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Messages - Isaac940

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211
Projects & Creative / Re: Class based modification (v7a)
« on: January 03, 2014, 02:49:54 AM »
Quote from: "Stardust"
Quote from: "Celebi"
Quote from: "Superjustinbros"
You may want to check on RM classes being able to collect Ring Boomerang.
More information please, because I do not get what you mean.

From the situation where I had this, Duo can collect Ring Man's Boss weapon. I don't know if Ring Man always drop his BossWeapon when he dies, and if it's actually visible (because there were many weapons drop on the hotel server), but I managed to use Ring Man's Boss Wep as Duo.

Were you basically hugging said Ringman when it died? I think technically all classes drop their current bosswep with drop weapons on, but IIRC the drop is coded to disappear after 1 tic or something like that. However, if you're in the right position you can collect it before it disappears. That combined with the fact Duo's a copywep class is probably why you were able to use it.
If you weren't hugging the Ringman though, that just may be a goof since I think most people don't use drop weapons with these classes since RM classes drop their weapon anyways.

212
Projects & Creative / Re: Class based modification (v7a)
« on: January 02, 2014, 06:00:52 PM »
Quote from: "Shmeckie"
Also there's an odd glitch with Search Man; in LMS, if you switch to him during the countdown phase, when the game begins he can't charge his Homing Sniper. It just fires a missile as soon as you hit fire.

That's not because of switching classes but due to a larger bug that apparently resurfaced recently due to Zandronum that's been dubbed the "weapon switch bug". If you're holding fire when you spawn on your first life, it can screw up your weapons for that life depending on the class. For example, Search can't use his targeting reticule if it occurs and Gyro is grounded for the life. The thing about LMS modes is that unless you're playing with more lives per round, every round is a "first life" so if you're not careful you can cause the bug to occur a lot. Advice I got on how to avoid it is just to wait a second after the start of each round to actually hit fire so that hopefully the bug doesn't occur.

On a different note, one thing I mentioned in a server is that it would be nice to color code Astro's Copy Vision based on the team he's on. Currently it uses green and red for all teams so maybe the red could be switched out for the team color to help tell if it's an enemy or an ally. Sometimes it gets hard to tell if an Astroman you come across in the middle of CV is an enemy or an ally until it stops due to the colors currently.

As a general thing though, can we please wait at least like a week or so before we implement buffs/nerfs? That way we can determine what actually needs changing and what is just a knee-jerk reaction to a new class that isn't that bad once you learn how to fight it. Discussion of what seems to be to strong/weak is fine but wait a bit to implement any changes so that people might figure out what to do about/with the things mentioned. From my little experience with Aqua Man, it seems that if you either just try and circle around the stream if you have room or just run and try and put something in between you and the stream it can't do much. The big thing against Aqua seems to be just maintain some distance if you can and pay attention.

213
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: December 21, 2013, 06:17:39 AM »
After playing today, I noticed a few more things:
-During one match, for some reason I saw a transparent flying Rozark. I have no idea what happened to cause that.
-Fenga has the same problem that Blaze does; his ammo bar sometimes has a desynch period between the HUD saying it's full and it actually being able to deploy a sentry.
-Ice/Sparky appears to have the same problem that TheBladeRoden has; upon death the altfires of the weapons are switched until the mainfire is pressed. Hilariously, in I/S's case, the speeds are switched too so Ice is really fast and Sparky chugs along slowly.
-FiniteZero's ammo bar sometimes goes nuts when you dash, especially if you dash with only the exact amount you need to dash left. Sometimes when you do the dash, on the HUD ammo bar the ammo will deplete then apparently instantly replenish, but it's false and the ammo is taken away in reality, so you end up with the bar saying you have a dash's worth of ammo left when it is empty.

Also Beed, you mention Michael's weakness to Mirror Buster, and unless it's classified as something else your class has a quick use one. Also, correct me if I'm wrong but Ukiyama is weak to explosives so the Hyper Missile should do bonus damage to him.

214
Forum Games Archive / Re: Cutstuff Adventure- VS RUDOLPH HITLER
« on: December 21, 2013, 06:04:26 AM »
So regen is kind of bad here. Well at least we have the knowledge of that now. Anyways, I still can't do that much during boss fights, so I'll Switch with Spikeboy. He can put out a better damage output than I can, can take hits better and can heal with magic.

Also, Thunder, you might want to see about healing so that you can be ready to hurl our inventory of old equipment at this guy's second form.

215
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: December 20, 2013, 03:59:20 PM »
It's kind of a 180 on what I said earlier, but after checking the topic this morning I remembered something which brings up some questions. Mess said once that he can do just as well with the base Megaman class as he can with his class. Correct me if I'm wrong but doesn't that imply they have similar strength? And shouldn't the strength of the classes be aimed to be around the same level as the base Megaman class? If that's the case shouldn't we be bringing up the other classes to their level rather than dragging Mess's down?

216
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: December 20, 2013, 07:03:08 AM »
There's a few things I noticed when playing the open beta today;
-While playing as Blaze, there was a minor desynch between the crate bar filling up completely and actually being able to throw a crate. If you pushed the button in the desynch period, it would play the HUD animation for throwing a crate and empty the ammo bar on the HUD but not throw a crate. If you pushed the button again pretty much immediatly after, you would get a crate without a throw animation and the bar would already have filled up some leading to an even longer desynch period between the HUD bar being full and actually being able to throw a crate.
-While playing as Lego, most of the time the first shot of the life wouldn't actually appear. I would hit the button and the HUD animation would play and the ammo bar would be adjusted accordingly, but no missile would come out. Once the ammo bar on the HUD ran out, it would play the reload HUD animation but I still could fire the last missile during it and then the actual reload process would begin. If I pushed the fire button again while it was actually reloading but the HUD said it was done, the whole process would basically start over again.
-While playing as TheBladeRoden, after dieing a lot of the time I would experience altfire desynch. What I mean by that is that when the HUD said I had the launcher out it would use the swords' altfire and vice-versa. If I pushed mainfire on the weapon it would do the mainfire of the weapon displayed on the HUD and the altfires would fix themselves after that.

Also I had a random thought about Mess's class. What if instead of gaining meter by just attacking, he gained a boosted amount (2x?) from actually hitting a target (wasn't that how it actually worked before the update?). Therefore the super attacks are rewards for being accurate and hitting a target rather than high-powered attacks you get by punching a wall enough. I know personally it's frustrating when a Messatsu player misses me a bunch of times and then just runs me over with a Lagless Hell Frag they got from just firing blindly a bunch.

217
Forum Games Archive / Re: Cutstuff Adventure- VS RUDOLPH HITLER
« on: December 20, 2013, 06:13:58 AM »
Uhh, I guess Play Swift Song again? I can speed Hilman and Waruigi up so that worse case scenario they can item toss real fast. I might want to switch out for someone with a better damage output next turn, any suggestions?

Also Hilman, you might want to drop a Reis's Wind on the party and see if that can reverse or at least lessen the damage the party will take from Rudolph.

218
Anything Goes / Re: The Youtube Degradation Thread
« on: December 19, 2013, 05:52:09 AM »
Quote from: "SmashBroPlusB"
Well then.


Looks like it's time to jump ship. Any suggestions?

Are you looking to monetize your videos? Because if you aren't, from what I've read this isn't actually taking videos down but instead directing ad revenue to the person who claims to hold the copyright. So if you were never going to get money off of the videos in the first place this may not affect you that much.
If you are, then Dailymotion I guess? To be honest it, Blip and Viddler are the three non-Youtube video sites that I know of. However, if I'm remembering right, Blip really doesn't like video game footage (LPs in particular; IIRC they did a big purge of LP channels a while back) and Viddler is dieing and might be the site that I heard was holding old accounts hostage from the creators unless they paid for the premium service or something like that. As for Dailymotion itself, apparently it has more lenient standards than Youtube and does have a monetizaton method but only gets around 1/28 the total traffic Youtube does (according to an article I found from March). Then again, I've heard of at least one large Youtube channel migrating to Dailymotion because of this situation so who knows how much more popularity Dailymotion will get in the future.

219
Forum Games Archive / Re: Cutstuff Adventure- VS RUDOLPH HITLER
« on: December 16, 2013, 09:55:19 PM »
Alright then, hopefully this can push Smash and Doc ahead of Rudolph and bring Spike up to the same region of speed. Play Swift Song

220
Forum Games Archive / Re: Cutstuff Adventure- VS RUDOLPH HITLER
« on: December 16, 2013, 06:58:18 AM »
Whoops, I keep forgetting to post this, Take the MP bonus
Also, It might be a good idea to switch me in so I can speed up Spike and the Red mages and see if they can possibly act before Rudolph.
Finally, quick question about buffs in general; when do they expire (only Hil's Reis's Wind spell mentions a timer) and do they persist if a person is switched out then back in?

221
Mega Man Discussion / Re: Kickstarter : Megaman The Board Game !
« on: December 16, 2013, 06:50:32 AM »
Quote from: "CopShowGuy"
From what I've heard, the game play is very "Munchkin-esque".
From what I've read so far it seems so; a challenge is revealed and the player needs to overcome it with cards in his/her hand while his friends screw him/her over with cards in their hands. From reading the comments Jasco apparently will have a gameplay video up near the end of the week so we can see exactly how it will go then.

Personally, I think I might go for the 160 level sometime after Christmas. At this point it comes with the Deluxe version (Includes enough stuff for two extra players and the Time and Oil man level sets for the game), the Proto Man pawn, a Kickstarter exclusive art print, two tins of Mega man themed cards for the card game that Jasco makes also, the first two add-on card packs (Elec and Fire Man), and any stretch goals revealed as "Bonus" for free (currently has three extra Mega Man pawns in different poses, and the next one on the horizion appears to be a Roll pawn). One neat thing that was mentioned is that Proto and the bonus goal pawns will have some different abilities from the one that the standard pawns will have.

222
General Gaming Discussion / Re: Mighty Number Nine: Inafune Strikes Back
« on: December 13, 2013, 06:50:40 PM »
Like this? I found this on another forum where they're talking about this. Apparently her whole job is to relay things back and forth between the community and the team.

223
Okay, tanks have 363 hp, Captains have 250, and it looks like the split skills are going to do 125 on weakness and 90 on neutral resistance with four enemies. If Doc uses blizzara also and one of the enemies dies before the final -ara spell, the increase in damage from only having three targets should finish off all of them in this turn. With that idea in mind I will Attack Nazzy Captain A. I see three scenarios coming out of this:
1. 2 -ara spells go off and Captain A dies before the third: Split damage from the third -ara should be increased enough to kill the remaining enemies. It doesn't matter if only one attack was necessary to finish off Captain A as a random attack on another enemy wouldn't matter.
2. I act too late, all three -ara spells go off before me and Hil attacks his guy and doesn't kill it (or the other way around): the late attack should be able to retarget and finish off a tank.
3. Both Hil and I are too late: Our respective attacks should retarget and finish off the tanks.

Also, it's not too late Waruigi. Remember we kicked down Birdbot's door and found GBT's weapon and then stole Spike's off of Birdbot himself. A similar scenario might happen here.

224
Forum Games Archive / Re: Cutstuff Adventure- Rudolph Hitler's Prison
« on: December 13, 2013, 02:45:22 AM »
Hey guys, lets go fast. Play Swift Song. At minimum this should bring me up to high speed so that I can attempt to lock them down before they act, and it should also make Hil and Smash high speed and Spike medium speed.

225
Forum Games Archive / Re: Cutstuff Adventure- Rudolph Hitler's Prison
« on: December 10, 2013, 02:15:40 AM »
Since Waruigi is switching targets, Attack on Nazzy C.

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