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Messages - Shmeckie

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481
If you're going for a damage sponge, the most I can see being sensible is 150 HP.

Also, I don't know how you're changing Enker, but if he's going to gain ammo gradually as time goes on, I think his fully charged Mirror Buster should be nerfed. I can see it doing damage like that if he has to take damage to get meter like that, but if he's just going to gain it as time goes on, then it's a little much. An Enker who's bee left alone long enough is joing to jump into the fray with ridiculous killing potential at his disposal.

482
It can also do some pretty horrific shit. Check YouTube, for instance.

483
Never thought it was really that funny... >.> He's one of my favorite RMs, and I was always bummed as a kid that we never got to see him.

Supposedly it was because the name "Napalm Man" would be touchy for a kid's cartoon. Something generic like "Bomb Man" is one thing, but Napalm is a pretty heavy thing to bring up, what with vietnam, and what it actually does, and all. Which would mean Napalm Man is too hardcore for the cartoon, which means someone that hardcore deserves--nay, demands--a taunt.

484
Quote from: "Korby"
I still think Napalm shouldn't get a taunt because he never appeared in the show.

Neither did anyone else with a taunt not from the show.

486
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: October 25, 2011, 08:11:04 AM »
My two favorite villains of all time, brought together through the power of fanart!

(click to show/hide)

487
TURN. DOWN. THE GEMINI CLONES'. HEALTH.

This crap is ridiculous. Who thought that was a good idea?! Seriously, I want to know the reasoning for this.

Also; encountered a glitch where Metal Man and Snake Man had infinite mainfire ammo. Not sure how.

488
Figured I should bring this up...

Dark Man is largely useless at this point. His shots fire too slowly to justify their damage, his barrier reflects his own shots, and when his barrier is fired, it's fired in an impractical direction (directly to his left and right, where his opponents will rarely be). If his slow blaster is supposed to be used in conjunction with his shield, the reflection issue needs to be resolved. As for firing his barrier, maybe if it was somewhat aimable it would be better, like if it fired off in whatever direction the two pillars were facing at the time you pressed the button.

489
Nah, gotta be Turbo Time. The guy was called Turbo Man in the movie, for cripes sake!

490
Actually I think Doc Robot is fine as is. The random nature of him makes him unpredictable and fun to play, much like Gilgamesh in Dissidia Duodecim. The only thing I'd change would be dropping the rate of fire for his alt. Make the primary perfectly spammable, but give the alt more cooldown time.

And Shadow Man is fine as is, except that i do agree he should lose the smoke bomb. He has plenty of tools from his original appearance. He's not Bright Man or Skull Man, where he's a base carbon copy without the made-up attacks. Slide and Shadow Blade are fine. Even the invisibility's alright, I guess.

491
Forced to shoot more than I want to, and the fact that he fires two consecutively feels awkward and screws up my timing and rhythm, and uses ammo needlessly. I'd prefer if he either fired one at a time, or both at once, but the one-two punch just feels unintuitive.

492
Ice, you know I'm with you for the most part, but you keep talking like Gomez Addams or something. It's wierd.

There are a few things that need toning down in KY's mod, but in general there's not much to gripe about. The only things I can think of off-hand are Yamato Man's damage output (at least for his projectile attack. I can understand his melee attack doing lots of damage), and Tomahawk Man's speed or damage output (one or the other needs toning down, but not both). Dark Man could probably go for a little buffing here and there, as well. Also that Napalm Man double shot... >.> Otherwise, it's an overall solid mod. Perfect balance just isn't going to happen in a FPS like this, and it's not terribly necissary anyway. It's not like a fighting game, where it's just the two characters on even footing. The environments, the crowd, sneak atatcks vs. direct assaults, etc.

Perfect balance is near impossible because the concept itself doesn't work in this context. There are too many variables in a situation like this. Let's say YD's Slash Man was in this mod, up against Yamato Man. If Slash Man went up against Yamato man head on, he'd get slaughtered. "Yamato Man is OP", the Slash Man player would whine. Until he gets a OHKO sneak attack off on the Yamato Man and turns things around.

Each character has situations and environments in which they excel and suck at. Gyro Man will do terrible in tiny stages, but excel in large, open ones. Punk is a killing machine in cramped spaces, but has a harder time in stages where the opponent has room to avoid his roll. The way you can tell if a character is OP or UP is if they don't suck or excel, respectively, in any situation, or too few situations.

493
...There's a conflict going on?! If so, I'm not seeing it.

At this point, I'm starting to come to the mindset that KY Classes > YD Classes, but YD's Classes are still great, and it's pointless to bicker over which is better, anyway.

Also, Shade Guy? Marvelous response.

494
The more I play this mod, the more I love it. Primarily because its more game-accurate style appeals to me more. Also, this version's Metal Man is the bee's knees!

495
The more I play this mod, the more I start to like it a little better than YD's. Like SBP pointed out, it's very clean and well put together. Plus I'm a sucker for game accuracy.

Quote from: "Shade Guy"
The whole thing about Bright Man only having 3 Flash Stoppers per life is basically so in a DM situation, you can't lose 25 health, grab a big health, lose 25 more health and so on to get infinite Flash Stoppers.

Well it's not like anyone plays DM with Classes anyway.

HAY-OOOOOOOOOH!

Seriously, people, why the obssesion with LMS?

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