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Messages - That One Boss

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31
Projects & Creative / Re: Class based modification (v6g)
« on: July 10, 2013, 03:25:05 AM »
I know the heavy and hard armor types now, but does Junkman still get 0.4 armor from his shield?

On an unrelated note, what will Frostman and Duo's armor be?

32
Projects & Creative / Re: Class based modification (v6g)
« on: July 05, 2013, 10:07:21 PM »
I'd just like to know, what are hardman and gutsman's current armor values?

33
Help & Editing / Re: Don't know how to set up a Best. Ever. account
« on: June 12, 2013, 03:16:00 AM »
So to set up the account, should I be on a site called Mibbit?

34
It can be changed back to heatman's stage? Great!

On a side note, I made a prototype thing in slade. It fires 8 shots per second that appear half a character length away either left, up, down, or right. The Fireballs do 5, the explosion 4, and the pillar 3. Believe it or not, it's actually kind of Underpowered. Even at point blank range it takes a good 6-8 seconds at point blank range to kill normal megaman. I think it'd be best to remove the random aspect from it, that way it wouldn't miss so much.

35
Help & Editing / Re: Don't know how to set up a Best. Ever. account
« on: June 09, 2013, 04:04:27 AM »
I think I may have figured it out. But it's late here, so we'll see tomorrow

36
Help & Editing / Re: Don't know how to set up a Best. Ever. account
« on: June 09, 2013, 03:56:19 AM »
Quote from: "Korby"
their irc channel at #bestever
I've never even heard of IRC before, so I'm still confused. Is this something I have to be in Zandorum for, or am I supposed to be in some website?

37
Help & Editing / Don't know how to set up a Best. Ever. account
« on: June 09, 2013, 03:45:38 AM »
Ok, so I read the site, and everything makes sense except for one thing.
The directions say to type a /msg bestbot like thing, but not where to type it. Does anyone know where it's supposed to be typed?

38
Quote from: "Korby"
do keep in mind 5 shots per second is only slightly faster than the mega buster, and you should definitely buff the damage if you're going to have glass armor and slow moving

I should really put together some kind of rough draft of this class in slade to get a better idea of how fast it shoots.
I'm just going to guess that 4 damage spheres, 3 damage explosions, 2 damage pillars, and about 7-8 shots per second would be best, but I'll have to test it.

39
Quote from: "Zerokk"
Alright, let's get back to this one.
I understand there are a few editing mistakes, but that shouldn't be a huge problem right now.

I suppose the weaknesses are about fine now.
I like the whole YD Needleman style and overheating thing, it's a nice change.
I think the damage type change to Time and Space is much better than having another thing about fire.
The dash length might still be a slight problem, but it's at least much better than before.
So would about half the length be good?

10 shots per second sounds like a bit much.
I'm not sure how it'd be to have a glass cannon standing still as it's only offensive source. Isn't that just really bad or something?
These two things were meant to balance each other out, but I won't mind if they're changed. Maybe he should fire 5 shots a second and be able to move at half speed when he is firing.

One last thing; To make up for the decreased fire rate, would it be ok to change the damage to 3 damage for the sphere, 2 damage for the explosion, and 1 damage for the pillar?

I'm pretty sure some of the main problems were the dash, weakness, and damage type.

40
Thanks for the feedback Zerokk
Name: That One Boss
Armor: 1.5x (Weakness: Pharaoh shot and ice weapons, and star crash. 2.0 against pharaoh shot, 1.6 against ice weapons, and 1.7 against star crash)
Speed: 0.6/0.6
Jump: 13z
Damage Type: Time and Space
Role: Super Glass Cannon, and a little area control
Weapon Dropped: Gravity Hold/ Gravity sphere, either one

Description:
Mainfire: Fires a barrage of Gravity Spheres (maybe similar to YD Gravity Sphere sprites? should be a tad bigger than normal). The Spheres can appear about half a character length left, right, or up of his position. If he's in the air, they should appear the same length downward as well. The mainfire fires 10 shots per second. The Spheres make a hyper-bomb-esque explosion upon contact (same size, sprite, and sound effect). The Fireballs also make a flame-blast-esque flame pillar, but the pillars are smaller and only last half as long as normal.He cannot move while firing, but he will descend at about half normal speed if he's in the air. The mainfire doesn't require ammo. Also note that the shots don't go at different angles, they just appear at different positions. Similar to YD Needleman, the Mainfire takes second or two of automatic charging before it starts firing. He can move normally while charging, but once it fires he can't move and can keep firing. If he fires too long (maybe 8 seconds?), the blaster will overheat and he won't be able to move or shoot for 5 seconds. He can still turn while firing. If he stops firing the overheat bar will instantly go back down.

Altfire:A very fast dash. TOB will not be able to move while it occurs. He will dash in the direction he's aiming, ignoring gravity but still colliding with objects and players, allowing him to go upwards or downards as well. The dash should be able to go from one end of a hallway in cutman's stage to the other, and should take 1 second to complete. After the dash finishes, TOB will be locked in place (also ignoring gravity) for 1.5 seconds. The dash takes 8 seconds to recharge (not including the time he's locked in place), does not recharge if he fires in the air, and does recharge at half speed if he's shooting. The dash should serve less as mobility and more for escaping.

Skin:Evil Robot
Damage Information: The Sphere, the explosion, and the pillar should all do 1 damage each. Considering how fast the weapon fires and the fact that all three will hit if the fireball hits, that's a lot of damage.

Other things: There may be an issue with copyrobot's class. I would suggest his copy version of this weapon be weaker, presumably slower firing. There might also be an issue in Deathmatch modes, since he can respawn infinitely. His fire rate should probably be halved.

Obituaries:
Fireball: [player] took a Energy Blast to the face from [player]
Explosion: [player] couldn't clear [player]'s explosives
Pillar: [player] didn't notice [player]'s flame pillar.

And I'd just like to make sure, but there weren't any problems with balancing aside from the dash and the weaknesses correct?

41
Name: That One Boss
Armor: 1.5x (Weakness: Pharaoh shot, but not other fire weapons)
Speed: 0.6/0.6
Jump: 13z
Damage Type: Flame Blast
Role: Super Glass Cannon, and a little area control
Weapon Dropped: Flame blast unless a custom copywep weapon is made

Description:
Mainfire: Fires a barrage of fireballs (maybe similar to YD Flameman's mainfire sprites? Fireballs should be a tad bigger than normal). The Fire balls can appear about half a character length left, right, or up of his position. If he's in the air, they should appear the same length downward as well. The mainfire fires 10 shots per second. The Fire balls make a hyper-bomb-esque explosion upon contact (same size, sprite, and sound effect). The Fireballs also make a flame-blast-esque flame pillar, but the pillars are smaller and only last half as long as normal.He cannot move while firing, but he will descend at about half normal speed if he's in the air. The mainfire doesn't require ammo.

Altfire:A very fast dash. TOB will not be able to move while it occurs. He will dash in the direction he's aiming, ignoring gravity but still colliding with objects and players, allowing him to go upwards or downards as well. The dash should be able to go from one end of Heatman's stage to the other, and should take 1 second to complete. After the dash finishes, TOB will be locked in place (also ignoring gravity) for 1.5 seconds. The dash takes 8 seconds to recharge (not including the time he's locked in place), does not recharge if he fires in the air, and does recharge at half speed if he's shooting. The dash should serve less as mobility and more for escaping.

Skin:Evil Robot
Damage Information: The fireball, the explosion, and the pillar should all do 1 damage each. Considering how fast the weapon fires and the fact that all three will hit if the fireball hits, that's a lot of damage.

Other things: There may be an issue with copyrobot's class. I would suggest his copy version of this weapon be weaker, presumably slower firing. There might also be an issue in Deathmatch modes, since he can respawn infinitely. His fire rate should probably be halved.

42
Help & Editing /
« on: May 25, 2013, 08:58:21 PM »
Thanks for your help. It works perfectly.

This thread can be closed now

43
Help & Editing / Doomseeker's only showing doom servers?
« on: May 22, 2013, 03:13:29 AM »
I've been gone for a little while, and when I come back, doomseeker won't display any servers but doom servers. I really don't have any idea whats going on. Was there a master server address change again?

44
DECORATE and ACS Modifications / Re: UnHoly Classes: TRUE ZETA!!!
« on: February 16, 2013, 01:19:47 AM »
I always crash when I try to connect too.

Code: C0000005 (access Violation - tried to read address 00000000)
address: 7c929f07

45
Projects & Creative / Hard mode
« on: February 02, 2013, 01:25:52 AM »
I had an idea about how hard mode could be altered.
Fraglimit = 0: normal mode
Fraglimit = 1: hard mode
This would allow the players themselves to vote for the fraglimit, and since fraglimit isn't used in LMS, there would be no gameplay problems

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