desperate game of keep-away.

435
Y'know, guys, I was gonna play as the walking tank guy, but then I saw that you can play as the cutesy maid girl, and I said FORGET THAT MESS! Grab 'dat broom and SUIT UP! That walking tanks myriad of explosives and horrifying namesake can't stand up to MAH TOAST!

Joking aside, any plans for MM8-10 Robot Master classes in the future?

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