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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1497232 times)

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February 25, 2011, 01:10:24 PM
Reply #195

Offline Chimera Man

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #195 on: February 25, 2011, 01:10:24 PM »
Hmm... I wonder how will Wood Man work, since Leaf Shield blocks most projectiles.
Same question to Gravity Man (overpowered attack, lack of an alternate) and Toad Man (lack of an alternate).

February 25, 2011, 01:37:10 PM
Reply #196

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #196 on: February 25, 2011, 01:37:10 PM »
Currently X has done gravity as having a small, weak buster shot and his alt being Gravity Hold which needs to charge.

Wood Man would use the normal leaf shield, and make leaves fall on alt.
Toad would probably have some sort of super jump as his alt.

February 25, 2011, 02:00:42 PM
Reply #197

Offline Bikdark

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #197 on: February 25, 2011, 02:00:42 PM »
Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some

February 25, 2011, 02:05:01 PM
Reply #198

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #198 on: February 25, 2011, 02:05:01 PM »
Quote from: "Bikdark"
Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
Nothing I can do, as this would make you invincible to other Geminimen (not clones) also.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
You'll be seeing a lot of this in later games.
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Same thing happens with normal topspin
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some

Pussies

February 25, 2011, 04:10:08 PM
Reply #199

Offline Rawk Hawk

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #199 on: February 25, 2011, 04:10:08 PM »
After playing around with Hard Man, making it so a "lone Magnet missile will take him down" is a bit too much. I mean, sure, he already has a lot of HP to begin with, but due to his slow nature and the homing qualities of the Magnet Missile, it's basically impossible to even play as Hard Man if even one player is using Magnet Man.

February 25, 2011, 04:11:04 PM
Reply #200

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #200 on: February 25, 2011, 04:11:04 PM »
That's an accident from when Hard Man used to have 250 hp and I forgot to change the damage factors. It's fixed now.

February 25, 2011, 04:39:43 PM
Reply #201

Offline Myroc

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #201 on: February 25, 2011, 04:39:43 PM »
Needle Man is still underpowered in my opinion.

I mean, yes, now the needle cannon stuns. For about, 0.2 seconds. It works as an anti-rush weapon, but only if the enemy is stupid enough to blindly charge at you in a straight line. Seeing as most anti-rushers you want to take care of are Top Men, who will dodge and weave anyway, making them harder to hit... yeah.

I say he could use a damage buff, so he'd pack a good punch, while being average in mostly everything else. Currently, he has barely any advantages to him.

EDIT: Another point. If you want an anti-rush, you go Spark Man, not Needle Man.

Another thing of note: Snake Man's high jump attack makes the Climbing Claw kinda redundant, and only useful when you need to scale large cliffs. I'd say you should remove the high jump attack, and increase the climbing speed even more.

February 25, 2011, 04:58:29 PM
Reply #202

Offline Hallan Parva

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #202 on: February 25, 2011, 04:58:29 PM »
I'd say move the high jump to the climb hand's weapon slot, so you can still attack when the claw is equipped!

And for the regular weapon's alt fire, maybe a snake splitter that shoots three snakes at once in a spread but fires slowly!

February 25, 2011, 05:11:35 PM
Reply #203

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #203 on: February 25, 2011, 05:11:35 PM »
Alright, as long as you're okay with the suggestions. I'm just afraid Blaze's will be the first in a long line of suggestions that would make Captain Obvious look like a world class exclusive reporter.

February 25, 2011, 05:39:01 PM
Reply #204

Offline ice

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #204 on: February 25, 2011, 05:39:01 PM »
Quote from: "Myroc"
Needle Man is still underpowered in my opinion.

I mean, yes, now the needle cannon stuns. For about, 0.2 seconds. It works as an anti-rush weapon, but only if the enemy is stupid enough to blindly charge at you in a straight line. Seeing as most anti-rushers you want to take care of are Top Men, who will dodge and weave anyway, making them harder to hit... yeah.

I say he could use a damage buff, so he'd pack a good punch, while being average in mostly everything else. Currently, he has barely any advantages to him.

EDIT: Another point. If you want an anti-rush, you go Spark Man, not Needle Man.

Another thing of note: Snake Man's high jump attack makes the Climbing Claw kinda redundant, and only useful when you need to scale large cliffs. I'd say you should remove the high jump attack, and increase the climbing speed even more.
in my edit of the classes PK3, I drasticly sped up snakeman's climbing so you climb slightly faster then if you were climbing a ladder, as it is said, he's like his snakes (and as it's a 2 handed climb, it climbs twice in 1 click and it works somewhat smoother)

Also, its really dificult to use needleman, although I sped up his fireing by 1 tick and that easily made him over powered, although it could balance it by nerfing the damage somewhat

as for sparkman, he's the last one I have to do for the mm3 fp veiws, Ive already finished everyone else, I even made a custom charge kick sprite for shadowman

February 25, 2011, 06:36:21 PM
Reply #205

Offline tsukiyomaru0

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #205 on: February 25, 2011, 06:36:21 PM »
Quote from: "Yellow Devil"
Quote from: "Bikdark"
Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
Nothing I can do, as this would make you invincible to other Geminimen (not clones) also.
+MISSILE flag, -CANPUSHWALLS, -CANUSEWALLS, -ACTIVATEMCROSS, +CANPASS, -ACTIVATEIMPACT -ACTIVATEPCROSS +NOTELEPORT. If you don't have it checking their owner inventory, add +FRIENDLY too.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
You'll be seeing a lot of this in later games.
He's missing his head needle attack too, no?
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Same thing happens with normal topspin
Just click once, don't hold.
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some

Pussies

Agreed with OP. Shadowman could be able to like toss two shurikens that behaves like a metal blade, but one goes ahead while the other goes 30º or 45º up.

February 25, 2011, 09:06:00 PM
Reply #206

Offline Asd967

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #206 on: February 25, 2011, 09:06:00 PM »
I'm curious about the other men.

There's Ringman, which only throws rings.
There's Skullman, that has Skull Barrier, but that'll shield him completely.
There's Woodman, that having troll shield that makes 90% attacks useless.
There's Crashman, that only has Crash Bombs.
There's Brightman, that can only bllind opponents.
There's Yamatoman, that only has Yamato Spears. (Which are limited, By the way.)
There's Knightman, which, I believe will be Breakman with K. Crush.
There's Flameman, that only has Flame Blast.
There's Plantman, that has infinite Plant Barrier, I guess.
There's Quickman, that only has Quick Boomerang.

Et. al.

I won't add suggestion because of rage X there.
So I want to know how you're (referring to anyone who will code) gonna do them.

Please, no more Highjump + some projectile as AltFire.

February 25, 2011, 09:17:15 PM
Reply #207

Offline Myroc

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #207 on: February 25, 2011, 09:17:15 PM »
Quote from: "Asd967"
There's Flameman, that only has Flame Blast.
Not true! He had both the fire ball projectile, and the flame wave that goes along the ground.

February 25, 2011, 09:38:12 PM
Reply #208

Offline arkman

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #208 on: February 25, 2011, 09:38:12 PM »
I think the project was to make them play as much like their originol in game counter parts as possible. so with that in mind here are my predictions/suggestions.

ringman is kinda screwed, if anyone gets another jump+ shoot it will be him.

remember that skullman never moved with the barrier, so likely it will work something like armorlock from halo reach. normal fire skull buster.

Woodman will have plant barrier, but will be slowed down like hardman is, and remember that there will be heatman with the potential to one shot him, I don't think the barrier will be a major issue,

crashman did only have the crashbombs, that were tipped in DRILLS! swordcraft story ftw! (melee attack)

brightman can also shoot, maybe he'll have much higher health. and not a quake attack but a "jump on you to cause pain" attack.

yamato man, spears are very versitile weapons. (melee, sniper, spreadshot altfire)

Knight man... a much slower breakman with a kinda slow knight crush. yeah he was kinda screwed too.

flameman has 2 attacks, neither of them are really megaman's flame blast.

plant man will have a barrier that blocks stuff but automattically flies away or something... I really don't know.

quick man will also be insanely fast, and fire multiple quick boomerangs.

the ones that I am worried about are:
Toadman: acid missle? poison effect?
centaurman: teleportation? augh!
Darkman: I still want him...
Enker: yes I think this should be made along with
Punk:""
Ballade:""
Quint: can have an earthquake scatter rocks. and a megabuster for good measure
StoneMan: powerstone is so difficult to use in mm8bdm, and his quake stunned him!

ALL THE BOSSES FROM CHALLENGER TO THE FUTURE!
(compassman mostly, don't really want timemen)
  :geek:

February 25, 2011, 10:03:08 PM
Reply #209

Offline Asd967

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #209 on: February 25, 2011, 10:03:08 PM »
Quote from: "arkman"
ringman is kinda screwed, if anyone gets another jump+ shoot it will be him.

Woodman will have plant barrier, but will be slowed down like hardman is, and remember that there will be heatman with the potential to one shot him, I don't think the barrier will be a major issue

brightman can also shoot, maybe he'll have much higher health. and not a quake attack but a "jump on you to cause pain" attack.

Ringman:
He could hold fire to hold the ring on air, altfire could be another ring that can be held.
Woodman:
Right. That's exactly the problem.
What happens if he keeps his Leaf Shield up?
You're forced to spectate (LMS loss) or die (even worse) Just so you can change classes to kill him.
Brightman:
He could use Flash Stopper, being his weapon... y'know.