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Messages - Shmeckie

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451
So it's looking like Crash Man and Napalm Man are noticably UP this time around.

Napalm Man does not pack the punch that merits his low ROF and high ammo consumption. Not to mention he's easily zoned, even with his shoulder rocket pea shooter.

Crash Man's crash bombs are weak as hell. I know supposedly he's all about carefully positioning the bombs and all, but all that doesn't mean bupkis if the opponent keeps jumping and avoiding the walls.

452
When Heat Man begins and ends his Heat Tackle, for a brief moment he turns into Mega Man.

Was this bug mentioned?

453
...Any chance of making that shorter distance a permanent thing? :D

454
Quick question.

While I do adore this version of Punk, something wierd occasionally happens. Sometimes, when I do the cannonball, he goes a shorter distance, which I prefer (that's picture perfect Punk right there), but sometimes he goes full YD Class distance. While that's not a problem, per se, it's not the shorter distance that works better for me. Is this roll distance thing intentional? if so, what determines it? If not, what's the actual distance supposed to be, and what's causing him to travel the other distance?

455
Just want to say this update is fantastic. High marks all around to all you guys! I absolutely love this new Doc Robot; he's so interesting, and allows for so many strategies and options! Punk is still picture-perfect, and I love that you actually did add in Pharaoh Man's charge animation!

I like the new Napalm Man...except that new torpedo move. It seems better for annoying people than any practical applications. Maybe I just need to sit down with him a little more.

Elec Man's new alt seems too strong considering how easy it is to hit with it.

There's tons of little touches and aesthetical bits I could compliment you for, but that would take forever. So I'll generalize and say you guys did a bang-up job!

456
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 06, 2011, 02:26:23 AM »
I do believe you're reading too much into commenting on one's comment, my good man.

I wouldn't have to be so "aggressive" if I didn't have to keep repeating and clarifying myself over and over and over and over and over and over and over and over...

457
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 06, 2011, 02:19:54 AM »
I never said they did, now did I? Just giving an idea that a few people didn't even give more than a glance to before disregarding it, and addressing that while constantly needing to repeat myself again and again because of the aforementioned skimming.

Though Chimera's recent posts have been notably condescending, though...

458
Projects & Creative / Re: Dark 1 and 3 are a different story, for now.
« on: November 06, 2011, 02:03:44 AM »
Quote from: "xColdxFusionx"
Coal shot is somewhat inaccurate AoE damage within ~ 64 units of Chargeman that costs half his bar. It's hardly relevant a good percentage of the time.

Not really. Great for hitting enemies above you. Especially good for taking out Quint.

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...Although part of my complaint was that I thought you meant "dash" when you really meant "haste". Please try to be specific when you say things like this...

Not all of us think in RPG terminology, especially when referring to a FPS.

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I'm generalizing because your descriptions made them sound like the same exact freaking thing.

If you misinterprited, that's your problem.

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This may be my cynical side speaking, but this will basically be used as Chargeman's main fire, minus the innate radius damage.

Charge Man's mainfire can only speed up his forward momentum. A speed boost like that would speed him up all around, including strafing, without forcing him forward at all times.

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Basically like Chargeman's charge meets Iceman's jets IMO.

ICEMAN'S JETS DO NOT WORK THAT WAY! [/Morbo]

Quote from: "Chimera Man"
It's all up to the developers. Period.  :geek:

That's a little condescending, don'tcha think?

459
Projects & Creative / Re: Dark 1 and 3 are a different story, for now.
« on: November 05, 2011, 07:42:44 AM »
Quote from: "Ice-IX"
Quote from: "Shmeckie"
No hugging class has a speed boost as its alt. And no, not even Charge Man. Yes, you can hold the mouse button, but let me NOW remind you that this still yanks him forward no matter what you do, and his hugging attack has no defensive properties, nor does Star Man's.

And really, why even have Star Man operate the way he does when we have Charge Man, rite dood?
He has defensive properties now! And he turns red to show it (you'll begin to notice plenty of more NES-similarities in the meantime). However, either version (the one you have now or not), Charge Man IS a "dashing hugger class". The mainfire IS his attack. I don't see how you get off calling it "just a speed boost"; it's his primary method of attack. It's his gimmick because as of now he's the only master who relies on contact damage to attack. LITERAL hugging, and not simply energy shielding like Star or Plant.

Er, he has coal shot, too. That was part of my point; he's not a total hugging class because he has a secondary. Cool addition to Charge Man, though!

But did you skim what I said? I didn't say Charge man has "just a speed boost," I said the speed boost of his alt simply amounts to yanking you forward while pressing mainfire, and what I'm proposing for Dark Man 2 is an ammo-consuming speed boost similar to when Skull Man successfully goes into hypermode.

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Star Man's capable of hugging but he can do just as much damage with a well-placed thrown shield. Charge Man can't. Star Man will have trouble with people on the ceiling. Charge Man won't. You're also falling into the overgeneralization of classes; you're not seeing the full range of Charge and Star's abilities.

What are you talking about, I haven't done anything but address the overgeneralized terminology Cold here decided to place everyone in.

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The discussion's been lead a bit astray I think, as the main problem isn't similarities between Dark Man 2 and Charge or Star. It's between Dark Man 2 and 4. There's Dark Man 2 for reference. He's identical to Dark Man 4 - except without a buster, and he can't launch the shields. From what you're given, you have a class that would barely even attack at all. I think xColdx refers to him as a "hugger" because Dark Man 2 has no long-range attack when you fight him - he'd be forced into doing that.

I've addressed this time and time again, and it's getting a mite bit frustrating that no one feels the need to read half of what I say. I'm going to say it all one more time, and I'm going to use bullet points to make it skim-friendly.

Dark Man 2
- Mainfire: Dark Man Wall. Would block projectiles if they hit the wall. In fact, with the lack of a buster, the reflective properties that were removed from Dark Man 4 could be given to Dark Man 2, since he doesn't have a buster to reflect back on himself, giving him a personal edge. Does hug damage, as well, possibly more than Dark Man 4 to compensate for the fact that he can't fire the shield (or shoot with it up, like Dark Man 4 can), but would consume ammo to balance it out.
- Altfire: Speed Up. If you remember, in the original game, as he took damage, he'd run at you faster. This can be implimented one of two ways: either have his speed increase as he loses health (more technically accurate, but cumbersome), or what I'm suggesting, where pressing altfire kicks in a temporary speed boost (in a similar vein to what Skull Man gets when he goes into hyper mode), at the expense of a chunk of his ammo, which would be shared with the shield. This adds strategy to using him, as you can use the boost to get in your opponent's face and tear them apart with the Dark Man Wall, but doing so will come with a risk, as you'll lose your Dark Man Wall sooner than had you not used it. Much riskier against high defense/HP enemies. Could also be used without the Wall as an escape tool.

OR, perhaps the speed boost could be switched on and off, and when switched on, it consumes ammo at the same rate as the Wall (or possibly slightly more), so leaving it and the Wall on at the same time would cause your ammo to plummet, making playing Dark Man 2 a game of balancing your speed-up and your barrier attack.
- Weakness: Crystal Eye. It went through his barrier, if I recall correctly.

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Sure, you could always give Dark Man 2 something else and create a class, but I prefer to leave our imaginations' ideas to this mod's predecessor.

I understand that, but let's not forget there is a degree of that here, too. Bright Man never threw flash bangs, after all. But, I see where you're coming from, which is why my suggestion stays in the realm of what he did in-game.

460
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 05, 2011, 04:27:59 AM »
First of all, why are you so caustic about this? Were you molested by two people cosplaying as Dark Man 1 and 2 at some point in your younger years?! Also, when did you become the spokesperson for what everyone else wants to play?

Overgeneralizing to "buster class" and "hugging class" is goofy, and why you're so adamant about doing it is beyond me. Well over half the classes have a projectile, and only one other class uses this particular buster, which I am advocating making different than said class' buster. And no "buster class" has a ramming attack as its alt.

No hugging class has a speed boost as its alt. And no, not even Charge Man. Yes, you can hold the mouse button, but let me NOW remind you that this still yanks him forward no matter what you do, and his hugging attack has no defensive properties, nor does Star Man's.

And really, why even have Star Man operate the way he does when we have Charge Man, rite dood?

Oh, also italics italics italics I am making a POINT.

461
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 04, 2011, 02:48:05 AM »
Quote from: "xColdxFusionx"
You're giving those two classes way too much credit. Why play Darkman1 when Mega/Proto are basically the same thing?

So you didn't read the post, then? Does Dark Man 1 have a shield and a charge shot? And since when were Mega and Proto's single buster shots that powerful? And when did they have a ramming attack?

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Why would you play Darkman2 when you could just play Chargeman or Starman?

Again; did you read? Charge Man and Star Man do not block attacks with their hug attacks, nor does Star Man have any kind of movement booster, and Charge Man's speed up only serves as a quick jerk forward, not a temporary complete speed boost. And, again, Dark Man 2 cannot fire his shield the way Dark Man 4 can.

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Please think of something unique.
I did, though for some reason you felt compelled to skim those parts. And if you didn't, I can only assume you felt the need to overgeneralize because... well I'm not quite sure.

462
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 02, 2011, 09:00:47 PM »
Dark Man 1 looks great so far, but I think you should test it with people. His lack of strafing worries me that he's going to be an easy target, and you should make sure that is or isn't the case before he's officially added as is.

Quote from: "Michael712"
I've tried not jumping at all in roboenza using the Darkman1 skin and I found it very fun!

Also, if we have a Sniper Joe class, here's my view on it:

-Has a shield. Only drops it when attacking
-Main fire is a fast and small bullet that does around 15-20 damage
-Altfire throws a grenade
-Very slightly higher speed and jump, but not by much.
-1.6x damagefactor. Maybe somewhere around it.

Maybe the amour and attack damage will need a buff but oh well. He should be too powerful in any way. My view is based around the MM1 joes (there is a skin for that) with the addition of grenades.

I like this idea...! I do think a notably higher jump would be in order, though. Joes usually jump pretty high.

463
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 02, 2011, 08:52:48 PM »
I think you're being a bit too dismissive, here.

Dark Man 1 and 2 had one attack, AND they sped up. Despite the fact that he doesn't have "charge" in his name, Dark Man 1's M.O. for his speed increase was to ram into you. He would even turn to chase you if you jumped over him. Dark Man 2's was to, in a similar fashion, hit you with the shield.

You say it wouldn't be "worth it," but I bet the folks would have fun with those 2 classes if you put some thought into them and added them in. Giving them their individual attacks (Dark Man Buster and Dark Man Wall, respectively) with minor tweaks to seperate them from Dark man 4's versions, and giving them an ammo-consuming speed boooster alt which would have different uses for each of them (Charge Kick-esque ramming attack for Dark Man 1, temporary speed increase for Dark Man 2).

Dark Man 2 would be seperated from similar classes because he can't fire his shield. He'd be a pure "chase you down and win with hug damage" class. Unlike Star Man, for instance, he can't shoot his sheild forward or anything like that. He'd be a pure rushdown character, giving him a disadvantage at range, which the defensive properties of the Dark Man Wall would help him overcome, so that he's not toally screwed. Dark Man 1 would be a powerful character in straightaways, possesing a powerful blaster and ramming attack, giving him a better range of attack than the likes of Charge Man, but with a greater lack of movement. In wide-open areas he'd have trouble, but if he catches you in a narrow passageway, he can turn the tables real quick.

464
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 02, 2011, 09:03:54 AM »
All a health boost will do is make it take longer to kick his ass.

Slow strafing. Much better idea.

465
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 02, 2011, 06:26:12 AM »
Strafing makes up 50% of this game. Take that away, and he's only half as good as anyone else.

A better idea would be to simply have him move more slowly when strafing than when moving forward.

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