Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - RageBurner

Pages: 1 ... 3 4 [5] 6
61
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 17, 2015, 02:50:48 AM »
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?

62
Projects & Creative / Re: Justified Classes v3c + hotfix
« on: July 08, 2015, 07:03:18 PM »
Quote from: "Fyone"
It was really only nerfed since it would OHKO at point blank.

Oh, in this case it is understandable. I tend to keep myself rather distant
when playing as Burst Man so I never had it happen to me before.
(insta-kills with bomb drops, I mean).

Quote from: "Fyone"
Alright I can do this for uncharged shots, thanks for the suggestion!


Thanks!

63
Projects & Creative / Re: Justified Classes v3c + Hotfix
« on: July 07, 2015, 07:02:48 PM »
Quote from: "Shmeckie"
Y'all were talking about bots earlier, and for those who don't know I should remind you that the bots are programmed to imitate their behaviors from the boss fight in their original game. So when you fight the Flash Man bot, he's imitating the AI pattern of Flash Man in Mega Man 2.

Yes, that is understandable, and at least on my part, is not what I'm questioning.
The issue isn't with the patterns themselves but the fact that bots don't need to manage ammo. I realize
this may be a limitation with Zandronum/Doom but still.

Also, something about Freeze Man. When shooting freeze cracker repeatedly, the energy halo that forms around his hand obstructs the player view, making it difficult to land subsequent shots correctly. Can I suggest making the halo a little smaller?

addendum: The halo seems to take the player's Y coordinate into account. The higher you look, the less it will obstruct your view. Low shots are important for Freeze Man though, because of Freeze Cracker's nature.

64
Projects & Creative / Re: Justified Classes v3c + hotfix
« on: July 06, 2015, 09:49:58 PM »
Quote from: "Fyone"
Due to shenanigans hotfix released, add the file after JustifiedClasses-v3c.pk3!

Good work, JC team!

Quote from: "Fyone"
Changelog:
-Fixed BusterRodG's infinite illusions
-Fixed MegaWaterS's altfire ability to push allies
-Fixed Burnerman's mainfire not being able to push Pirate mines
-Fixed Shields
-Fixed Protoman's OilSlider
-Buffed Springman's altfire speed again and buffed the damage slightly

I get why those were changed, makes sense.

Quote from: "Fyone"
-Nerfed Burstman's DangerWraps that fall off him when being hit by a strong attack

This one I don't really get. From what I understand only chargeable weapons can cause this, and it's not like Burstman doesn't pay for the bomb drops by taking damage anyway. I think it's an integral part of his mechanics, and there are other RMs that drop bombs that are much stronger without paying HP for them (like Mars and Grenade Man) ... just my two cents.

65
Projects & Creative / Re: Justified Classes v3c
« on: July 05, 2015, 11:38:01 PM »
Quote from: "Endymion"
But since there are balance changes, I not really know how much can be abused Wood Man.

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).

66
Projects & Creative / Re: Justified Classes v3c
« on: July 05, 2015, 01:19:20 AM »
Quote from: "Endymion"
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

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.

67
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 11:05:19 PM »
Quote from: "Endymion"
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.

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?

68
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 09:55:46 PM »
Apparently there is a 2.1 version of Zandronum. I can't say if it would work with MM8BDM, but it might fix this?

69
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 08:10:41 PM »
Quote from: "Rubyyoshi"
In the past, you used to be able to either weapnext or weapprev to get to the buster.

I think if you double bind the weapon switching, you should be able to get the effect you want? don't quote me on it though.

70
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 08:09:07 PM »
Quote from: "Fyone"
Well I can just alter/fix how the bot works, are you saying that the bot uses Time Stopper too much or are you saying that he's using mainfire while the Time Stopper is active? I'm kind of confused by the way you worded it.

So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?

71
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 03:36:45 AM »
Quote from: "Endymion"
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 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

72
Projects & Creative / Re: Justified Classes v3c
« on: July 03, 2015, 01:15:08 AM »
Quote from: "Carprillo"
Personally, and keep in mind that I have no idea how this would work, it should actually slow stuff down.
I was thinking tweaking the code of the core Flash Stopper weapon.
Thoughts?

Been a while since I actually played PU, but if memory serves you are correct, Carprillo.
Also, given that Flash Man is basically Time Man 2.0, your idea makes sense on a code level too.

I'm no dev of course, but there's my opinion, for what it's worth.

73
Projects & Creative / Re: Justified Classes v3c
« on: July 01, 2015, 07:04:21 PM »
Nice! thanks for the hard work, JC team.
Just to make sure I got this correctly, the patch after the main mod isn't needed in the load order anymore, is that it?

74
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: June 27, 2015, 07:42:46 AM »
Quote from: "Promestein"
It's playable. Not as bad as I thought it'd be - I like it more than 7, at the very least. It's got some big flaws, but it's still alright. If you're going to emulate it, I'd recommend using Oswan.

Thanks for your tips. I admit a big part of me even considering playing this is because I'm a big fan of Bass, as I'm not really a fan of the RM designs in that game (although it does bridge some interesting details, if what Rockman Shadow says is to be considered canon).

75
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: June 27, 2015, 01:22:02 AM »
Out of curiosity, Promestein, how playable is R&F Mirai Kara no Chousenka if you have played it?
I'm rather reluctant to try, myself, but if it is considered canon, it would be fair to give it a go.

Quote from: "Endymion"
Ups, I misreaded the post. I saw "don't intend" instead of "do". XD

Haha, good thing it was a misread, eh? it would indeed be a little unsettling to leave MM9 and 10 out, especially because I can't wait to try Magma Man, Solar Man and Blade Man (yeah I'm a sucker for fire RMs).

Pages: 1 ... 3 4 [5] 6