Advanced Search

Author Topic: Megaman 6: Class Expansion.  (Read 21231 times)

0 Members and 1 Guest are viewing this topic.

March 04, 2011, 04:34:28 AM
Reply #45

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #45 on: March 04, 2011, 04:34:28 AM »
Quote from: "Korby"
Plantman is rather buggy. Running over a weapon whilst firing gets rid of his weapon. His HUD should be something different, and be shiny. He gets a leaf-shield clone for his altfire? Lame.
HEY! I worked very lazily on that altfire  :evil:  but yeah the leaf sheild clone was the best possible choice cause, his buster is faster and weaker than megaman's, and giving him the plant barrier thats already in mm8bdm would make for a very long match, especially if it kept his defensive ability. But when it all comes down to it, arent leaf sheild, star crash, and plant barrier clones of each other to begin with (original owner wise)?

March 04, 2011, 04:39:20 AM
Reply #46

Offline Chimera Man

  • Standard Member
  • Date Registered: November 02, 2010, 05:19:33 AM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #46 on: March 04, 2011, 04:39:20 AM »
Quote from: "Korby"
Knightman seems fine, however, when I died and a Crusher was still out, it continued to come back to me when I respawned. Also, he should have the crusher on his buster in his HUD.

Hmm... haven't noticed this bug. Also, his shield it's already large, so if I put the mace ball it would block the view.

Quote from: "Korby"
Plantman is rather buggy. Running over a weapon whilst firing gets rid of his weapon. His HUD should be something different, and be shiny. He gets a leaf-shield clone for his altfire? Lame.

To be honest, I'm not sure if I should stick them to their in-game counterparts or not...

Quote from: "Korby"
Centaurman could use an all around buff. His Centaur Flash is pretty much useless, and his buster has low damage, even if it shotguns.

His Centaur Flash does the same as the MM8BDM counterpart and stuns everyone in its radius. Also, King Yamato asked me to lower the damage of his buster because he thought it as overpower.

Quote from: "Korby"
Yamatoman is my favorite, though his primary fire far trumps his chainsaw in terms of damage. Perhaps reverse the damage but make the chainsaw use ammo instead of Yamato Spear? Also, you might wanna remove that icon.

King Yamato thought of his alternate being a "repel", an "out-of-my-way" weapon more than a damager. By the way, it doesn't even uses ammo.

Anyway, I'll considerate your point of view on these.  :geek:

March 04, 2011, 04:42:45 AM
Reply #47

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: Megaman 6: Class Expansion.
« Reply #47 on: March 04, 2011, 04:42:45 AM »
Quote from: "Chimera Man"
Quote from: "Korby"
Knightman seems fine, however, when I died and a Crusher was still out, it continued to come back to me when I respawned. Also, he should have the crusher on his buster in his HUD.

Hmm... haven't noticed this bug. Also, his shield it's already large, so if I put the mace ball it would block the view.
Make it smaller, perhaps.
Quote from: "Korby"
Plantman is rather buggy. Running over a weapon whilst firing gets rid of his weapon. His HUD should be something different, and be shiny. He gets a leaf-shield clone for his altfire? Lame.

To be honest, I'm not sure if I should stick them to their in-game counterparts or not...
You should figure it out, lest he become Wood Man. Also, what's with the rapid fire buster anyway?
Quote from: "Korby"
Centaurman could use an all around buff. His Centaur Flash is pretty much useless, and his buster has low damage, even if it shotguns.

His Centaur Flash does the same as the MM8BDM counterpart and stuns everyone in its radius. Also, King Yamato asked me to lower the damage of his buster because he thought it as overpower.
Centaur Flash doesn't stun. The buster is really weak at the moment, unless you're going for direct hits.
Quote from: "Korby"
Yamatoman is my favorite, though his primary fire far trumps his chainsaw in terms of damage. Perhaps reverse the damage but make the chainsaw use ammo instead of Yamato Spear? Also, you might wanna remove that icon.

King Yamato thought of his alternate being a "repel", an "out-of-my-way" weapon more than a damager. By the way, it doesn't even uses ammo.
A chainsaw is a chainsaw. However, that doesn't change the fact that Yamato Spear kills way faster than it, so why use the chainsaw?
Anyway, I'll considerate your point of view on these.  :geek:

March 04, 2011, 04:48:12 PM
Reply #48

Offline Asd967

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 01, 2010, 03:59:45 AM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #48 on: March 04, 2011, 04:48:12 PM »
@ Korby

Centaurman was really OP with normal buster shots that spread. It killed on 2 direct hits, and on most direct hits the blast from them hits the target too. Centaur Flash's main use is stunning, in which it really works. I don't see what's the problem there.

Yamatoman's Yamato Spear is very limited to keep spamming them. The altfire's just an alternate attack if they are close or if you are out of ammo.
One of Yamato Spear's in game trait was it getting used way fast. I kept it that way and it fits the role of primary fire.
There wasn't even going to be an altfire for him.

We should leave balance issues until all are done.

March 04, 2011, 04:53:35 PM
Reply #49

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: Megaman 6: Class Expansion.
« Reply #49 on: March 04, 2011, 04:53:35 PM »
You don't have to make them normal buster shots, just make them slightly more powerful!

In a game about ranged combat, if a melee is weak, "you gonna die."

March 04, 2011, 05:03:00 PM
Reply #50

Offline Asd967

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 01, 2010, 03:59:45 AM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #50 on: March 04, 2011, 05:03:00 PM »
Trust me, it actually was more powerful, it raped everything alive and respawning. And it's meant to be used with the Centaur Flash, making it stun and easy clear hitting.

Yamato's altfire is situational like Gutspunch and the purpose is to use Yamato Spears until you run out and not be helpless.

Again, I'll request the drop of balancing subject until all classes are done and we can compare them all.

March 04, 2011, 06:01:18 PM
Reply #51

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #51 on: March 04, 2011, 06:01:18 PM »
Quote from: "Asd967"
@ Korby

Centaurman was really OP with normal buster shots that spread. It killed on 2 direct hits, and on most direct hits the blast from them hits the target too. Centaur Flash's main use is stunning, in which it really works. I don't see what's the problem there.

Yamatoman's Yamato Spear is very limited to keep spamming them. The altfire's just an alternate attack if they are close or if you are out of ammo.
One of Yamato Spear's in game trait was it getting used way fast. I kept it that way and it fits the role of primary fire.
There wasn't even going to be an altfire for him.

We should leave balance issues until all are done.

Centaurman: Just have its projectile have Death and XDeath. In Death it Splits, in XDeath it just disappears. There, it won't be OP unless a fool stands close to the wall by then.

Yamatoman: Have two attacks like this: the first throws the spear head, piercing through enemies and dropping as a pickup when hitting ceiling, wall or floor. The second spins his spear, shooting in a spread pattern like Topman's tops. However both requires the spearhead in the inventory, but the second should be useable as melee if the spearhead is not attached.

March 04, 2011, 06:40:44 PM
Reply #52

Offline Asd967

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 01, 2010, 03:59:45 AM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #52 on: March 04, 2011, 06:40:44 PM »
Tsuki, no offense, but the weapons are already done.
No more major DECORATE stuff.

March 04, 2011, 06:51:54 PM
Reply #53

Offline Hallan Parva

  • MM8BDM MM8 Contributor

  • drifting absently across an endless sea
  • *
  • Date Registered: September 23, 2010, 10:32:40 PM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #53 on: March 04, 2011, 06:51:54 PM »
Hey Tsuki, while you're in the Projects subforum, mind helping Yellow Devil out with Guts Punch?

March 04, 2011, 07:02:02 PM
Reply #54

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #54 on: March 04, 2011, 07:02:02 PM »
Quote from: "SmashBroPlusB"
Hey Tsuki, while you're in the Projects subforum, mind helping Yellow Devil out with Guts Punch?
Sure, why not?

Quote from: "Asd967"
Tsuki, no offense, but the weapons are already done.
No more major DECORATE stuff.
*Sadfaic*

March 04, 2011, 07:06:16 PM
Reply #55

Offline Max

  • MM8BDM Extender

  • i ate those food
  • ************
  • Date Registered: July 09, 2010, 08:10:13 PM

    • View Profile
    • ??
Re: Megaman 6: Class Expansion.
« Reply #55 on: March 04, 2011, 07:06:16 PM »
Ark's already given me the way for Gutspunch, unless it doesn't work your help won't be necessary Tsuki. Thanks for the consideration, however.

March 04, 2011, 07:15:12 PM
Reply #56

Offline tsukiyomaru0

  • MM8BDM Extender
  • *
  • Date Registered: November 07, 2010, 05:01:56 PM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #56 on: March 04, 2011, 07:15:12 PM »
Quote from: "Yellow Devil"
Ark's already given me the way for Gutspunch, unless it doesn't work your help won't be necessary Tsuki. Thanks for the consideration, however.
Alright. Just ring me if anything
Ring ring ring ring ring ring BANANA PHONE!

March 05, 2011, 06:36:27 AM
Reply #57

Offline Chimera Man

  • Standard Member
  • Date Registered: November 02, 2010, 05:19:33 AM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #57 on: March 05, 2011, 06:36:27 AM »
A'ight... now Plant Man and Centaur Man are fixed for good, I hope.  :geek:

Next Robot Master: Wind Man.
That means only Tomahawk Man will be untouched... yet. If no one volunteers to make him, I'll do as well.

March 05, 2011, 04:04:06 PM
Reply #58

Offline FCx

  • Standard Member
  • Date Registered: October 08, 2010, 07:42:53 PM

    • View Profile
    • http://www.taringa.net/FCs33
Re: Megaman 6: Class Expansion.
« Reply #58 on: March 05, 2011, 04:04:06 PM »
Firstly, you need Tomahawkman "throwing feathers" sprites and rotation.

March 05, 2011, 04:29:59 PM
Reply #59

Offline arkman

  • Standard Member
  • Date Registered: January 17, 2011, 04:22:37 AM

    • View Profile
Re: Megaman 6: Class Expansion.
« Reply #59 on: March 05, 2011, 04:29:59 PM »
It would be neat if you made him do his short hop in stead of running, but still walk normally. but that would probably annoy people. :?