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Messages - Rubyyoshi

Pages: 1 [2]
16
Events / Re: Silent Fall Competition #1 - MM6KNI
« on: April 01, 2015, 06:56:01 AM »
For some reason, I found myself to keep trying this. After several attempts, I managed to shave off a second.
(click to show/hide)

17
MM8BDM Discussion / Re: Zandronum 2.0 nearing release
« on: March 29, 2015, 09:44:43 PM »
As of 3/29/2015, Zandronum 2.0 was released.

18
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 26, 2015, 03:46:30 AM »
Since we're talking about Bot Apocalypse and Justified, the Windman bot seems to float infinitely at times. It is especially noticeable when wave bikes are present. They'll crash, and shoot up into the air, but then kinda hover there. I know combining mods usually leads to bugs, but could you double check Windman's coding just in case?

19
Events / Re: Silent Fall Competition #1 - MM6KNI
« on: March 26, 2015, 03:43:04 AM »
I gave up after it started to rely on SR50 to get the best time. Without it though, I'm happy with what time I got.
(click to show/hide)
As for the fencing, it relies on hitting the far edge of the rail, and then sliding off of it. Atomic Dog is using a Rush Coil to jump from the stairs down to where Atomic Heat is, but bouncing off Rush to land on the castle wall on the other side. Contrary to what some people say, Atomic Dog is NOT SR50 only. Both are difficult tricks, but with practice, they aren't as bad as it seems.
In my opinion, the hardest part is the ladders inside the tower containing the Flash Bomb token. I feel like the jump to the red ladder kills more runs than Atomic Dog, Torch Jump or Rail Jump.

20
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 24, 2015, 03:38:58 AM »
Quote from: "Endymion"
Somehow I figured out the things. Most of the shields are not works against projectiles which can hit multiple times (sometime it is reflect the first hit, but sometime not). For example King unable to use the reflect shield against Gyro Man, its attack will always hit King. The standard shield sometimes able to guard the very first hit. The same goes against Cut Man or Metal Man.

What I seemed to notice is the exact same thing. Projectiles that seem to hit multiple times (aka ripping) are the ones that seem to go through shields. (BRG's rod deflect as well). I believe projectiles like Tomahawk feathers, Thunder beam shots and Gemini Lasers go through shields. I also know for a fact that BRG's illusions can also go through shields. (A defending Saturn or King for example).

As for MWS, most of the time his shots do 20 damage. It could be armor values being the reason why. Also, increasing the push's strength for his alt should fix this.

Should the shields be able to block (Or have a chance to block) melee damage? (EX: Slash man, Roll, etc?)

Back to Timeman, I actually realized that he does decent damage, however, I think one point that could use improvement is his alt-fire (The two angled shots). They move really slow, (which is fine) however the rate of fire is noticeably lower than his primary while also doing lower damage. Could that get a slight rate of fire buff?

I know I'm fighting a useless battle regarding woodman, but what about lowering the rate of reloading ammo? (After you fire the shield, lower the regen rate of the ammo slightly.) In turn, could you possibly lower the amount required to have the raining leaves fall? (It currently requires approx 75% of the bar. What if it was lowered to 60% because it generates at a slightly lower rate?)

21
Events / Re: Silent Fall Competition #1 - MM6KNI
« on: March 23, 2015, 05:37:39 AM »
Posting here because my in game name is slightly different than my forum name. Honestly, this is very challenging, but given enough practice, a lot of people can do it.
Ingame: EpsilontheSadBuizel
Forum Name: Rubyyoshi

22
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: March 18, 2015, 05:12:54 PM »
Since we sort of covered the Genesis Unit, I'd like to report some bugs/issues regarding them.
Buster Rod G.
*As several people have complained, his illusions do have a rather short cool down time while at the same time, do insane damage. If we went the route with the regenerating ammo after it's done, I believe that would fix the illusion issue for now.
*Sometimes when spawning, the first attack done with the rod doesn't show up. (EX: You spawn as him, and then try a rod attack. Sometimes, it doesn't show up)
*Going back to the shield thought, Buster Rod G's rod deflect doesn't block most shots. From what I noticed, if the shot generally pierces, it won't be blocked. However, there are some instances where a non-ripping shot just won't be blocked. I don't know if its because of the weapon, or the hit-scan on the blocking isn't working.
*Regarding the shield and illusions, if you deflect while using illusions, you get the blocking sound of the illusions hitting the rod deflect.

Mega Water S.
*The only thing I could suggest, is possibly make his altfire more push worthy? Against a moving target, it doesn't really hinder them. In fact, I find his altfire without the shield useless except when someone is afk and you want to fool around with them.
*Possible damage nerf to his harpoons? It's currently at 20, which is rather high for a fast moving, high rate of fire shot. If the damage was lowered to 18, would it compromise his kit? (It would go from a 5 hits to 6 hits)

Hyper Storm H.
*As mentioned, the bot version shoots above the player's hitbox. However, he never stops using his breath, and therefore never does his hyper stomp move. Would it be possible to variate his attack pattern? (Ex: At far range, use primary to try and snipe them. Close Range would switch to his sucking that lasts a certain amount of time equivalent to approximately how long an actual player can suck. And then add a chance for him to use the meteor jump.)
*I assume it's the ceiling in most cases, but sometimes the metools spawned from his hyper stomp instantly die/disappear. (You can see that the animation where they are destroyed) Is it possible to fix this?

As for some other classes, I'd like to point out Time Man. Is it just me, or do his attacks do very little damage when compared to some other robot masters? I know the time arrows rip, and having a slowed enemy makes it easier to land, but in most cases, the damage output is still low for him.

23
Events / Re: The Lobstacle Challenge Tournament
« on: March 05, 2015, 12:11:31 AM »
Eh, sure, I'll join as well. I agree with Lobsters though with the annoyance of adding useless add-ons.

24
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 21, 2015, 02:01:47 PM »
I know some classes are in the works of getting nerfs, so that should help balance this mod out, but what about classes that are underrated/never used? (Megaman Killers, most of Staroids)

Some suggestions I have are:
-buff timeman's arrow damage slightly (both main and alt)

-increase rate of fire on Megaman Killers (With exception of maybe ballade, who could maybe use a slight damage buff to compensate)

-Increase neptune's main damage slightly

-Not sure if Ringman was affected, but double check him to see if Ring Boomerang still rips in both directions
 
I know it's been mentioned before, but which classes are on high priority to get nerfed? (I know BRG and Tomahawk are high on that list)

25
Projects & Creative / Re: Justified Classes v3bh + B-Patch
« on: January 07, 2015, 05:21:33 AM »
Not sure if it's significant, but the boss rush is mostly fixed. There are a few bugs still.
Wave 50 (Wily) isn't wily. (It uses Quint because Quint's name is the closest to Wily I assume)
If Auto is chosen, it doesn't use the auto class.
Alien from Megaman 2 can show up, but there is no Alien class.

Not completely sure if this is correct, it's been a while since I've done boss rush.
Also, are the bots supposed to have lower hp then you? (Ex, killing bots with 2 hits with Buster Rod G's rod, killing bots with 1/2 harpoons, etc.)

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