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Messages - Isaac940

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271
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 09, 2013, 08:57:37 PM »
Quote from: "Dr. Freeman"
Quote from: "Isaac940"
Switch with TGOT. There's not much I can do and I'm extremely squishy. Also TGOT can collect the scan page for the cars. Worst case scenario, I can start and switch to build up experience to maybe get another song to help you guys.

Also, small question; how much exactly do potions and ethers heal?

I never specified. That's right.
Potions heal 75 HP and Ethers heal 50 MP but are a lot more rare than potions.

Also now that you mention new songs. I'm taking a small thing from FFIX in which you learn new abilities from new weapons you find or something. However you just master any ability that comes with the weapon right away.

Thanks for the clarification. We definitely want TGOT in these fights then, since if he steals a new weapon, that's not only a better weapon for someone/throwing fodder for Thunder, but it can grant a new ability to someone.

272
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 09, 2013, 08:27:18 PM »
Switch with TGOT. There's not much I can do and I'm extremely squishy. Also TGOT can collect the scan page for the cars. Worst case scenario, I can start and switch to build up experience to maybe get another song to help you guys.

Also, small question; how much exactly do potions and ethers heal?

273
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 09, 2013, 02:33:12 AM »
Okay I'll keep that in mind for later. Meanwhile, let's see how much I actually can do at the moment. Attack Helicopter Turret B. Worst case scenario I'll swap out after.

274
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 09, 2013, 02:24:40 AM »
Oh great, I'm a liability here. Quick question, do you still get the experience for the fight if you switch out during it, and if so, does a failed action like my previous lullaby work for that? Or would I need to do something productive first?

275
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 09, 2013, 01:55:15 AM »
They may be robots technically but it never hurts to try. Use Lullaby on the enemy group.

276
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 08, 2013, 10:00:13 PM »
If Waruigi is going to stay at the wheel, I guess I'll move outside to the Deck and wait in the reserves if someone needs to switch me in.

277
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 08, 2013, 01:22:45 AM »
I really have no preference so I used a random number generator. It came up Mr. Shadow.

278
Forum Games Archive / Yes, FF5 is my second favorite FF
« on: October 07, 2013, 03:37:42 AM »
This really looks like FF5 the forum game. That gives me a good feeling to go for Bard. Bards are actually really useful in 5, and with 9 other party members, party wide stat boosts (assuming this is kept from 5) seem really good, and hopefully I can get something that functions similar to Romeo's Ballad or Requiem to mess with enemies.

279
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 07, 2013, 02:36:06 AM »
Barring something like a combination of not sleeping well and an extremely busy day at work, I usually check here at least once, so that shouldn't be a problem

280
Forum Games Archive / Re: Cutstuff Adventure (AKA: I suck at titles)
« on: October 07, 2013, 02:26:48 AM »
If you'll take a newbie to play by post games, I'll join in. Though I guess I should mention that I really only will have guaranteed access to the site either in the extremely early morning (~7:00 AM) or really late at night (~9:30 PM) due to working hours and days that change weekly, so if you think that will cause problems, I'll respectfully bow out.

EDIT: I should clarify EST

281
General Gaming Discussion / Re: Mighty Number Nine: Inafune Strikes Back
« on: September 27, 2013, 01:50:37 AM »
From what I can tell with a 5 minute Wikipedia search, Level-5 came to Capcom with the idea for Layton vs. Wright, and after a bit they agreed to work on it together (for example, apparently Capcom handled the visual design) . With the board game, I would guess that Jasco came to them with the idea since they apparently already know Capcom due to having a ton of Capcom characters in their ultimate fighter card game thing (including at least one megaman card).

282
General Gaming Discussion / Re: Mighty Number Nine: Inafune Strikes Back
« on: September 26, 2013, 05:42:53 PM »
I mentioned this in the General Offtopic Thread, but from what I can infer, all Capcom itself is doing with the board game is handing out the license and approving the things Jasco does (art/alterations/etc.). And this had been in production before M#9's Kickstarter, they just delayed the start of their own Kickstarter to not interfere with M#9's. Said Kickstarter is supposed to help improve the quality of the board game through things like better player pawns and the like. All the information I know of basically comes from these links: http://www.rockman-corner.com/2013/09/licensed-mega-man-board-game.html, http://www.rockman-corner.com/2013/08/more-details-on-mega-man-board-game.html and http://www.rockman-corner.com/2013/07/were-getting-official-mega-man-board.html

Also I really need to actually back M#9 soon but I need my internet connection to cooperate with me. I might back the board game too if I like what they show.

283
Anything Goes / Re: General Offtopic Discussion
« on: September 25, 2013, 11:42:01 PM »
Unless I'm misinterpreting something, Capcom isn't directly making the board game, a company called Jasco is. They already have the license to make the game, and this has been in the planning stages since before M#9's Kickstarter, at least according to this: http://www.rockman-corner.com/2013/09/licensed-mega-man-board-game.html

284
Projects & Creative / Re: TMK4's Workshop (2 Projects Underway)
« on: August 23, 2013, 03:35:41 AM »
I know I don't play this that much anymore, but if you're looking for opinions or ideas, I have a few crazy ones.

(click to show/hide)

285
Projects & Creative / Re: [Classes]Mega Man Unlimited Classes v1a
« on: August 09, 2013, 06:07:24 AM »
If I'm missing something tell me, but my first impressions for the classes are as follows:

Overall it seems like these have potential, they just need a lot of adjusting and polishing. The major problem that is shared between classes is the lack of attack rotations, which in some cases just looks weird or can be a major pain in others. As for the individual classes themselves:

Glue: It seems like he really should get some sort of ramming attack like he had in the game, as currently it seems like the only thing he has going for him is the ability to get his opponent stuck in glue hell, where blocks form around them so they can't move but you can still shoot their feet or some other part of them. Otherwise he seems to get outclassed by most of the others.

Tank: Seems fine for now, I'd focus on other classes at the moment. The only thing that comes to mind is that it is kinda hard to get away from one dashing sometimes, but I think I can chalk that up to inexperience with the classes currently in most cases.

Jet: His main fire seems kind of odd, the missile uncharged appears to fall to the floor them travel straight over gaps, while the charge apparently can home, but I don't know if it's not working well, I'm not charging enough, or I'm just unlucky as I have a hard time getting the missiles to actually lock on to targets. His flight is really fast, so while it is good for escapes, it makes using the bombing run really hard. If its possible, maybe put in a way to adjust the speed?

Yoku: I see the potential for major stalling in LMS matches due to cloak and speed. Otherwise nothing really comes to mind for him. It seems that if he tries to run up and plant a spike underneath you, you can simply keep moving and escape without much harm. And obviously don't try and rush one that still has spikes.

YoYo: He seems hard to use but I think the idea is to get an opponent in the sweet spot where the mainfire will sit on top of them and do a ton of damage. Not really sure if he needs adjusting at the moment.

Comet: The only thing about her that I find odd is the dash mechanics. The damaging part of the dash appears to be ripping projectiles fired where she is looking. This can lead to silly situations like basically performing a drive-by with her dash, or slamming into the wall next to an opponent, turning, and letting the projectiles hit the opponent. Maybe switch it to a series of explosions centered on the user if it merits changing. Also, the upward (and downward?) shock waves don't seem to hit much at all due to the fact that being either directly above or below your target is a very rare occurrence in 8BDM. Maybe pull a thunder beam and have them go to the sides instead?

Rainbow: In desperate need of rotations for the arrow spray thing (sorry I don't know the technical name for it). With proper rotations you can at least tell which direction you need to go in to go around it, currently its a crapshoot and guessing wrong will result in severe injury or death. I think damage can be looked at once the rotations are in play so you know how to go around. The other thing is to maybe switch the arrow spray activation to an item or something so you can still fire beams after launching an arrow.

Trinitro: Seems strong, but nothing else really comes to mind. Maybe take a look at him after other issues are dealt with if need be.

Nail: Nail seems extremely odd and kind of bad currently. His mainfire only leaves nails on the ground if you hit a wall. Hitting the ground makes them disappear upon formation. Also, his shield seems rather odd. Apparently it's supposed to give armor, but the only thing you can do with it is do that head attack, since using mainfire afterwards doesn't do anything but cancel it and it doesn't hug. Speaking of the head attack, it appears you can get stuck until you die or spectate if you hit certain things with the head attack like level boundaries where projectile simply disappear. IIRC he had an attack where he sent the nail shield at you similar to blizzard attack, so maybe make that happen if you hit mainfire after activation the shield.

Hammer: His slowness really cripples him. His attacks seem to do quite a bit of damage but he can hardly dodge at all. Also, is his shockwave supposed to be a floorhugger? Currently it appears to just sort of float on air if the elevation drops underneath it rather than follow the ground.

Shampoo: Dumpling bombs seem to be quite powerful, the stun has its uses, but the only use I found for the spade was if I was out of ammo, as the dumplings seemed to perform better in every situation compared to the spade.

MC: Kind of awkward to use. The best way to travel is to hold down mainfire, as it appears to go faster than standard walking does with him. I'm not sure if it was just luck on my part or what but I found the dash punch to be much better than the shoruken. There was also an odd bug that only happened once where one player got around 800 health involving the block somehow. Finally, he could really use some actual hud sprites rather than these placeholders, maybe ask Mess or Gizmo if you can borrow and modify some hud sprites from their classes or something (Mess has a shoruken also, IIRC Gizmo had blocking sprites for his class in CSCC and maybe might have an uppercut sprite in his Teaparty class)

As a final note, what exact speed and armor values do the classes use?

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