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 - MusashiAA

Pages: 1 ... 106 107 [108] 109 110 ... 115
1606
Projects & Creative / Re: Class based modification (V6A WOOO)
« on: September 18, 2011, 11:01:44 PM »
Roll is a Robot Master, just like Rock was before becoming Mega Man.

Roll is technically also a playable character in the Classic MM series (Mega Man (as many different itinerations), Proto Man, Bass, MM1 and MMPU Robot Masters, Roll).

Roll is also technically Classic Zero, just without combos and copy techniques.

How about a Roll class that has weak broom slashes, but can combo for higher damage, and a flower bouquet bomb as an alt.?

1607
Mega Man Discussion / Re: Rockman 7 FC
« on: September 18, 2011, 08:31:36 AM »
Hey look, it's Bushroot's stage!

1608
Projects & Creative / Re: Class based modification (V6A WOOO)
« on: September 18, 2011, 07:51:10 AM »
My thoughts:
(click to show/hide)

TL;DR, Oil could use an alt, Quick's speed should be controlled through an ammo bar, Gemini clone needs to die when Gemini Man dies, Bright needs a slight buff IMO, Freeze could use an alt. charge shot that freezes people, Shade's M2 needs to work properly on water or just don't work at all, Junk Man leaves too much junk all over the place and his Junk Blocks need to be more useful and less OP or just rid of it entirely (being electrified to show danger, being able to use it as an attack).

1609
Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: September 16, 2011, 12:13:49 AM »
Yes, Drill Man is weak to Dive Missile. And since you specifically mentioned the destructive potential Drill Man has, I can take a wild guess and say you played Drill Man for quite a while and you enjoyed it.

1610
Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: September 16, 2011, 12:05:32 AM »
Quote from: "Gummywormz"
Quote from: "Musashi-COM"

Quote from: "Star Dood"
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?

SO MUCH THIS.

Because that would make the fact he gets double attack if he gets hit when it goes up useless.

Actually, when you think about it, Skull Barrier doesn't even last too long to be considered part of the problem. Maybe allowing him to use his Skull Sniper when Skull Barrier is up, but slowing him down a tad bit? Or making both the Skull Sniper and Skull Barrier share the same ammo bar?

1611
Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: September 15, 2011, 11:53:42 PM »
Quote from: "Star Dood"
- Give Bright Man a slight damage buff.

I'd like to alternately propose a slight splash damage area increase for Bright Grenade. If not, the slight damage buff should go towards the Bright Grenade, and not Bright Man's buster.

EDIT: One thing that has always bothered me about Bright Man is that he really doesn't have his main weapon, the Flash Stopper. The Bright Grenade is there to avoid vanilla Flash Stopper abuse, but it stills quite doesn't do the job you expect from Bright Man's special weapon. So I thought about adding a different version of the Flash Stopper as a charged buster attack for Bright Man. Instead of the regular semi-automatic buster gun, it would be like Mega Man's Mega Buster, just without the 2nd level buster shot. A fully charged shot would allow Bright Man to use a harmless version of the Flash Stopper that would deplete his ammo bar entirely, while keeping the blinding effect and the same area of effect.

Quote from: "Star Dood"
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?

SO MUCH THIS.

1612
Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: September 15, 2011, 08:36:42 PM »
Kangaroo Star Men. Kangaroo Star Men everywhere.

Such method of recharging would require a jumping height buff. That way, you don't have to constantly hop all over the place just to get your ammo back.

1613
Uh, excuse me Mr. Messatsu.

Would you kindly edit the OP so that there's only one latest CSCMRemixv4a download link available? It seems some servers are using the unfixed CSCM06 music issue pack, and others are using the fixed pack. It gets pretty confusing when people download the fixed pack, only to find hosts use the unfixed one. So it would be of great help to just have one download link (this being for the fixed revision) for v4a, instead of two.Maybe people download the first one they see right off the bat?.

1614
Projects & Creative / Re: [Map Pack] IX-Pack
« on: September 15, 2011, 12:34:37 AM »
A sewer-themed song?





Don't mind me and my dumb choices. Just keep looking for sewer-themed MM songs.

1615
Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: September 12, 2011, 05:27:27 AM »
Hey YD

http://www.sounds-resource.com/other_systems/mmpu/

All voice tracks from Mega Man: Powered Up. Taunt material right there.

1616
MM8BDM Discussion / Re: Screenshots
« on: September 12, 2011, 01:30:41 AM »
Quote from: "Lego"
(click to show/hide)
Just a little something I've been working on...

All I have as of now is the vanish blocks, Super Arm (weapon shots) and Scorch Wheel (Item Block) done.

You MUST do this with Item 1.

YOU MUST <33333

1617
Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: September 11, 2011, 05:26:51 PM »
I like the idea of a flash grenade copy weapon.

Also, what about renaming those weapons?:

Broken Time Stopper > Time Bender
Flash Bulbs > Bright Grenade
Centaur Arrow
Skull Sniper
Gravity Sphere > Gravity Pump or Squeeze Sphere

Yeah, I like this idea. Just as long as copy classes can still get those RM's original copy weapons in some way or form, I don't see any real problem.

1618
W.I.P Forum / Re: [EXPANSION] Megaman & Bass - Oh hey a Demo.
« on: September 11, 2011, 06:13:41 AM »
Quote from: "Ice-IX"
(click to show/hide)

Oh my, Rockman 2 hack composing. Desyncs at loop.

Please, do not use this one. Please.

1619
Projects & Creative / Re: Class based modification (V5D RELEASE... finally!)
« on: September 09, 2011, 07:34:26 PM »
E : OTHER

Rid of the M2 dash and replace it with a shield that functions like MMXClasses's Armored Armadillo's (hold M2 to hold shield up front, can't charge buster while shield is up). Leave the charge buster as it is. If you don't want to get rid of the dash, then just keep it as in item ability with infinite uses.

OR

Do what MM7 did: M1 for Proto Buster, M2 for Proto Shield (no need to hold, just press once and you will equip it. Press again to unequip it). While the shield is up front, press M1 for a Shield Bash Dash, which causes a bit of damage and lets you run again faster, like the current slide ability.

1620
Anything Goes / Re: Musashi-COM's Shameless Music Shack
« on: September 08, 2011, 12:39:04 AM »
I don't like the song to begin with. It's such a convoluted piece of quickly put-together scrap. I just made it because whatever.

Pages: 1 ... 106 107 [108] 109 110 ... 115