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Messages - Clayton

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166
Projects & Creative / Re: [HOTFIX] - King Yamato's Classes Overhaul
« on: January 26, 2012, 04:01:10 AM »
I suggest you make chargeman's hands on the screen to look like stoneman's, but change the color scheme around to look like chargeman(you can also use diveman's if desireable)

And I vote on the bot classes, that would be great (I'm looking forward to the other darkmen)

167
Yes, Drillman is better, bombman is better. most of everything seems to be good

a couple of issues are that Chargeman is so hard to kill people with. his hit box is so tiny, he does little damage and it takes so long for him to charge.

yamato man is a little delaying on his shot, and it takes forever to charge, leaving you dodging attacks for you life. I think long ammo recharges and slow speed is a bad combination all together.

but other than that, everything is perfect. I'm even finding it easier to defeat people with bass. Making him more equal (especially in LMS and TLMS where you cannot cycle through weapons like in regular) and also no weapon drops from robot masters.

complements on napalm, tomahawk, and the height you get when you are big people, just plain genius!!!

168
MM8BDM Discussion / Re: The HD/FZ RP Server RP
« on: January 20, 2012, 08:02:05 PM »
Name: Bombman(LAD)

Backstory: Bombman is the ultimate demolition master. Bombman Quit Gutsman's construction site because he hated the way Gutsman bossed him around. Bombman knew he was destined to become a warrior like Megaman, and not stuck with some bossy construction worker. Bombman decided to join Dr. Wily's team and to search and destroy robot masters to help sharpen his skills on becoming the greatest robot in the world.

169
to me, all napalm needs is more ammo or faster charging ammo, I function just fine with his present abilities. I find the homing missles a little cheap, if you were to allow these stuning homers to charge while moving, napalm man would be difficult to kill, especaillly with physical attackers. i am already having problems reaching napalm in this version so doing that would make it difficult to reach.

bomb man should have a higher jump, in the game i find that bomb man has the highest and longest jump in the game. giving cutman a higher jump that bombman isn't fair, finding that cutman jumps lower than him in the game

stone man's power stones should also act like a shield like in the game.

take quickman's primary fire away, i find that being very cheap. If anything make his secondary fire home in on enemies faster, i think then he would be less cheap. I tried playing as quickman without megaman's quick boomerang and it was able to manage quite well. the homing boomerangs could just home in a bit faster.

the same should be done with topman, he does it in the game so why not do it with topman.

shadowman needs unlimited shadow blade, i don't mind the shadow kick having ammo but having the shadow blade limited really restricts shadowmans attacks.

other than those that is all my comments for now. i think everything else is self explanitory.

170
Quote from: "Shmeckie"
Why is it so hard to ignore the dumbass kids and just have fun playing as your favorite Mega Man characters?

Seriously.

Let the dill-holes argue like the dill-holes they are while I have fun killing them all as Punk And Friends. And you know you always have a reliable Classes host in me. I may like KY Classes slightly more, but I still host them both, I alternate between them, and said server is a land of fun and giggles where bitchmongers will recieve a Screw Crusher to the face while everyone gets to have smile fun time as their favorite Robot Masters. So why worry about the idiots? Let them be idiots. They will always be idiots. Haters gonna hate, and whiners gonna whine. I say to hell with all of 'em; let's just kick ass with our favorite Mega Man characters! That's all that should matter.

True dat, shmeckie, I say amen to that.

All this fight over classes is unessesary, I think classes should be made for one reason and one reason only.... for gaming and playing.

remember, all this is just a game

171
Projects & Creative / Re: Class based modification (6B)
« on: December 20, 2011, 11:11:04 PM »
As far as I'm concerned, Drill Man's altfire is more of a escape ability rather than an actual attack. Yes, you can kill people with it, but it's very hard to pull off, and we're not really going all the way to make it more kill-friendly when it's mobile purpose is much more rewarding than it's offensive purpose. See it as a sort of rocketjump.

I see, but the drill bomb does little damage, and is hard to control the amount you shoot. Having hard to control the timing of the shot makes it harder to hit the enemy. I do not like blasting all my shots out at once because even if i use the drill dig I pretty much never get the change to fire my own shot in time.

and PLainoldlius is right about the naplam man demoman tuan

172
Projects & Creative / Re: Class based modification (6B)
« on: December 20, 2011, 07:23:11 PM »
Man, these classes are better than 6b, the only things that I have to bring into light, is wood man

I am disappointed that woodman is the same as he was inside v6a, i was hoping for a change. maybe making his leaf shots more rapid fire or something

I am happy you change elec man and quick man's speed. But for quick man, i would have preferred if he did not have the quick boomerang that megaman uses, i find that a little cheap.

Eventually, by the time the megaman 8-10 robot masters are done, I hope that everyone gets taunts. I just think that if everyone were to get taunts it would make things a lot more interesting.

Ice man is now cheap, the blizzard alt fire does way too much damage. I think that if you are to do that, than you should give it less range, and do less damage. That way i think he would be less cheap.

Good job, with junk man. I was wondering how you were going to manage that, but great job.

I was hoping for that dive charge on dive man, it would have made him complete

I am very disapointed in drill man, either he does more damage or his shots are make them more controlled. I find it very difficult to hit people with his drill bomb, and his drill dig should do a bit more damage. So far, I have never defeated one person with the drill dig, ever.

Give shadowman his slide, and change his color, he doesn't look right. And since you got the wall jump going give shadowman his wall jump, he would be way better.

Wily, is awesome. I am sooo happy that you changed him, now he isn't so bad. The only thing is that i am sad you took away his alien, i liked that enhancement. But i am surprised that you gave him the wily capsule, very good.

I think that the only solution for fixing spring man is giving his spring punch less range, like a boomerang. That way it would go a certain range like in the game, and making it easier to use. But that is only a suggestion.

I don't know if that is possible, but i hope you can make burst man encase people in bubbles, that would be way better.

shade man should drain peoples health on contact, i don't know if that is possible. And give him his medusa, turning people into stone move, then he would be perfect.

i cannot believe napalm man does not have a taunt, it shouldn't be that hard to give him a taunt.

Ring man is soo weird, i think i may need more practice, but i will bring it to your attention if there are still problems.

other than those comments i think that these classes are great. they have improved from v6a classes. So great work and best wishes for future projects

173
Shmeckie does have a point with napalm being kind of underpower compared to other robot masters.

He does not inflict as much damage as i hoped, but i am unsure if you are overusing his firing.

When I play as napalm, i always have enough energy to defeat people, i learned this from yd's napalm man and am more conservative when I play as napalm.

It takes a while to defeat people with napalm but i find that his strength it equal to many other robot masters, like bomb man.

if your going to talk about underpowered shots than talk about bomb man, to me napalm and bomb man both do around equal damage. plus bomb man is harder to hit with people.

I swear, i hit megaman 4 times all with critical hits and still did kill him, plus it takes so long to recharge and it is hard to hit with.

I know you might mention how he has the giga bombs, but now i've been finding that it is harder to hit with people now that they are more aware of it killing you in one shot.

174
MM8BDM Discussion / Re: Is MM8BDM dead yet?
« on: December 08, 2011, 09:16:22 PM »
When I first heard of this game it was when it was first advertised. When I got my hands on it I played single player for 4 months since the release until i got bored of it. I had problems setting up because I did not know how to connect to multiplayer mode, until I eventually had the guts to find out. This wasn't until late summer 2011.

There may be others with my kind of situation, they may not know how to connect, may not have access to the forums(like how I did) and may not know how to get mods. I'm just saying that there may be hundreds of players that may not even know how to play with other people.

Personally, I think that the amount of players online is fine. I do not like to play with a load of people.

To me, If MM8BDM keeps up at this pace, it will last as long as it want to. To me, a game's life is not determined by the amount of players playing the game or the amount of awareness, to me, it is determine by how much the player enjoys the game.

I think that MM8BDM is the best game that ever existed and if it were ever exposed, it would gain global attention (that is if it were completely finished).

And the thing I like about this game is that I can actually communicate with the developers and let them know what needs improving.

Using the Megaman theme on this game also makes this game long lasting. Up to this day I still play classic megaman games and find them fun, even after i have beaten them.

The game is not going to die, as long as faith, development and advertisement is supporting it

175
Forum Games / Re: Rate the avatar of the user above you
« on: December 06, 2011, 10:43:28 PM »
7.13/10

yours is good, but i dislike the mario series
but other than that, it's fine....

176
Forum Games / Re: Rate the avatar of the user above you
« on: December 06, 2011, 10:34:56 PM »
9.9/10

awesomeness, excellent..... cool

i like the mix of duo's fist and that huge blaster

and it sort of fits when you are always auto, i hope you make a skin out of this!

177
Name: NakedLad #1514#

Time's I can fight: Weekends only.

League: Expert

Can you host?: maybe, might be laggy

178
About skull man....

in the game he charges his shield way faster when he stands still and his shield lasts longer.

just putting this out there for better in-game accuracy
 
Oh, and by the way, good job coloring skull man's barrier, looks legit (and not making it blue(like yd)) I smiled when I noticed it.

179
To me, skull man doesn't need any fixing, he's fine the way he is. much less cheap than in YD classes (due to him having to stand still to recharge his skull barrier).

180
When I play as drill man i find it difficult to fire at the pace that I fire at. I see the point your trying to make but I think that this kind of shooting method kind of strays from the game. Because for him to release all his drill bombs at once is a bit hard to be accurate (especially if your up against toad man, your advantage). I think you should do what you did with crash man, because even when I'm up against crash man I find it extremely hard to hit him due to the amount of drill bombs I fire at once. Plus if I release the primary fire for even a little bit, I will be left defenseless and unable to attack.

With proto man, I find it hard to defeat him because of his cheap shield blocking everything I fire at him, and hard to play as him due to his cheapness. On top of that defense we also have the issue of him sniping his charged shot, this is very cheap because protoman can just stay in one spot until an opening is available and fire at will, usually without a miss.

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