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Projects & Creative / Re: Stardust's Workshop
« on: September 30, 2014, 05:36:45 PM »Quote from: "Stardust"
I'm not feeling attacked, I just didn't want to answer at first but it's that time of the year again T.T
I'm not sure if you were expecting me to answer these subjectives problems just to know which ideas we had behind, or if you're definitely writting this complain to say in a nutshell "SH sucks", but I'll answer U still
No, I'm not saying in a nutshell "SH sucks" personally I say and think that but if I can't beat them, I better have a good reason to join them
The purpose of classes is to have characters with different abilities (in a general way). Megaman, Protoman, Bass and Duo are the main fighters : they're different in their stats. Duo is the Tank, Proto the Sweeper, Bass the Speedster. Unlike Megaman who is balanced in every domain (ATK , DEF, SPE), the 3 other offensive classes allow you to play with the stats you personally prefer, by sacrificing another one you might not/less be interesting playing with. As an extra, the 3 fighting classes start with a Proto, Bass Buster or Duo Fist, a nerfed version. This new buster is meant to be better than Mega's Mega Buster, but of course weaker than the not-nerfed, original version (It would be weird to have Proto Man with the Mega Buster, canonly-wise).
Auto and Roll sure are unique because they don't trade stats, but have unique supporting/Healing abilities. The reason why I came up with a medic and an engineer is that these 2 supporting classes can belong to a boss mode, by supporting their team.
Sure, I could have made Justified or CBM playable with SHR++, so your desire of "different" classes could have been filled, but if you're going to get faster, flying, stunning, immunised-type classes like Quick, Gyro, Gravity, Spark or Skull, the game will quickly become broken.
I'm mostly saying this for the people who wanted to know why I prefer to have "copywep-based" classes rather than the classes from CBM/Justi. Basically I thank Rozark for showing you the huge helping graphic that tells you what the classes can do
I'm focused on the copyweps and no, I never said your classes are bad and use something else, thanks. Still, nobody seems to take account to what I'm saying and just nailing the painfully obvious into my head on this. When I say "the classes should be different" I'm saying they should do what they were actually designed for, not just depend on the stats. If Duo is a tank, he should tank more hits ALL the time not sometimes, since 2 is the norm, then Duo can take 3-4 all the time from hales not sometimes take 3-4. If Proto is gonna be the sweeper that trades health for attack he should take be OHKO'd all the time. I know, I know. I bet that sounds silly and outrageous to you, but I for one would totally play that to have that classic, fun, old SH feel. So no, Roz proved nothing
I don't know what is your way of judging, so if you're going to say "X, Y, Z hales suck, save for hales A, B, C", it could be nice reading why these A-B-C hales are great...
I was brief on this list and forgot some but in general I'm saying that most of the melee hales are bland and feel the same (I know, I know, you are going say this point is moot cuz stats). SMM can charge, stun and dash and makes him different from the rest of melee. But other than that.
The oïl and fire isn't weak, and has the advantage of "blocking" areas. Oil and fire works as a large area damager. Besides, you can use a burning oïl field to burn even more oïl. The bombs deal a solid 80 damage with a radius large as 1.5 times Pharaoh Shot LV3's, and are quick to pick up. The fire rate is about.... in fact, 2 or 3 times faster than in Balrog's version. Sorry to break your "it feels weak" feeling, but those are numbers. If you don't believe maths, I'm sorry I can't help anymore.
The oil and fire is quite weak not to mention wonky. It feels that the oil or fire come out randomly, If it involves switching weapons then I can't hear the switch sound. And again the firing rate allows a player to get away from the oil and the lighting of the fire. Maybe if the oil and fire did like 20 in each hit and the oil could slow people down... (Yes, I can hear the "fuck you" coming for that one) If the bombs do 80 yea I guess thats fine. Balorog's only threw bombs... so your point on a faster rate than his is...? You seem to believe math is more important than difference. You might as well say that "something doing 2hp is so different than something doing 1hp, therefore your point is moot and there is nothing wrong". A very annoying vibe I'm getting.
Talbain's darkness used to last long (2 seconds of full darkness, once in a while : like every 14 seconds). Now, it happens fairly often, but last short (0.5 seconds of full darkness every 5 seconds maybe.) I removed the bulb because for such a short blackout time, you don't need to get accurate timing to do your actions. The reason why his attacks "stops" him, is that 1) this melee has a laarge hitbox, 2)...
..
the survivors have to fight in darkness, duh >_;
...so... is it strange I don't agree that all of those points you brought up are bad? I don't think so. You're just exaggerating ._.
Yes, you kinda do. Since you stop you are now open to fire at if you attack one at the wrong time. Not to mention you could ,I dunno, equip the dash with the attack? Is that bad? Is that OP? I don't think so. if Tal's stopping attack is gonna stay, I think he should have splash damage. And does anyone who plays like the darkness gimmick yet? When it comes to that you and Roz seem not to listen to people at all for that and I mean quite alot. "Exaggerating"? or saying what I see and use? Let's us not.
EDIT : I'll use this post to say that I took a large puff of air, and decided alongside with Tails and my team to come back to SH progress with a v3. Don't expect anything soon, but we're back on the board and doing work slowly but surely =)
Hopefully, those will be different and fun



