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Messages - Hallan Parva

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61
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: May 12, 2016, 12:25:04 AM »
I've been petitioning for waterfalls for years and nobody believes me

62
I disagree with Musashi but that's entirely because of his wording

"plain" or "simplistic" would be good ways to go with the new base skin design
but it shouldn't be "boring-looking"

I mean you should still want to look at it sometimes
don't make it completely unappealing or anything

63
you could have pipes running through the walls/floors at some parts


aside from that I don't have anything either

64
Anything Goes / Re: What is your avatar from/of?
« on: May 10, 2016, 06:57:10 PM »
I always knew Rui was a furry

65
Closed / Re: PJSalt
« on: May 10, 2016, 06:10:53 PM »
Quote from: "Kapus"
This is still a Mega Man game, having a little nod to another series in the Mega Man franchise isn't out of place.
technically we've already done it

X teleporting in when you clear the MM6 chapter, for starters :ugeek:

66
Closed / Re: Changing Team Colors: A New Team?!
« on: May 10, 2016, 01:37:48 AM »
Cossack already gets shafted enough in-universe
he needs all the help he can get

keep him in :ugeek:

67
Closed / the "Player" in attack formation A is beautiful
« on: May 09, 2016, 10:39:32 PM »
Mike is the hero we all needed

68
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: May 09, 2016, 02:29:22 AM »
I still think new Danger Wrap looks silly

69
Quote from: "Orange juice :l"
Why change what's currently in-place? MM8BDM has always paid heed to staying loyal to the classic series (when at all possible) and as such Megaman seems like the logical choice for "main character", especially versus what, as far as I can tell, is an original character.
Quote from: "Watzup7856"
I'd rather Megaman still be the default skin, since it feels like your playing the main character and not a generic NPC looking dude.
yeah sure alright but here's why you're wrong


Throughout the entire game, it's made painfully clear that the main character is not Mega Man, that Mega Man is off doing his own thing somewhere and you're just some tournament robot who keeps getting lucky. Then when the MM&B chapter finally rolls around, you get to partner up with the legendary Blue Bomber himself, alongside the unexpected ally Bass. It makes perfect sense to have a generic-looking design for the tournament robot, to strengthen the game's storyline as well as to give 8-Bit Deathmatch more personality as a game. This living, breathing behemoth of a project has been steadily growing and evolving for over five years, and it's about due time that the game got a little more extra flavor as its own thing.

Following up on that, I'm also in full agreement with the addition of the male and female skins as well. It would be wonderful to see some more diversity in online games, and also help restore the Blue Bomber to his former glory instead of the current "oh great another Mega Man" feeling.

70
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Pharaoh Shot)
« on: May 08, 2016, 07:44:08 AM »
I still think a silent charging 65 damage explosion on a relatively fast charge time is stupid, no matter how you slice it


Hard Knuckle requires a direct hit, as does Noise Crush (which DOES make a charge sound)
Drill Bomb travels slower and is at least a three-hit kill under normal circumstances

71
MM8BDM Discussion / sorry melinda try again
« on: May 01, 2016, 09:38:56 AM »
Except your example is flawed, Thunder Bolt is one of the faster projectiles in the game (but let's be nice and call it "medium" speed) and Silver Tomahawk is practically a railgun. No seriously, you can visibly land hits before the sprite actually connects with the target. There's also the issue of the sprite dying on a floor or wall, but the projectile registering a hit regardless... actually I'd like to go over all the problems with Silver Tomahawk, but that's a topic for another time.

An impending wall of death is much different than a projectile moving at average speed. Even current Search Snake moves slower than average. And with your "home once" suggestion, Search Snake completely loses its current niche of terrain control or surprise ambush attacks, and instead becomes an inferior grounded version of the upcoming Hornet Chaser.

72
hi things happened while I was gone at work and unable to defend myself

So this mafia was kinda good and kinda bad. Most of you think it was more of the "kinda bad" end of things, and though I disagree, I can understand your point of view. Things weren't sorted well (Gallade and Poochyena should've outright switched places, for starters) and things weren't planned entirely (like the inability for Offense or Jamming to do anything if a bunch of Supports died in a row) but it was a new idea. New ideas tend to be a little weak when they first start. Look at Super Mario Brothers, or Mega Man Battle Network. Their first games sucked, but look at where they got. They learned from their mistakes, improved on the formula, and grew towards the future. I'd like to think we all did a little growing over the past two weeks, and I don't mean in a sexual way.

So yeah. If you expected vanilla then you should've called State Farm. I'm sort of the gimmick king. Everything I touch dies has a crappy gimmick somewhere. Some of it's fun, some of it... not so much. Thanks for playing and even putting up with it in the first place, and if you had fun, then cool beans.


Though, there's one quote in particular that's fitting whether you liked the game or not...

Quote from: "Zytix"
What a clusterfuck
I couldn't agree more.



73
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Search Snake)
« on: April 29, 2016, 04:15:42 PM »
Honestly I'd prefer if the snakes moved slower instead of faster. Currently the best thing to do with core Search Snake is to stack up a bunch of 'em like a charging wall of tiny snake-like terror, and watch them climb over terrain to swarm a dude. If they were sped up, they would be easier to jump over since the group of snakes has less effective time spent passing underneath the target. However, if you slow the snakes down, they linger for that much longer, which not only makes them harder to dodge, but also allows the snakes to serve as a sort of poor man's terrain control, helping you lock down foes to land shots with other weapons. Ice Wall already moves really quickly, and is generally a decent weapon even at close range, so making Search Snake into a "pressure" weapon (slowing the projectile, allowing the user to freely aim) would help separate the two even further.

Might not be the change you're looking for, but I'd say it's at least worth testing out.

74
(click to show/hide)
Who likes double donk?


Max was knocked out!
Beed28 was destroyed by Draco Meteor!

(click to show/hide)
All Pokémon gained one Red Gem and one Green Gem.



TURN 7 ~ DAY PHASE

Alright fellas, here's the skinny.
Kill a baddie. Or the mafia wins.

75
And so they killed Hilman.


Hilman took 70 damage... and was knocked out!
(click to show/hide)
All Pokémon gained one Blue Gem.



TURN 6 ~ NIGHT PHASE

If nothing happens soon... this might be the end.
Pull it together! Sniff out the mafia! You can do it!

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