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Messages - Endymion

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61
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 20, 2015, 01:24:11 PM »
It will be added, this is sure, just read the older posts.

My greatest hope it that the shields will be completely fixed. Currently it works great, only some of the main fire shields damage through it. As far as I know Star Man and Wood Man. :)

62
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 17, 2015, 06:37:57 PM »
I like these things. It gives more retro feels to the game.

63
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 17, 2015, 12:36:40 PM »
Quote from: "RageBurner"
I too have a question about Turbo Man, specifically his mainfire, Scorch Wheel.
I have a hard time hitting with that, but it seems that when I move, the wheel sort of turns around its own
axis, and it becomes to easier to hit, then. Is it just the way Zandronum handles perspective or does the wheel really turn as Turbo Man moves?

It is just the perspective. The view limited to only 8 point. This mean, you will see the Scorch Wheel from its side even you are not at the side of the projectile. Try to shot straight upward: some projectile will have not visible sprite from that angle. XD

64
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 08, 2015, 06:16:50 PM »
I tested almost all of the characters. Only Wood Man and Star Man main fire can penetrate the shields, they do damage no matter the situation.

65
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 07, 2015, 12:19:10 PM »
That make sense. Now as you say the Uranus bot easily can be tricked the same way as in the GB game. XD

66
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 06, 2015, 11:45:16 PM »
Also there are still one problem with King's shield. The projectiles which not destroy on contact will damage him in the raised stance. Terra's Spark Chaser, Gyro Man's attack, or Guts Man's rock for example isn't disappear when connect on the King Shield. King will shot a laser back but will receive the whole damage. These will not occur on normal shields only with the raised stance.

===EDIT===

Sorry about Terra, the Spark Chaser can be refleced normally. Also so strange, the shield work on Gyro Man too if you just stand. If you move to any direction, it will hit you while you shot back the laser. I think everything is fine. The hard-to-aim weapons are hard-to-reflect with King. For some reason it looks fine. XD

But Wood Man's shot still goes through shields, and that is the only one as far as I tried. All of the characters with shields receive damage from Wood Man's projectile.

67
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 06, 2015, 06:11:01 PM »
Confirmed! Shields works as the shields need to work, even King's raised shield. :D

However now Wood Man's and Star Man's weapon do damage through shields if they shot it out. Plant Man with the same looking weapon's do no damage.

68
Projects & Creative / Re: Justified Classes v3c
« on: July 06, 2015, 02:14:08 PM »
Quote from: "RageBurner"
Speaking of balance, it just occurred me that Frostman might need a little nerf. At least in his bot form he's pretty cheap with his ice punch dash (maybe because of auto aim, but I thought I'd note it here).

When I encountered a Frost Man bot I played with Terra, a dedicated long range fighter. From long range I not feel it overpower. When I played with Frost Men, it was hard to attack fast and agile characters while there jump too much. But this opinion based on just some play.

69
Projects & Creative / Re: Justified Classes v3c
« on: July 05, 2015, 10:55:06 AM »
Quote from: "RageBurner"
Bots with fast firing weapons are the most dangerous, no doubt (Ice Man, Metal Man, Needle Man and so on) and I agree, Endymion, proper movement, use of cover and even jumping helps a lot.

Yes. Sometimes the bots can surprise me, but mostly they attack straight forward. As for online play, I mostly encountered with Wood Mans. It was extremely hard to fight them down. They always had the Leaf Shields up and try to corner me. I never was able to frag them. However... even with the not working laser-backshoting-Kingshield King is super effective against the Wood Man players. Just stay ready, when they shot and hit your normal shield, just shot a X laser back. They not even can counter it. I think this works with Proto Man or Knight Man too.

But since there are balance changes, I not really know how much can be abused Wood Man.

70
Projects & Creative / Re: Justified Classes v3c
« on: July 05, 2015, 01:10:14 AM »
Quote from: "RageBurner"
Hm. If that's the case, then it would be nice if some bots fired a little more slowly, like Ice Man for example.
I thought fire rates were tied to bot difficulty, but is that really the case?

Huh I don't know this. Somehow I not really get rapid-fire bots if I add random ones. Sometimes I get Ice Man and Metal Man against me. As far as I see, they fire at full refire speed without stop till I die. But the strategic retreat always help, the bots not really can catch if you turn much.  :D

71
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 10:58:09 PM »
Quote from: "RageBurner"
So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?

Yes. The bots have no ammo, energy, or whatever it is called. They still have the base refire rate corresponding to the weapon they use, but they can shoot continuously. I think in Doom the bots can't manage ammo. So they must have infinite ammo for smooth gameplay.

72
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 06:00:35 PM »
I'm ok with Flash Man as it is now. I just stated my opinion in the Flash Stopper topic. As bot he is strong, but that is no problem with him. But I think the others say that Flash Man uses his ability too much.

However it is somehow out-of-gameplay when Flash Man can fire during Flash Stopper, but the players can't do the same with the character.

73
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 09:18:37 AM »
Quote from: "RageBurner"
I guess I expressed myself poorly. I meant to say Flash Man and Time Man have similar frameworks on a lore level: in Mega Man 2 Wily created robots that are arguably enhanced designs over Light's originals.

I think Flash Man is pretty broken as is, at least when playing against him as a bot, but that's likely because he can spam FS a lot as a bot

Oh I see what you want to say about the character lore.

The problem with bot Flash Man is the infinite ammo. The Flash Stopper use up every single bit of ammo and can't regenerate till the effect still active. This mean you can not shot during Flash Stopper. But the bot has no ammo at all. If it stop the time, Flash Man still able to shot because the unlimited ammo. This is really overpower as an AI.

Maybe if we limit the shot itself. For example Flash Man can shot only once during the Flash Stopper, or shot out less in his burst during that time. Oh and of course it must be accurate to the NES boss: so if a stopped enemy receive a hit, the stopper effect will immediately disabled.

But this is just my opinion. For some reason I like to see some Flash Stopper + Shot combo in a balanced way.

74
Projects & Creative / Re: Justified Classes v3c
« on: July 03, 2015, 07:09:39 PM »
I talk about an area of effect weapon, much like the Flash Stopper. It could half the movement speed, maybe the refire rate. And while this active, Time Man could not regenerate ammo. If he shout out every of ammo, or after 5-10 sec, the ability will be deactivated.

I think if this affects only the player close enough during activation, and not the time will be slowed but the player only, it would be good enough. Maybe even balanced than an actual time slow ability.

75
Projects & Creative / Re: Justified Classes v3c
« on: July 03, 2015, 12:16:38 PM »
Actually Time Man and Flash Man is not the same in their original game:

Time Man slow down the time and you must fight against him like that.
Flash Man completely stop the time, and shot at your direction.

I never said this, but It would be good if Flash Man could use his mainfire during the Time Stopper. Of course then something must be nerfed. Flash Man could not move when he stop the time, but will everyone stop within range, or if enter the range when the effect still active. Outside the range, Flash Man would be easy target during the time stop.

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