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Messages - Shmeckie

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466
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 02, 2011, 06:07:48 AM »
Quote from: "Chimera Man"
Dark Man 1 is purely too bland.

Covered that in the other thread: Mainfire is a powerful buster, altfire is a speed/mobility boost. Or he could get that as he loses health. Or his speed boost could be a ramming attack, ala Charge Kick (that WAS why his speed up was supposed to be a threat, after all--he was trying to hit you). Make him control as an opposite to Top Man; slow strafing, normal forward walking speed. Now he's got a unique schtick.

There ya go!

Quote
Dark Man 2 is a worse Dark Man 4...

Give him Dark Man's shield as his primary (with ammo that decreases as you use it, making it a unique Leaf Shield/Star Crash hybrid that wouldn't make it as ridiculous as it'd be if it was Dark Man's shield on a speedy character), and the aforementioned speed/mobility boost alt (or increase as he loses health), and there ya go.

Perhaps his speed boost could consume a chunk of ammo when used, making it harder for him to just go around blitzing people with high-speed shield hugging.

You just need a little imagination!

Quote
...But we will consider Dark Man 3. He has something worthy going on.

DO IT!!!!

>:(

:D

467
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 02, 2011, 02:54:28 AM »
Dark Man 1-3 may end up in the YD Classes. KY Classes must not be left behind!

Dark Man 1-3 classes. Let's make it happen, people!

468
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 02, 2011, 02:53:20 AM »
Do not give Dark Man 1 a lack of strafing.

That will make him a sitting duck in firefights. He'll be screwed.

469
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 01, 2011, 04:03:04 PM »
Happened to me, as well. It seems to happen quite a bit on slippery surfaces, or if you try to do any movement while spinning.

470
Quote from: "Ice-IX"
Quote from: "Shmeckie"
First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!

Also, I'm thinking you might want to tone down the range on Shadow Man's smoke bomb. As of now, it has a bigger range than Bright Man's flash bang, and considering blinding people should be more Bright Man's thing than Shadow Man's, that's something to consider.
Unfortunately, Flame Man's alt is bugged in this version. The result of the bug meaning it's much easier to hit with alt-fire than it's supposed to... Making him OP. The next version has fixed this bug, so Flame Man's alt may seem more difficult to hit with. No change on his damage output, though. If you can aim the alt, he should play exactly the same.

Oddly enough, I found instances where it seemed like I sould've hit with it, but the opponent wasn't hit. I assume they just happened to be in between the flame pillars.

I've never had issues aiming, so it's all good.

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Shadow Man doesn't have a second weapon any more (meaning no flashbang or invisibility). Just his original attacks, Shurikens and Dash (which are unchanged). In response he'll have a bit more defense and won't die as easily.

Loooooooove yoooooou.

471
Projects & Creative / Re: Class based modification (POPULARITY CONTEST FIN)
« on: November 01, 2011, 06:03:32 AM »
Dark Man 1 and 2 could both have an alt fire similar to the speed-up Quick man's going to get; a temporary speed boost. It could possibly allow for higher jumps, as well, to give it more usefulness beyond an escape tool. Dark Man 1 could have a buster (it would have to be a powerful one, though, to justify having to weapon but a blaster), while Dark man 2 could have a shield he can fire, similar to Leaf Shield.

472
Projects & Creative / Re: King Yamato's Classes Overhaul (Full NES Release)
« on: November 01, 2011, 05:34:36 AM »
Yeah, he is pretty much a sitting duck when he's on the ceiling.

473
I do have to say this: Heat Shield/Tackle needs a nerf. People are just exploiting that shit for free frags. Tone down the damage, the hitstun on the shield, or make it take longer to recharge.

474
Quote from: "Chimera Man"
I don't know if they will be welcome, though...

They why make those changes?

Wanted to point out a few more things...

First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!

Also, I'm thinking you might want to tone down the range on Shadow Man's smoke bomb. As of now, it has a bigger range than Bright Man's flash bang, and considering blinding people should be more Bright Man's thing than Shadow Man's, that's something to consider.

As for Pharaoh Man, is it at all possible to change his charging pose so that when he's fully charged and can fire a Pharaoh Wave, his animation changes from holding an open hand in the air to the charging-and-flashing finger point pose? It was his signature pose, after all.

475
Anything Goes / Re: What Do You Do In a Daily Basis?
« on: October 31, 2011, 09:33:14 AM »
1 - Wake up in the mornin' feelin' like P-Diddy.
2 - Shower
3 - Eat
4 - Changes every day
5 - Draw
6 - Draw
7 - Draw
8 - Draw
9 - Play some games
10 - Draw
11 - Go to bed

Occasionally, replace one of those "Draw"s with "Write script."

476
Help & Editing / Re: DoomSeeker not showing list of Servers/Game
« on: October 31, 2011, 04:46:15 AM »
It lives once more!

477
Help & Editing / Re: DoomSeeker not showing list of Servers/Game
« on: October 31, 2011, 01:11:20 AM »
I upgraded to 0.7, and I still can't see anything.

478
I guess I can see the logic of differentiating the classes mods by making this one the "experimental" one while KY remains the canon one... Still, I see this getting out of control real fast, until we get to version 10c where we've got moves from the cartoon show, the OVA, internet meme attacks, attacks inspired by the taunts, etc.

479
Quote from: "Yellow Devil"
Quote from: "Bikdark"
So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?

He needs more weapons

Shoulder missles!
NAPALM!
He's a tank fer god's sake

He used his shoulder missiles in Power Fighters. You could take a look at that for inspiration.

That said, as far as I'm concerned he's fine as is. This mod already takes a few too many liberties with the characters, which hurts that whole "emulate the Robot Masters as they appeared in the games " feel to it. I understand some are necissary, but this whole "because I CAN" thing just feels like you're going overboard with the whole thing.

480
Played with some more classes people were whining about being UP...

I'll agree on Guts Man. Drop the whole "walk slowly while holding a rock" thing. It's holding him back big time, pun not intended...

Needle Man, however, is ballin' and not UP. If your Needle be suckin', use altfire more. Mix that shit in with his mainfire for maximum rapeage.

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