butttttt now concerning the topic again.
FIRST: Stardust going solo over a few incidents, that yes, started with me.
Most werk is being done in PM, the devteam is still here but mostly talks in PM with me. Either way we're to v2ehh already, and get some relax after all these updates, except if there's a major thing that needs to be fixed (I'm aware for instance Thor ++ can rekt his own minions, and the minions themselves can rekt other minions, but this would mean another sub-sub-hotfix), both I and Tails grew a bit tired actually of SH all day erryday, Tails has moved on to a Mission mode-type project (he posted a screenshot of this spikey enemy from GB Cutman lately to show progress) (yet he's still joinable and we still discuss about what's going on in SH occasionally), and on my own I'm slowly getting closer to random Megaman-related projects, like the mapping compo, justified/ (and justiderp), doing personnal projects too... SH rose high enough, our aim wasn't to kill MM8BDM, neither :( we're turning down the servers for days sometimes.
tl;dr the devteam is kind of "scatterred" even if we're still in contact, but at the same time SH being overrated/overplayed gives us less interest in working on it
Second: While this mod claimed to take a new view on hales, its still the same thing with more clunkiness.
yes and no
rather no though
Supermachoman is basically a charge and attack version of saxton hale. With the added benefit of stunning.
Macho Man isn't a space flying japanese mech which can transform into a car or a UFO and send rockets on the Earth unfortunately, it's just a boxer. His melee system was designed to be a melee, because there's no way to make a boxer uses something else than his punches ; but at the same time, making it different than a SH fist.
These differences of Macho Man include guarding, a speed boost, a recovering system (which makes him more a healthy hale than a powerful one), a stunning attack that allows to combo with the main uppercut, an uppercut that can be charged, and his attacks propulse him forward ; those are enough differences that make Macho Man not a simple old melee stereotype, and change your strategies when fighting him
Third: GOSM having both his slice and his meteor are redundant and more of a waste.
If you keep using the meteor I'mok with this, actually the most important reason for the slicing was 3D floors where the meteor would crash into the ceiling
Fourth:Again, going back to how this mod claimed to be a different take on hale, why does hale himself have no real change.
I upgraded already the older hales while my aim was to make some new ones ; if you ask some players' opinion I bet they'd prefer new hales instead of old hales edit, too. If you think about it Saxton Hale has a reason to be the "main", "base" hale : it's the model hale, the best of the generic melees. If there's no generic melee hale it's not good ol SH anymore
Fifth: Why make pissed off rolls a regular hale, then hide it? She needs some work or a new rage, but cmon, you dont need to hide her.
Too much complains -- even when she's selected as one of the 3 secret hales you can still hear some "bawww" or "fuck" or "not her again" or "not that OP hale" or "y no gamma feet", she's still the only hale which has a rage mostly focused on healing, in this case I'd prefer her to keep the Silversin concept and keep the regen, and thus leaving her in the secret hales column
Sixth: Neods pls.
>:I
Seventh: Gamma feet. Even for a joke boss, its still more useful and fun then saxton hale himself. But even then there are severe limitations. The feet's views are screwy in small spaces, and their attacks are far less effective in said spaces. Their slow speed makes it worse on larger maps. But again its a joke boss, so i cant really say its too much of an issue.
Yea also lately all the secret hales were buffed to make them a bit more OP and special ; the gamma feet's buff was a speed boost increasing. You can't see shiz below you, but you're guarantee to kill someone by crushing if he/she's so close to you, you can't even see him/her
Eighth: Akuma pls. I cant tell if hes a joke or serious. Hes not that tanky or powerful in his game series, so why does he get to be a god here? Even unholy's takes on akuma are possible to kill, and the bosses in that mod refuse to die.
Mathematically you can kill him, but Gouki* (not Akuma) isn't like any other hale, it's Gouki, it's like a super saiyan. It's just, "balancing" Gouki seems so incompatible. He extremely rarely pops-up in the mod, but if you don't enjoy being rekt by him in the very obscure occasions he appears, you shouldn't play Paper Mario 64 as that's how the intro battle works
though I herd u were good at telefragging
Ninth: You've always said you'll "think" about them, but you never really did. you just brushed it off. Its wrong, and its lead to hales and classes being unbalanced, and, the worst of it, to super macho man..
why are the classes and macho man unbalanced?
Tenth: Tomahawk talbain's old darkness was fine. at least you could still see. But why the hell did you make it total blackout? Before you even say theres the automap function, let me inform you that on maps like brightman, the automap does nothing to benefit you.. It doesnt tell you where theres pit, or where the boss is at. Total blackout isnt fun, especially since its lead me over a pit quite a number of times. that needs to be seriously adjusted.
Total darkness was mesured for the first version of SHR++ already, and I thought everyone was seeing a black screen ; the main reason is to prevent gamma abuse, because this would ignore the darkness and so, you'd make the battle unfair (because Talbain's health is lower due to the darkness helping him). Right now it stays perfectly black for about 1.5 and this every 12 seconds or so, it's not that impossible to fight. It's not like you are stunned, you simply need to draw the road you're going to follow for one second (because a standing still target has less chance of surviving)
Eleventh: Classes: Tank aka Duo's resistance to damage is random. more random then whos gonna get what boss overall in the mod and any saxton hale branch. It can and cant survive a za warudo (im not even gonna talk about dio flash and why hes a thing), it can take a punch and it cant. Not to mention with the reverse knockback, you can get sent flying into a pit, or a dead end, making that slow speed and extra resistance worth nothing. Not many hale shots trigger it however, they always just widdle the tank's hp down to nothing regardless of what he does. curly wont trigger it at all, so if you see curly, run. owait, i mean crawl away slowly. On the up side, his duo fist, fully charged, deals alot.. pending you can even land the hit with the slow shot.
Duo's invulnerability is mostly an extra inherited from Silversin's version ; 160 HP already makes him way more resistant than normal classes and with a Medic around it can take years to defeat him (Roll heals better the Tanks than the other classes). It's not like every map is MM1BOM and you're always fighting in the outside portion
Twelfth: Medic aka roll aka MEDIC/DOKTA. I question the purpose of a medic sometimes. Shes useful against bosses like curly/quote. but when you come against hales like GOSM, or Dio flash, does she even need to exist? Not only does her heal bar run out quickly, and regens painfully slow, but she's also a popular target for hales, making her the first to go. So is her real job to be a medic? or target practice? Her buster is faster then megaman's and deals the same damage, so when you get drain/spread it works out nicely. Instead of her current painful setup, have her regen quicker, but she can only get half her original ammo back.
She wasn't even supposed to regen, the concept was to prevent stalling here. If she would have a low starting ammo but regen quickly, she would never run out of ammo due to the faster recovering. The idea was to give her a solid basis (a full bar can heal about 250-300 HP, the ammo might be buffed though), and a low/almost no recover when she used all the ammo, rightly to prevent stalling
Also it makes sense to me that focusing the healer is a common and approved technique in gaming
That doesn't mean you can't damage the other players in the process, and that's where Roll acts, and that's how offensive/defensive classes work together
Fifteenth: Speedster... yea.. weaker megaman? that shoots faster? with the rof, hes probably more effective then megaman to be perfectly honest. He doesnt build up too much rage either for a rapid fire class, so he kinda gets away with being an upgrade that can stall with the right tactics.
The worst case scenario would be Gilga VS Speedster, but hey against distant hales like Thor++, Cave Johnson, Cave Story, or even Remilia since she's faster than him, Bass isn't as effective as it seems (the ATK nerf is noticeable, the best example is that Hard Knuckles deals 70 damage originally. 70 * 0.7 = 49 damage for Bass)
Sixteenth: Runes. Drain. why drain. Drain is terrible. its a blessing for whoever gets it, but its so unnecessary, and game breaking in some cases. Get yourself a nice camp and drain, and the hales done. no chance. this gets worse when you have either speedster or medic, who can recover quicker because of their rof. And resistance is kind of pointless to some hales, again, dio flash. Is it just me, or did dio flash get all the love? or some of it went to UNRM and SMM and remilia as well...
If the draining is bothering, don't let it happen. While offensive runes increase your power, Drain will makes you more resistant in defense. It's all up to dodging for the hale player, and to be honest it doesn't matter if you're a close-ranged boss like SH or something more distant like Cave Johnson. Both can take 70% of your health in a single hit, so overwhelm the draining survivor with the power of melee (since most melee hales are fast, they have great dodging skills), or stalk with distant attacks if you're afraid to get hit. Drain isn't that threatening, I think a good old Spread is way better. I admit though again that Bass vs Gilgamesh can be tricky but that's again the worst scenario (better rocket punching Bass)
Don't forget some rages can OHKO and Drain won't help here
Seventeenth: Remilia. Remilia. Remilia.... Shes the fastest hale, the most flexible, and she can ohko better then any other melee hale, not counting dio. She has a rage that would make a pinball machine cry. Shes basically a death sentence to anyone whos not alert 200%. and even then, its a low chance they'll survive one or two encounters with remilia. that speed allows her to, and excuse me for this, throttle anyone in the behind or front without giving two fucks. Remilia needs a speed nerf as well as an adjustment on her... throttling to match the theme of the rest of the melee hales.
Yeah her melee can hurt a lot, it's supposed to do 22*4 for a max of 88 damage on a perfect melee streak but sometimes it does 22*5 for some reasons. Her range tho, Starman's slicing was already the shortest melee, Remilia's is even shorter. She might receive a few tweaks and/or nerfs to her speed or to her melee damage just so it can't OHKO anymore for sure. When activating rage mode, she has like two or three seconds of prosperity before she's able to shoot the bullets ; when in rage mode, her speed is like halved, too. My advise to counter her rage : it's very environmental. You should stay around narrow, hidden areas as Remilia can't create danmakus in small corridors (a very good niche for instance is near to the location of Mega Ball in MM1DW1). Hide in corners, where she's unlikey to find you, neither could the bullets.
Eighteenth: Unknown robot master is, for the most part, balenced out since his debut.. except for hot heads and sniper armor. they still need an hp nerf, and hothead fires should have less homing abilities or less speed. But for the most part, hes semi-ok... that rage though makes it cheap for the last person alive.
IKR about the rage but I promise if you spin around the hale in circles you'll get minimal damage even when alone. We did the test with Celebi with the current power and I couldn't even take 30 HP away. The rage still lasts fairly shortly so it's bearable
I'll reduce the tackle fires' speed den, yet Hot Head is the easiest summon to hit as he's just standing there without any protection
Nineteenth: Dio flash. we do not talk about dio flash. Dio flash is a pain. dio flash is love. Dio flash is life. Dio flash wont fucking die.
manliness ga taosenai
Twentieth: Over all, this mod needs to be seriously reworked in some aspects and Stardust will need help in order to do so. i can make a complete and actual list for what i see needs fixing/reworking, apart from what i mentioned here. Stardust, ill say this as a past friend: Get your old team back, and start listening to others. If you want this mod to actually succeed, work with people, not against them.
I do listen, but I can refuse. The mod isn't that unbalanced tho ; the hale/survivor winning ratio has progressed since the OHKO melee era