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Messages - MrL1193

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31
Rebalanced was always focused more on the classes and the changes made to them than on the bosses. (Why else would people continue to play it when ++ had far more to offer in the way of bosses?) The only thing I really added on the boss side of things was the dynamic difficulty, and while I do think the system for adjusting the difficulty kept things fair for the most part, the actual difficulty levels themselves were never fleshed out as much as I would have liked.

Really, I only updated Rebalanced this last time for the sake of adding MM8 classes. I've considered making one more update to improve some classes' gameplay a bit more, but frankly, I've grown tired of trying to fix a set of classes that weren't designed to fight bosses in the first place. The thing is, when you nerf classes like Tengu Man so that it doesn't take half an hour for the boss to catch them, they tend to lose the aspect of their gameplay that makes them fun to play in the first place. The only proper solution if people really want to fight bosses as their favorite Robot Masters would be to build yet another set of RM classes from the ground up, this time with boss combat in mind. I don't think such an endeavor would be outright impossible, but it's beyond my abilities and it would take a very very long time due to the sheer number of Robot Masters.

Anyway, I seem to recall hearing by word of mouth that Stardust tried making some classes specifically for Saxton Hale gameplay. I really hope that's true, because I still firmly believe that this mode would benefit from that kind of variety.

32
Projects & Creative / Re: Class based modification (v7bh)
« on: April 22, 2014, 01:03:56 AM »
Pharaoh's charged shot damage got knocked down from 65 pure radius damage (the same as the copy version) to only 45 pure radius damage. About time, if you ask me. Oh, and the partial charge shot apparently was reduced from 40 damage to 25, too.

Skull man was just a 1 tic change, as mentioned. In practice, it should mean that his ammo (of both kinds) takes 20% longer to recharge, but that's it.

Oh, and while I'm reading off numbers, I might as well mention that Galaxy Man's Black Hole Bomb actually appears to be weaker in team modes, for some reason. (It's 20% less powerful than before in non-team modes and 40% less powerful in team modes.)

Also, Astro Man went up from Wood Man speed to Search Man speed.

33
MM8BDM Discussion / Re: Servers shutting down ?
« on: April 02, 2014, 08:54:39 PM »
Best Ever sometimes shuts down all its servers for updates. In this case, it seems to have been for the purpose of their April Fool's prank (changing the listed locations of new servers to be random things instead of New York). People will get their servers up and running again eventually; just give it some time.

34
Quote from: "Legtendga"
Alright, sounds better, but 4 or 5 seconds shouldn't be too much to ask.
Agreed; 5 seconds is what I had in mind when I suggested a longer delay. 3 seconds is still not enough to hide effectively, and it wouldn't be enough for a kamikaze attack to be meaningful either. Remember, even with a clear audio tell, you still need time to react and get moving the way you want to (which may be quite awkward if you were caught up in trying to avoid Dio's normal attacks), so it's not purely 3 seconds of running away or 3 seconds of pounding on Dio.

35
Actually, I was talking about the version where you're totally frozen; I didn't realize that you were seriously considering the Time Slow-esque rage. Just allowing players to move would definitely help.

If we're still talking about the total time stop, though, I don't think giving the survivors a clearer audio and visual cue at the moment the boss player hits the alt fire button is unreasonable, nor do I think giving them more than 3 seconds to run away is too much. The bit about going kamikaze was just something I noticed would become a viable alternate strategy if the delay were lengthened, which isn't necessarily a bad thing.

With regard to the Item 1 use (assuming we're talking about the current rage, with the total time stop), I already outlined some ways the Dio player can counter such strategies. The most obvious one is to just jump and use Time Switch to get high enough to knife an airborne player (though you only have time for one Time Switch), but you can also stand farther back when you throw the knives so that when time unfreezes, the knives won't actually reach the survivors until they've fallen back to the ground.

36
I wasn't aware that Item 1 could block the knives, but even if they can, I don't really see how that would save you. You can't completely surround yourself with them, and like I pointed out earlier, Dio can aim where the initial spread of knives goes (meaning he can try to throw them down into you from above, perhaps even standing on your Item 1 platforms--which aren't quite as tall as you are anyway, I don't think).

Anyway, I already suggested making the warning a really big deal that no player could possibly miss and increasing the delay before it actually activates. That way, not only does it give players an actual chance to get away and hide, but it also forces Dio to be more careful about when he uses the rage. As it is now, Dio can just use the rage when players are close and he'll be fine, but if the delay is long and the warning is clear, he has to account for the possibility that a player who is very close by might decide to just go kamikaze on him with the Top Spin/Slash Claw/whatever powerful weapon is available and take off 500+ HP in exchange for getting killed.

I also think it might help to make the delay before the knives start moving again just a tiny bit longer so that it's actually practical to use the Exit Unit to escape. That way, the last survivor doesn't have to just warp before the freezing takes effect and pray they end up far enough away.

37
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Quote from: "Stardust"
In fact there is a brief delay between the time unfreezing and the knives being thrown...
(click to show/hide)
They're originally supposed to be lunaticly hard to avoid in the "solo without exit unit" case, but if you're a good player, want to do it the hardcore way and your body is ready, run far, far away + try hiding in a discrete corner + do some rush coil / item1 jungle stuff and you might survive. It's not supposed to be something easy to survive at all, because duel-oriented rage & it costs 2 times more.
Well, I'd say you went a bit overboard, then, because it really doesn't feel like it's even possible to intentionally thwart Dio, no matter how clever you are. And again, I know from experience that that tiny window of opportunity is still usually insufficient for you to get away even with the Exit Unit.

Quote from: "Stardust"
But hey, it's not like there's not a red, big flashing message to the top of the screen informating when the hale has max rage..isn't it
When I fight Starman I don't wait for the cue to flee, I keep my distance as soon as the hale has max rage.
The warning just tells you that the boss is ready to rage. It doesn't tell you when the boss actually decides to use it (or, at least, not quickly enough, since the message takes time to fade out). The boss player will just wait until you are close enough before using the rage--and with Dio Flash, "close enough" covers entirely too wide an area.

38
Even setting aside balance issues, I still think Roll's rage is a waste of creativity. You could achieve the same effect with armor that reduces damage by a fixed quantity and use something much more interesting as the actual rage.

I don't buy your theory that Rocket Punch scores more frags than Za Warudo on average. It's easy enough to get 1 or 2 frags, sure, but the survivors don't bunch up to the extent that you'll get 3 or 4 as often as you seem to think they do. (And if they're smart, they won't bunch up at all.) Meanwhile, Za Warudo is easily capable of scoring 2 or more frags, with almost no risk of failure. (And like Legtendga said, Dio has a better main attack than Gilgamesh to boot.)

Also, since you mentioned that Dio is supposed to slow down during the rage but I haven't observed that to be the case, I took a look at your code. You yourself admit in the code that it doesn't work as intended, so I don't know why you're trying to convince us that Dio is slowed down while time is stopped. (If you want to fix that, the script that's already used for Starman's and Seeman's rages should work.)

Quote from: "Stardust"
You're not alone usually when the rage is being fed, so you're not the only target, thus not the only one to suffer
from the rage. Taking MrL's proposition, the average damage by hit is 18 damage. Za Warudo is a LV2 charge, so consider 250 hits. We don't know if doubleammo is on, so let's consider 250+125/2 = 187 hits. 187*18 = 3366 damage... wow that's still a lot of health needed to feed Za Warudo. I'm not going to deny it's extremely hard to avoid it alone, but when you notice how much feeding the hale needs, it's fair enough.
If it really took 3366 damage to fuel the rage, we wouldn't see it nearly as often as we actually do. As far as I'm aware, Doubleammo is always on in MM8BDM, so it's actually 125 hits. Also, keep in mind that the 18 damage per hit was meant as a best-case scenario; in reality, it usually doesn't turn out nearly that well (especially when some players forget to limit themselves to high damage-per-hit weapons).

Really, though, even if you made it so that Za Warudo took 5000 health to fuel and always fragged only 1 opponent, I still would consider it bad design. Why? Because I firmly believe that the survivors should always have at least some chance to fight for their lives--and Za Warudo doesn't allow for that. 3 seconds of standing still with no audio tell isn't even close to a fair warning. So in reality, it just ends up being a free killing spree for Dio, and if you happen to survive it, it's only because you were lucky (by either being too far away to hit or just not being targeted by Dio), not because you maneuvered in some way to make it impossible for him to hit you.

39
Argument ahoy:

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If you're really hell-bent on keeping Dio's rage as "Time Stopper + instagib knives," at least make it so that when he prepares to use it, there's a big obvious warning that everyone will notice even if they don't have a line of sight on Dio, and give the survivors more time to hide.

40
Incoming wall o' criticism:

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The rest:

The proposed changes to the Genesis Unit sound good, and mind you, I do like Dio Flash, even though I still have a very low opinion of his rage (which also can cause slight music glitches, by the way). Remilia and The Unknown Robot Master also have some potential; I'll be interested in seeing what comes of this.

41
Quote from: "TailsMK4"
Been encountering some crashing problems, though I don't have much info to use to try to resolve the problem. I will look into this while v1b gets developed later, but if you guys have any information that might help, it would be great if you mentioned your theories. The server was just getting big and then it crashes. Not a good first impression, to say the least.
Did these crashes happen repeatedly or just once in a blue moon? If it's the latter, I suspect that Zandronum itself may be to blame. My Classes TLMS servers tend to crash every now and then as well, and I've heard that such crashes can occur even in vanilla servers. It's not enough to ruin the fun, but it is a nuisance and there are usually at least a couple players who just take the opportunity to quit instead of rejoining.

42
MM8BDM Discussion / Re: Mr. Clean Sponsored Classes Duel Tiers
« on: February 23, 2014, 04:29:18 AM »
Well, someone's got to do the fact-checking, I guess.

(click to show/hide)

Also, you missed Rock (even though you mentioned him in Mega's section) and Grenade (even though you mentioned Crazy Destroyer in Crash Man's section).

43
Projects & Creative / Re: Do people even look at the post subject?
« on: February 19, 2014, 09:03:13 AM »
I don't just feel like Needle Man is weak when I play as him; I feel like he's weak when I play against him too. The only scary thing about him is his 60 damage melee; his main attack is not exactly impressive at a distance, turns him into a sitting duck, and broadcasts his location to everyone nearby. That last point in particular is what makes his windup so awkward; if you keep the gun revved, you move at a snail's pace and everyone can hear you, but if you keep your stab ready instead, if someone spots you from outside melee range, you're at an immediate disadvantage because you have to wait while your gun revs up.

I wouldn't say Elec Man's main attack isn't useful; the Thunder Beam is powerful in its own right, capable of dealing massive damage at melee range and useful for fighting at a safer distance. If you can aim it well, it can take down opponents far more quickly than the alt. Ideally, what you want to do as Elec Man is soften up the enemy with Thunder Beams and then use the alt as a finisher.

Quote from: "Koal"
Why would I want to use the mainfire to try to damage one person in front of me when I can use the Alt and deal damage to everyone around me for the measly cost of waiting 3 seconds to fire it again?

If there really are enemies all around you, firing off the alt and running away is just common sense. Ideally, though, you shouldn't get into that situation in the first place, because Elec Man simply isn't made for strolling through the middle of war zones; leave that to Wood Man.

44
Projects & Creative / Re: Class based modification (v7ah)
« on: February 12, 2014, 05:40:10 AM »
Quote from: "SmashBroPlusB"
Quote from: "Bikdark"
Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completely
:^) Kappa Kappa Kappa
you forgot Pharaoh Puss :ugeek:
Would be nice if something were also done about Shade Man and Astro Man so it doesn't take over 5 minutes to frag them using non-homing non-AOE classes.

45
Projects & Creative / Re: Stardust's Workshop
« on: February 05, 2014, 09:47:24 PM »
I don't really see the point in making MM8BDM Saxton Hale a true clone of the TF2 version, since, y'know, the actual TF2 still exists. I support the idea of making classes that would add depth and complement the mode the way TF2's classes do, but they don't necessarily have to be identical. Making MM8BDM Saxton into an exact replica in every respect is going a bit too far, in my opinion; MM8BDM Saxton still needs to be unique in some way to justify its existence.

As far as Mega Man-themed content is concerned, Rebalanced Class Saxton Hale already filled that role for a time. It essentially brought together the best of both worlds--Saxton Hale gameplay with 70+ Mega Man-themed classes to choose from. It was the most popular mod by far for quite a while; the only reason it died out is that I stopped updating it, while new bosses and classes continued to be made for the non-crossover versions. If someone were to take Saxton++ (and maybe the other Saxton mods as well, while they were at it) and add in rebalanced YD classes with MM8 classes, I have little doubt the resulting combo would have little difficulty topping the server lists again; it's just that a fair number of people don't want that kind of server monopolization to happen.

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