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Messages - Shmeckie

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496
Projects & Creative / Re: Shade's Cave Of...Mapping...Stuff. [Focus V1A]
« on: October 22, 2011, 01:00:28 AM »
Is there some kind of bundle to your maps you haven't linked to? I'm seeing it show up in the WADs of some servers I'd like to join, but I can't, nor can I find it.

Or is it a WIP you're testing?

497
I might be thinking of the blast radius on the head missile...

498
Quote from: "Ice-IX"
No worry, this classes mod does not work that way. I posted general guidelines to why the classes are changed in the first post. If classes were nerfed based on such a subjective method such as the whims of a few players, it would likely do nothing but scare off competitive players and result in nerfs abroad.

*whew*
Because I really like this version of Punk. He feels perfect.

Quote
Punk's screws do 23 damage (primary weapon), a 5-hit kill against most masters, who generally have 100 HP.

So I was right, unless I'm wrong about it being a 4 hit kill in YD's mod. Either way, 5HKO seems just right. Like I said; this Punk is perfect. And perfection is what I like when I'm playing as my favorite Mega Man boss!

Quote
I disagree here on two counts: The first being that the double shot is an example of rewarding precision. If he fired single shots, it'd be easier to use him - which I see as unnecessary because landing both bombs is powerful. The second being that firing single shots would make Napalm Man's bombs hardly different from Mega Man's - it goes against the "differentiate classes" idea. The previous mod had little intention of differentiating classes, which is one reason we have this one.

I see where you're coming from, but Napalm Man's bombs are already different in that they have a larger blast radius (unless that's not the case in this version). The double-shot seems to force a momentary spam of the move, and it just feels unintuitive and clunky. Maybe if they both fired simultaneously, rather than one after the other, it would work better...

500
Quote from: "LlamaHombre"
And Bik, care to explain which classes break the balance? I really don't see any.

I'm afraid I might've skewed some people's perception of character balance, sadly. Poor Punk is gonna be on the recieving end of some unecissary nerfs due to a few folks' ire, now. :(

I will say that I love this version of Punk, despite the fact that he feels almost toned down from YD's version, what with the ammo-consuming Screw Crusher lob, and the shorter roll distance (and I swear it feels like it takes one extra hit to kill with the thrown Screw Crusher, or maybe everyone was just using more high HP characters than usual last night). This version of Punk just feels more intuitive for some reason. Especially his roll--the shorter distance makes me feel like he goes exactly where I want him to go. He doesn't feel like he's going out of control half the time, and allows me to aim it better. It's the perfect distance.

I will say that Yamato Man and Tomahawk Man need a little tweaking. Nothing major, just tone down Yamato's damage output to something closer to YD's mod, and tone down either Tomahawk's damage with his main weapon, or his speed, because as it stands, he can bum rush you with his high speed and kill you in seconds.

Quote from: "Chimera Man"
Shmeckie, I actually like the way Napalm was changed, since that's sort of how he acted in-game.

Then it would probably be better to make his RoF only allow him to fire two before cooldown kicks in. The forced two shot makes it unnecissarily hard to be precise with him. In YD's mod, if I get in a strafe war as Napalm Man, I can usually do pretty well and pick my shots as I want them. In this mod, the forced firing of two bombs causes me to lob a useless bomb that wastes time and ammo, and the cooldown afterward screws up my rhythm.

501
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: October 21, 2011, 11:23:49 AM »
Who here remembers the Fresh Prince of Bel-Air?

For those who don't, this should explain the picture.

(click to show/hide)

Also this.

502
Quote from: "Lobsters"
HEADS UP LIKELY TO CONTAIN TYPOS Odd, since I am quite a nuisence at the very subject from time to time.


Well my complaints thoughts Cough Cut Man Cough on balance (LOL lobster u never post'd in this her' topic b4) aside. I would like to say this. Most of us discuss [Just to put it lightly] about this balance. The best way I can put this is. Think of Fighting Games when it comes to balance. In most cases it is more balanced when there is a smaller cast.

King of Fighters 2002 Unlimited Match.

60+ characters, near-flawless balance. Only the bosses are OP, and they were intended to be.
No one's asking for that level of balance anyway. Just enough so that you can play as your favorite character, and if you have the skill, you can win no matter who you or your opponent(s) pick.

503
You guys were getting so mad...! That can't be healthy.

Anyway, I like this mod. I'd say about as much as YD's, though there are some things I like better here, and some I like better in YD's mod. Dustman deserves special props for being both game-accurate, and ingenious. Mad props for that, yo! Dark Man still feels odd. I can't seem to find what his strength is, beyond hugging with his barrier. That can't be it, though, since Star Man pretty much has that down.

DOES Drill Man actually have two weapons, or is that a glicth? if it's the former, I don't see the difference.

LOVE this Pharaoh Man, by-the-by. Absolutely love this Pharaoh Man.

I still cannot stand that Napalm Man is forced to fire two bombs, though.

Yeah, there is balancing that needs to be done, but all-in-all it's great stuff so far. A fun alternative to YD's mod. It's a bit of a bummer there's no MM7 classes, but that's what YD's mod is for! :D

504
Projects & Creative / Re: MM enemy classes
« on: October 20, 2011, 12:39:29 AM »
This is an awesome idea!

If I can make a few suggestions:

Metool Train (MM5)
Main Fire: Spread shot (fires three pellets)
Alt Fire: Charge (ala Charge Man's Main Fire)

Big Eye (and future game variants)
Main Fire: Short Hop
Alt Fire: Long-distance hop
Basically does big damage if it lands on you, but can't do damage any other way other than throwing itself at you.

Those Light Socket enemies from Spark man's stage
Main Fire: Fires sparks in several directions
Alt Fire: Flight mode ala Gyro Man.

505
Hard Man's not that difficult. Just strafe him, blast away, and dodge incoming Hard Knuckles. I find it pretty easy to take him down with Napalm Man and Punk, so I'm not seeing why folks would have an issue with him unless they're being dumb and bum rushing him.

And I'm also gonna throw my hat into the whole "buff Freeze Man's icicles" thing. Hell, I assumed they would be stronger when I first started playing, as a matter of common sense. I was legitimately surprised to find they weren't. Buffing them would greatly increase Freeze Man's viability in matches.

506
I do agree that the clone should die when he dies, though.

507
Quote from: "Musashi-COM"
Guys

What would you say if Crystal Man somehow gets a mainfire charge shot that, when fully charged, fires a big Crystal Eye that, upon contact with a wall, splits into 4 smaller projectiles that can only bounce 3 times?

The big Crystal Eye would do 40 damage, while the small ones would do 10 each.

I dunno, I don't think he had that in Mega Man 5, and I'm not too keen on making up attacks unless you have to. Part of the fun in Classes is playing the Robot Masters as they were in the games they're from.

508
Anything Goes / Re: Shmeckie's Art Thrizzle!
« on: October 17, 2011, 10:24:02 AM »
Y'know Punk? Quite possibly my favorite boss from the series!

Well, I'm practicing "inking," as it were. I can't actually ink for crap, but I do have abnormally smooth pencil work (something I heard time and time again from the professionals who thumbed through my work at Comic-Con), so I've been practicing a way to convert my pencil work into pseudo-inking for greater job opportunities. So, Punk became my first exercise!

(click to show/hide)

509
Quote from: "Korby"
Quote from: "Musashi-COM"
>giving ammo to a melee weapon
>slashclawwep
>topspinwep
:|

I personally don't think it should use WE when he's hopping around, considering that's his main mobility thing. Otherwise he's a Megaman without a slide. It should, however, require ammo for the alt attack.

This all day long. Infinite bouncing is fine, but Vibro-Saku needs limited ammo.

510
Anything Goes / Re: Brotoad's artwork!
« on: October 17, 2011, 02:06:49 AM »
You do some good coloring work!

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