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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1497234 times)

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January 04, 2016, 10:37:03 PM
Reply #7035

Offline Promestein

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Re: Class based modification (v8b)
« Reply #7035 on: January 04, 2016, 10:37:03 PM »
Are you sure you didn't get the two class mods mixed up? Because it seems to me like you've mixed them up. This mod has never really been concerned about canon, and I don't remember Shadow Man ever having a vertical spread attack in this one, but I've only been playing it since it was in V3A.

January 05, 2016, 12:46:07 AM
Reply #7036

Offline Bikdark

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Re: Class based modification (v8b)
« Reply #7036 on: January 05, 2016, 12:46:07 AM »
Yes stonefunk, we call it "artistic freedom". This isn't the canon mod, it's the "huh what if they could do that?" mod.

January 05, 2016, 02:47:50 AM
Reply #7037

Offline Emmanuelf06

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Re: Class based modification (v8b)
« Reply #7037 on: January 05, 2016, 02:47:50 AM »
Ah ok, why not lol. At least, if people like the attacks, it's enough.
It's played so i suppose, no problem. : p

January 05, 2016, 04:28:19 AM
Reply #7038

Offline Korby

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Re: Class based modification (v8b)
« Reply #7038 on: January 05, 2016, 04:28:19 AM »
As the creator of Galaxyman, I can say with confidence that if you're playing him and expecting to get a bunch of frags, you're playing the wrong class. If you're fond of my classes and want one who can get a bunch of frags, might I suggest Swordman or Grenademan?
Galaxy is all about keep away and widdling down opponents. His defense isn't great and his damage is horrid [unless you're Frostman. Poor, poor Frostman.] but he provides utility to his team and is very, very good at not taking damage. He's built to outlast you and is, in my eyes, a pretty good take at a "frail tank" class.

January 05, 2016, 05:56:28 AM
Reply #7039

Offline Orange juice :l

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Re: Class based modification (v8b)
« Reply #7039 on: January 05, 2016, 05:56:28 AM »
The problem with such a class is that his viability changes dramatically depending on his opponent for obvious reasons. Of course, plenty of classes are inherently weak against others (a close-range agile class like flashman is gonna get bootyblasted by swordman, for example), but Galaxyman is a special case with his BHB. I had an idea where his bombs' sucking power would be proportional to speed as sort of a weight thing (yes yes even though gravity doesn't work that way) so that classes like hardman would be less fucked (especially how much slow classes struggle against his teleport+flight) whereas classes like quickman aren't an instawin scenario.

January 06, 2016, 04:15:41 AM
Reply #7040

Offline Bikdark

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Re: Class based modification (v8b)
« Reply #7040 on: January 06, 2016, 04:15:41 AM »
yeah to be fair quickman is instawin in a lot of cases

January 06, 2016, 03:05:30 PM
Reply #7041

Offline Gumballtoid

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Re: Class based modification (v8b)
« Reply #7041 on: January 06, 2016, 03:05:30 PM »
It might not be a bad idea to give Quick Man a stamina mechanic. Say, if he runs for too long, his movement speed is reduced while his stamina regenerates, giving slower classes an opportunity to catch him. Using his dash would drain stamina even further, of course, giving it some kind of consequence. Ideally, this would prevent (or at least, counteract) stalling matches BxR style.

January 06, 2016, 06:17:06 PM
Reply #7042

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Re: Class based modification (v8b)
« Reply #7042 on: January 06, 2016, 06:17:06 PM »
Speaking of which, how come copywep classes (Mega/Proto/Bass) have no limit to their dashes? It's bad enough that they can access 80+ weapons, then use their infinite dash as a potential get out of jail card. I've been meaning to suggest a two-use bar for these dashes, which would regenerate when the user is standing still.

January 06, 2016, 11:55:24 PM
Reply #7043

Offline Bikdark

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Re: Class based modification (v8b)
« Reply #7043 on: January 06, 2016, 11:55:24 PM »
The term "too much of a good thing can be bad" comes to mind.

Quick's speed boost shouldn't have 100% uptime

Copywep dashes need to have a strict limit

Bass needs restrictions on his buster

Centaur shouldn't have infinite ammo on a huge damage buster that spreads

Shade shouldn't be able to pseudo-infinitely fly

Bubble shouldnt arbitrarily be given infinite flight in water

simple shit.

January 07, 2016, 12:51:43 AM
Reply #7044

Offline Thunderono

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obvious mapmaker's bias but god damn
« Reply #7044 on: January 07, 2016, 12:51:43 AM »
Astro man should also lose infinite flight.  It's honestly pretty silly that he gets it to begin with, and aside from disarming some classes entirely, the sloppy coding allows him to fly over custom pits forever (biggest and most recent example being PBJ10-- I'm still salty).

Honestly, why does he even have the item to turn off flight?  There's no reason to turn it off since stamina can be regained without turning it off, and being able to dodge floorhuggers and low bouncing projectiles by default is incredibly powerful.

January 07, 2016, 02:52:52 AM
Reply #7045

Offline Korby

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Re: Class based modification (v8b)
« Reply #7045 on: January 07, 2016, 02:52:52 AM »
I forget the reasoning Jax told me when he added it, but I believe it was something along the lines of using springs and gyro pads easier.
In addition, it allows him to quickly evade downwards, and knowing when to do that adds a new degree of mastery to the class.

The coding for the infinite flight isn't "sloppy;*" it simply doesn't take into account custom maps using non-core standard pits which is, unless I am horribly mistaken, essentially impossible to account for in the first place.
As for why he has it in the first place, it helps separate him from other flying classes, it's an interesting mechanic that had not been done before, and it's thematically appropriate.
That, and he's rather weak otherwise.

*Okay, mine was, but my version of the flight was never publicly released so that doesn't really matter.

As someone who plays Shade a lot, I do agree that he shouldn't be able to fly for so long, but I'd prefer if the thing changed was he didn't regain ammo after doing a dive. It makes using them more punishing and the playstyle of "sit in the air all game and dive at people until they're dead" considerably less effective.

January 07, 2016, 09:45:50 PM
Reply #7046

Offline Hallan Parva

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Re: Class based modification (v8b)
« Reply #7046 on: January 07, 2016, 09:45:50 PM »
as a Centaur main I also agree that her buster having zero ammo cost and being infinite range after the spit is really dumb
actually, it's not free, it's worse -- why do you gain ammo while shooting


allow Centaur Step to be used with less than full ammo (PLZ), and make split shots fade away after a certain distance
... and halt ammo regeneration while you're shooting the buster, at the very least

and maybe shift her damage output more on the "full" shot so there's more reward on hitting vs. chipping out with split shots


please and thank you

January 08, 2016, 08:50:12 PM
Reply #7047

Offline Thunderono

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Re: Class based modification (v8b)
« Reply #7047 on: January 08, 2016, 08:50:12 PM »
Quote from: "Korby"
I forget the reasoning Jax told me when he added it, but I believe it was something along the lines of using springs and gyro pads easier.
In addition, it allows him to quickly evade downwards, and knowing when to do that adds a new degree of mastery to the class.

The coding for the infinite flight isn't "sloppy;*" it simply doesn't take into account custom maps using non-core standard pits which is, unless I am horribly mistaken, essentially impossible to account for in the first place.
As for why he has it in the first place, it helps separate him from other flying classes, it's an interesting mechanic that had not been done before, and it's thematically appropriate.
That, and he's rather weak otherwise.

I suppose that's fair, but the fact remains that infinite flight shuts down floorhuggers and classes focused on slow projectiles.  Maybe a compromise could be made to where, after taking a certain amount of damage (somewhere between 20-40), Astroman loses his flight.  This would work similarly to the counter Woodman currently has, where the counter would be active as long as the flight is active, but it would reset if he manually shut it down (incentivizing the Astroman to deactivate his flight in order to preserve it for future skirmishes).  To compensate, maybe he could get a movespeed buff to allow him to still get in for Astro Crushes, since he's entirely reliant on flight to get it to hit.

January 08, 2016, 09:32:00 PM
Reply #7048

Offline ice

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Re: obvious mapmaker's bias but god damn
« Reply #7048 on: January 08, 2016, 09:32:00 PM »
Quote from: "Thunderono"
Honestly, why does he even have the item to turn off flight?  There's no reason to turn it off since stamina can be regained without turning it off, and being able to dodge floorhuggers and low bouncing projectiles by default is incredibly powerful.

Gravity hold, Gravityman, and Tenguman existing, Quick vertical dodging, and you need to jump deep gaps otherwise impossible to float over

January 08, 2016, 09:50:43 PM
Reply #7049

Offline Korby

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Re: Class based modification (v8b)
« Reply #7049 on: January 08, 2016, 09:50:43 PM »
Quote from: "Thunderono"
I suppose that's fair, but the fact remains that infinite flight shuts down floorhuggers and classes focused on slow projectiles.  Maybe a compromise could be made to where, after taking a certain amount of damage (somewhere between 20-40), Astroman loses his flight.  This would work similarly to the counter Woodman currently has, where the counter would be active as long as the flight is active, but it would reset if he manually shut it down (incentivizing the Astroman to deactivate his flight in order to preserve it for future skirmishes).  To compensate, maybe he could get a movespeed buff to allow him to still get in for Astro Crushes, since he's entirely reliant on flight to get it to hit.

I really like this solution, it could be very interesting. Hope they put something like that in for the next version.

Quote from: "ice"
you need to jump deep gaps otherwise impossible to float over

Astroman has a brief period of flight after flying over a gap before falling, so jumping over chasms is not generally required as long as you're high enough for the vertical distance to not matter.

While testing the above, I remembered another function for turning off the flight; it disables the UFO sounds when walking.