Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Isaac940

Pages: 1 [2] 3 4 ... 21
16
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 15, 2015, 02:28:09 AM »
Target:Needle Asylum
Silver Dealer->Gamble Shot

17
Forum Games Archive / I apologize about the myriad of rules questions
« on: September 14, 2015, 01:45:37 AM »
Target:Needle Asylum
Silver Dealer->Gamble Shot
(also do my Dealer attacks require a pure Null element to work or would something like Bowflex's tackle which is  Null/Throw work?)

18
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 12, 2015, 09:39:01 AM »
Target:Metal Citadel
Shuffle Step->Silver Dealer->Gamble Shot unless you're not able to perform the defense action as part of a chain then just Focus Gamble Shot.
(also where did all this CE come from, do we start with max? I was under the assumption we started battles at zero.)

E:(Thanks Lego for the clarifications. Defense actions take the whole turn)
Focus Gamble Shot

19
Forum Games Archive / Still need to know what Box Effect is
« on: September 11, 2015, 04:41:03 AM »
(click to show/hide)
Target: Grenton Gleam
Focus-Gamble Shot

20
Forum Games Archive / Re: Protectors of Robot Kingdom (Chapter 0)
« on: September 10, 2015, 05:53:27 PM »
Idly shuffle a deck of cards and study the others in the room while waiting for the door to open.

21
Spent way too long trying to think of a decent second but finally came up with something.

1.
(click to show/hide)

2.
(click to show/hide)

22
The patch notes just have who did what for the new classes. Is it possible to get a quick explanation of the new guys?

23
Mega Man Discussion / Re: A "new" Megaman game is coming.....
« on: June 13, 2015, 01:41:41 AM »
If what I've seen from other places is correct, Digital Eclipse's main thing is game preservation, so they're trying to bring it to bring the six MM games to modern consoles as close as they can to the original NES versions. Also, apparently its only going to cost 15$. IIRC getting all six costs like 30 on VC.

24
Projects & Creative / Re: Biometal Brawl [v0]
« on: April 16, 2015, 01:14:41 AM »
Thoughts after playing this for a short time;

-Unless I was missing something the melee attacks are terrible. They seem to take forever to actually kill something and stop you in place to use them which is hilariously clunky. All you have to do is backpedal and shoot and you're fine when fighting them.
-Model F seemed like it has something going on with the twin cannons but doesn't seem that much more different from the basic model. Apparently his charge shot creates pillars when it hits the ground but otherwise he just seems like a basic model that has +10 damage on each of the shots unless I'm missing something.
-Model P's alt belongs in a bullet hell rather than here. Good DPS and no ammo cost mean every match pretty much boils down to sprinting to the P transformers and then W+M2ing until you die. I was able to put up a little fight as the basic model if I ambushed them but in a straight up fight I lost pretty much every time.

Final note, I never was able to find one of the punk form weapons so I have no idea how well it works (best guess on observation-not too well due to stop n' slice)

25
MM8BDM Discussion / Re: MM8BDM V4C - Released!
« on: April 08, 2015, 02:00:18 AM »
Did something happen to the MEGA download? Both the link in the first post and the link on the 8BDM blog page are telling me the file was removed/deleted or it's pointing to the wrong thing.

26
Projects & Creative / Re: [Game Mode] TEAM Sneaking (New Release)
« on: March 21, 2015, 02:09:36 AM »
People moving during weapon selection is still happening. Also I wonder if there should be some incentive for invis team to hunt down blue team and not just sit in one place forever.

27
Projects & Creative / Re: [Game Mode] TEAM Sneaking (New Release)
« on: March 21, 2015, 01:15:37 AM »
Watakid just stopped by the server, asked if the mod could consolecommand force sv_noidentifytarget rather than cl_identify target to not mess with people's ini files.

28
Anything Goes / Re: General Offtopic Discussion
« on: March 20, 2015, 05:58:20 PM »
Anybody else use to play DFO before Nexon pulled the plug? If you did and you don't know already, Neople themselves are trying to bring it back as a global verison and Open beta round 1 starts on the 24th.

29
Projects & Creative / Re: Class based modification (v7cbefix)
« on: March 20, 2015, 05:52:02 PM »
I dunno if anyone else would advocate for this but I'd actually remove Ring's copywep version of ring boomerang. If I'm reading it right each of Ring's rings is 2/3 as strong as a core ring, so being able to alternate two rings quickly makes for silly amounts of damage. It's not like he needs the help at close range, recall rings work at close range if used right and worse case scenario opens up close range combat as a strategy vs him.

Also on the remote detonate drill bombs, I dunno. He seems quite strong but tends to go down to a stiff breeze. Then again I can't play him that well so I'd wait on the opinion of people who can play him well.

30
Projects & Creative / Re: [Game Mode] TEAM Sneaking
« on: March 02, 2015, 04:14:17 AM »
I'm still trying to get more experience before forming an opinion on things like stun time and blade length, but at this point there's two things I can think of.

1. Is it possible to re-stop the player if they get telefragged in the initial spawn? Currently if that happens the person who was telefragged gets free movement and can murder the other team while they are waiting for the round to officially start. At least I think it's telefragging that causes that.
2. Do short jumps fall under "sneaky" or is there a way to code something so that you make a footstep whenever you land or something? Short jumps make no landing noise and if done right, don't cause the system to pick up on ground movements either so no footsteps/prints are made and the player can move completely silently.

Pages: 1 [2] 3 4 ... 21