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Messages - MrL1193

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61
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v3b)
« on: November 27, 2013, 06:18:24 AM »
I haven't had much time to work on this lately, but I should have more time around Christmas. I do still have a few ideas I'd like to try out if possible, such as multiple boss difficulty levels.

Regarding the shield classes, you should note that Morshu actually can wait out their barriers at any time if he's desperate enough. If Morshu holds a bomb until it explodes on him, the cool down phase of his attack is bypassed and he can pull out another bomb immediately. I can't tell you how many times I've seen Skull Men get killed this way. Bubble Man has to have nerfed swimming because his normal swimming ability is game-breaking on maps with large underwater areas; it's not a perfect solution, but it's pretty much the best I can do for him, unfortunately.

62
Projects & Creative / Re: Class based modification (v6g)
« on: November 11, 2013, 05:26:17 AM »
I actually like playing as Elec Man, but I do have to admit that his stats encourage the "alt and run away" strategy a bit too much. Other than that, I can agree with most of what's been said so far.

I'm a bit surprised that Dive Man hasn't been mentioned yet. I'm not sure what he's like in TDM, but in TLMS, he's entirely too difficult to kill. All you have to do is find a comfy camping spot (or just any place with a serviceable escape route), fire out missiles, and wait for opponents to get poked to death. I know you're supposed to be able to shoot down the missiles, but it just doesn't seem to work well for most classes. If you try to approach him, he can just drop mines in his wake while using his above-average speed and jumping ability to get away. (Basically, what Bik was saying about Punk applies here--Dive Man's abilities work together a little too well.) Add the fact that he has normal armor and is only weak to 2 weapons in the entire game--one of which is a special copy weapon that can only be picked up from a fallen Skull Man--and it's no wonder that most people consider him a cheap class in TLMS. (Seriously, he could have at least been given his canon secondary weakness to Dust Crusher.)

63
1. It adds some fresh ideas and general improvements, certainly. I still think the game balance needs tweaking, though. (Cave Johnson in particular seems a lot less threatening now that his lemons don't slow affected players, and the low health speed boost doesn't help him as much as other bosses.)

2. The only bugs I noticed were the occasional wrong music playing and Saxton Hale occasionally failing to change colors upon using his rage.

3. Oh boy, here we go again...My short answer is that classes shouldn't be blocked, obviously (or else I wouldn't have gone to the trouble of reviving the combo in the first place). To elaborate...

(click to show/hide)

4. Well, I already sent you my idea for an addition (a volunteer system for players who want to be the boss). I just hope something comes of it.

64
Projects & Creative / Re: TMK4's Workshop (Updates on 2 Projects)
« on: October 03, 2013, 06:44:56 AM »
"Saxton Hale Rebirth" should be fine for now. Unless you've already removed most of the TF2 bosses and started purging the mod of TF2 influence, I think it's a bit early to be trying to drop the "Saxton Hale" moniker. It would be a bit strange to name the mod something like "MM8BDM Boss Battles" only to greet players with Saxton Hale, Christian Brutal Sniper, Ninja Spy, and other such bosses.

By the way, has anyone ever considered trying to change the boss selection process to give players some choice in the matter? I was imagining something like an opt-in system, where players who want to be the boss can add themselves to the group of players that the boss picker will select from. (And, of course, if no one volunteers, then the boss picker will just select someone at random, as usual.)

65
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v3)
« on: September 26, 2013, 12:15:34 AM »
Sigh...It seems that Best Ever suddenly decided to impose a 45-character limit on file names and deleted all the ones with longer names.

I've reuploaded the file with the name "balrogsh-overhaul(finalfix)-ydclasses-v3.pk3." The server's file name hasn't changed yet, though, so if you want to join it now, you'll need to change the file name to match the one the server is using--and then change it back when the server eventually restarts using the new file name. x_x (Because downloading the file again with the new name would just be a waste of space...)

Sorry about the inconvenience...

66
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v3)
« on: September 23, 2013, 09:10:49 PM »
Sorry about the delay. Here's a full list of the runes each class gets as the last survivor:

(click to show/hide)

I've added this list to the first post as well so it doesn't get lost.

67
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v3)
« on: September 22, 2013, 06:52:18 AM »
Well, I found a bit of spare time this weekend, so I got some things done. Version 3 is now out!

(I forgot to prepare a list of which classes get which runes; I'll try to post/edit it in soon. Sorry about that.)

68
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v2)
« on: September 21, 2013, 07:37:42 AM »
Quote from: "ServantofCygnus"
I love how it says "Dash recharge nerfed somewhat" when I can easily tell that you not only nerfed his overall speed, but this is nowhere near a "somewhat" nerf; HIS AMMO TAKES LIKE FOUR TIMES AS LONG TO RECHARGE.
It was "somewhat" nerfed compared to the previous rebalanced version, in which the recharge rate had already been slowed down considerably.

69
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v2)
« on: September 19, 2013, 10:50:03 PM »
To be honest, I've never played the MMU classes (or MMX classes...or any class-based mode other than YD's and KY's, really). And considering the fact that I've had far less time to work on this since fall semester started, I don't really want to take on additional compatibility/balancing projects when I'm not at all familiar with them to begin with. Maybe at some point down the road (if Class Saxton Hale doesn't die off first and there aren't more pressing issues, like MM8 classes), but I'm not the one to work on it at the moment.

70
W.I.P Forum / Re: Rebalanced Class Saxton Hale (v2)
« on: September 19, 2013, 09:56:05 AM »
The whole point of Drill Man's alt fire in this mode is to allow him to escape. It's far from foolproof, though, as he can still be caught while diving into the ground, and his recovery time for using it has already been lengthened once. I know he can be a bit of a pain on maps like MM7SLA, but I'm a bit hesitant to nerf him further, since his mobility without digging is already sub-par.

In the meantime, you'll be happy to hear that I finally sat down and figured out how to give the last survivor different runes (or other things) based on class. Now I just have to figure what each of the 60+ classes should get...

71
MM8BDM Discussion / Re: GAS THE HALES. MOD WAR NOW.
« on: September 06, 2013, 06:19:08 AM »
Quote from: "Mendez"
Guys, I think I have a solution to Saxton getting overplayed, but I'll have to wait until tomorrow to show it. It really does suck that there is a lot of good mods facing neglect because of folks who play nothing but Saxton.
If this solution comes in the form of some new mod (which is the only thing I can reasonably imagine would break Saxton Hale's dominance), if it actually did succeed, it would probably just establish its own stranglehold on the servers and lead the community right back to where it started, albeit with a different mod in the seat of power. I haven't been around here for too long, but from what I've heard, the community has been caught in this cycle ever since the original Roboenza. I doubt the cycle will be broken any time soon.

I have actually considered what would happen if I simply cut the player limit down to, say, 10 or so on the Class Saxton Hale server. Considering the prevalence of other Saxton Hale servers and the willingness of a number of players to start up their own such servers, I seriously doubt that it would have much effect. (And that's assuming that the players who got left out would be willing to play MM8BDM at all if Saxton Hale were not an option...) I do think it would be great if every mod could keep a decent number of players in its servers (we don't actually need 16+ players for a good round of Saxton Hale anyway, and I do miss Team LMS modes) but with neither coercion nor persuasion being very likely to produce the desired result, it just seems like a pipe dream at this point...

72
W.I.P Forum / Re: Rebalanced Class Saxton Hale
« on: August 31, 2013, 08:17:48 AM »
So...I made a second Rebalanced version, as requested. I think I was able to address most of the concerns raised.

Since people seem to want map packs now, I put up two servers this time--one with map packs and one with normal maps only. Either way, if you try out version 2, let me know what you think.

73
Projects & Creative / Re: TMK4's Workshop (2 Projects Underway)
« on: August 21, 2013, 08:19:31 PM »
Quote from: "Rozark Kyouko"
Quote from: "Linnie"
Welp, at least we have MrL to make it compatible with classes again.

I recently decided to try Class Saxton Hale once more/MrL version because i'm too forgiving in life.

I understand Gyroman had a long flight and that probably needed a nerf, but for it to last not even a second then it recharges over 10 seconds? What?
I know now that I nerfed him too much (and I have planned to buff him). I was erring on the side of caution because I knew that if I failed to nerf a class enough, it would cause far more trouble than if I nerfed the class too much.

Quote from: "Rozark Kyouko"
Quickman wasn't even touched
...Excuse me? Quick Man's speed dropped from 1.35/1.33 to 1.15/1.13. His dash recharges at 1/3 the rate it used to. And Quick Boomerangs don't cause hit stun any more. A very few people have claimed that he's still too fast, but I haven't seen him causing nearly as much trouble as he used to.



Really, I'm starting to think more and more that the balance issues are just an excuse to complain about the Classes, when really, it's mainly because of personal taste that some people don't play modes with Classes. It's the only reason I can think of that people would just not care at all what I do to try to fix Class SH, or even dismiss it without even trying out the changed version to see if it's more fun. Perhaps I'm just a fool for ever thinking that Gyro Man and friends really were the reason some people hated the mode...

The one thing in Saxton Hale that probably doesn't mix well with classes on a fundamental level is running away from Slender Man to win (though it seems like people aren't too fond of him whether there are classes or not).

Regarding the crashes, all I can say is that the only ACS changes I made were to remove Ra Thor's hypnotism item from his inventory, raise the boss HP cap, and tweak the health scaling of certain bosses. That's it.

74
W.I.P Forum / Re: Rebalanced Class Saxton Hale
« on: August 16, 2013, 04:26:24 AM »
The first rebalanced version is finally out!

This is my first attempt at tweaking the classes and bosses, so hopefully I didn't mess everything up too badly. Let's see if Class Saxton Hale is less horrible now.

You'll need to download two files again, but the good news is that you won't have to download the entire massive Saxton Hale file again. (The original Saxton Hale Overhaul file serves as the base.)

I've put up a server running the rebalanced version now. Feel free to drop by and see whether or not my efforts made a difference.

75
Just a minor issue I noticed today...Weak Mirror Buster shots still can damage allies. Apparently, each level of shot was given its own damagetype, and while "MirrorBuster1" and "MirrorBuster2" are covered by the player immunities, "MirrorBuster" isn't. Fortunately, it's not too common for someone to get their hands on the Mirror Buster at all, and allies can just avoid shooting at any would-be Mirror Buster trolls. It's not an urgent problem, but I thought it was worth mentioning.

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