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Messages - RageBurner

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16
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 05, 2016, 07:45:04 AM »
Most strange. What kind of manager do you use? also. I suggest you redownload everything in a separate folder and try starting fresh. If you need to skip stages there is a console command for that.

17
Projects & Creative / Re: Justified Classes v3ehhh
« on: September 04, 2016, 12:16:36 AM »
I just got into this game a while ago and I really like this mod and prefer it a bit over the Yellow Devil mod. However I have a few issues with it mainly concerning the accessibility of the classes. For some reason when setting up bots in the quickgame setup I can not choose any robot master from MM7. Also, for some reason Dr. Wily is listed twice and both times it simply spawns Quint. Another question is when is the mod going to be compatible with v5?

As Darkpaladin109 mentioned, some bot names are either place holders or only function in specific modes. All robot masters from MM1 to MM&B should be fully functional though, both to fight against and to play as. Are you loading mods in the correct order?

18
Projects & Creative / Re: Justified Classes v3ehhh
« on: August 16, 2016, 07:57:33 PM »
Yeah, Hyper Storm H's second HP bar is indeed canon. It's probable that on most situations he could frag due to outlasting classes, but given the nature and speed of the game in general, I don't see direct attacks being safe, even with so much energy to spare (Heat Man's heat tackle could easily deplete a lot of HP if a bot used it, since it aimlocks, for example).

19
Projects & Creative / Re: Justified Classes v3ehhh
« on: August 10, 2016, 07:37:22 PM »
I found King to be unwieldy to be honest. But then again, I don't like guys like Frost Man or Duo either, and they are also heavily armored, if I recall correctly. That said, even though Quick Man is fast I don't like him either. I guess you could say I like some flimsy characters, but several normal weighted ones like Saturn and Heat Man.

20
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: August 09, 2016, 11:00:56 PM »
Just wanted to chime in to thank everyone involved with the work that went towards the MM9 expansion. Despite it being my least favorite game on the franchise, I feel the devs really gave the maps and weapons a lot of thought and the whole "vibe" of the expansion was right on target. I'm especially fond of Tornado Man's map - it turned out quite beautiful.

21
Projects & Creative / Re: Justified Classes v3ehhh
« on: August 09, 2016, 10:56:51 PM »
But I don't know what will happen to the MM10 last boss in MM8BDM, since Gamma already claimed that awesome music.Whatever the MM10 will be ready I wait for the Justified Classes to catch up and wish Hyper Storm H still has both of his healt bar. I can't get enough of it.
Slow guys are not my style (I main Burner Man and sub Pluto), but I can see the appeal of having a lot of health and beng tanky, I guess.

22
Projects & Creative / Re: Justified Classes v3ehhh
« on: August 01, 2016, 07:13:07 PM »
Quote from: "Endymion"
Maybe MM10 will be here faster than expected. A larger update instead of a lot small is always more worthful to wait for.

That may very well be the case. MM7 and MM8 were more complicated to produce due to the need of downscaling assets and such. MM9 and MM10 require no such things. This doesn't preclude the time needed for map and weapon making, of course, but still, it could hasten the process considerably.

23
Projects & Creative / Re: Justified Classes v3ehhh
« on: August 01, 2016, 09:18:57 AM »
Ah, very exciting to see v5 out!
I'm no fan of MM9, but more content is always welcome.
Smeckie brings up a good point; it is a good idea to wait, both out of courtesy as well as to make sure the release is stable (I wouldn't be surprised to see v5c out eventually, and stability never hurts).

24
Projects & Creative / Re: Justified Classes v3ehh
« on: July 11, 2016, 01:47:54 PM »
Yes, exactly. That's the behavior I noticed on my server, with any given map. That more than likely means it is the bot code for these classes that is the culprit (in my experience the weapon gets copied, but things go awry soon after).

25
Projects & Creative / Re: Justified Classes v3ehh
« on: July 09, 2016, 02:11:05 AM »
Quote from: "Fyone"
I'll fix those bugs you mentioned for Snakeman, Uranus, and Protoman for next version. Thanks for reporting them.

I'm glad to report whatever I can find.

Quote from: "Fyone"
We will most likely just increase Crashman's jump height for next version, however I can't see us buffing his armour because that would be too big of a buff even if he is supposed to have higher armour.

I don't even use Crash Man myself, so don't think I'm trying to favor him. It's just since canon is important for this mod (and I agree that's how it should be) I thought I'd bring up some established data.

(As a counter point, Astro Man is a floating arsenal with all his attacks and everything, pretty much on canon, so yeah).

Quote from: "Fyone"
Water Cannon may feel strong against bots, but in online play it's very easy to avoid so it needs to do good damage to catch people off guard/zone.

Infinite ammo makes this kind of weapon unfair. I know it's not your guys' fault and more of a Zandronum issue, probably, but yeah, I felt I needed to bring it up at least once.

Quote from: "Fyone"
Turboman gains a speed boost when he has his Scorch Wheel up so we can't have him be able to hold it indefinitely.

Ah so his speed goes up. I guess that makes sense. I'd rather have a higher base movement than this though, personally.

Quote from: "Fyone"
For Centaurman's galloping I'm not 100% sure if you can mute it for the player using the class only but I personally feel the galloping noise isn't that annoying especially considering when you use your item use you won't hear it all. However if more people find that it's bothersome we can see about doing something to it.

I guess most would find it to be a nitpick, but yeah, I find it annoying. Even if the item makes it silent, the item can't be used all the time.

Quote from: "Fyone"
I forgot about Gyroman; when flying your Gyro Attacks don't consume any ammo so I don't feel like ammo should be an issue for him.

Yes, I know the Gyro Attacks don't use up ammo, but his air time is pretty shoddy, that's what I meant. I think for the sake of his mobility, ammo could burn a little more slowly, at least, when in the air. If anything, Tengu Man should have less air time than Gyro Man, since Tengu Man naturally should fly faster (Gyro = propeller, Tengu = Jet).

Thanks for hearing me out, Fyone!

Edit: was Guts Man fixed on the current version? because his attack behavior (which I affectionately call "Guts Waiter") hasn't changed: he fires rocks a few times with his Super Arm then stops attacking completely (the sprite indicates he is waiting for a new chunk of debris, but it never comes to him).

Edit 2: This is probably known due to changing bot behaviors, but killing a Stardroid with a copywep class makes the game crash (tried this on a LAN server with just me + 1 bot).

26
Projects & Creative / Re: Justified Classes v3ehh
« on: July 08, 2016, 09:55:21 AM »
I've been considering a few thoughts on some of the robot masters that I'd like to share:

Crash Man
(click to show/hide)

Aqua Man:
(click to show/hide)

Gyro Man:
(click to show/hide)

Turbo Man:
(click to show/hide)

Centaur Man:
(click to show/hide)

That's all I can think of at the moment, sorry for the long post and thanks for hearing me out, JC team.

27
Projects & Creative / Re: Justified Classes v3ehh
« on: July 07, 2016, 07:09:06 PM »
I have a question not directly related to the mod, but that I feel is worth asking: it seems the wiki for MM8BDM is no longer maintained and that includes the article about JC. Will there be a different repository of information for JC classes and strategy?

Also, I believe someone mentioned before that Snake Man gets stuck when jumping into corners. Uranus does also, when using altfire.

Another thing I noticed: In Gemini Man's stage, every time Proto Man dies, a  completely immobile Proto Man that does nothing and stays stuck in place. It seems to happen every time and many "Proto Ghosts" get created. I don't know if this happens in other maps where Proto Man spawns yet. I have a screenshot if needed.

Edit: the "Proto Ghosts happen on any map Proto Man is present, it seems, at least to me, and don't happen if the game is played without the mod active.

28
Projects & Creative / Re: Justified Classes v3ehh
« on: July 07, 2016, 09:38:54 AM »
By the way, there is something I'd like to suggest about Pirate Man. The way remote mines are controlled and detonated feels awkward, at least to me. Instead of holding mainfire to keep it flying and letting go for it to attach (pressing it and again to explode), it should work more like the copywep variants (fire, let it fly on its own, it attaches, then fire again to detonate).

29
Projects & Creative / Re: Justified Classes v3ehh
« on: July 07, 2016, 09:29:20 AM »
Quote from: "Promestein"
I'm a bit confused about Mercury's new mechanics. Sometimes I snap to another location, and I can't pin down exactly what it's all about.

Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?

I don't know about Joe, but as far as I've tested with Mercury, if you manage to score hits with at least two mercury blobs, then you can move to a new location yourself while you reform. Otherwise all four blobs will coalesce in one place and the camera will snap before Mercury's body reforms.

30
Projects & Creative / Re: i spent way too long on this
« on: July 07, 2016, 02:58:48 AM »
Quote from: "Fyone"
In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement...


Personally I agree with this. In a game as frantic as MM8BDM having low base movement is dire, hence why
staying in motion whenever possible is a must. After playing Burner Man on the new version I felt the reduced base speed
wasn't as bad as I thought it would be, so I guess it is worthwhile to be able to use Forest Diver without self-stun.

As for the relative slowdown of attacks, it wouldn't make much sense to make them uniform, IMO, although "heavies" do suffer a lot, their masses are far from the same (Hard Man has a much heavier body than Stone Man, and Stone Man is probably actually a little lighter than Dive Man despite their height difference, at least that's the impression I get.

Quote from: "Fyone"
We compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

I'm against nerfing power in general, except in a few glaring cases, such as Aqua Man's water cannon (I'm not sure if it's a ripper or not, but maybe the duration or reach of the water stream could stand to be reduced.

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