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Messages - Clayton

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151
Projects & Creative / Re: Class based modification (6B)
« on: February 13, 2012, 05:58:11 PM »
First, i would like to thank the yd team for making these classes in the first place. The first time i used them i was very engaged and had lots of fun, and i can tell how much work you put into these, so i am very grateful. Even though the classes don't go completely by the games they still have the slight feeling of actually using the Robot master. I know in the past most people probably know me for hating these classes but i would just like to apologize for such crude behavior and turn over a new-leaf.

I think it is time i feed my suggestions over to these classes mostly because these classes are played more than the KY classes. so a couple of things i will bring to your attention.

MM1-I am very happy with these classes overall, no problems here(I really complement you on bombman, thank you for making him usable again)

MM2-Crashman needs some help, it is very hard to kill people with the amount of ammo you have. I face off against the bots who have unlimited ammo and crashman seems fine. i'm not saying to give him unlimited ammo, but maybe allow it to charge faster or have higher ammo.

Woodman, I may have brought this up in the past but maybe you can make him do his regular leave shield as his mainfire and his altfire make him so a spread leaf shot, or maybe you can get creative and give him some kind of wood attack.

Quickman, I think quickman's quickboomerang does way too much damage for the speed he is at. I know you will comeback at me with how is defense is low but the defense doesn't add up to the cheapness of his speed and power. In the game quickman doesn't use megaman's quickboomerang, instead he fires three boomerangs straight at you and then it homes in on you. I saw the older version and saw your attempt on this but i think the boomerang should have more range and home in on you. basically, the current altfire of quickman and then homes in on you when it hits the wall (or something like that). Also, Quickmans starting speed is too fast to begin with. i find it completely unnecessary to even use the speedboost. I suggest making him as slow as topman or airman and giving him a speedboost to his current speed, it that is done then it would be unnecessary to remove megaman's quick boomerang.  

Flashman, I suggest to give him more range but make it so that he shoots a burst of pellets instead of a spamage of short shots. So in other words, no more holding the flash buster to gain frags. Make it so that he shoots individual single bursts at a time like in the game.

MM3-Hardman, defense too high! give him gutsman's defence.
Sparkman, he has problems but word has it your fixing him for the next version(thank you by the way)
Shadowman, not a big fan with the invisibility. In general he is fine, i just wish he had wall-jump and slide
Snakeman, he is op, you raised all his stats from before when he was just fine from before.
Magnetman, he is cheap, not op but cheap! He can push you off a cliff in LMS, not cool.

MM4-Dustman, he is a sitting duck. his power is high but his speed and defense doesn't add up. I think he either needs higher speed or higher defense.
Skullman, suggestion, make the skullsheild less of a power/speed boost and make it more of an attack. for example you can make him unable to shoot but hug people instead. but that's just a suggestion, right now i find him op.

Ringman, sometimes the rings break, i don't know if someone has told you but i just thought i would bring that to your attention

Drillman, Weird drill bomb, he is unable to shoot consistantly and cannot shoot unless in full ammo. please change this, i don't want drillman to waste all his ammo at once, make drill man have more skill.

Diveman, I know i told you this but the diveman needs a dive charge or he is incomplete. I know you may this it is op but i have an idea. Make it so that when you use the dive charge, you only go straight ahead. instead of flying like in KY you can only divecharge on the ground. i think this suggestion should make diveman too op, but i suggest putting this attack in a seprate bar. (I like the dive mine idea, taken straight from powerfighters)

MM5-Stoneman, why doesn't stoneman have a range attack, seeing how many robotmasters are influenced by powerfighters why not give stoneman his hand attack. the powerstones were also more accurate in the previous version as well. stone man should fall apart when he stonestomps, that is one of his signature moves.  
 
Gyroman, Gyroman is so cheap. I suggest gyroman gets an ammo bar with his gyroattack just like how windman gets an ammobar with his attack.

MM6-Knightman, give him a "This is Sparta" taunt, basically because of his pushing ability

Windman, give him a release on his flying, thats all

MM7(many problems with these classes)- Freeze is fine but doesn't feel completely like freezeman. when i first used him i was suprised he didn't have an altfire. Freezeman should fire a freezecracker straight up and make icicles fall from the sky all at once. similar to v6a's iceman but in once shot. this attack should deplete his ammobar.

Junkman-i can't believe you guys messed him up. you have a basic idea of his attacks but he cannot last in any match. the only role he plays is a telecamper/camper. junkman's defense should be higher, junkman's junk throw should be a sniping shot instead of a small toss(he basically does this in the game). you guys have the right idea with him punching his block(which i am very impressed with) but it should go faster(like in the game). Junkman's junkshield should be throw-able but that's your choice.

Burstman, i don't mind the bubbles not encasing but the bombs should explode on contact. he should also have his bubble shot where he shoots bubbles with a bubble wand on his head, then he will be complete.

Slashman, i suggest more of an attack than a speed boost with his slash dash. the egg throw is optional

Cloudman, i suggest the mainfire spliting like the regular thunder-bolt

Shademan, the idea of the class was well thought out but the buster is a big glitchy. also he should have his stone stunning attack, i don't think it will make him too op of a class.

Springman, one of my favorite robot masters and he is done wrong. The wild coil is fine, it's just that the ammo is a big problem. nerf the wild coil and give him faster charging and more ammo. Now the coil punch is a big problem, this is the whole reason why i used to hate these classes. the coil punch leaves you defenseless and wide open for an attack, basically giving you a death sentence. Make springman's fist withdraw faster and make it more accurate. I don;t know if it is possible but maybe you can make springman toss the player or give him some kind of other attack, maybe a stomp or something.

Turboman, why does turboman huge you when in car form, he should bump you like in the game. I suggest leaving that for nitroman.  

Punk-why, why is punks cannonball so hard to use. please help me, i don't know how it works. you said that it will save your life but all it does is leave he wide open.

Quint- one of my favourite megaman characters in the series, i am very happy with his layout but i think his buster should be a bit more unique. maybe a sniping shot like gemini, or make his shots go faster. i also suggest for him to have copy abilities, basically because he is megaman from the future and he should have copyabilities. i can see your nerfing the sakugarne which is good, that way i won't be called op when i use him.

I hope these suggestions help, i will notify you if there is anything else. I haven't really been paying attention to this topic so please don't get mad at me if i bring up old topics, if i do i'm sorry.

And again, i would like to say thank you, good-luck with future projects and oh boy, i can see your adding darkman 3. nice!

152
MM8BDM Discussion / Re: Adopt-a-Noob Program!
« on: February 10, 2012, 05:13:45 PM »
I think i would make a great teacher, i taught zero just yesterday and he improved quite a bit.

let me share my brilliance with the world and those who thirst for knowledge.

Teacher
IGN: Mr. Dr. Professor Lad
Time Zone: EST
Times Available:Thursdays 4:00-8:00 (sometimes i may have to go in between) and weekends mostly at anytime
How many students you will take: 4
Specialty: duels, dodging, avoidance, skill, mass-fraging, classes skillz (both YD and KY) and CTF with a cherry on top!
Goal: to bring quality education to all my students and insure full development throughout my training, garenteed!
Can i host: yus, yes i can- Name of server(Mr. Dr. Professor Lad's University)
Contacts: By Cutstuff pm only

Willing and wanting to teach anyone who needs help!

153
Forum Games / Re: Rate the avatar of the user above you
« on: February 10, 2012, 05:03:33 PM »
3/7

what ish dat, tails with a gutair, i would have liked it if it were someone else >w>

154
ummm, i never knew the wins counted in the first place, this is a total suprise!

cool, most wins, unbelieveable, i thought for sure super canadian or oj would have beaten me by now

umm, another problem, people kick me and prevent me in competing, this is a problem because they kick me for no apparent reason. plus, whenever i get kick fyone goes along with me. I don't troll so i won't be a problem.

155
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 09, 2012, 03:32:06 PM »
cool

ima glad you guys are changing drill man, i had so much problems with him back in the ol' days. your suggestions are perfect and i am thankful you are at least considering these changes

156
Anything Goes / Re: What is your avatar from/of?
« on: February 07, 2012, 11:58:11 PM »
This is Lad. See my mouth. OwO

157
Forum Games / Re: Rate the avatar of the user above you
« on: February 07, 2012, 11:56:40 PM »
6/10

Mmmmm.

158
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 04, 2012, 07:53:23 PM »
Or....

maybe flashman could have a delay on his bursting shot like in the game. In the game it's like he just shoots a bunch of pellets at you in one single shot.

 i think that would help

159
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 04, 2012, 04:49:25 PM »
just a suggestion.....

maybe we can make needleman more of a combat class instead of a machine gun class.

in the nes game needleman doesn't charge his needlecannon and fires them at you at random angles and at rapid speed. Needleman almost fires the needle cannon strategically, like metalman's attack strategy in megaman 2.

Maybe you can give him a higher jump, bigger needle Cannon, less rapid fire and more directional shots.

But thats just my opinion if wanting to emulate the nes more accurately. You don't need to follow up on this if you don't want to, needleman is fine the way he is right now, just wished i could use him more for skill rather than mass-destruction.

160
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 04, 2012, 03:26:38 PM »
Coldfusion's right, flashman is too good, his shoot does gallons of damage. maybe lower the amount it causes or something, i could work quite well with a weakened flashman that people will stop calling op.

161
Help & Editing / Re: HELP! I GOT BANNED!
« on: February 03, 2012, 01:51:57 AM »
Hey, i'm no spammer.

i type done only three times, got it. If you have a problem with it just ignore me, jeez

why is it that everyone thinks i'm a spammer, i don't say "bind spam ma language" thing anymore, that was old school.

however, i will never change my signature "done, done done" under any circumstances, i'm very proud of the way i produced that entire gimmick. Just because your unhappy with what i say doesn't mean you should take away my will to speak, don't make your servers dictatorships, please, it's not nice for me.

I don't understand why you are annoyed by Fyone's "fin" he doesn't even say it anymore.

I'm sorry if "done" annoys you but it's just the way i am, at least i don't kick and mute people when i have the chance, thats much worse than what i'm doing.

162
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 02, 2012, 04:01:00 PM »
skull man's ammo could use more or unlimited, but unless the skull shield is stationary, that is a must! if you have unlimited ammo then you can shoot at the enemy while you recover the skull barrier (unless you make it so that you can't charge while shooting). but even then, either you shorten the skull barrier time or make it stationary like in the game, that would make things better.

I didn't have any problems with windman, i don't understand why you pick on him. but i guess he is kind of considered op due to the fact that he can randomly recieve frags by just shooting into a group of people, at least that's how i use him.

I'm glad your kinda considering the two different bars for centeur, thats good.

bombmans high jump should be considered, he is the highest jumper in the game, jumps higher than even cutman! it should be included

163
Help & Editing / Re: HELP! I GOT BANNED!
« on: February 02, 2012, 03:42:02 PM »
why ban people, why leave people out of the game. that's my question. whenever i go on a server sometimes people want to kick me before i get the chance to say anything, like for example last night on the lms carp server. why can't we talk things over peacefully instead of banning people for not even saying or doing anything. I even feel bad for zerox daniel, yes he used to randomly kick people but now he's a better person. trust me, i've seen changes in him. If the power was in my hands i would never kick anyone no matter what, not even bikdark. Kicking just leaves people out of the game mostly for no reason whatsoever. I know that people will call me a troll just because i so call spam "done" but i only say it three times, and if you don't like it use the ignore commmand, i don't care if you can't here me, but muting me is one big problem.

anyways, just thought i would say this stuff

164
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: February 01, 2012, 08:05:00 PM »
I mean come on, if your dustman, skullman's weakness, and try to defeat him in battle, skull man will attack you with invincibility, run away, and come back with more skull barrier. And to make matters worse, you can't do anything about it because dustman is too slow to chase him down. if skullman were to be stationary when using his skull barrier, than it would make things better. And by the way, having to use a homing attack on skullman to break his barrier doesn't make much sense to me, being because skullman is super effective against diveman.

165
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: January 31, 2012, 10:26:19 PM »
Something i thought i would bring to your attention

i'm finding that most people that play as skull man tend to just use the skull shield during combat making them invincible. one they run out, they beat it and run off escaping the attacks of the opponent and eventually when the skull shield is fully charged turn back and shield themselves while attacking like a bunch of cowards.

I think a good answer for this problem would be to make skullman unable to move when he uses his skull shield. He can be able to shoot at the same time, but disable his ability to move. he can also take his shield off at will but get a little delay like magnetman.

another thing, i'm finding napalm man op, I don't know if any of you agree with me but i think the torpedo's is causing this op'ness. the torpedo's stun you and leave you defenceless, allowing napalm man to fire his missile and hit.  

i suggest giving centaurman two ammo bars, one for flash and the other for his shot. I'm not sure if you are familiar with his teleporting ability but that is completely your choice.  

I will continue looking for cheap stuff and output my findings

thank you for considering on expanding to megaman 7, cannot wait to see what your megaman 7 classes are like

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