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Projects & Creative / Re: Stardust's Workshop
« on: September 30, 2014, 04:30:07 PM »
I'm not feeling attacked, I just didn't want to answer at first but it's that time of the year again T.T
I'm not sure if you were expecting me to answer these subjectives problems just to know which ideas we had behind, or if you're definitely writting this complain to say in a nutshell "SH sucks", but I'll answer U still
The purpose of classes is to have characters with different abilities (in a general way). Megaman, Protoman, Bass and Duo are the main fighters : they're different in their stats. Duo is the Tank, Proto the Sweeper, Bass the Speedster. Unlike Megaman who is balanced in every domain (ATK , DEF, SPE), the 3 other offensive classes allow you to play with the stats you personally prefer, by sacrificing another one you might not/less be interesting playing with. As an extra, the 3 fighting classes start with a Proto, Bass Buster or Duo Fist, a nerfed version. This new buster is meant to be better than Mega's Mega Buster, but of course weaker than the not-nerfed, original version (It would be weird to have Proto Man with the Mega Buster, canonly-wise).
Auto and Roll sure are unique because they don't trade stats, but have unique supporting/Healing abilities. The reason why I came up with a medic and an engineer is that these 2 supporting classes can belong to a boss mode, by supporting their team.
Sure, I could have made Justified or CBM playable with SHR++, so your desire of "different" classes could have been filled, but if you're going to get faster, flying, stunning, immunised-type classes like Quick, Gyro, Gravity, Spark or Skull, the game will quickly become broken.
I'm mostly saying this for the people who wanted to know why I prefer to have "copywep-based" classes rather than the classes from CBM/Justi. Basically I thank Rozark for showing you the huge helping graphic that tells you what the classes can do
I don't know what is your way of judging, so if you're going to say "X, Y, Z hales suck, save for hales A, B, C", it could be nice reading why these A-B-C hales are great...
The oïl and fire isn't weak, and has the advantage of "blocking" areas. Oil and fire works as a large area damager. Besides, you can use a burning oïl field to burn even more oïl. The bombs deal a solid 80 damage with a radius large as 1.5 times Pharaoh Shot LV3's, and are quick to pick up. The fire rate is about.... in fact, 2 or 3 times faster than in Balrog's version. Sorry to break your "it feels weak" feeling, but those are numbers. If you don't believe maths, I'm sorry I can't help anymore.
Talbain's darkness used to last long (2 seconds of full darkness, once in a while : like every 14 seconds). Now, it happens fairly often, but last short (0.5 seconds of full darkness every 5 seconds maybe.) I removed the bulb because for such a short blackout time, you don't need to get accurate timing to do your actions. The reason why his attacks "stops" him, is that 1) this melee has a laarge hitbox, 2)...
..
the survivors have to fight in darkness, duh >_;
...so... is it strange I don't agree that all of those points you brought up are bad? I don't think so. You're just exaggerating ._.
EDIT : I'll use this post to say that I took a large puff of air, and decided alongside with Tails and my team to come back to SH progress with a v3. Don't expect anything soon, but we're back on the board and doing work slowly but surely =)
I'm not sure if you were expecting me to answer these subjectives problems just to know which ideas we had behind, or if you're definitely writting this complain to say in a nutshell "SH sucks", but I'll answer U still
The purpose of classes is to have characters with different abilities (in a general way). Megaman, Protoman, Bass and Duo are the main fighters : they're different in their stats. Duo is the Tank, Proto the Sweeper, Bass the Speedster. Unlike Megaman who is balanced in every domain (ATK , DEF, SPE), the 3 other offensive classes allow you to play with the stats you personally prefer, by sacrificing another one you might not/less be interesting playing with. As an extra, the 3 fighting classes start with a Proto, Bass Buster or Duo Fist, a nerfed version. This new buster is meant to be better than Mega's Mega Buster, but of course weaker than the not-nerfed, original version (It would be weird to have Proto Man with the Mega Buster, canonly-wise).
Auto and Roll sure are unique because they don't trade stats, but have unique supporting/Healing abilities. The reason why I came up with a medic and an engineer is that these 2 supporting classes can belong to a boss mode, by supporting their team.
Sure, I could have made Justified or CBM playable with SHR++, so your desire of "different" classes could have been filled, but if you're going to get faster, flying, stunning, immunised-type classes like Quick, Gyro, Gravity, Spark or Skull, the game will quickly become broken.
I'm mostly saying this for the people who wanted to know why I prefer to have "copywep-based" classes rather than the classes from CBM/Justi. Basically I thank Rozark for showing you the huge helping graphic that tells you what the classes can do
I don't know what is your way of judging, so if you're going to say "X, Y, Z hales suck, save for hales A, B, C", it could be nice reading why these A-B-C hales are great...
The oïl and fire isn't weak, and has the advantage of "blocking" areas. Oil and fire works as a large area damager. Besides, you can use a burning oïl field to burn even more oïl. The bombs deal a solid 80 damage with a radius large as 1.5 times Pharaoh Shot LV3's, and are quick to pick up. The fire rate is about.... in fact, 2 or 3 times faster than in Balrog's version. Sorry to break your "it feels weak" feeling, but those are numbers. If you don't believe maths, I'm sorry I can't help anymore.
Talbain's darkness used to last long (2 seconds of full darkness, once in a while : like every 14 seconds). Now, it happens fairly often, but last short (0.5 seconds of full darkness every 5 seconds maybe.) I removed the bulb because for such a short blackout time, you don't need to get accurate timing to do your actions. The reason why his attacks "stops" him, is that 1) this melee has a laarge hitbox, 2)...
..
the survivors have to fight in darkness, duh >_;
...so... is it strange I don't agree that all of those points you brought up are bad? I don't think so. You're just exaggerating ._.
EDIT : I'll use this post to say that I took a large puff of air, and decided alongside with Tails and my team to come back to SH progress with a v3. Don't expect anything soon, but we're back on the board and doing work slowly but surely =)













































