Cutstuff Home
CMM's Twitter
MM8BDM Wiki
ZDoom Wiki
Zandronum
Welcome,
Guest
. Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
Help
Search
Login
Register
Advanced Search
Cutstuff Forum
»
Mega Man 8-bit Deathmatch
»
Projects & Creative
»
[OUTDATED THREAD] Class based modification (v9fh)
Print
Pages:
1
...
469
470
[
471
]
472
473
...
482
Author
Topic: [OUTDATED THREAD] Class based modification (v9fh) (Read 1497233 times)
0 Members and 2 Guests are viewing this topic.
January 23, 2016, 03:33:01 AM
Reply #7050
Watzup7856
MM8BDM Extender
You're nothing but peppered asscheeks to me
>
>
>
>
>
>
>
>
>
Date Registered: July 03, 2011, 01:53:12 AM
Re: Class based modification (v8b)
«
Reply #7050 on:
January 23, 2016, 03:33:01 AM »
Grenade Man is a big problem.
Not only is the rage gimmick stupid as fuck, the Grenadageddon is possibly the stupidest fucking thing I've ever seen in a video game. Don't just punish players for playing the game, it should kill them too. Yea that's a great idea.
Logged
January 23, 2016, 04:38:39 AM
Reply #7051
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Class based modification (v8b)
«
Reply #7051 on:
January 23, 2016, 04:38:39 AM »
Grenademageddon's fuse needs to, at minimum, allow a class with normal walking speed to get from point blank to outside the danger zone with at least a second to spare (before considering unfavorable terrain, slowing effects, or other hazards)
Logged
January 23, 2016, 06:57:13 AM
Reply #7052
Bikdark
Standard Member
Date Registered: December 26, 2010, 01:51:13 AM
Re: Class based modification (v8b)
«
Reply #7052 on:
January 23, 2016, 06:57:13 AM »
If you're gonna complain about grenademan, at least complain about something that's actually a problem
Logged
January 25, 2016, 12:42:41 PM
Reply #7053
Emmanuelf06
Donator
Date Registered: October 07, 2010, 03:03:19 AM
Re: Class based modification (v8b)
«
Reply #7053 on:
January 25, 2016, 12:42:41 PM »
I wanted ask, Fireman, Ringman or Napalmman have a real rapidfire, so the damage was reduced, for the fun or shooting quickly, but isnt too much fast for the little damage? I know it's for a way to play it...
But when you spam with some class and don't kill them, it feels weird.
What about if you nerf slightly the rapidfire and make a damage a bit better ?...
GeminiMan nerf (ammo) is a good idea but its hard to use him, i suppose, it's to force us to not spam the clone.
Logged
February 20, 2016, 01:19:40 AM
Reply #7054
MusashiAA
MM8BDM Contributor
Byeah
>
>
>
>
Date Registered: February 16, 2010, 04:44:54 AM
Re: Class based modification (v8b)
«
Reply #7054 on:
February 20, 2016, 01:19:40 AM »
So I wanted to create a public Discord server pertinent to this mod. I asked once in a server, someone said yes, that's good enough for me.
https://discord.gg/0q5TXBVoNKraIWCv
Make use of it for complaints, comments, idle chat, voice chats for matches, anything. I'll try to keep an eye on it, making up rules as it goes, if it even goes.
Logged
March 16, 2016, 04:02:40 PM
Reply #7055
Lebowski
Standard Member
Date Registered: March 16, 2016, 01:50:19 AM
Re: Class based modification (v8b)
«
Reply #7055 on:
March 16, 2016, 04:02:40 PM »
I was wondering if it'd be possible for Crashman's crash bombs to be solid. An example of this being I shoot a crash bomb at a wall, and am able to jump on it to gain some height and/or get to a vantage point. I know a possible annoyance that could come from this is if I were to aim them at the ground, it'd probably stop players in their tracks (Unless it was rounded like a tiny hill maybe?). Sorry if my point isn't clear on this, if it's not let me know and I'll try to be more specific.
Logged
March 30, 2016, 06:32:01 PM
Reply #7056
ScrapHeap
Standard Member
Date Registered: October 25, 2013, 12:18:01 AM
Re: Class based modification (v8b)
«
Reply #7056 on:
March 30, 2016, 06:32:01 PM »
So are we gonna ignore topman's 20-damage-driveby's that only seem to not be a problem for hardman? How about how Crashman's hitstun that literally makes it a game-ender being hit at full health as anyone except aforementioned hardman?
Logged
March 30, 2016, 06:54:02 PM
Reply #7057
Ceridran
MM8BDM Extender
>
Date Registered: April 07, 2012, 01:08:52 AM
Re: Class based modification (v8b)
«
Reply #7057 on:
March 30, 2016, 06:54:02 PM »
Quote
So are we gonna ignore topman's 20-damage-driveby's?
that damage is pathetic
Logged
March 30, 2016, 07:00:12 PM
Reply #7058
ScrapHeap
Standard Member
Date Registered: October 25, 2013, 12:18:01 AM
Re: Class based modification (v8b)
«
Reply #7058 on:
March 30, 2016, 07:00:12 PM »
You're not seeing the problem here. He's doing almost 25 damage per GRAZED HIT. At the speed he goes and the rate that recharges? If you're not hit full on you're dying in about 3 seconds anyway.
And then there's crashman. Why the actual hell did he get a damage buff? He was completely fine before, but now he's just a faceroll.
Logged
March 30, 2016, 10:22:49 PM
Reply #7059
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Class based modification (v8b)
«
Reply #7059 on:
March 30, 2016, 10:22:49 PM »
The topman and crashman buffs (which we're aware were way too strong) are part of Bandaid so please direct bandaid-related comments to
viewtopic.php?f=37&t=10146
Logged
March 30, 2016, 11:57:51 PM
Reply #7060
ScrapHeap
Standard Member
Date Registered: October 25, 2013, 12:18:01 AM
Re: Class based modification (v8b)
«
Reply #7060 on:
March 30, 2016, 11:57:51 PM »
My apologies, I'll go rant over there.
Logged
April 08, 2016, 02:13:35 AM
Reply #7061
Teleclast
Standard Member
Date Registered: April 08, 2016, 01:53:22 AM
Re: Class based modification (v8b)
«
Reply #7061 on:
April 08, 2016, 02:13:35 AM »
So right now in CTF I noticed that when this is on I lose all weapons when I grab the flag.
Is there a way to disable this? Unfortunately running a search on this thread came up with nothing for 'CTF'.
Logged
April 08, 2016, 02:50:33 PM
Reply #7062
Bikdark
Standard Member
Date Registered: December 26, 2010, 01:51:13 AM
I THINK
«
Reply #7062 on:
April 08, 2016, 02:50:33 PM »
Thats intended, iirc. Hit your chasecan button, and you'll see that you turn into mm10's weapon archive thing. You revert back when you drop the flag or capture it
Logged
April 08, 2016, 04:55:16 PM
Reply #7063
Isaac940
Standard Member
Date Registered: December 09, 2010, 07:13:26 PM
Re: Class based modification (v8b)
«
Reply #7063 on:
April 08, 2016, 04:55:16 PM »
Yeah, you're intended to morph into the Weapon Archive to prevent stupidly easy captures with classes like Quick/Gyro. However, unless it works online and is just not working offline, something may have broke along the way. From what I can tell the skin isn't changing like it used to and i thought the archive could use copyweps, but you seem to not be collecting them now.
Logged
April 08, 2016, 08:56:32 PM
Reply #7064
Orange juice :l
Warrior
>
>
Date Registered: October 10, 2010, 08:41:18 PM
Re: Class based modification (v8b)
«
Reply #7064 on:
April 08, 2016, 08:56:32 PM »
The idea is nice and all but it really goes both ways. Unless you have a flashman to cover your booty you're gonna get hunted down by a slashman or similar- CTF doesn't really work that well in classes at the moment and I don't suspect it ever can be, barring something drastic.
Logged
Print
Pages:
1
...
469
470
[
471
]
472
473
...
482
Cutstuff Forum
»
Mega Man 8-bit Deathmatch
»
Projects & Creative
»
[OUTDATED THREAD] Class based modification (v9fh)