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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!
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!
