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Messages - Shmeckie

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76
Projects & Creative / Re: Justified Classes v2ch
« on: April 29, 2014, 10:22:45 PM »
Quote from: "TheDoc"
Which weakness option was chosen? I looked at the 2 most recent pages but couldn't find it

All weaknesses from the game they debuted in.

77
Projects & Creative / Re: [Map Pack] KNDM - Knux's Deathmatch Maps
« on: April 28, 2014, 05:21:03 PM »
I just gotta say if the Commando Man map in this pack isn't added to the core when the eventual MM10 update comes out, I will be severely disappointed.

78
Projects & Creative / Re: [Map Pack] KNDM - Knux's Deathmatch Maps
« on: April 27, 2014, 09:39:38 PM »
Having tested a few of these maps for Knux back in the day, I can safely say these are some choice stages. I'll definitely be hosting this pack.

79
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 16, 2014, 03:08:13 AM »
Quote from: "fortegigasgospel"
Then Duo Fist shouldn't be a thing in this mod, cause he never used it outside of Power Fighters.
Quote from: "Fyone"
But we are willing to take moves from other games like Power Fighters/Battle if the Robot Master doesn't have enough viable moves.

80
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 15, 2014, 11:39:47 PM »
Freeze Man excels in indoor stages. Firing his charged Freeze Cracker at the ceiling can turn a room into a death trap for entire crowds. Also his basic Freeze Cracker is decently strong.

Though I do think he could use a better charge attack for the ground than what he has, but that's just me.

Quote from: "fortegigasgospel"
Both confirmed to after 8. But both made before 8. Fighters ending for Duo mentions how you find out who he is in 8.

Not to mention Bass' ending tying into the reveal that Wily made Zero.

81
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 14, 2014, 12:21:17 PM »
There are so many bad ideas there I don't know where to start... Let's just keep this simple, canon, and not Pokemon.

82
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 14, 2014, 12:14:43 AM »
Quote from: "Knux"
Actually, I don't think we need to worry about it not being Megaman enough without weaknesses.

Except the franchise literally revolves around the weakness chain.

I do like the "turn weaknesses on or off" idea. I'd definitely leave them on in my server, though, but giving that option to players is a good idea.

83
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 13, 2014, 05:31:17 PM »
My sentiments exactly.

Frankly I think it was a bad idea to add the 4th option to the poll, but that's just me...

84
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 13, 2014, 03:53:25 AM »
No weaknesses is a terrible idea, I think. First of all, it loses the feel of this being a Mega Man FPS. The whole franchise was designed around the rock paper scissors mechanic. If you're worried about hard counters, people can still do that anyway. Weather or not weaknesses are included just determines if, for example, someone desperate to kill a Frost Man player is going to pick Jupiter or Grenade Man to counter him. Counter picking's not going away if we choose no weaknesses.

85
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 12, 2014, 07:44:03 PM »
What you guys are suggesting is basically the YD Classes "guessing game" approach to weaknesses we want to avoid. Besides, several weaknesses apply for very specific reason to that Robot Master and weapon (for instance, Knight Man was weak to Yamato Spear not because it had a pointed tip, but because the Yamato Spear itself was the only weapon capable of piercing his shield).

We're trying to keep this as simple and canon as possible.

Also Ballade had three weaknesses: Screw Crusher (10), Power Stone (IV), and Bubble Bomb (V)

86
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 12, 2014, 08:30:24 AM »
...But then it wouldn't be very Mega Man, would it?

87
Projects & Creative / Re: Justified Classes v2bh - Weakness Poll
« on: April 12, 2014, 12:56:58 AM »
I'd like to point out we have methods in place to deal with characters having multiple weaknesses while some will only have 1 no matter what (right now we're kicking around the idea of Robot Masters with more weaknesses taking less damage from their weaknesses than classes that only have one). We've got the issue of balance under control. This poll is purely in regards to convenience for the player; will you be bothered by weaknesses from the GB and Arcade games being used?

Quote from: "Knux"
So options 2 and 3 are the same? If so, this poll is bad. Really bad.

Forcing people to use a specific class to make extra damage seems like an awful way to go about it, IMO.

No, Llamahombre put it pretty well what the difference between option 2 and 3 would be. Option 1 would give Dive Man a weakness to not only Skull Man, but also to Dust Crusher (Mega Man III), and Thunder Beam (The Power Fighters).

88
Projects & Creative / Re: Justified Classes v2bh
« on: March 30, 2014, 09:51:25 AM »
Quote from: "OtakuAlex"
Actually, I don't mean to be rude, but maybe you should actually take time to test things before you release them. I'll admit, I've made quite a few bugs in my own work, but that's because it's hard to find bugs with only one person testing. Here, you have a whole dev team to test their stuff, or you could invite some extra people if the testing isn't efficient enough at finding bugs.

And this doesn't only go with bugs, you also need to test balance. (also something I, myself, have messed up on, but I don't want to see my mistakes repeated by others anyways)

We do test it. We test it quite a bit (with the exception of v2b, that should not have gone live when it did). But, as I said before, this mod tries a lot of new things when it comes to attacks, sometimes with complex execution on our end that leads to unforseen glitches that don't even show up until well after release (case in point, the aforementioned water column glitch. The guys will fix it, but that's definitely a new one to me). Then you have stuff like Sword Man's ground alt that required extensive testing and tweaking to finally fix.

In other news, I've add a Justified Classes page to the 8BDM wiki. It's not complete yet, but it should hopefully be finished within the coming week. I bring it up because the page contains detailed run-downs of each class; their attacks, weaknesses (which aren't completely set as of v2bh, but will be fully implemented along with all the major adjustments that are coming with the next release, so I'm putting them up now), what they do, how they play, etc. Anyone looking to jump into Justified Classes should give it a look.

89
Projects & Creative / Re: Justified Classes v2b
« on: March 26, 2014, 03:00:17 AM »
Fingers crossed it'll be fixed by tomorrow. And hopefully said fix will also fix the issue with weaknesses there are right now.

But yeah, considering all the experimenting with doing attacks that are outside the box this mod has, it inevitably ends up netting you a few bugs...

90
Projects & Creative / Re: Justified Classes v2b
« on: March 26, 2014, 01:41:41 AM »
Before anyone comes in to report them; we're aware of the glitches, and the crashing. We're working to fix it.

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