Yea, the very first frame is a small explosion. It is possible to jump it but it's a bit tricky. The big pain in the ass with the infect morpher is that it is very hard to make something melee range that can also reach through shields. I think it's pretty good now as most people seem pleased but I'm always up for suggestions.
Also Muz, whatcha got for a suggestion?
Sorry for the lateness...
Buuuut....
ROUGH VERSIONIs it possible to make it Lms style, but have your team respawn infinitely as long as your leader is alive?
Also add a counter, to increase the time it takes for you to respawn the more you die.
And not have it as game over if your leader dies, just your team wont respawn when they die.
Also make the leader alot more vulnerable, average attack, possibly like 200hp with regen that wont go past 100.(They wont regenerate unless they have less than 100hp and they wont get more than 100hp.. max)
Also to allow the leader to "Eddie" his team... Like giving wtanks(which would decrease cooldowns or warmups slightly) or etanks(that dont restore hp immediately, just at a fast then really slow pace... make the max for this like 75 hp regen... So you could exploit a slight hp bonus, as long as it doesnt completely fill your bar, then it would stop.(OLO make it the lowercase E(e)tank! 8D)) or even item 1's
I guess some kind of auras or something would be nice.... like slow regen over a large area( like 10 hp per second) or boosted speed(something like 10 to 20 percent speed buff) or just something like reduced to nonexistent stun/kb.
And an additional idea, classes.
Only a few, though, one for most ripping weps, another for power weps, or even around the corner weps(thunder bolt, gemmy lazer, v1d dustcrusher, freezecracker..ect..) just to let you tweak your team's approach... Nothing like a highspeed class or high hp. If anything the "classes" would be more of selecting the classes of your weps...Though some would need some tone ups/downs... And if they could spawn with no buster, just infinite amounts of said weps, with toned cooldowns' warmups.
I guess the leader could have the three busters all at once, but proto would need a lifebar, like 3 hits, max, then some sort of recharge timer thing for when its "fixed".as well as causing the user to slow down, but the projectile would fly alot faster, more snipy. bass would do less damage but fire faster and pierce(being more of support, less going off on your own) or something... like 4 damage.. then mega would be the 10 damage badass with added light stun, but louder shots.
All of this is to hopefully bring it more to team strategy...
I also should have organized this more...
SOMETHING ELSEWE DOWNT NEED NO PUNKTOOASHUN... or splelliling..
ORGANIZED VERSIONVictory would only be achieved by completely eliminating the other team, not just the leader.
Changes to respawning
-More like lms, but with infinite respawns.
-If team leader dies, team loses infinite respawns.
-Leader still chosen randomly, but can be opt'd in for to increase chances of becoming it.
-As the player dies more, the duration of time increases before they respawn(0,4,8,14,18,24,30,from then on it would be 30 seconds before they respawn).
Changes to the Leader
-Max hp of 200.
-Auto regen, that wont start unless Hp of leader < 100, and wont go past 100... Possibly at a rate of around 15 a second, if its been more than 5 seconds since it was harmed.
-To make the leader less of a one man army, and more of the team's infrastructure... Allow it to distribute items, gained as the team takes more losses.
----The "w tank" would reduce cooldowns/warmups for attacks for a period of time
----The "e tank" would heal the user by about 75 hp over a period of time, at a quick then slow pace(25,20,15,10,5... over the course of 5 seconds, after a 1 second delay)
----Item 1, who doesnt love those.
----An extra life(next respawn is instant)
-Be able to able to use all the busters, but they are augmented, as well as taking an increased ammount of time to switch depending on how many shots were left(before they would have been forced to wait or switch).
----Mega would do 10 damage,boosted stun, but will have to recharge if 6 shots are used in quick succession, and get louder the closer it is to having to recharge.
----Bass would pierce, do around 4 damage, fire faster, larger spread( to help from behind your mates as your shots pass through them, harmlessly then chip away at the opposing force)
----Proto would still fire as it does now, but without the uncharged shots, no stun or kb, take 3 seconds to charge...only charged,charging would also slow you down by a certain degree 3 shots within a certain amount of time would force you to wait until it recharges, charged shots would fly alot faster, allow zoom,charged would also rip with 20 damage(snipey leader snipes other leaders)at about a rate of the the old knightman knight crush, the shield would only take 3 hits then would only return after a certain amount of time.
-Some form of passive auras, that are active when a certain buster is out, they would also take about 3 seconds to activate, and would deactivate immediately.
----Mega would give a slow healing aura (about 10hp per second, if they havent taken damage in 2 seconds,over an area of that of 1.5 that of centaur flash. ).Support
----Bass would give speed something like 20% more speed on ground and like 10% higher fire rate.(having the range of centaurflash).Offensive
----Proto would negate all Knockback/stun directed at your team, and reduce damage taken by 20%(with around the range of the flash stopper).Defensive
Changes to the other players(Non-Leaders)
-All players* would be assigned to a "Class"(which would only decide their weapons that they spawn with).
-The classes would all have infinite ammo for every weapon, but cooldowns/warmups/spam prevention for each one.
-Classes would be based on certain aspects... ranging from power(splash) to precision(high risk high return) to support(aoe) to assault(ripping) to pure defense(ranging from creating a stationary turret that deflects shots, to using its large shield(that obscures its view) to block off areas, the shield would slow it down alot, but would take a good amount of damage.
*Non leaders
I hope that all of this would help emphasize team strategy.
Spoilered, because there is alot of text...
...I actually sat, and took about an hour to type this out... Then another 30 minutes fixing it up...