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Messages - MusashiAA

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1651
Quote from: "xColdxFusionx"
Quote from: "Musashi-COM"
The Bass Buster that appears in &Bass and onwards is nothing like MM8BDM's Bass Buster item to begin with. The Bass Buster is only capable of having 5 shots on screen, with no spread, and doing half the damage of the Mega Buster's buster shots. This was probably modified since literally translating those stats to a 3D plane would've made the Bass Buster UP. If YD's Bass class should be nerfed, I propose a damage nerf and a spread decrease only. The rest is fine. EDIT: Actually, forget it. Just disable airdashing and give Bass the ability to jump higher and further with a dashjump.

Dashjumping? I like it. A damage nerf would be nice, too.

I actually thought Bass HAD a dashjump when I first tried it. I was disappointed.

Also, I sincerely think Proto Man is too based on his MM9 gameplay style, which is itself based on MM's MM4 gameplay style. He got the slide in MM9 to compensate for MM's simplistic gameplay style, and to appeal for a gameplay style more akin to the previous games. Proto Man originally had a dash ability, in which he placed his shield in front of him, using it as a battering ram. So why not replacing the slide with a dash melee attack that helps him to get out of a cluster of enemies while dishing a bit of damage as well?

A Shield Bash would make Protoman more unique. I can hardly see the difference at the moment.

Since he would be carrying his shield in front of him, why not also give the Shield Bash blocking abilities? When Proto Man dashes, shots are blocked just like when standing with the shield, just only in front of him. Also, you shouldn't be able to use the Shield Bash while charging.

Hell, why not making the Proto Shield a separate weapon for Proto Man, like with Wily and the Alien form?


There's also the fact that Proto Man's charge shot is taken from MM9, which was taken from MM's MM4 charge shot. In all games previous to MM9, Proto Man had the Proto Strike, which was a medium range, bigass charge shot, with a really big damage output. I'm not really complaining about the current Proto Buster, but I guess a bit of variety couldn't hurt.

Proto Buster is fine as-is. Doesn't need the change.

As for Mega Man, he's ok. His buster isn't as fast as it used to be, so maybe a little increase on fire rate shouldn't hurt.

The Charge Buster removes some of Protoman's originality. I think it should be removed entirely, but since that isn't likely, I guess he's fine as-is.


Mega Buster: Less powerful, bigger hitbox, slow traveling speed, charge is lost when taking damage.

Proto Buster: More powerful, smaller hitbox, fast traveling speed, charge is kept when taking damage





EDIT: Oh, also, the Shield Bash should have a stop frame, like X and Zero's dash animation. It would help prevent bashspamming by adding an extra frame where Proto Man must slow down to start a new dash.

(click to show/hide)

Check the dashing frames, and look at the last 2, from left to right.

1652
The Bass Buster that appears in &Bass and onwards is nothing like MM8BDM's Bass Buster item to begin with. The Bass Buster is only capable of having 5 shots on screen, with no spread, and doing half the damage of the Mega Buster's buster shots. This was probably modified since literally translating those stats to a 3D plane would've made the Bass Buster UP. If YD's Bass class should be nerfed, I propose a damage nerf and a spread decrease only. The rest is fine. EDIT: Actually, forget it. Just disable airdashing and give Bass the ability to jump higher and further with a dashjump.

Also, I sincerely think Proto Man is too based on his MM9 gameplay style, which is itself based on MM's MM4 gameplay style. He got the slide in MM9 to compensate for MM's simplistic gameplay style, and to appeal for a gameplay style more akin to the previous games. Proto Man originally had a dash ability, in which he placed his shield in front of him, using it as a battering ram. So why not replacing the slide with a dash melee attack that helps him to get out of a cluster of enemies while dishing a bit of damage as well?

There's also the fact that Proto Man's charge shot is taken from MM9, which was taken from MM's MM4 charge shot. In all games previous to MM9, Proto Man had the Proto Strike, which was a medium range, bigass charge shot, with a really big damage output. I'm not really complaining about the current Proto Buster, but I guess a bit of variety couldn't hurt.

As for Mega Man, he's ok. His buster isn't as fast as it used to be, so maybe a little increase on fire rate shouldn't hurt.

1653
Also, why not implementing a Dr. Light class that has a melee wrench attack (altfire, repairs teammates in team-based modes) and a tazer gun that stuns enemies while doing a bit of damage?

The tazer gun would function just exactly like Wily's plasma gun, with an extra stun effect and less damage.

EDIT: Also, I don't know if it has been suggested or not, but please update those Wily walking animations.


1654
Just make it work like the Heavy's Minigun:



Spin up before shooting.

1655
Can I make a suggestion? How about removing Needle's current altfire, and replacing it with a spin up feature that slows players down, but is needed to use Needle Cannon?:

Altfire: Cannon spin up. Slows down the player.

Altfire + M1: Super Needle Cannon. Faster version of the vanilla weapon, but has a moderate spread shot.

M1: Normal Needle Cannon. Slower and weaker than Super Needle Cannon, with a lower spread shot.

1656
DECORATE and ACS Modifications / Re: MegaMan.EXE ~ I won't give up yet!!
« on: August 07, 2011, 09:59:33 PM »
Obviously, MegaMan.EXE's MegaBuster is quite different than Rock's. Rock's Mega Buster has a constant bullet speed and an average damage, but lacks of lock-on features.

EXE's MegaBuster would have a medium-close range lock-on feature (m2?), and bullets would become hard to distinguish (semi-transparent and small). The EXE Buster shot's bullet speed varies depending on the proximity of the target. If the target is too close, it's fast; if it's too far, it's slow. But almost all shots would be certain to hit IF lock-on is enabled. Charged shots function the same way, but take way longer to build up, and cause average-to-heavy damage.

Chip attacks should be treated as individual attack types, each with their own ammo, in order to summarize all same attacks with higher damage value (ex. reducing all types of Cannon into one, with the same damage as the weakest type).

Stuff like program advances and Soul Unisons are just too complicated for me to introduce to a Jump-n-Shoot formula, let alone an FPS.

There's something to get this thing going.

1657
Mega Man Discussion / Re: Mega Man Legends 3 cancelled
« on: July 21, 2011, 07:42:05 AM »
GO AND MAKE ME PROUD, SON!

I digress. They can screw it up even more :cool:

1658
Mega Man Discussion / Re: Mega Man Legends 3 cancelled
« on: July 20, 2011, 12:57:54 AM »
MM9 was 8-bit because of a risky developing decission. MM10 was 8-bit because of a false "ohmaigah8bitisawesumbuybuybuy" alarm.

The X series is supposed to end in X5, and Z1 was made following this. X6 and onward were not sufficiently produced by Inafune, if not at all.

Inafune might be a kind of Nomura for the Rockman franchise in terms of character conceptualization, but hot damn he and a whole bunch of people made lots of good games. He left Capcom because he was not getting the respect he deserved after many IPs and hits produced and directed by him. That and personal beliefs.

1659
Mega Man Discussion / Re: Mega Man Legends 3 cancelled
« on: July 19, 2011, 05:57:25 AM »
Backlash, you say?

I don't see anything close to a backlash.

Also, hello there.

1660
Anything Goes / Re: I don't know about you guys...
« on: February 27, 2011, 07:53:24 AM »
No. I'm just making the worst joke thread in know history.

Also, I plan on making this thread an art thread. I'm actually working on it right now. I know how you guys love skins and 8-bit MM music. I just saw some on the wiki and, man...

I just felt like I had to do something about it. As in "let's kick everyone in the nuts with some sprite designs or something along those lines"

1661
Anything Goes / Re: I don't know about you guys...
« on: February 27, 2011, 07:46:05 AM »
Yes, yes. Let's call it "a coincidence". Definitely not a summoning or anything.

1662
Anything Goes / I don't know about you guys...
« on: February 27, 2011, 07:39:29 AM »
BUT I FEEL ALIIIIIIVEEEEE!

Just sayin'. Not that it's a big deal or anything. I'm not trying to be active again. Move along. There's nothing or no one to see here. There are no zombies in this thread. I don't plan on eating your thinking pillow and deep it in barnacle sauce. NOPE. Not at all. Why are you still here? GET OUT MAN, IM DEAD SHUSH LEAVE ME ALONE.

1663
MM8BDM Discussion / Re: Project D.E.R.P.
« on: December 19, 2010, 05:14:06 AM »
Quote from: "ice"
Quote from: "brotoad"
how about an announcer that has megamans MM8 voice you know you'd want it
no, better yet, Dr. "Elmer Fudd" Light

Dr. Wily announcer beats all.

"Exxcelennt!" (double kill)
"Mag-nnnificent!" (multi kill)
"Herrschaft!" (German for "domination") (5 kill streak)
"TOOOTAL DOMINATION!" (10 kill streak)
"Vell, aren't you a llama, eh?" (Frag someone while they are talking/lagging)

"Someone captured the red flag, you dumb bots!"
"Someone captured the blue flag! Nyeheheh!"
"*sigh* The red flag has returned."
"The blue flag has returned *grunts*"

lol because red team is Wily and blue is Light, getit? Heh...

1664
MM8BDM Discussion / Re: Vote kick should be forbidden, seriously
« on: December 18, 2010, 08:30:38 PM »
Vote kick is a useful tool against trolls when the server admin is nowhere to be found. If you find yourself being trollkicked, I believe you can just report to the proper authorities about this situation...I think.

Alternately, you could just join another server and ask the players if they want to switch to Roboenza. If not, it sucks to be you. Deal with it. Try some other day OR just start your own Roboenza-only server and start promoting it here or...something.

Which makes me wonder: there should be an official Roboenza-only server already, but there isn't. How come?.

1665
Mega Man Discussion / Re: Keiji Inafune Quits
« on: October 29, 2010, 08:39:08 PM »
The ramifications of this are gonna be sooooo interesting.

Thank God I'm not just a MM fan. Still, today is a sad day.

The fate of the Rockman franchise might now just rest on our shoulders and Capcom's.

Unless Inafune-san is just taking a well-deserved break. A very long, well-deserved break. He may just work on his own now! Godspeed, Inafking!

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