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Messages - Messatsu

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76
Closed / Re: [Suggestion] Core CTF maps playable in non-CTF game mode
« on: August 16, 2015, 10:51:17 PM »
Seems like a go.  Moved to pending.

77
Ya know, the things that bother me the most about Drill and Spark is that they don't really have anything unique about them aside from their layouts.   I think both of them would be more interesting with gimmicks from their respective stages.  I was thinking the materializing floors from Drill and the rising platforms from Spark offhand.

78
I don't see this working out as you expect.  It's more that would have to be maintained along with the core game.  Bugs would be much slower to be addressed and honestly it's not like loading another wad is really that difficult anyway.  At this point we're trying to clean up the core code as much as possible, not add more bloat.

79
The order the maps (wads) are loaded is important.  Make sure everyone is loading the maps in the same order as the host.

80
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: July 09, 2015, 03:43:35 PM »
Charge weapons have been been in the game since v1a.  Your question is irrelevant.  If you disagree with one of my points, please explain why.

81
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: July 07, 2015, 07:21:08 PM »
Quote from: "Lego"
While I'm not 100% fond of Bikdark's attitude, I do agree with his logic in that charge weapons provide an obscene amount of pressure in most non-deathmatch settings.
Don't feed the Bikdark :D
Quote from: "Lego"
The problems I have with charge weapons, specifically atomic fire, is that once they reach a full charge, they provide a large amount of pressure to nearby targets due to the punch they pack when they reach said level. And sure they take some time to charge, but the instant they reach full charge, their biggest weakness instantly disappears.  No amount of charge time or flashing lights or loud noises will circumvent this.  In the instance of Atomic Fire, they now have a shot that if they land is a guaranteed OHKO. In the instance of Duo Fist, they have a hard knuckle that fires instantly that can be instantly followed up upon.
I disagree with this.  Once a weapon reaches full charge the strategy changes based on the weapon they have.  Duo and Atomic Fire both have slow projectiles.  Switch to a fast projectile and backpedal.  If they reach full charge and are right on top of you, then props to them for out maneuvering you.  Hell, Hard Knuckle has a far faster RoF than Duo Fist and is on the same relative level of power, so I'm a bit perplexed why that was used as a comparison point at all.  Even looking at fast shots like Laser Buster, you still have the ability to make them miss by firing at them and jumping/strafing.  If they hit you through all that, they deserve the hit.  
Quote from: "Lego"
Pharaoh Shot? ...That's a monster in its own right, there's more wrong with it than just pressure.
I don't think many folks will argue that Pharaoh needs a few tweaks, but that has less to do with the charging and more to do with the explosion radius.

Quote from: "Lego"
Wild Coil- okay let's face facts Wild Coil is actually pretty weak I think its spread should get brought back to v2a levels but that's beside the point.
Wild Coil was kinda OP in it's 2a level.  With the spread so narrow it became very difficult to dodge in any reasonably closed area.  Obviously it's power was nerfed, but this is something that could be debated in it's own right I suppose.

Quote from: "Lego"
These weapons provide a lot of pressure in environments where life matters and, like I said, no amount of flashing lights or loud noises is going to resolve that.

If you really want to think about this in a deathmatch-centric mentality, which seems to be the case, it would actually be buffing weapons that use charge times as it would promote releasing the weapon on a target early rather than holding onto it.

...And to be frank, I would consider balancing the game specifically around deathmatch and only deathmatch a tad foolish as the most played game mode has never been deathmatch and I don't feel I can respect that as a viable counter-argument based on that prospect.
The pressure argument makes no sense to me. If the opposing player has Duo Fist charged or Hard Knuckle, then the strategy is not really all that different.  Power weapons require a different approach than rapid weapons. Mostly, don't try to block with your face as much.

 The name of the mod literally includes the word DEATHMATCH.  I'm not saying weapons should ONLY be balanced for DM, but they should be VIABLE in DM.  In addition, it's implausible to balance every weapon in the game so that it's equally viable in every mode.  If there are outliers such as Pharaoh Shot's explosive radius, then they need to be addressed.  IMO charge weapons do not fit into that category.

82
It's coming.  Right now the plan is for the initial release to have 10 classes plus Mega Man.  The reason it's only 10 to start is to allow each class to hopefully have more polish and some semblance of balance.  As a result expect there to be quite a few missing classes.  Hopefully what's there will be diverse enough and if everything goes well we can add more classes in each version (as well as the expected bug fixes).  From a completion standpoint, I'm currently working on the final class.

83
MM8BDM Discussion / Re: PLAYPAL NOT FOUND? UBU server error
« on: June 28, 2015, 10:35:55 PM »
That's an unusual error.  What's happening is that it's unable to load mm8bdm-v4c.pk3.  I'd suggest dropping the zandronum.pk3 for the list as it's unneeded and try to use the full path of the mm8bdm-v4c.pk3 file.  Let us know the results.

Ex.
Code: [Select]
/home/lladmin/MM8bdm/zandronum-server -host -port 10666 -iwad /home/lladmin/MM8bdm/megagame.wad  -file /home/lladmin/MM8bdm/mm8bdm-v4c.pk3 +exec server.cfg
*Correction: As Gummy pointed out, I accidentally had an extra -iwad entry above.  Follow his cmd line or the above fixed one.

84
Closed / Spikes (Spineys) and Count Bombs broken in Possession
« on: June 26, 2015, 02:15:57 PM »
Thanks Fyone for the heads up on this.

Spineys/Spikes that spawn a damager and Count Bombs are currently broken in Possession.  Once the match starts the objects that both these props create are wiped from the map but the props themselves do no re-enter their spawn state.  The result is that they both no longer function correctly.  It's possible there are other world objects that are broken, but there are the two that I've checked and confirmed as problematic.  Also....Possession...WHY?!!?

85
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: June 19, 2015, 09:11:48 PM »
Quote from: "Lego"
Charge weapons in this game seem to pack quite a bit of pressure behind them because of how much power they can have over your opponents. .
I just see this as "high risk, high reward".  That's why I asked my previous question. With a few exceptions, I don't really see charge weapons on a whole being out of balance with the rest of the weapons in the game.

86
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: June 19, 2015, 03:49:27 PM »
Here's my question.  Why is this even suggested in the first place? Are charge weapons on a whole unbalanced in such a way where this suggestion is necessary? Seems to me that most charge weapons have some sort of drawback (Low RoF, Charge noise, etc) where changes to damage or ammo consumption is a far more practical way to alter the weapons if they are deemed too powerful.

87
Rejected / Re: [Suggestion] Charge weapons auto-release
« on: June 18, 2015, 05:20:49 PM »
Really don't like this idea. Holding onto a charge notifies other players of your location fairly easily, so it already has a built in weakness. (With a few exceptions) In addition, charge weapons have a very long refire rate.  There's no reason to nerf weapons that really don't need it.

88
MM8BDM Discussion / Re: MM8BDM V4C - Released!
« on: June 10, 2015, 07:44:16 PM »
If you're trying to setup MM8BDM to work with doomseeker, I'd suggest looking at here as it should hopefully answer your questions.  If you have any further problems, I'd suggest creating a new post in the Help & Editing section.

89
MM8BDM Discussion / Re: MM8BDM v5 Public Thread - MM9 Expansion
« on: June 08, 2015, 02:37:33 PM »
Quote from: "Endymion"
Personally I would like to see the Stardroids in the core game. Nowdays I prefer playing with those dudes in the Justified Classes mod, especial with Terra. The GB Mega Man V. is my second favorit game in the series next to MM8 (Saturn). Stardroids, and Terra boss battle for the MM8BDM v5, or one of the upcoming update for v5! :D
Quote from: "LlamaHombre"
Mega Man 9 is v5.
AFAIK, the plan is v6 is MM10 and v7 is MMV.  Take this with a grain of salt however as things can and do change.

90
Help & Editing / Re: HOW TO CREATE A WATER MAP?
« on: May 12, 2015, 01:53:41 AM »
Not terribly helpful Watzup.  

What part are you having difficulty with Matyu?

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