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Messages - Isaac940

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301
Quote from: "Shade Guy"
Wait, Magnet taking extra damage to Shadow Blade? I thought Spark was weak to Shadow Blade.

Also, another weakness-based question: Does Wood Man take extra damage to fire-type weapons, or am I just making this up?

You're right about Sparkman being weak to Shadow Blade, Magnetman's only weakness is Spark Shot. Also, about Woodman, I think he only takes extra damage from Megaman’s Atomic Fire(1.3) and Metal Blades (1.0). I’m not sure about Heatman’s attacks since I’m not seeing a damagetype in his weapon, so it may fall under the same multiplier as everything else, which includes the other fire weapons (0.8), or it could fall under the “atomic” damagetype which Woodman is weak to.

Quote from: "Ice-IX"
(Hard Man really needs to be at least 50 for a minimum. A 3HKO Hard Knuckle is garbage)

I’d support giving Hardman a 50 damage knuckle if his damage resistances were weakened slightly. Currently he has the equivalent of 333 HP with damagefactors of 0.3 on everything (except magnets). Setting the damagefactors to 0.4 would give him the equivalent of 250 HP (which I’m pretty sure was what he had in the first version where they actually had differing health values). If that’s too low for Hardman a value of 0.363 would give him the equivalent of 275 HP. Right now I just think he has too much defense to be given a 2HKO.

And to add to my previous post, there are only two more classes who can get two shotted by Sparkman, Quickman and Metalman, due to having the same damagefactors as Elecman, Topman and Shadowman.

302
Quote from: "LlamaHombre"
Spark Man is overpowered as HELL.

A two-hit kill with stun?
Yeah.

What class were you playing as? Sparkman’s primary fire does 35 damage, so the only four classes off the top of my head that can get two shotted by Sparkman are Topman, Elecman, Shadowman (damage factors mean basically 70 or less max health) and Magnetman (weakness to Spark Shot). Otherwise its 3+ shots to kill unless the target is already wounded or there’s another class with the equivalent of 70 or under HP that I’m not remembering at the moment. I don’t think Spark’s damage has been touched since the first version (though correct me if I’m wrong).

303
Projects & Creative / Re: Mega Man X1 Classes (v1a release)
« on: July 13, 2011, 08:09:49 PM »
Let me start off by saying this is a really fun mod but here’s some things I noticed:

-Lots of obituaries seemed to be screwed up or placeholders like Spark Mandrill’s (uses megabuster obit)
-Armored Armadillo is the big offender, you can switch out of the rolling attack and it will still pull you around so you basically can both crash into people and use your shield and head cannon. Speaking of the rolling attack, you can use it to get to areas that you normally shouldn’t be able to go to, like over the fence or through the window in MM6TOM. And when you hit the boundary of the stage and it isn’t an actual wall, you can fly around without the ability to fire your weapon until you switch weapons.
-Personally I think Launch Octopus’s mainfire missiles (the ones you can charge to release more at once) do a little too much damage, but it may just be me
-There were skins for Launch Octopus and Sting Chameleon made so you might be able to use them.

There may be other things but these were the ones I noticed. Good luck finishing up and tweaking this.

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