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Messages - Isaac940

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286
While a glancing blow with one of Cold's fusion bombs won't one-shot a glass class, a really good hit might if the secondary explosions occur right. He, Messatsu and Finite are the banes of glass classes; Cold has really high damage and can cover a good area with each bomb's splashes, Messatsu can one-shot glass classes (or at least Korby) with the red charged hadouken, and Finite's 10 damage, rapid fire, high speed shots are a nightmare when glass armor multiplies the damage to 15 a shot.

287
One thing I noticed was that occasionally as Daveris, I would be stuck in place after a successful Refrain block until I let the meter recharge and I used it again, though whether the second Refrain blocked anything didn't matter.

288
Quote from: "CutmanMike"
Quote from: "Dr. Freeman"
I don't know if it's been mentioned before, but in case it hasn't it might be worth saying. The teleporter in Toad Man's stage after the waterfall snail sometimes takes you to the boss door instead of taking you back to the "midpoint" effectively skipping the whole last section (and one switch if you did the waterfall one first)

This happens when you reach the boss, so this means your team mates were rushing too fast!

This actually can just happen randomly without reaching the boss first. It's happened several times when there was only a few of us, and all of us defeated the waterfall snail together yet when we take the teleporter to go back, it drops us in front of the boss door.

289
Projects & Creative / Re: Class based modification (v6F)
« on: March 19, 2013, 09:18:52 PM »
So I'm going to bring up an old topic for conversation: Gutsman

At least currently, it seems like he just has too much going for him; high armor, extremely powerful main with the potential to one-shot standard armor classes, and a relatively strong secondary as well that covers blind spots up close.

The best thing I can think of, is to give that property that I think Centaur's buster has to the rocks. IIRC, Centaur's buster is coded in a way that a direct hit causes the breakaway pieces not to spawn, so would it be possible to apply the same thing to Guts's rocks?

290
Quick note: Survivors still have two methods to harm other survivors. The "chain" part of Thunder Claw does a smallish amount of damage, and Oil Slider puddles that are lit on fire also do damage to survivors. Neither is as deadly as Wild Coil was but they are still annoying.

291
Couple quick things:

-when I was PORoll, I was gaining rage and eventually was able to use the rage, but the HUD gauge wasn't filling and the rage warning didn't show up.

-CF's obituary still says that he punched someone, even though its a kick now. Also, the animation seems to go by at an extremely fast rate.

-I think one of the See-Duo (I can never remember which one is which) might not be getting his colors right (I think it was the ramming one), though that may be because the only time I saw one was when it was a bot. Also, the server crashed when I killed the one that didn't have his colors right when it was said bot. If it helps I used flame sword on it on Magnetman's stage.

292
Projects & Creative / Re: Class based modification (v6F)
« on: January 23, 2013, 10:12:27 PM »
A couple of quick thoughts:

Quint: If we're tossing out ideas for him, would it be possible to make a hitstun system for him similar to the one SH uses to simulate how it was before the change?

Needle: Is it just me or is his slowdown while firing not working anymore online? That may be a source of his current power.

Guts: Doesn't Centaur have a shot that does different things depending on what it hits(splits on wall/floor, doesn't on players)? Is it possible to apply that to Super Arm to prevent OHKOs?

293
Projects & Creative / Re: Class based modification (v6F)
« on: January 22, 2013, 09:19:50 PM »
Part of me wonders if the reason that Quint is so good in the server right now is due to the fact that it's 4 teams, cause 4 teams basically devolves into chaos whenever there is more than 2 people on each team. It's basically normal DM with the amount of foes you have, and Quint thrives in chaos and high enemy counts. And these conditions can easily be amplified by the map, as places with low ceilings or little running space are ideal for him. But he probably should be looked at for adjustments.

294
It's called "The Part Where He Kills You" from Portal 2

295
Same situation here, haven't been able to see them for a while now

296
Projects & Creative / Re: [EXPANSION] Mega Man Powered Up [RELEASE V1D]
« on: February 01, 2012, 06:32:40 PM »
Coming from the DM server, I like the changes to Flash Stopper and Wind Storm. With old Flash stopper, you could still kinda see out of the sides while under its effect, but with the new one completely whiteouts the screen for a shorter time, which raises its effectiveness in my opinion. And Mess said that the changes to Wind Storm were to make it a better weapon on its own and it definitely does that. The lower throw height means it's easy to hit multiple times with one tornado and the throwing can really mess with the aim of the victim. It definitely seems like an improvement over the old one which seemed to only be good for using in conjunction with Gravity Hold or for delaying people with how high it threw them. And speaking of Gravity Hold, it seems it can still be effective when used with the new Wind Storm, but it just requires more/better aimed shots of Wind Storm for it to work well.

Also, the campaign is pretty good in my opinion. The hidden boss is interesting and I thought the final boss was great, especially once I figured out that you actually get the MM1 and PU weapons and discovered the trick behind using them.

297
Is it okay if I show up late? My physics lab is scheduled to end at about the time this starts so I may be on time if I get out early or it may be like last time where I had to wait until a little after due to other groups being slow getting their data (we needed the data of all groups in the room for the lab report.)

298
Help & Editing / I can't see any Skulltag servers
« on: September 10, 2011, 07:56:21 PM »
Well my problem is basically what it says in the title. I was playing 8BDM earlier and I noticed that Doomseeker wasn't refreshing well (I was checking activity in other servers while dead in LMS) so I closed out 8BDM and then Doomseeker wouldn't find any servers. So I waited for a while and tried again recently and still nothing. And it's not just Doomseeker that can't find any servers, the internal browser can't find any also. So is the master server having trouble again or is it something else?

299
Projects & Creative / Re: Mega Man X1 Classes (v1c get it now!)
« on: September 06, 2011, 08:52:21 PM »
Well after a few games and some offline testing, here's my observations:

-Launch is still OP, the homing missiles need their damage toned down or something.
-Kuwanger can still go out of stages with his teleport.
-Kuwanger can fly if you time his teleport right; if you teleport exactly onto somebody, you suddenly will be able to fly and use your weapons in the air as long as you don't teleport again.
-Chill can fly also, though in a different manner. If you deplete your ammo and then hold jump and altfire with the Shotgun Ice/Ice Sled weapon, you will keep summoning and then jumping off the sled, gaining height each time.
-Like Kirbysonic said, some people using X were claiming to be rooted to the ground occasionally.
-Personally, I'd like an icon for X's dash in the item menu.

Despite all of this, it's still a really fun mod.

300
MM8BDM Discussion / Re: Weapon Competition #2- Castlevania!
« on: August 26, 2011, 02:07:54 AM »
Weapon finished and sent in, and it's from Castlevania 3 also; Sypha's Holy Lightning.
Screenshot if you're curious:
 
(click to show/hide)

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