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Messages - Promestein

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61
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: January 19, 2016, 05:03:24 PM »
It doesn't work with v4c. Use v4b.

62
Projects & Creative / Re: Class based modification (v8b)
« on: January 04, 2016, 10:37:03 PM »
Are you sure you didn't get the two class mods mixed up? Because it seems to me like you've mixed them up. This mod has never really been concerned about canon, and I don't remember Shadow Man ever having a vertical spread attack in this one, but I've only been playing it since it was in V3A.

63
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: December 16, 2015, 07:25:53 AM »
Let's not pretend MM5 was something exquisite. It was atrocious.

At least DOS1 can be laughed at. There's nothing laughably bad about MM5, it's just disappointingly bad.

64
Projects & Creative / Re: The Robots are Revolting! (DOS Reborn)
« on: December 14, 2015, 09:39:41 AM »
Kind of disappointing, to be honest.

I really liked what I saw of the last one (stages, skins, weapon concepts), but this, as you said, basically has nothing to do with the DOS games and is practically all-new, and that's kind of a shame. I was hoping the DOS games could have some been worked into something much better in MM8BDM. Besides, MM5 is present in the base game, and MM5 is debatably worse than DOS1.

Best of luck to you anyways.

65
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: July 09, 2015, 11:54:52 PM »
As it is, they're strong with serious drawbacks. Reducing them to 75% power if overcharged or making them consume more ammo, for instance, would just make people gravitate to other weapons that attain better results with less effort. Like some of the ones I listed off.

Why use Atomic Fire when I have to be careful not to overcharge it on top of its other drawbacks, when I could just throw a Rolling Cutter or two and take them out all the same? Granted, I barely use Atomic Fire anyways as it is, but I definitely won't use it if I can't even prep it before a battle.


I mean, if you guys can nerf charge weapons just enough to where they aren't overlooked in favor of other weapons, fine. But I just think people will disregard charge weapons altogether with such extra limitations on them.

66
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: July 09, 2015, 11:21:05 PM »
While we're at it, we need to do something about some of these other simply ridiculous weapons. Rolling Cutter, Super Arm, Thunder Beam, Hard Knuckle, Top Spin, Shadow Blade, Ring Boomerang, Gravity Hold, Knight Crusher, Slash Claw, Flame Sword, Flash Bomb, Astro Crush, Spread Drill, Wave Burner, and Lightning Bolt - all of them need to be nerfed because they're effective in certain situations.

Nah, I'm just kidding. But seriously, we need to make charge weapons more trouble than they're worth, so nobody will bother to use them.

67
Projects & Creative / Re: Class based modification (v8a)
« on: July 09, 2015, 03:47:07 AM »
I'll be frank, CBM has been my less preferred of the two big classes mods ever since the other one came into existence.

That said, this has really improved. It's pretty evident you guys gave your all with this. I'm thoroughly impressed. I still have some major gripes, but they lie with design choices that I personally don't like, but who cares what I think?
All in all, fantastic stuff. Great job, guys. I'll see about introducing it into my small group I play MM8BDM with.

68
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 10:17:34 PM »
No. I was referring to updating to Zandronum 2.1. That's what caused it for me in the first place.

It's really not that big of a deal, and it's not really related to JC.

69
Projects & Creative / Re: Justified Classes v3c
« on: July 04, 2015, 09:46:06 PM »
Quote from: "RageBurner"
I think if you double bind the weapon switching, you should be able to get the effect you want? don't quote me on it though.

Something like that. It's a thing with Zandronum. When I updated it, it was back to working like that, and I haven't bothered to fix it again.

70
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: June 27, 2015, 04:08:08 AM »
Quote from: "RageBurner"
Out of curiosity, Promestein, how playable is R&F Mirai Kara no Chousenka if you have played it?
I'm rather reluctant to try, myself, but if it is considered canon, it would be fair to give it a go.
It's playable. Not as bad as I thought it'd be - I like it more than 7, at the very least. It's got some big flaws, but it's still alright. If you're going to emulate it, I'd recommend using Oswan.

71
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: June 27, 2015, 01:00:03 AM »
Quote from: "Fyone"
Question 1: As Meme Man said, we do intend to add the MM9 and 10 classes once it is released in the core.

Here's my question. Are you guys intending on sticking around until the DOS and Challenger from the Future expansions come out? And would you make classes for them? I'd imagine those won't be out for a very long time, but I long for the chance to play as Dangan Man.

72
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 08, 2015, 06:32:51 PM »
Darn, I was hoping they'd just skip MMV and make v7 have MMDOS.

73
Projects & Creative / Re: Class based modification (v7cbefix)
« on: May 15, 2015, 06:40:23 PM »
Quote from: "Endymion"
What about merging the two class based mod into a single community mod? Justified Classes has a way more classes and more options for attacks, while this mod has more balanced gameplay and better weapon controll. This has some possibilities.
Yes, it has some possibilities. Mostly involving making people angry. What if somebody prefers one mod over the other? I prefer JC, myself, and it's not because it has more classes or weapons or whatever. I just prefer the way they do things. Likewise, there are people who prefer how things are done with CBM. It's all gravy, either way, but mixing the two would just mess with what each mod is supposed to be.

Variety is the spice of life, anyways.

74
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: May 02, 2015, 02:09:46 PM »
Yeah, and Tornado Blow will probably blow.

75
Projects & Creative / Re: Justified Classes v3bh + B-Patch 2
« on: April 25, 2015, 05:15:29 PM »
Quote from: "MusashiAA"
You don't justify broken abilities with design flaws that can be easily fixed. Imagine a Mario that is only able to kill enemies by jumping on them 20 times, and having a triggerable Starman that only protects him from dying, but doesn't kill enemies: essentially, you're saying this Mario would be pretty useless without the Starman, overlooking the big ass elephant inside the room.
That's a damn good point, actually.

Quote
Woodman being partially vulnerable while his shield is up is a good way to start on improving him (plus, he also was partially vulnerable in MM2 while his shield was up). This would also call on buffing his shield projectile in some way, while also tuning down the spawning rate of Leaf Rain projectiles and making their travel trajectory more consistent (falling straight down).
Yeah, that's the main problem with removing Leaf Shield's invulnerability - at the moment, he doesn't really have any other huge strengths. Leaf Shield is pretty slow and easy to dodge, Leaf Rain requires that the enemy be close, and he just gets torn apart from a distance. Buffing Leaf Shield and implementing some partial vulnerability might just work.

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