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Messages - Endymion

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121
MM8BDM Discussion / Re: MM8bdm Player Profiles
« on: April 19, 2015, 07:03:02 PM »
Since others update they profiles here, I will do the same! :P

In Game Name: King Endymion
Favorite game mode: Team Deathmatch
Favorite weapon: Drill Bomb, Tengu Blade
Favorite Upgrade: Duo Fist
Prefered skin: King, but I kinda like Slash Man too
Favorite stage: Slash Man, for less players the MM2 Wily Castle Gate

Favorite custom skin: Zero (my own made one)
Favorite custom map: Commando Man
Favorite map pack: KNDM Map Pack
Favorite class: Justified Classes King (the best! :D ), Hyper Storm H, Terra

Reputation: "You should feel honored to be destroyed by the King!"
Anything else?: I like being the tank. Attacking without strategy will give chance to your team for victory. :P

122
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 18, 2015, 11:34:33 PM »
You're welcome. We are the ones who need to say thank you for all of your efforts.

===EDIT===

Just a suggestion: Shouldn't Mercury be invincible while he is in slime form?

===An another edit===

I just noticed that, Skull Man's every second shot is able to penetrate the shields. After two hour playing I realized that, the shields can not be penetrated (except of the homing weapons which will be fixed). However King's reflect stance is weak. It let some projectiles to pass through, mostly right after a reflected shot.

The same goes for Aqua Man's Water Balloon. It can hit through the reflect stance of King. There are several weapons which does damage through King's raised shields. Some of the can be blocked with normal shields, but some other pass through every shield.

As I mentioned, Aqua Man is one of them. But Blizzard man can shoot through King's shield with Blizzard Attack too.

They can shoot through the shield especially when they can shoot fast against King's raised shield. It is really unprotected during the reflect motion.

123
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 18, 2015, 09:15:36 PM »
I just played some matches with Flash Man. His fire animation is just a single arm swing instead of pointing his gun continuously. The Time Stoper's animation however continuous till you hold the fire button. If think this could be reversed. :)

124
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 18, 2015, 12:57:21 PM »
Quote from: "fortegigasgospel"
It's still the most effective weapon against him, dealing 3 damage then an additional 8 (while everything else does 1 or none), but unluck other bosses if your timing is off you will miss completely unless he is attacking. Cold takes 2 from Wave Burner, which is still 1 less from LS' 3.

Exactly like this. But don't forget that Burner Man is able to destroy the Ice Wall before you can even toss it towards him. But I think this is not possible in MM8BDM. Even the shields can destroy it, only bounce back from it like from a wall. But yes, I just checked in the SNES game. The Ice Wall really do more damage on Burner Man, even it is not toss him into the spike.

125
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 17, 2015, 08:21:41 PM »
Yes, it is his weakness. It do high damage against him in the mod, but can't toss him into the spikes. This is why I said, it is impossible to represent the spike-combo from the MM&B. For me, the higher damage is more than enough.

126
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 17, 2015, 07:06:20 PM »
Quote from: "Meme Man"
i notice a weakness error
cold is weak to burner. it should be the opposite

In the MM&B game, Cold Man's weakness is the Lightning Bolt, but also very vulnerable against the Wave Burner too.

Burner Man is actually not weak against the Ice Wall, it not do extreme high damage against him. However the Ice wall is able to toss Burner Man into the spikes which do very high damage. I don't think this is possible in the MM8BDM, since not every stage containst spikes, and the spikes are instakills. XD

127
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 16, 2015, 12:55:02 PM »
Quote from: "Emmanuelf06"
For me, groundman need this possibility to escape when he is on the ceiling, he is slow (specially with strafe), it can help him, but yeah, in TLMS, in some maps, he can be pretty boring but it's not a big deal anyways, just try to be not far from him when he "escapes".
For Woodman, i dont see any way, maybe slower when he uses the shield ?
For Magicman, the magicball hurts yeah + combo with birds.... maybe if it needs a little more time to charge the ball?
Enker need the ripping because he is hard to use, specially in TLMS..... :X

EDIT: With muzaru, we have tested the damage of Doc Robot,i like a lot this classe, but the crashbomb seems to be the problem, again....the crashbomb, even with 2 crashbomb with 1 ammo bar,  have a high speed for the regen, you can use it quickly....but the worst is the damage i think....we tested Doc on Geminiman, it does 70 damage ( Crashbomb+explosion), and the damage of the crashbomb without the explosion (just the ripper effect), finished him (so, more than 30 damage), i dont know exactly the armor of geminiman, but i think it's a normal armor.... There is the stun of the crashbomb too but it needs it to keep canon. The best could be a simple nerf of it. If you see crashman, his crashbomb are strong yet....and even if Doc use 2 crashbomb and need to wait for the ammo bar, he can always use the second weapon to help himself......
(i think personnaly, the heat pillars need a little buff...it seems weak to kill but can be used for a defense anyways).
What do you think about it guys? ^^

The crash bomb only effective on the ground, it is really inaccurate to fight against airborn opponent. If you jump more, it will be less effective (especially against high-jumping or flying opponent). If you ask me, the crash bomb is right, but maybe Doc's regen could be a little slower, because as you say he has more tool to use than Crash Man himself. XD

128
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 15, 2015, 10:04:48 PM »
Quote from: "Fyone"
In response to all of the complaints about classes receiving invincibility, I personally do not see any of these classes as overpowered in their own right but I can see why they would be annoying in matches (especially LMS gamemodes). After going through all of these classes Woodman specifically would most likely be the most annoying due to him having the most amount of use of his invincible ability which is due to it being his primary attack; however I think without this Woodman would be a pretty terrible class and be very underpowered. The best solution that I can think of for Woodman would be to decrease his base movement speed slightly or decrease his movement speed when having the shield up similar to how he worked before. I think making specific attacks able to go through his shield would just make him very hard to use against those classes making him almost impossible to come as the victor in those scenarios which is something I want to try and avoid for every class in this mod. The rest of the classes (i.e. Duo, Centaurman, Groundman, Drillman, and Clownman) all have a relatively low use of their invincible abilities because it requires them to have full ammo to use their ability, their ammo regeneration is pretty low, and it only fills when they are not using any of their other attacks.

That slow down effect sounds great. Basically the same as King works. Personally I has no problem with the invincibility (with the exception of Ground Man). But I really see a point in some nerf. For example: during invincibility you can not pick up anything (basically not able to restore healt from pick-ups), or can not activate items such as the teleporters. This could make sense.

===EDIT===

After some random matches I faced against Enker. His shot (even the weak) is always goes through shields, impossible to guard it (even it is not a homing projectile).

129
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 15, 2015, 06:24:07 PM »
The only invincibility I really dislike is Ground Man's. It is just too much time, and very boring to just sit adn wait till he finish. And be clear, it can only hit you, if you fight against others while not pay attention to Ground Man.

130
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 15, 2015, 02:11:51 PM »
Quote from: "Ghoulitine"
I still don't think it's a good idea to give Bomb Man his "canon"-bombthrowing, it really feels awkward when you have to look down to hit someone in your front.
Something else that bugs me are some "out-of-jail-cards", by that i mean moves that render you invincible and immune to damage while maintaning a decent movement.
(f.e. Duo, Centaur Man, Ground Man, Drill Man, Clown Man, Wood Man especially etc.)

Somehow I think you are right. The invincibility itself is canon, but you can outmatch these in the official games (Ground Man can't dig if you use the remote mine for example). The invincibility basically not problem but it can be overused. Maybe if some weapons could damage (or remove temporary the invincibility) during that time, it would be a less frustrating sometimes. For example Metal Man could hurt Wood Man, but with shield do half damage, or something like this.

131
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 14, 2015, 11:12:58 PM »
Oh I see. However still a great fix on the shields. :)

Here is a part from the red colored lines:
(click to show/hide)

There are an another bunch about Roll's different costumes as it too wide and resizing.

132
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 14, 2015, 11:00:17 PM »
Dive Man's dive missile still able to damage through shields.

133
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 14, 2015, 10:35:51 PM »
Superb, I try it immediately! :D

===EDIT===

It works and really have the charm. As far as the bot was able to hit me, the shields are working. The random bots now has some diversity, not always the same bots will be spawned. The bots use all of his attacks and not just spam one of them.

But when I start the mod, some red colored text are showed up. These are about something failed registration, and sprite sizes.

Awesome, nice work. :)

134
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 14, 2015, 02:36:11 PM »
Of course. In my opinion, Astro Man is the top tier. He can stay out from direct fights and still can fight effective. The clones can be used as deception while you can bomb down everyone with the meteors. Also he can jump very high, you can play near the high platforms where other characters can not follow you.

135
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: April 12, 2015, 08:37:15 PM »
There are also a weakness-system. That would change the tiers. For example, Metal Man easily kill Wood Man, Wood Man easily kill Air Man.

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