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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.
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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

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.
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.
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.
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.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.
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.
/home/lladmin/MM8bdm/zandronum-server -host -port 10666 -iwad /home/lladmin/MM8bdm/megagame.wad -file /home/lladmin/MM8bdm/mm8bdm-v4c.pk3 +exec server.cfg 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.
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!
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.