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Messages - Asd967

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196
MM8BDM Discussion / Re: Adopt a Noob Program!
« on: March 04, 2011, 01:33:59 AM »
I can host, but I don't know if you'd be willing to play on 300 ping.

197
YD, I see more and more Protomen on the game because he still uses items and get weapons. No one uses Megaman for that.
Protoman is chosen because he already starts with a shield and a charge buster, isn't there in any way somehow to balance this?
Megaman is only picked by people on random, more people using Protoman is making the idea of having playable RM's silly.

Protoman has many advantages pickupping the level's weapons because he can get one for each situation and stuff, not only that, there are many weapons on DM already, and many stages have weapons that let him fight 1 on 1.

By the way. RM's can still use items.

198
@Myroc

I'll list reasons on this spoiler tag why I'm talking so much about Topman's speed and projectiles. His speed keeps most projectiles on bay. His tops aren't good, granted, but you can't be defeated if you can't be hit.
Mostly, you can run away from battle any time you want and come back real fast.
The only ones that offer a challenge is Spark, Needle and Bomb.

Spoiler for space:

(click to show/hide)

199
Quote from: "arkman"
Quote from: "SmashBroPlusB"
But Topman can speedstrafe around the Hard Knuckle before it hits him and continue to spam throwing tops.

ground pound to stun and prevent movement in general, and if he jumps, Hardman can usually take 1 topspin, and now top has virtually no ability to dodge.

although you are probably right about top having an advantage. My point still stands that duel cannot be balanced with the class mod in place.

The point of all this is that Topman does NOT need to be ANY close to attack with his tops. His topspin is actually being used less than his altfire does, meaning he's not there for spinning, and yes to throw tops. And as such, he can kill hardman before he ever ground pounds or land a flying fist on him.

Quote from: "Yellow Devil"
Solution? Don't duel.
[/quote]

And what will I do when waiting for someone, only me and someone else?
It's a bit senseless, since people won't normally join a game that's not being played

200
Quote from: "Chimera Man"
Quote from: "Asd967"
Rant

Was that really necessary to post, King Yamato?...  :?

Yes it was for balancing issues.
Top Man can just lug tops until they are dead and dodge away.
It's not even funny.

201
Top Man on 1x1 is god tier because he loses his glass cannon role.

He has this super awesome speed, which he can use to grab pellets like hell and he has those tops.

If you ever meet an opponent as Top, just get(camp) a E-tank and lob Tops until he dies.
If he decides to shoot you, you can just stafe or use super speed to run away.
If he comes close you Top Spin him. Yay.

202
MM8BDM Discussion / Re: Category Rating of Stages: Honorable/ Dishonorable
« on: February 28, 2011, 06:05:24 PM »
This topic I pretty much talked about with mostly everyone on the chats or on games.

I won't say much because I bet most people already know my opinion on this.

On Weapon Choice, It's just common sense to go for the best weapon(s) that are easily spammable/offer high hit rating, because on this game it's hard to hit, even more so if you aren't server or isn't near it.

Most weapons that are commonly used are:
Pharaoh Shot/Drill Bomb/Ballade Cracker (Hit Rating on Explosion)
Star Crash/Top Spin (Melee High Damaging)
Centaur Flash/Gravity Hold/Rain Flush (Area of effect)
Rolling Cutter/Knight Crush/Atomic Fire (One Hit Kills)
Leaf Shield/Proto Upgrade/Skull Barrier/Mirror Buster (Survival)
Dive Missle/Magnet Missle (Trackers)
Napalm Bomb/Screw Crusher/Charge Kick (Running)
Gyro Attack/Super Arm/Mirror Buster (Cancelling)

(Mirror is listed twice because of its use among the players)
This is in no way a tier list, just listing the most frequently used weapons.
After grabbing the weapons they go off to camp on health and E-Tanks.
Mainly with Charge Kick, you can run off forever, as pellets of health and weapon energy are plenty on the maps.

Another easily abusable tactic is getting in fight with someone then running away, shooting backwards (mainly on small corridors), making it impossible to be chased. Then just heal up and repeat, making the battle pure stalling.

203
MM8BDM Discussion / Re: Adopt a Noob Program!
« on: February 28, 2011, 05:50:48 PM »
Why not try this out.
I'll be both.

IGN: King Yamato
Time Zone: -3 GMT
Times Available: Mostly after 13:00
How many students you will take: No limit of
Which teacher you would like: Any that can teach me anything I don't know yet.

Skills I want to teach/learn: Anything.

204
W.I.P Forum / Re: Custom Project : Upgraded Maps
« on: February 27, 2011, 06:38:06 AM »
Even if I tried to do them, I can't see your tiles.

Making textures isn't my forte.

205
MM8BDM Discussion / Re: Player Power Rankings
« on: February 27, 2011, 06:36:44 AM »
I was guessing this'd reach the fifth post count before getting trolled.

206
W.I.P Forum / Re: Custom Project : Upgraded Maps
« on: February 26, 2011, 04:10:01 AM »
We would put them up for the picking.
By the way.
We want to see your progress.

207
W.I.P Forum / Re: Custom Project : Upgraded Maps
« on: February 26, 2011, 01:44:03 AM »
And with this withdrawal, now we lack 15 maps to take.

And Skye has at least 10.

Hm...

208
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 26, 2011, 12:59:27 AM »
Quote from: "Mr. X"
I recommend a release if only to address the Muramasa problem immediately.  The game is so beyond broken now that everybody's doing it.  It just plain sucks.  Also, for having the classes drop their weapons, make sure you remember to have the robot masters not able to pick up their robot master counterparts' weapons.  Right now, we've got Shadow Men with Top Spin and Hard Men running around wildly on Deathwind's server.


Server's fault, not YD's.

Like asking to not drop Roboenza claw.

209
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 25, 2011, 10:03:08 PM »
Quote from: "arkman"
ringman is kinda screwed, if anyone gets another jump+ shoot it will be him.

Woodman will have plant barrier, but will be slowed down like hardman is, and remember that there will be heatman with the potential to one shot him, I don't think the barrier will be a major issue

brightman can also shoot, maybe he'll have much higher health. and not a quake attack but a "jump on you to cause pain" attack.

Ringman:
He could hold fire to hold the ring on air, altfire could be another ring that can be held.
Woodman:
Right. That's exactly the problem.
What happens if he keeps his Leaf Shield up?
You're forced to spectate (LMS loss) or die (even worse) Just so you can change classes to kill him.
Brightman:
He could use Flash Stopper, being his weapon... y'know.

210
Projects & Creative / Re: Class based modification (V1B - MM3 RELEASE)
« on: February 25, 2011, 09:06:00 PM »
I'm curious about the other men.

There's Ringman, which only throws rings.
There's Skullman, that has Skull Barrier, but that'll shield him completely.
There's Woodman, that having troll shield that makes 90% attacks useless.
There's Crashman, that only has Crash Bombs.
There's Brightman, that can only bllind opponents.
There's Yamatoman, that only has Yamato Spears. (Which are limited, By the way.)
There's Knightman, which, I believe will be Breakman with K. Crush.
There's Flameman, that only has Flame Blast.
There's Plantman, that has infinite Plant Barrier, I guess.
There's Quickman, that only has Quick Boomerang.

Et. al.

I won't add suggestion because of rage X there.
So I want to know how you're (referring to anyone who will code) gonna do them.

Please, no more Highjump + some projectile as AltFire.

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