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Messages - MrL1193

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46
Projects & Creative / Re: Class based modification (v7ah)
« on: January 29, 2014, 07:31:21 AM »
Just a minor suggestion here, but would it be awfully inconvenient to increase Frost Man's ViewHeight (how far off the ground his eyes are)? Since Centaur Man and Yamato Man already have raised perspectives (though I'm not sure why Yamato of all classes gets to feel tall), I just feel like it would be appropriate for the big guy as well, assuming it doesn't somehow make him ten times more awkward to use.

Oh, and I believe I mentioned this in a server chat before, but Flame Man's primary weakness is wrong. Somehow, he's ended up with a x1.5 weakness to Air Shooter and only a x1.2 weakness to Wind Storm, Wind Gyros, and other air/wind weapons.

47
Quote from: "TailsMK4"
1. I know this was discussed before, but since Jax recently mentioned changing the game mode to TLMS, what are your thoughts if this change is going to be made?
Sounds good. Maybe we can have homing weapons that actually target the boss now.

Quote from: "TailsMK4"
2. It's common knowledge now that Hyper Saxton and ++ are merging. I have considered myself adding a few of ++'s hales to Rebirth. What hales/features should be merged in from ++, or should we even bring anything from Hyper/++ into Rebirth at all?
I'm not very familiar with Hyper apart from the fact that it has a Hitler hale that I reeeeeeally don't like as a character idea. As for ++, here are my thoughts on each of the added bosses:

(click to show/hide)

Quote from: "TailsMK4"
4. Any other possible ideas you want to see implemented? Rebirth is meant to be a revamp of Saxton Hale, so if there's anything that would help set the mod apart from other Saxton Hale mods, we will consider them.
There are a couple things that I've mentioned in server chats before that I'd like to elaborate on a bit.

The first thing is the rage system. Rebirth switched it from being based on number of hits to being based on damage. However, I prefer the old system because I feel that it creates a better balance among your various weapons, encouraging you to use the one appropriate to the situation. With a per-hit rage system, the usefulness of a weapon that deals out a lot of low-damage hits (good for rebuffing the boss's approach) is counterbalanced by the amount of rage it builds, while weapons that deal a lot of damage per hit (which tend to have a lower rate of fire, making them more unwieldy) are good for keeping the boss's rage low. However, when you switch over to a purely damage-based system, that balance goes out the window, and there's no longer any reason to use, say, Thunder Bolt instead of Yamato Spear. As far as I can see, the damage tracking doesn't have to be linked to the boss's rage buildup, so I'm really hoping a rage system like the old one can be used instead.

The other issue is (of course) classes. I don't believe that adding classes of any kind to this mod will inevitably wreck the gameplay balance. (Remember, TF2 itself, the game from which the Saxton Hale mod originated, is class-based.) I've been told that Silversin's classes are being brought back in some form, which I think is a good place to start. I have a few ideas of my own regarding the classes that I've probably mentioned in server chats before:

(click to show/hide)

Quote from: "OtakuAlex"
As for features that could make it different...How about people getting an item to use the next round if they do well enough? This idea isn't completely original as I saw it in Super Demon, but it's still something I've never seen in Saxton Hale before. The items could be stuff like extra health that passed the maximum capacity, a special weapon, and other little goodies that increase their chances of surviving.
I would add a stipulation that if you do manage to earn such a bonus, the requirements in the following round for you to earn a bonus again should be more demanding to compensate for the fact that the bonus you've been given will help you to a certain extent. The bonus shouldn't create a runaway effect where whoever becomes MVP will be given such an advantage that it's difficult for the other players to catch up and become MVP themselves.

48
Projects & Creative / Re: Class based modification (v7ah)
« on: January 22, 2014, 08:52:04 AM »
To be honest, I never thought of using Stone Man to counter Flash Man; I usually switch to Skull Man or Elec Man for that purpose. Skull Man can put up his barrier the instant he's hit by Flash Man's first shot, taking only miniscule damage and getting an immediate counter barrage opportunity, and he has a speed and range advantage that he can put to good use if he sees Flash Man coming. Elec Man is a less reliable counter, but his altfire is a good deterrent to the old "blast away at point blank from behind" tactic, since it exacts a heavy toll on Flash Man if Elec Man doesn't die immediately.

I don't see Flash Man actually trying to freeze people for his allies to hit very often. Usually, I see him just blast his victims himself, which is quite effective on its own. Flash Man may not be the sort of offensive juggernaut who will consistently top the frag rankings, but he can rack up smaller numbers of frags fairly easily, even when he's by himself. I consider him one of the easier classes to use.

Quote from: "LlamaHombre"
Also regardless of what happens, could you please make Time Bender stop all horizontal momentum to stop cheap deaths from classes like Oil Man and Turbo Man being unable to steer away from pits after Time Bender's activation?
I'm more concerned by the forced wave bike crashes on Wave Man's map. You're practically forced to pick Time Man or Bright Man if you want to be able to venture out on the water, lest you get frozen and find yourself drifting face first into a wall.

Oh and one last thing on the subject of Flash Man: Please fix his weapon glitch. Starting the round with a full bar of Time Bender ammo is a bit much.

49
Projects & Creative / Re: Class based modification (v7ah)
« on: January 19, 2014, 02:11:33 AM »
In Mega Man 7, both Burst Man and Slash Man are weak to both Freeze Cracker and Scorch Wheel (thus forming separate weakness loops for each of the groups of 4 Robot Masters). However, they do have "primary" weaknesses (Freeze Cracker for Slash Man and Scorch Wheel for Burst Man) that forms an 8-Robot Master loop like usual.

As for other in-game "secondary" weaknesses for Robot Masters throughout the series...



Cut Man is weak to the Buster, believe it or not. (He takes 3 damage per shot, more than any other RM in the series.) I suppose you could consider it a "Rock Paper Scissors" reference.

The second-best weapon to use against Wood Man, surprisingly, is Air Shooter, not Metal Blade. Air Shooter does 4 damage a pop, while Metal Blade only does 2.
Flash Man is weak to Metal Blade (more so than Wood Man).
Quick Man is weak to Crash Bombs.
Metal Man is extremely weak to his own weapon (which is quite well-known by now).

All the MM3 Robot Masters are somewhat weak to their own weapons, taking 4 damage per hit from them.
Magnet Man is very weak to Shadow Blade. It takes off 1/4 of his health bar, the same as his "proper" weakness (Spark Shock).

Dive Man is somewhat weak to Dust Crusher. (It does 3 damage per hit, as opposed to Skull Barrier's 4.)

Plant Man has a slight weakness to Flame Blast. (It only does 2 damage per hit, but since none of the other MM6 RM's take more than 1 damage from anything other than a charge shot or their weakness, it could be considered noteworthy.)

50
Projects & Creative / Re: Rozark's Palace: Rozpack V3 Released!
« on: January 17, 2014, 12:46:41 AM »
Quote from: "Knux"
Also, I want to know what the purpose of Skull Barrier in Roz01 is aside from potentially falling into a pit while trying to wire back and forth.
You can access it more conveniently by using Charge Kick instead. Still a bit risky, but at least you don't have to carry two Wires across the map for it.

51
MM8BDM Discussion / Re: MM8BDM Funnies
« on: January 11, 2014, 12:31:09 AM »
I think I may have set some sort of record for "fastest frag ever scored" today.

I was playing Class TLMS as Top Man and we were on the Stone Man stage. You know how if you get too caught up in playing during the pre-game warmup, you might immediately run into a hazard you start next to when the countdown ends? Well, pretty much the opposite happened to me. I happened to be holding the fire button when the match started, which caused me to instantly use Top Man's spin dash. The result: I go careening into the poor guy who started right next to me, fragging him literally within the first second of the match.

Needless to say, my victim was considerably less amused than I was. :P

52
Projects & Creative / Re: Wait, why would I be defending Ring Man? o_O
« on: January 10, 2014, 08:11:43 AM »
Quote from: "MusashiAA"
if Ringman misses, the whole game changes from "uber ripper class" to "defenseless light armor class", which kind of is the game of most boomerang classes.
*Normal armor.
To be honest, I think that's part of the problem with Ring Man--he deals tons of damage, but unlike Cut Man, he's not particularly frail. If you try to go head-to-head with Ring Man up close, you're almost certain to die first.

Quote from: "MusashiAA"
Now I question: if Ringman is OP because it can shred a normal armor class apart with proper aim, why isn't Cutman OP too?
Armor issue aside, I think the biggest problem is that Ring Man has two boomerangs to Cut Man's one--essentially twice the firepower. It also doesn't help that Ring Boomerang seems to have a significantly larger hitbox than the Rolling Cutter and tends to pause in its movements when it bounces off a wall rather than flying off at the same speed. It's easier to hit people with the Ring Boomerang and you're not left open for nearly as long in between throws (assuming you're using the short-range rings).

Truth be told, I've actually described Cut Man as a "poor man's Ring Man" in the past. Better movement speed and the ability to wall jump just don't compare to Ring Man's sheer attack power.

53
Projects & Creative / Re: Stardust's Workshop
« on: January 09, 2014, 04:57:42 AM »
A classes blocker will only serve to prolong the recent hostilities, immediately triggering backlash and possible retaliation. What's more, I don't even think that it's possible to completely stifle attempts at class compatibility. Sure, you can try to hide the ACS, but as far as I'm aware, you can't do the same for Decorate coding. A determined person could still look at the decorate coding and the visible in-game effects and try to recreate the ACS using previous versions as a reference. (Of course, they might not be completely successful, but that might actually be worse...)

Bottom line, I really, really, REALLY don't think any good will come of a classes blocker, and I'm just sick and tired of all this fighting. We already had enough fighting when it was just anti-Saxton players complaining about Saxton in general, and taking action to divide the community even further just seems like a bad idea to me. (Because really now, what are the chances that if you do this, people will come crawling back to the non-classes servers, beg forgiveness, and just drop the idea of classes in Saxton Hale altogether? That's not even remotely realistic.)

54
Projects & Creative / Re: Class based modification (v7ah)
« on: January 09, 2014, 03:45:34 AM »
I second what SmashBro said about Grenade Man; his overall power seems acceptable, but it would be nice if you didn't have to lose your ammo/rage/whatever so quickly. His Flash Bomb doesn't last nearly as long as the copy version, so I don't have a problem with it.

Aqua Man is definitely improved with the latest update. I like the fact that you can now shoot the Water Cannon around corners (even if it is nerfed overall), and the Water Balloon is actually usable now. I did notice that he suffers from HUD desync, though, and he derives a slight benefit from the weapon hold glitch (starting the round with a full blue bar).

Frost Man was nerfed too hard, I think. His Ice Wave doesn't really stun long enough for him to punch people and it's not particularly damaging.

Tengu Man could use some sort of buff. As fun as it can be to play him, he's overshadowed by Gravity Man, who can dunk people much more easily and has a more solid long-range attack.

Astro Man is just plain irritating to play as or against. He's hard to kill while he's floating around invisible, and his Copy Vision barely does any damage in return. If he dares to attempt an Astro Crush, he often dies while he's frozen in place, and the Astro Crush itself isn't even that impressive.



As far as other classes are concerned, I'm starting to think that Top Man's alt is a bit too good for someone who's supposed to specialize in melee. It's a solid 15 damage attack that's not restricted by ammo, and since it's a spread shot, it's fairly easy to score hits with it. Combined with his incredible speed, it makes him a perfectly competent long-range fighter, and he can easily control the distance. And in exchange for all his advantages, Top Man only has to put up with light armor--not even glass or proto armor. (Compare that to Air Man, who also performs well at long range and even better at close range, but trades most of the extra speed for normal armor. If that's reason enough to call for a nerf, I'd say Top Man could use a nerf as well.)

55
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v4b)
« on: December 26, 2013, 11:54:13 AM »
Re: Bright Man.

I spent some time testing Bright Man for myself by playing as him. The results were...not spectacular. Did I succeed in annoying the bosses? Absolutely; the players were often very glad to be rid of me. But did I effortlessly thwart every attempt by a boss to close in on me, single-handedly winning each battle? Not even close. The simple fact is, even with the ability to spam Flash Bulbs, Bright Man cannot expect to endlessly stall the boss. Blinding the boss does not guarantee your safety; several times, I got killed right after scoring a direct Flash Bulb hit on the boss. There's also the matter of actually hitting the boss with the Flash Bulb; like I said, your accuracy can only be guaranteed at very close range, and that range is also where the boss might manage to kill you anyway even while blinded. If Bright Man is guilty of anything, it is only of slowing the pace of the game when he is forced to fight the boss alone (which several other classes can do much better anyway, but that's a problem for another discussion). His constant Flash Bulbs can make him more difficult to catch, but since he only does scratch damage with them, he's not likely to beat the boss unassisted.

By the way, during my testing, I did at one point actually ask the players in the server what they thought about Bright Man. Their opinions more or less matched my observations; I didn't notice anyone coming forward to say they thought he was too good.

I didn't ask about or test Centaur Man, but I hardly see how his blinding ability could be a problem, considering how slow it is to recharge compared to Bright Man's. It even conflicts with his teleporting, since that requires full ammo to use.

Quote from: "SmashBroPlusB"
Personally I applaud Tails' efforts for revamping the entire "Hale formula" and creating an interesting take on the idea compared to the swarm of clones and imitations, and I completely agree with the decision to build the mode as "no classes allowed" in order to keep things sane and balanced for both sides.

I should point out that since SKZ/Jolt is already allowing me to use his weapons, the only things I really wanted Tails's permission to use were the pre-colored boss sprites, solely to eliminate the boss colors glitch. It has nothing to do with stealing Rebirth's "revamped gameplay" at all. (As far as that is concerned, I've already explained why I don't like the rage system used there, and the other main change, the boss speed scaling, apparently was Jax's work.) Tails withheld permission, but since I haven't talked to him directly about it, I can't be certain he understood that I only wanted those sprites. For several reasons, I hope his refusal was only because of misunderstanding...



I've never really been one to create entirely new content...This whole time, I've only been trying to improve an existing mod combo that I liked, weeding out what flaws I could fix and generally polishing it. Some might say that I've been polishing garbage. That's fine; no one's forcing you to like it. But if other people find that they do like the "garbage" once I've polished it, is that really a bad thing? Is it so wrong to seek to improve something without trying to totally alter the (somehow) successful formula that is already present?

56
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v4b)
« on: December 24, 2013, 04:15:36 AM »
Quote from: "Stardust"
Okay, thanks for answering

Oh and yes, like Linnie said, I thought the flashing should be nerfed, like for instance so that several Bright Man are needed to turn the hale's screen 100% white-opaque (but that's just a proposition of nerf, we could also reduce the ammo charging rate of Bright's ALT)
The reason behind that, is, think about it : Bright Man is ALWAYS the first opponent the hale is looking to kill first, because his annoying factor is bigger than anything. The screen is completly flashed every 3 seconds, leaving the other opponents free to rape. In addition to this servers often have DoubleAmmo on, so yeah... it's not that hard to flash the hale. And since they're mostly melee hales, Bright Man just needs to throw his bulb to the floor to do the "ninja escape effect", like throwing a ball of smoke and running away when the ennemy is blind
There have been a few complaints about Bright Man in the past, but at the time, it seemed like the more experienced players generally felt that he was fine (and indeed, those players were perfectly capable of beating him). Bright Man's play style in Saxton Hale is pretty much is all about crippling the boss with blinding and slowing to give other players a better opportunity to attack. He's unique in that he's more focused on that aspect than other classes with crippling moves (such as Time Man and Centaur Man), and I don't want to take that focus away. As for fighting Bright Man one-on-one, he can be annoying to catch at times, but his attacks are fairly weak, and since blinding the boss does not make you invincible, it's far from foolproof at close range (which is the only time you can be absolutely certain of hitting the boss). I don't really find the blinding to be more effective in these situations than simply using a high-jumping or flying class to get to higher ground (which usually forces the boss to super jump after you, keeping you out of reach for a fair bit of time while the boss flies up far past the ledge). If a nerf is really necessary, I would be more inclined to reduce Bright Man's speed to keep him in a "vulnerable (but still effective) support class" role, but my natural inclination is against it.

Quote from: "Superjustinbros"
Has anyone out there tried fixing the bug where if a Hale/transformed character goes underwater, they gain gravity instead of losing it?

I've never heard of it happening exactly that way, but I did try to fix the boss gravity on completely underwater core maps once before. It didn't work, unfortunately...



In the meantime, I made a quick update in response to feedback on the new difficulties.

(click to show/hide)

Also, SKZ/Jolt said that he wouldn't mind if I used his boss weapons from Rebirth, so I'll see if I can do something with those. Tails apparently is still against the idea of classes, though, so I'm still not able to borrow just anything I want from Rebirth.

57
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v4)
« on: December 20, 2013, 11:08:29 PM »
Quote from: "Linnie"
Hey, MrL, I've been following a conversation that I personally agree with, and some people say you should remove A_STOP from the Hales to get rid of hitstun.

Do you have any thoughts on that? I think it's a great idea to quicken the pace of matches and keep the Hale from getting stuck in place when they get hit by a weapon like Fireman's alt.
Well, Gilgamesh and the Cave Story duo already use A_ScaleVelocity instead of A_Stop. (In fact, Gilgamesh doesn't even use that on Hard/Expert, and only suffers hit stun from SparkShock-type damage.) The problem with using that idea for all the bosses is that it would throw the weapon balance out of whack. As things are now, weak attacks that score multiple hits are useful for repulsing the boss but have the disadvantage of building up rage faster, while the powerful single-hit attacks deal damage with less rage buildup but don't push the boss back very much. Eliminating hit stun would render the former category of weapons all but worthless. (This is also why I've decided I don't like the idea used in Rebirth of linking rage buildup to damage rather than number of hits--it pushes the weapon balance to the other extreme by eliminating all reason not to use the weak multi-hit weapons. Not that I feel I can really copy that code with a free conscience anyway, as I'm about to explain...)

Quote from: "Stardust"
I'm asking this question here because your mod is extremely popular as you merged the two most famous mods,
Are you still going to make a comptability for a Saxton Hale version, even if the developper doesn't allow you to ? In other words, will you overpass and not respect a mod that doesn't want a class comptability ?
I've already refrained from attempting to make Rebirth compatible with classes for that very reason. When I first mentioned to Tails that I was trying to revive Class Saxton Hale using his Overhaul version, he said he wouldn't stop me from doing it. But when he released Rebirth, he specifically asked that I not add classes compatibility. That's why I didn't try to use any of the new boss changes from that version (even though I really would have liked to add Star Man's meteor main fire).



Oh, and since someone asked me about the CVars I added, I probably should explain the controls here.

"sax_boss" controls which boss is chosen next. If you know the number that corresponds to each boss, you can set sax_boss to the appropriate number to ensure that you'll see that boss. You can even pick the same boss consecutively if you want, but there still must be at least 4 players present in order for duo bosses to be chosen. Also, if you really want to, you can also choose Slender Man if there are at least 4 players (his number is 13), but he doesn't change with the difficulty level. This variable will always reset to 0 as soon as a boss is picked at the start of the round, ensuring a return to random selections (which exclude Slender Man).

"sax_difficulty" controls the difficulty level (of course). It is set to 0 by default, which causes the difficulty to adjust up or down whenever there are three consecutive wins or losses to the boss. If you set it to numbers 1-4, you can set the difficulty in the next round to the corresponding level, after which it will return to 0 and automatic adjusting. If you want to set the difficulty to one level permanently, use numbers 11-14. And finally, if you set sax_difficulty to 10, the difficulty will be random each round.

58
Quote from: "Stardust"
There's a reason behind that
Justin told me that would be great, because when Saxton uses his rage, everyone flees, and especially in classes, where some classes are fast and so can easily flee, that may be frustrating for Saxton Hale. In a rape cage of course, there's no problem.
Well, if that's the only problem, one could always go the very simple route of giving Saxton Hale a speed boost and faster Super Jump recharge (or just a higher jump) while his rage is in effect, making it difficult to escape him.

59
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v4)
« on: December 19, 2013, 07:25:37 AM »
All right, I finally managed to upload a new version with added difficulty levels. Try it out and let me know what you think; this is only my first attempt, so feedback (particularly on individual bosses) is key. The difficulty is set to go up or down one level after 3 consecutive wins or losses.

For the whole long list of changes, see the spoiler in the first post. Aside from the difficulty changes, here's the (rather short) list of other things that were changed:

(click to show/hide)

60
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v3b)
« on: November 28, 2013, 09:40:51 AM »
Quote from: "Linnie"
MrL, I have to ask, are any Hale edits from Tails's version considered to be added to this version, with balance edits for classes of course?
Tails never liked the idea of adding YD's classes back to that version, so I figured copying material from it wouldn't be the best idea either. (Gilgamesh is an odd case; I believe he originated from Balrog's last version of Saxton Hale and was coded by someone else. He was only tweaked for Rebirth, and I personally would like to switch him over to the random-sword move set and make a few tweaks of my own, but I'm still a little uneasy about borrowing the material.)

In the mean time, I did manage to come up with a simple structure for handling multiple difficulty levels. Now it's just a matter of figuring out what do with each boss for each difficulty. I'm aiming to have 4 difficulty levels--the current setting, one easier, and two harder, with the difficulty changing depending on how the last few matches have gone. (I currently have it set to change after 3 consecutive wins or losses.) I probably won't be able to do anything too complex with the bosses, but if you have some ideas you feel would be interesting, by all means, mention them here.

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