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Messages - Orange juice :l

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91
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: July 20, 2016, 02:00:00 AM »
A server variable to disable music changing on last player in CTLMS matches would be fantastic considering how often the music change happens. Really screws up custom music usage.

92
Anything Goes / Re: Post your desktop!
« on: July 16, 2016, 04:19:00 AM »
Aww yeah
My rotating background folder has now expanded to 767 samples

93
Projects & Creative / Re: Class based modification (v8c)
« on: July 06, 2016, 05:57:46 AM »
Sexy new Galaxyman glitch tech:

Step 1: Fire a BHB at the wall/ground and detonate it with perfect timing. If done correctly you will detonate the bomb as normal but will be able to fire a second bomb. We'll call this second bomb Air Bomb (as it's not required to shoot a wall)
Step 2: Once the first BHB on the wall/ground dies it will allow you to fire a BHB again but the Air Bomb will still be present.
Step 3: Once the Air Bomb dies you can fire another BHB while the third bomb you have fired will still be present...
This allows you to chain having 2 bombs at once indefinitely. I haven't given it enough actual thought as to whether you could get a chain of three bombs active at once, but if you want to actually try be my guest.

A few tips: Remember that firing a new BHB is semi-automatic and you won't fire a second one unless you release the fire button.
If you stop firing BHBs you'll have to re-enter the glitched state.
I strongly suspect this works because the initial BHB does not put you into the "BHB has been fired" state while still spawning a BHB that will later put you into the "BHB not currently fired" state while you still have one. Basically it's like juggling.

94
Anything Goes / Re: Hello... I guess.
« on: June 30, 2016, 05:08:56 AM »
viewtopic.php?f=23&t=3058&p=87108#p87108
viewtopic.php?f=23&t=3058&p=97971#p97971 (same thread, one month later)
viewtopic.php?f=23&t=3058&p=97971#p98183 (same thread, ~20 hours later)

(click to show/hide)

#justiceisntblind
#justice4marionumbers

95
Help & Editing / Re: Cant join any games!
« on: June 29, 2016, 04:06:39 AM »

96
Help & Editing / Re: Cant join any games!
« on: June 29, 2016, 12:43:43 AM »
If justified classes is in your Skins folder, remove it.

97
MM8BDM Discussion / Re: So what's the state of CTF?
« on: June 26, 2016, 05:08:00 AM »
Relevant:
viewtopic.php?f=43&t=10309
viewtopic.php?f=43&t=10279

What's good: Trying to run about with the flag is a wild goose chase instead of fast-paced trenchrunning around corners for a quick and high damaging shot. Of course not "better" than the alternative but it's a change of pace (possession is, for all intents and purposes, dead). Some maps are very good, some are very bad (especially before learning the layouts which can be convoluted as hell), some are middling.

What's bad: Half the time when someone's running from you, they're GONE because your shots literally can't reach the end of the corridor before they turn the corner. Sticking in the opponent's base and grabbing the flag on return is a very strong strategy because it's so difficult to kill them if they're focusing on staying alive, especially if you've respawned with just the buster. Due to this matches will often come to a standoff where both teams have the others' flag (though this isn't a bad thing). Flag carriers tend to bounce from health pickup to health pickup. There are weapons that can kill carriers, though how easy they are to get depends on the map. Often getting your flag back requires ambushing the carrier, cutting them off, or ganging up on them. There are many intrusive pits that will get the flag stuck until it auto-returns or someone suicides after it.

Oh right, and Classes is hugely popular and Classes doesn't play well with CTF at all. Ergo, dead game mode.

Standards: Lots of ring boomerang and sr50ing faster than bullets

98
MM8BDM Discussion / Re: MM8BDM Funnies
« on: June 26, 2016, 02:28:45 AM »
Excuse me? I already have my degree thank you very much
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99
Projects & Creative / Re: Class based modification (v8c)
« on: June 25, 2016, 06:56:04 PM »
Everyone picking Magnet and staying vaguely close together in a well-fortified room and M1ing isn't that hard to coordinate. I realize stacking is a hard issue to balance around but unless there's a solution, explicitly imposed or not, (Class limits? Inverse ninja law?) this is probably going to remain an issue outside of organized/tournament play unless someone somehow finds a significant counter to swarms of homing even on wide-open maps (I have faith in Searchman to topple this empire but that's a trade I'm not exactly thrilled about either).

100
Projects & Creative / Re: Class based modification (v8c)
« on: June 25, 2016, 05:42:12 PM »
The problem with option 2 is that it kind of neuters homing classes in scenarios that aren't TLMS stacks. Whether classes should function differently in different modes is a whole different matter (currently afaik there is only Plantman who doesn't passively heal in LMS [he currently heals in buckshot though which still needs a fix cough cough]) but I think Magnetman could still be viable even if his projectiles weren't super-accurate.

101
Projects & Creative / Re: Class based modification (v8c)
« on: June 25, 2016, 04:07:31 PM »
Homing was quasi-recently buffed to be incredibly hard to avoid- you used to be able to straferun and somewhat reliably duck around the projectiles but for some reason they were made to home incredibly well now. Searchman's locked-on rockets aren't even avoidable at all (barring a change in v8ch) unless there's a wall in the way. All the homing classes are incredibly good now for this reason and honestly I think changing it back would be a reasonable move.

102
MM8BDM Discussion / Re: MM8BDM Funnies
« on: June 25, 2016, 07:54:56 AM »
I post em you roast em

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103
Events / Re: CTF 3v3 Tournament: 90% Purple STARTED
« on: June 16, 2016, 08:32:37 AM »
Music Expansion Pack for the tournament is now complete.
viewtopic.php?f=30&t=3312&start=10#p329922

104
Skins & Bots etc / Re: OJ posts the work of others
« on: June 16, 2016, 08:28:21 AM »
NSFW- 90% Purple Expansion Music Pack
https://www.dropbox.com/s/mh3bpg85lyhz4 ... D.zip?dl=0

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(click to show/hide)

105
MM8BDM Discussion / Re: MM8BDM v5 - Weapon Tuning (Leaf Shield)
« on: June 16, 2016, 01:39:53 AM »
When I think "shield made of leaves", I think something that comes out slowly and cushions incoming projectiles with layers of soft material. Now perhaps this can't compete with Skull Barrier if sticking to theme, but then again SB sort of "has it all" when it comes to shields- nigh instant use and total invincibility. To this end I would suggest SB could be "shattered" if it takes too much damage, meanwhile Leaf Shield would be a "softer" SB that uses ammo both over time and when hit; while active, damage taken is mitigated (not blocked entirely) depending on ammo remaining. To prevent stalling, deactivating would consume extra ammo and ammo can't be collected while active.

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