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Messages - Endymion

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151
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 27, 2015, 01:35:33 PM »
Quote from: "Meme Man"
also,why people are not playing JC that much nowadays? i only see people playing bot apocalypse with JC and even then not that much people join (and sometimes it can get pretty annoying and boring fighting the bots)

The answer is simple. I think most of the players play on their own servers. The MM8BDM (with or without the JC mod) is a superb party game, even if you have just a half hour. But more importantly you can play with your friends only on private networks.

152
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 25, 2015, 03:41:52 PM »
Quote from: "Meme Man"
so when i was playing bot apoc with JC,i find somebody who abused this glitch:
he was frost man. he kept spamming the ice wave,but with one detail:the ice wave went so slow it looked like it wouldn't move (i have some pics but i don't know how to post them.help me  :?

Just upload it somewhere (http://postimage.org/ for example), then link it here. :)

I was encountered that slow-motion ice wave too.

153
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 24, 2015, 07:56:51 PM »
Quote from: "Rubyyoshi"
What I seemed to notice is the exact same thing. Projectiles that seem to hit multiple times (aka ripping) are the ones that seem to go through shields. (BRG's rod deflect as well). I believe projectiles like Tomahawk feathers, Thunder beam shots and Gemini Lasers go through shields. I also know for a fact that BRG's illusions can also go through shields. (A defending Saturn or King for example).

Exactly. However I must note, some projectile may be unblockable. For example BRG's illusion, or the stomps of the heavy classes.

I don't know if this is possible, but the explosions' damage could be define by the explosion's "location". If it is hit the surface of the map, the explosion affects the character. But if the projectile explodes on the shield, it does no damage. Sounds kinda cool and looks balanced.

154
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 23, 2015, 08:57:52 PM »
Somehow I figured out the things. Most of the shields are not works against projectiles which can hit multiple times (sometime it is reflect the first hit, but sometime not). For example King unable to use the reflect shield against Gyro Man, its attack will always hit King. The standard shield sometimes able to guard the very first hit. The same goes against Cut Man or Metal Man.

155
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 18, 2015, 02:39:31 PM »
Quote from: "Fyone"
There are actually intervals between when bots can use special moves like Buster Rod G's illusions, so I'll raise the interval for Buster Rod G. If there are any other bots that spam special moves please post them in the topic so I can fix them too.

Oh, I see. I think in the case of Buster Rod G is not the intervals the problem (or not as like this). Buster Rod G regenerates his special during the use, and that special has a long usage time. I think that time is count as interval too. When the attack animation is finished, the waiting time already over. However I don't think this must be changed. As player, this class has good balance.

And no problem. Hyper Storm H has extremely strong armor, he can survive till the flying enemy uses up all of his energy. XD

156
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 17, 2015, 11:54:36 PM »
Actually I see the point of the ammo limit. Currently the bots sometimes has infinite ammo without the requirement of recharge (Buster Rod G for example, I can't get him from close range because he always use the illusions). Some class can overuse the infinite ammo, but this is only balance issue, can be fixed. Personally I prefer this unlimited ammo + ammo recharge system over the pick-up based. :)

For a normal player it isn't this easy. We has unlimited ammo but it must be recharge to use again. The stronger characters ammo will not recharge if they attack with an another kind of weapon (which depletes an another ammo-meter). I take out Buster Rod G again: the normal weapons and the illusion has two ammo-meter. The illusion's meter will not recharge until you stop using the other weapon too.

This kind of gameplay is resembles to the japanese arena shooters like Virtual-On, or Ultimate Knight Windom XP.  :p

157
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 17, 2015, 08:08:24 PM »
Quote from: "Meme Man"
i think the reason a bot gets stuck in it is because of the infinite ammo they have(which IMO should get removed :P)

They stuck with limited ammo too, I saw it many times in the core game. The bots stuck, when the arena too large, or there are too many possible paths.

About the infinite ammo... it must be stay like this. A way better than collection weapons and ammos. The characters feel more "boss-like". The copy-wep classes still requires ammo, but they weapons are more effective against a single target than the actual boss version of the same weapon.

158
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 17, 2015, 12:11:23 AM »
Can I suggest something? I don't even know if this is possible in the game.

It is extremly hard to fight against airborne opponent with Hyper Storm H. Could it be possible to make his "breath" more effective against airborn targets? Maybe a little too much, but this can goes for the jumping opponents too.

The damage output is right, I ask only the pull-push effects against the "non standing" enemies.

159
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 15, 2015, 10:11:24 PM »
Quote from: "Ghoulitine"
Broken shields: Pretty much every shield feels like it works when it wants to.
Tho i think this has been discussed already (and is going to be fixed)

Yeah, I can confirm this. Since I like to play as King, I often use his shield. About 25-50% of the projectiles (from the same opponent) goes through the shield. Even more when I use the "counter shield" or whatever it called.

After some play against bots in offline skirmish: sometimes the bots seemingly has infinite ammount of energy. Buster Rod G can use his illusions continuously, or Wind Man can fly for infinite time. This makes some fight very unfair.

160
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 15, 2015, 01:49:38 AM »
I found an another animation glitch. The same goes for Hyper Storm H like King:

The primary fire's animation will be triggered two times before Hyper Storm H keep open his mouth to fire his buster.

161
MM8BDM Discussion / Re: Gameplay videos
« on: March 15, 2015, 12:53:48 AM »
I just recorded two gameplay videos. Both of the was captured from the Justified Classes.

(click to show/hide)

162
MM8BDM Discussion / Re: MM8BDM Funnies
« on: March 15, 2015, 12:47:19 AM »
Start the Justified Classes mod and put two Hyper Storm H against each other as bots on a map with less level difference. Nah that is funny. XD

At least until they fix his targeting.

163
My vote goes for Gamma.

I always feel sorry for the NES version. That Gamma feels somehow unfinished (like the second Death Star in the Star Wars VI). The MM8BDM variant is truly are a final boss. It is a superoversized giant with no unequivocal weakness. You fight against it with all of the weapons from MM8BDM v3, but only some can damage it. Oh and that music from the Mega Man 10... awesome. So this is why I vote on Gamma.

164
MM8BDM Discussion / Re: "Domination" Game Mode?
« on: March 13, 2015, 08:29:13 PM »
Basically the more game mode is more fun for more people. I vote with yes.

165
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 12, 2015, 01:32:25 AM »
No problem, I look forward to the new version. I really like what you did with the King class, but Frostman is very handy too. What can I say, I like to be the tank of the team.

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