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Messages - !o! woohoo

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106
Projects & Creative / Re: Justified Classes v1ah
« on: January 28, 2014, 02:09:41 PM »
Quote from: "Shmeckie"
Maybe replicate the damage they do to bosses, as opposed to how many hits it takes them to kill stage enemies...

EDIT: Almost forgot to mention this; Enker needs help. Badly. He takes too much damage when absorbing shots in his altfire stance. Many times, after using it, sure, you've got a full ammo bar to dish out a bunch of level 3 Mirror Busters, but you've also lost most of your health bar. This makes him utterly useless in LMS. Considering how long his stance lasts, he should have some significant armor during the stance, if not outright invincibility (though that might be going a little far). Also his Mirror Buster isn't powerful enough to warrant that level of damage.

Enker is already confirmed to be changed.

I still think Saturn's release attack is far too weak for how much energy is needed to even get it. After using it on bots, humans, and having humans use it on me, I can safely say there is little to no threat in this attack. His mainfire ring toss is more dangerous than this move, especially combined with the slide. He might as well not even use it. I think the best option is to buff the damage his shots do during this attack, making using it an actual reward with tangible results. At this point I think this attack might actually do less damage than his ring.

We may buff the damage or make it easier to use.

107
Projects & Creative / Re: Justified Classes v1ah
« on: January 27, 2014, 09:04:11 PM »
Quote from: "Shmeckie"
I want to reiterate my earlier point about Punk. Played some online matches with him, and that high ammo consumption really does hurt him. He can't handle himself in a firefight with any Robot Master with infinite ammo, he's always at a disadvantage. If not completely in half, at least having him use 1/3 less ammo should help him out. Love that cannonball bounce, though. Adds new options for his signature attack!

punk shouldn't have a problem next version due to the ammo buff.

Also just wanted to say I love this Cloud Man. Way better than vanilla classes!

Thanks

As for Bubble Lead, what I think might help would be to have it fire slightly downward, so he doesn't end up lobbing bubbles over people's heads.

Maybe we can make it so that if bubbleman shoots his bubble lead in the water, he shoots a bouncing bubble; if he is on land, he shoots a rolling bubble (like megaman's bubble lead).

Quote from: "Magnet Dood"
This is a somewhat stupid suggestion, but can you make an item for Magnet Man to attach to the ceiling for a bit? Besides the "it's canon" argument, I think it could be useful in helping Magnet Man gain more leverage to aim at people farther away from him better. It would give him a little more difference to Dive Man, who can hold his own when he's in close range with his Dive Charge and better homing missiles.

We were thinking about this and we might think about it harder.

You could have it use the same ammo that uses the Magnet Pull to avoid both being used at once, since Magnet Man never used it in conjunction with the pull.

(Also you should probably make it last for a really short time since I could imagine it getting annoying with high ceilings)

EDIT: There's no such thing as vanilla classes what are you talking about  :|

Oh, yeah, right, Cloud Man. Could you slightly slow down his Thunder Bolt? It's not that it does ridiculous damage or anything, it's just a little difficult to dodge.

I actually wasn't thinking a bit and gave cloud man a sniping role. He did shoot fast in the game and projectiles usually become faster when they make a transition to mm8bdm. This may be changed, for he feels a little cheap sometimes.

108
Projects & Creative / Re: Justified Classes v1ah
« on: January 27, 2014, 08:37:51 PM »
Quote from: "Lego"
Quote from: "!o! woohoo"
Oilman is supposed to have spring arms.


Erm...no?
That's a pipe.
If you need proof, go look at the model in Megaman Powered Up. Oilman's arm isn't a freaking spring.

Alright, we will take away the holes to make it more canon to the game. I have also realized that I have hit 10 posts!  :mrgreen:

109
Projects & Creative / Re: Justified Classes v1ah
« on: January 27, 2014, 08:30:20 PM »
Quote from: "Ceridran"
Blizzardman's hitboxes are unexistant on his mainfire.

I'm not sure about this, I hit fine with him. I will see the vanilla blizzard attack and copy the radius if they aren't the same.

Part of Slashman's HUD is transparent, (why is it different, anyway?) and Timeman's HUD has a flat (one shade only) purple hand. Oilman has spring arms.

Where exactly in slashman's HUD transparent? Timeman's HUD may be fixed next version but isn't priority. Oilman is supposed to have spring arms.
EDIT: We didn't want to copy yd's HUD if that was what you meant by "different".
[/color]

110
Projects & Creative / Re: Justified Classes v1ah
« on: January 26, 2014, 09:26:26 PM »
Quote from: "Shmeckie"
Random suggestion I just thought of; shouldn't Needle Man's mainfire stop his fall when he's in the air? Also, Gemini Man's clone should also mirror your jumps as well as your other movements to make it both more canon, and more useful.

Needleman used to stop in the air when he shot his main fire but it felt awkward so we removed it. We will try our best to see what we can do with Gemini.

Quote from: "!o! woohoo"
If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Yes, but I think you might be overdoing it here. Again, in a real firefight he tends to run completely out of ammo, and since his Screw Crusher stops the charge on his cannonball ammo when used, he can't make up for it by synergizing his two attacks. The only way he's really effective here is to enter a fracas with both meters charged, cannonball his way in, and pick off survivors with Screw Crushers. In a fair fight, his high ammo consumption combined with low damage for a single projectile with moderate speed (a 5HKO) gives him a big disadvantage. I like that you gave it finite ammo, and slowed the projectile speed down from the way overpowered vanilla classes Punk, but he still needs a tweak to make him perfect. As it stands, he may not be spammy, but he's not much of an offensive threat without the cannonball either.

Quote from: "xColdxFusionx"
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

Yeah, if there's any major issue at this point I can find, this would be it. Several classes feel too handicapped to force them not to spam.

Punk almost feels over powered when I use him. I will test him more online though. The ammo regain is buffed next version and you in v1ah you can shoot your main while charging your alt

111
Projects & Creative / Re: Justified Classes v1ah
« on: January 26, 2014, 02:50:54 PM »
Quote from: "Shmeckie"
Sorry for the doublepost, but I tried out a handful of classes against a bunch of Mega Man bots to see how they fared in basic combat. These are just initial impressions that may change after fighting people:

Punk - I like the attempts to balance him, and the bounce cannonball adds some extra strategy to using it since you can move during the bounces. I love that, adds variety! One big issue, though, is his ammo consumption on his mainfire. It takes most of his ammo just to kill one opponent. He's actually kind of underpowered because of this. All he needs is an ammo buff (ammo consumption should be cut in half), and he should be perfect.

If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Pharaoh Man - I like the versatility here! I found myself enterring a fray with a Pharaoh Wave, and finishing people off with Pharaoh Shots. Pretty sure that's the idea, so he seems to be a success. Nice damage balance, too. I never felt like I was wielding a nuke. Everything synergized just right. Kudos!

Thanks, and the reason we have the alt fire there is because we didn't want people to mid-charge it. Inside MM8BDM no one seems to use middle charges of weapons. It is also much easier to just click the altfire and have a half charged pharoah shot there.

Spark Man - had to see if he was improvement over vanilla classes' Spark Man, and I gotta say he definitely is! Spark Shock doesn't stun you for too long, and the giant spark is great for crowd control. Plus, this setup makes him a force to be reckoned with on his own map! Seems excellent so far!

Thanks, his HUD is going to be fixed in the next version due to the amount of requests.

Magnet Man - I'd have to fight people with him to make any kind of final verdict, but so far I'm in love. Pulling people toward you is so satisfying, and finishing them off with Magnet Missiles is great! My one qualm is you can't hit a group of people with Magnet Pull, but you can pull them all in. Less satisfying than it could be, and it can put you in danger. How much damage does that pull do, anyway? Sometimes it felt really strong, other times pretty weak.

If I remember, the alt fire is a four hit K.O.

Drill Man - Solid overall. Drill Bombs didn't feel as awkward as they do in vanilla classes, which makes him easier to pick up and play.

Uranus - Oh my dear sweet merciful god he is fun to play as! Who do I have to plant a big sloppy kiss on to thank them for this guy? Oh god...! I could play as this guy for hours!

Thanks, King Yamato made the whole class himself basically. I just fixed the mainfire a bit and added an altfire. I also changed King Yamato's altfire to inventory.

Jupiter - My favorite Stardroid is sadly underpowered here. His mainfire does piss-poor damage, and his alt feels like it should be powerful, but I'll be damned if I could get kills with the thing. Barely even managed to soften anyone up. Even when I fired it into a crowd it did little. Using him was the only match where I lost to the Mega-Bots.

He might be revamped in the next release.

Saturn - Also a blast to play, but his release attack feels like it barely does anything. What's the properties of this move? I only killed one bot by accident with it, and I don't think I ever even hit with it again. The versatility of his mainfire, though, is fun as hell.

If you miss with this attack, it freezes them. If you guys don't know, you can also slide with your altfire if your ring has been thrown.

Neptune - I don't know where I stand on this guy. He seemed strong enough, but just barely. Gonna have to use him against human opponents for a final verdict. His alt never seemed to hit, though.

One of the salt waters on his altfire may be aimed. We might buff the distance in the next version.

So far, this mod looks great! Obviously it's very much a "v1a", but I'm totally excited to see where this goes in the future, and damn if this mod doesn't feel polished as hell!

112
Projects & Creative / Re: Finally
« on: January 25, 2014, 05:29:12 PM »
Quote from: "Korby"
Quote from: "!o! woohoo"
This isn't canon...

...so why does Stoneman have a charge attack?

It makes him an "actual" class.

113
Projects & Creative / Re: Finally
« on: January 25, 2014, 05:01:47 PM »
My replies are in green.
Quote from: "Gummywormz"
I haven't played the hotfix yet, so I assume things like infinite wood man is fixed. Otherwise...

* All of the new huds / item icons are just bad. Some even go as far as blocking views (there's a reason spark man's hud was moved / shrunken.)
If more people complain we shall fix this problem and to be honest, I don't have a problem with it. Same for other people.
* Proto Buster and Bass Buster can pick up weapon energy.
This will be fixed but isn't priority
* The weapon system seems a bit awkward but I haven't actually played online yet so.
I'm not sure what you mean by "Awkward".
* The lack of Bass' spread is kind of awkward too.
I'm not sure if this is a problem that needs to be fixed.
* Bass can still move while jumping.
It is canon and makes bass better.
* Bomb Man's big bombs seem quite spammable since you regen them right after one goes off.
It isn't that spammable.
* It would be nice if there was a shockwave sprite or something to indicate how far the range of Guts / Stone / Hard's ground stomps are.
This isn't canon and may not look good.
* Why the hell is oil slider oil man's alt? I do actually appreciate that the oil itself is a straight projectile but it's just confusing that you can't ride the oil.
This is canon and doesn't affect gameplay too much.
* Time Man gets fast arrows...and slightly slower arrows. Really the speed difference between the two are indistinguishable.
I don't know, I can easily tell the difference but we might make more of a difference.
* Enker is still garbage. Saturn does a much much much better job of Enker's role so he's pretty much useless. His fully charged mirror shots aren't even a 4hko.
We are making Enker like Saturn in the next version.
* Bubble Man's buster trail looks bad and glitchy. Also the fire animation doesn't play for one of the attacks. The bubbles could afford to be a bit bouncier.
The bubble buster trail doesn't look glitchy. If it was, people would have said so on the servers. No, the bubbles don't need to bounce higher. Making them less bouncier, makes them more useful.
* Quick Man's dash is a bit weird. You can't change direction during it or cancel it.
If Quickman can't control it in the game, he shouldn't be able to control it in this mod.
* "I like how I can shoot infinite hard knuckles and not wait for them to return like a smart man."
This may or may not be fixed, although, I don't see this being much of a problem.
* Top Man's main fire is a bit dumb. You don't go straight, which makes hitting anyone not right next to you a bit of a problem. Also his alt seems a bit weird too but I haven't tried it online yet.
Topman's main fire may or may not be fixed and please play online.
* No medium charge level for Spark Man is kind of meh. Also as mentioned above, the HUD blocks my view pretty badly.
I don't see a problem with the HUD. If there are more suggestions, this will be changed.
* Magnet's alt seemed to do a ton of damage.
Makes him usable in death match.
* Snake Man's jump height should be increased a bit. He can't get on top of the buildings on MM2DW1 while a lot of the other classes can.
We are still not finished with Snakeman, He may get an alt fire.
* Why can't Gemini Man's clone be the alt? I don't remember there being an altfire.
This may be changed in the next version.
* Punk's alt is just insanely bad. You have to bounce 3 times before dashing. You can't change direction, and the distance is pitiful. Again, I haven't played online yet but it seems impossible to catch people with this.
Did you try holding the button? Also, I hit people easily.
* Pharaoh Man's HUD also blocks my screen a bit. Also I don't get why the uncharged shots have to be the alt instead of being a charge level. It allows you to spam it more but that's about it.
Again, if more people complain about HUDS then it may be changed.
* Ring Man... oh boy. You took the concept of YD's Ring Man and ruined it tenfold. Also the Ring Boomerangs don't auto return when they hit a sky.
I don't see anything wrong with Ringman and they do return when they hit the sky.
* Skull Man's alt is useless. You become invincible...but have to stop completely. Please do tell me where this would remotely be useful? Someone can just keep firing shots at you.
This attack bounces off projectiles and also deals damage if up close. This is very useful and I use it a lot.
* Why does bright man get a jump dash again?
It was a main attack in the game.
* Why do Gyro Man's gyros stop randomly?
Not randomly, it stops when you let go.
* Crystal Man has no animation when firing the main fire.
It isn't supposed to have an animation.
* Why is Star Man slowed down to about 0 speed when using Star Crash? I mean it could be worked in especially with the armor but right now it's far too slow.
This is used to discourage hugging, for our star man is a shooting class. He also runs half speed not 0 speed.
* Ok really, why is there a theme of projectiles stopping randomly?
What do you mean by this?
* Why do I shoot cherries as Mars? Also he has no proper photon missile. Also, his mines don't regenerate.
He doesn't shoot cherries, He has a proper photon missile and his mines do regenerate.
* Jupiter's flight alt seems a bit broken from past experience with these kinds of attacks but I'm not sure.
This may be fixed if more people don't like it.
* Uranus' item doesn't seem safe at all...
It isn't supposed to be safe.
* What is going on with Pluto's item? Also his skin looks like he's flopping on the ground when moving...
Pluto's item is a wall cling and I don't know what you mean by "flopping".
* Blizzard's alt seems too sensitive to walls / floors.
I don't see anything wrong with this.
* Why does Plant get a jump dash too?
It isn't a jump dash, it is a wall bounce.
* Tomahawk's alt is piss. There's no spread at all. Also the hud blocks my view too.
It does have a spread and is canon. The HUD may be fixed if more people request it.
* The cooldown for Slash's item seems quite insane.
It is needed, trust me.
* Shade Man's alt has waaaaaaaaay too much of a cooldown for simple spark shock damage.
It isn't spark shock damage, it has its own damage type that lasts longer.

114
Projects & Creative / Justified Classes v4b Beta 14
« on: January 25, 2014, 03:09:16 PM »
Justified Classes v4b Beta 14

Welcome to the Justified Classes topic, where we bring justice to the Megaman robot masters. We will take any suggestions, glitch fix requests and balance opinions any of you have, just keep in mind that we strive to keep our mod balanced and fun.

Justified Classes' Official Wiki Page

Credits:
(click to show/hide)

Changelog:
(click to show/hide)

NOTE: This mod isn't totally canon. We sometimes may twist the canon to make it more fun gameplay wise.

115
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: January 22, 2014, 05:22:55 PM »
Poor Iceman lost his legs.
(click to show/hide)

116
MM8BDM Discussion / Re: What stages do you like?
« on: November 24, 2011, 07:43:43 PM »
Rememba me a blast from the past

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