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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1497232 times)

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February 25, 2011, 10:41:05 PM
Reply #210

Offline arkman

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #210 on: February 25, 2011, 10:41:05 PM »
Hmm How about making leaf shield automatically fade, or have some kind of recharge time. That would solve that problem pretty well,

I like your idea for ringman, he is a fun boss but kinda plain  :|

and I meant in addition to flash stopper, because flash stopper is kinda bad in this game. and we need someone to be the "heavy" charachter, Toadman is more of a mage imo. and he jumped too much.

February 25, 2011, 10:42:25 PM
Reply #211

Offline Orange juice :l

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #211 on: February 25, 2011, 10:42:25 PM »
YD, I beat the crap out of your balance. I used shadowman with a 1 hp handicap and murumasa instakills everything...and it caught on. A lot.

February 25, 2011, 10:42:26 PM
Reply #212

Offline Ivory

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #212 on: February 25, 2011, 10:42:26 PM »
I'll go see how Ring Man turns out. I intend to do him for the MM4 Class Expansion when it comes around.

February 25, 2011, 10:44:03 PM
Reply #213

Offline Max

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #213 on: February 25, 2011, 10:44:03 PM »
Murumasa now has an ammo limit. In fact, quite a lot of the spammy classes now have Korby's regenerating ammo system in place.

I'll figure out classes when I get to them! I'm full of ideas ;)

CHALLENGE ME MIGHTY MORTALS

February 25, 2011, 11:35:15 PM
Reply #214

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #214 on: February 25, 2011, 11:35:15 PM »
I recommend a release if only to address the Muramasa problem immediately.  The game is so beyond broken now that everybody's doing it.  It just plain sucks.  Also, for having the classes drop their weapons, make sure you remember to have the robot masters not able to pick up their robot master counterparts' weapons.  Right now, we've got Shadow Men with Top Spin and Hard Men running around wildly on Deathwind's server.

February 25, 2011, 11:38:35 PM
Reply #215

Offline Orange juice :l

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #215 on: February 25, 2011, 11:38:35 PM »
I actually managed to completely break a game mode by myself? Awesome.

February 26, 2011, 12:59:27 AM
Reply #216

Offline Asd967

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #216 on: February 26, 2011, 12:59:27 AM »
Quote from: "Mr. X"
I recommend a release if only to address the Muramasa problem immediately.  The game is so beyond broken now that everybody's doing it.  It just plain sucks.  Also, for having the classes drop their weapons, make sure you remember to have the robot masters not able to pick up their robot master counterparts' weapons.  Right now, we've got Shadow Men with Top Spin and Hard Men running around wildly on Deathwind's server.


Server's fault, not YD's.

Like asking to not drop Roboenza claw.

February 26, 2011, 01:12:02 AM
Reply #217

Offline Gummywormz

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #217 on: February 26, 2011, 01:12:02 AM »
2 more bugs for ya:

1: The gemini man colored buster shows up for no reason when someone's gemini man. It's weird and I have no idea what causes it, but it happens:



2: It appears you are fully able to use rain flush without said rain flush weapon switching over / going away.

Suggestion:

Maybe increase the power of the alt fire attacks which are almost the same as the regular fire (needle man, snake man, etc.)

February 26, 2011, 01:13:50 AM
Reply #218

Offline Crystal King

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #218 on: February 26, 2011, 01:13:50 AM »
Playing it just recently, my only real gripe (as is most others) is the Masa. How about making it like the Spy from TF2's knife where it's a melee attack that kills instantly (not necessarily backstab, just a stab in general) instead of a throwing knife?

So far, maps that I've found work really well with these classes are maps that lean a little more to the symmetrical side. Also, perhaps you should code the classes so that they cannot pick up stage weaponry? Or, that they can't scroll to it? It's annoying when people "break" the game (Like Top Men with super arm...) like that.

and Asd, it's totally possible to prevent the drop of a weapon. Look at Zombie Horde, All Out War (specific weapons, like the Super Shotgun (used to be a drop, isn't anymore.)) even.

I also noticed the buster bug too, but it wasn't in that level. It was in one of the community maps.

(We need a Dr. Wily/Light class that builds sentries *shot*)

February 26, 2011, 01:29:38 AM
Reply #219

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #219 on: February 26, 2011, 01:29:38 AM »
Quote from: "Asd967"
Server's fault, not YD's.
Like asking to not drop Roboenza claw.

I know that was the server, but YD mentioned something about in the future having them drop it so Mega Man can get their weapons.  In the future, he'll have to remember what I mentioned.

February 26, 2011, 01:40:00 AM
Reply #220

Offline LlamaHombre

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #220 on: February 26, 2011, 01:40:00 AM »
Quote from: "Crystal King"
How about making it like the Spy from TF2's knife where it's a melee attack that kills instantly (not necessarily backstab, just a stab in general) instead of a throwing knife?


YES. I love this idea.

And I view the Muramasa as more of a strategy than a cheat or exploit.

I mean, Shadowman still dies in one hit if the muramasa is in a range when it's OHKO.

February 26, 2011, 03:10:34 AM
Reply #221

Offline Chimera Man

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #221 on: February 26, 2011, 03:10:34 AM »
Not when you can't be even seen.  :geek:

February 26, 2011, 03:27:17 AM
Reply #222

Offline Mr. X

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #222 on: February 26, 2011, 03:27:17 AM »
Exactly what I was thinking.  Top Man's Top Spin is bad enough, but at least you can see him.  Sure, Shadow Man is a ninja, but that would be utterly ridiculous.

February 26, 2011, 03:53:54 AM
Reply #223

Offline LlamaHombre

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #223 on: February 26, 2011, 03:53:54 AM »
Magnet Man has an advantage, then!

It's like TF2 the way it is right now. While Shadowman is good against slower classes, a Magnetman can easily end his reign of terror.

Snakeman can also keep firing his snakes and eventually hit a shadowman.

February 26, 2011, 03:55:27 AM
Reply #224

Offline arkman

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Re: Class based modification (V1B - MM3 RELEASE)
« Reply #224 on: February 26, 2011, 03:55:27 AM »
Snakeman & magnet ftw!  :lol:

I have this much to say, Nobody really likes shadowblade. it is a decent defensive weapon, but a subpar offensive weapon due to it's range, Shadow man needs to have his spread shuruken.

and a katana. but the murumasa is a little op.


I wouldn't mind having the smokebomb back though. :p