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Messages - Shmeckie

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61
Projects & Creative / Re: Justified Classes v2dh
« on: July 05, 2014, 05:00:46 AM »
Except that, since the nerf, Scorch Wheel won't OHKO anyone anymore. I do agree his mainfire was overnerfed, but at the moment we're hashing out some more direly needed buffs.

62
Resources / Re: NemZ's tileset emporium
« on: June 21, 2014, 08:56:25 AM »
Quote from: "NemZ"
Did you have something specific in mind?  I'm open to commissions.

You do know I'm also doing tiles and stuff for a fangame, right?  Our programmer has proven somewhat unreliable but the project isn't dead.

Also not my usual stuff, but I did this a while back and might as well pimp it a little.  :D



Though... hmm.  Dos, mm&b2, doc robot, the other 3 darkmen, the genesis unit... Yeah, I could probably stand to add another couple of rows to this sometime.

I just wanted to say this is one of the coolest things I've seen in awhile. Awesome work!

63
Projects & Creative / Re: Justified Classes v2dh
« on: June 20, 2014, 08:32:26 AM »
The wiki page has been updated. Now ALL the classes have the full rundowns. Gonna add bits on the Terminators and game modes in the future.

64
Projects & Creative / Re: Justified Classes v2dh
« on: June 18, 2014, 03:29:49 AM »
Several classes can OHKO. Slash Man can't OHKO classes with average armor or above. And though it's low on the priorities list, we are planning to give everyone jumping sprites eventually.

Also, the Justified Classes wiki page has been updated to include rundowns for the Mega Man 8 classes!

65
Projects & Creative / Re: Justified Classes v2dh
« on: June 13, 2014, 02:22:16 AM »
In no world is Uranus UP. He does solid damage with both his main and altfire and he's got that OHKO Pillar Break. He's one of the strongest classes overall (damage-wise), lord knows he doesn't need any buffing.

66
Projects & Creative / Re: Justified Classes v2dh
« on: June 09, 2014, 06:49:12 AM »
Quote from: "Waruigi"
So what's the deal with the Sunstar class sitting in the code?  Will that be implemented at some point?

Sunstar is one of the random Terminator classes you can get by picking up Dark Energy in terminator mode.

67
Projects & Creative / Re: Justified Classes v2dh
« on: June 05, 2014, 02:38:48 AM »
Quote from: "Promestein"
Regardless, it seems like the team is focusing on the next update rather than spending all of their collective time here, so there probably isn't a ton of merit to discussing such things until that one's out.

Nah, we're still keeping an eye out on this thread. We're just hard at work getting the next big update ready with all those funderful MM&B classes for your classes playing enjoyment!

As for Power Fighters stuff, we've touched on that before (and debated it in the team chat), and the basic gist of it is we're sticking to their debut appearances and main, numbered titles unless the Power Fighters stuff can add to an initially shallow movepool. Plant Man, for instance, got his buster from the arcade games because the wall jump was worthless and all he did in MM6 was Plant Barrier. One other character will also be getting a Power Fighters attack in the next update. What character, you ask? You'll just have to wait and see!

68
Projects & Creative / Re: Justified Classes v2dh
« on: June 04, 2014, 02:00:22 AM »
Quote from: "Astro Seraphim"
Quote from: "Dr. Crasger"
Woah, this mod has a wiki page?

Yup,but several classes have outdated information,or don't even have any explanation at all (MM8 Rms and the Megaman Killers for example)

Yeah, I was the one who made and has been updating the wiki page. I need to finish it at some point.

Who's explanation is outdated, though? I thought I got all the ones that changed (except Jupiter, I think I forgot him)...

69
Projects & Creative / Re: Justified Classes v2dh
« on: June 03, 2014, 07:06:18 PM »
Quote from: "Dr. Crasger"
Quote from: "Emmanuelf06"
Yes, but people think the devteam doesnt listen the comments, it's not true.

People think that? They seem nice and responsive based on what I've seen.
Some people are upset that we haven't made the balance changes they want.

Our general philosophy is to watch for characters (or even just specific attacks) dominating most games. We keep a watchful eye on the DM and TLMS servers for what characters struggle and what characters sweep the scoreboard no matter who uses them. That's why Quint, Toad Man, and Wood Man were nerfed, and why Enker, Time Man, and Napalm Man were buffed. We have to take into consideration the fact that individual complaints about a character may just be that player's issue, as opposed to a larger problem with game balance. Like Magnet Man, for instance; while his ammo regen may be a little faster than it should be, overall his homing projectiles, while fast, don't home in as well as others, and his Magnet Pull is strong, but still avoidable. He can be a pain in the ass in some stages, but so can classes like Gemini Man or Frost Man. Some classes excel in some arenas more than others, it's bound to happen.

Rest assured we're always hard at work making sure this is the most balanced classes mod you ever did see, so you can always have the luxury of picking your favorite classes, instead of needing to pick the "right" classes.

70
Projects & Creative / Re: Justified Classes v2dh
« on: May 26, 2014, 05:46:41 PM »
Quote from: "Beed28"
Some more bugs:

    The ice block generators on Cold Man's stage are broken, they produce an ice block inside of themselves and probably keep on spawning them until there's too many and potentially cause severe slowdown or even crash the game.

Having played a lengthy match on that stage, I can at least verify that it doesn't cause any slowdowns or crashes. Or if it does, it takes a helluva long time.

71
Projects & Creative / Re: Justified Classes v2dh
« on: May 24, 2014, 04:48:59 AM »
The scenarios you're describing are already situational, and, again, his wave of pillars have large gaps to avoid them in, and are a 3HKO as opposed to Fire Man's virtual OHKO. He'd need a wide open space, adequate distance, cover, and a crowd of people who don't notice him. And even then his alt might not even ill, and just end up softening enemies up so an opponent can killsteal him while he's far from the action.

And even if you just hold it down long enough for one or two waves, like I just said, that's still not fast enough at close range to be viable against the speed at which the vast majority of the cast can attack at that range. And since his pillar waves have those gaps, an opponent can just stand at the right distance.

These are just some of the many reasons Flame Man doesn't need to be messed with.

72
Projects & Creative / Re: Justified Classes v2dh
« on: May 24, 2014, 02:11:09 AM »
Quote from: "ice"
yes but the spamability, the fact it uses no ammo, and the fact it's a floor hugger with a huge radius seems a bit much, it takes me little to no effort to mow down a room full of bots in it, god forbid a 32 person deathmatch

You can't really spam it since you have to hold it down to make it travel, which is why it doesn't use ammo. Even using it point blank leaves Flame Man open. If you want to cover any amount of distance, you make Flame Man a sitting duck. Another reason it doesn't use ammo. Of course it can clear out bots easily, since bots can easily be tricked into running around like goobers at a distance, not attacking you. A large deathmatch with actual human beings will leave you with plenty of people smart enough to hunt down a Flame Man going for Flame Pillar kills at a distance.

73
Projects & Creative / Re: Justified Classes v2dh
« on: May 23, 2014, 10:20:34 PM »
Not to mention a person can actually fit between the waves of flame pillars (like in MM6), so unlike Fire Man's alt it can miss people in its path.

74
Projects & Creative / Re: Justified Classes v2d
« on: May 23, 2014, 12:50:32 AM »
Yeah, next update just fixes things (and nerfs a couple characters). After the next update comes the big MM&B update.

75
Projects & Creative / Re: Justified Classes v2ch
« on: May 19, 2014, 06:43:44 AM »
Quote from: "Stardust"
The &Bass version being released, are there any plans for the weapons of Tengu and Astro? A reasonable option to me would be to give Tengu Blade/Tornado Hold with 50% of chance each, since both these classes are a mix of the MM&B and MM8 versions. Astro Crush could have a lower probability of obtaining due to its nature (10% ACrush, 90% CVision, for instance ; that way Astro Man hunting would be a thing). Just proposing this here
And what about Genesis Unit, will they use the core skins?

Unless anything changes, Astro will only drop Copy Vision (though I like your idea, with a nerfed Astro Crush). Genesis Unit will probably switch to core skins unless the devs change their minds.

Dunno about Tengu, though. Fyone will have to get to you on that one. Also expect a compatibility patch soon!

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