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Author Topic: Re: Mega Man X1 Classes  (Read 139844 times)

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September 11, 2011, 06:23:48 PM
Reply #120

Offline xColdxFusionx

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #120 on: September 11, 2011, 06:23:48 PM »
More stuff that hasn't been mentioned (or possibly has, I have no idea)

-When pointed directly at someone and dashing, X causes the other person to dash and freezes himself in place until he dies. Not only does this mess up X, but it could possibly be used to launch people into pits.
-Occasionally the fully-charged shot effect messes up. It looks rather silly.
-HADOKEN!!

September 13, 2011, 12:39:40 AM
Reply #121

Offline TheBladeRoden

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #121 on: September 13, 2011, 12:39:40 AM »
Looking for ideas for Armored Armadillo and Zero (besides the usual bugfixing). I was thinking of giving AA a second charge stage when he blocks 8 shots, for an even more damaging countershot.

And for Zero, well he doesn't do a whole lot onscreen action in X1 so I could just give him a few stat increases from X, but make him unable to pickup weapons, and replace the hadouken with his suicidal overload explosion. Or skip the whole timeline thing and make him how he plays in X3.

September 13, 2011, 12:41:31 AM
Reply #122

Offline Gummywormz

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #122 on: September 13, 2011, 12:41:31 AM »
For sure go for x3 style. It'd be more interesting.

September 13, 2011, 12:43:11 AM
Reply #123

Offline TheDoc

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #123 on: September 13, 2011, 12:43:11 AM »
Well.....if there's going to be classes for the whole series, I'd think we should have different X and Zero classes for each game. That way you could pick and choose which X/Zero you feel more comfortable with and there's bound to be different favs. You could just leave Zero out of this one.

September 13, 2011, 12:45:38 AM
Reply #124

Offline Trollman

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #124 on: September 13, 2011, 12:45:38 AM »
Even if I like his character in X3, it's X1 classes so I think it should be X1. Just saying.

September 13, 2011, 01:24:05 AM
Reply #125

Offline Tesseractal

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #125 on: September 13, 2011, 01:24:05 AM »
Quote from: "Gummywormz"
Quote from: "TheBladeRoden"
btw, does anyone know why you get ammo twice as quickly in multiplayer as compared to singleplayer?.

Servers are hosted using nightmare difficulty, which doubles ammo (and health pickups too I think). During single player it starts you on difficulty 3, which doesn't double ammo.
Are you sure? I've heard this before as well but on the server options it's under "Co-Op", and not deathmatch. I've been seeking a definitive answer to this. (whether Nightmare difficulty affects DM games)

Quote from: "Trollman"
Even if I like his character in X3, it's X1 classes so I think it should be X1. Just saying.
He's also an X clone in effectively every way until X3, when he gets upgraded to Falco status.

RM Classes are made for mm1-7, but Bass plays like he does in R&F, not Mega Man 7 (where he shoots purple lasers). For a similar reason: It'd be boring.  
Sure, Mega and Proto are just as much clones of each other, but x1 Zero can't use weapons. Now it's not a huge deal as there are no weapon drops for these classes, but Zero can still be summed up as: X with another charge shot, higher HP but less armor. Including that is almost superfluous.

I'm going to suggest going with X3 Zero here. I'd actually even suggest X6 Zero if he didn't stretch so far from the "shooting game" setup. (after all, ceiling attack would be hilarious or interesting)

September 13, 2011, 01:31:31 AM
Reply #126

Offline Blaze Yeager

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #126 on: September 13, 2011, 01:31:31 AM »
For some reason X loses his Hadouken at random after the ammo bar fills.

Also,hoping we get X2 onwards,i hope for other classes (like a Serges or Violen Class)

September 13, 2011, 01:33:40 AM
Reply #127

Offline Gummywormz

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #127 on: September 13, 2011, 01:33:40 AM »
Quote from: "Blaze"
For some reason X loses his Hadouken at random after the ammo bar fills.

You have to be at full health to use it.

And yes, skill levels affect all modes

October 21, 2011, 01:53:19 AM
Reply #128

Offline Skye.EXE

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #128 on: October 21, 2011, 01:53:19 AM »
I find this project interesting, I wish you luck. I will download.  :)

October 21, 2011, 01:55:56 AM
Reply #129

Offline Ivory

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #129 on: October 21, 2011, 01:55:56 AM »
Please do not bump old topics. This thread hasn't been posted in since early September

November 07, 2011, 07:45:16 PM
Reply #130

Offline TheBladeRoden

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Re: Mega Man X1 Classes (v1c get it now!)
« Reply #130 on: November 07, 2011, 07:45:16 PM »
It's...



MMX Classes update v1d! (sorry no Zero yet just a buttload of fixes :()

Downloads:
http://www.mediafire.com/?p31qkdze772hroe
http://wadhost.fathax.com/files/MMXClasses-v1d.zip

11/7/11 - v1d changelog:
(click to show/hide)

November 09, 2011, 02:50:25 AM
Reply #131

Offline Ukiyama

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #131 on: November 09, 2011, 02:50:25 AM »
When playing on the server I have noticed a few odd things with a couple classes.

As Spark Mandrill simply fire the Electric Spark on a long flat floor and notice that it disappears then will still create the 3 way spark when collides on the wall. (Some reason my Air Hockey has a weird invisible glitch similar to yours, where it happens on servers but not on single player.)

As Boomer Kuwanger, the teleport is breaking a bit, I can say that safely. Every once in awhile when I spawn and try to teleport, it won't work period. But there is something even stranger! While I'm not sure what the exact cause of it was, when playing on the server, I was trying to teleport, but it was warping a enemy Kuwanger instead of me! Was hilarious for me to watch as they move somewhere and all the sudden they just pop back in front of me. :lol:

I wasn't Armadillo but there is some way that the ball can still break and allow for flying because it happened on Stone Man's stage with someone and Crystal Man's stage with someone.

Flame Mammoth's oil flames have a tendency of not completely sticking to the ground when lit on fire and sometimes moves around a bit, and the flames do damage to yourself. Don't think that should happen lol.

I don't know this is a bug or not, but when Sting Chameleon is hit with lights out, the bulb still shows over his head, making it simple to find him if he his hit with it.

Not a bug but I do suggest that X's Hadouken meter fill back up the way it was... It's hard enough to keep your health full and get that gauge full, and while instant death, its small and moves slow (plus the fact that the dash lowers the bar making the wait longer). Would be better off just simply fighting and ignoring it all together.

November 09, 2011, 05:56:55 AM
Reply #132

Offline Knux

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #132 on: November 09, 2011, 05:56:55 AM »
I have a suggestion: since Launch Octopus's alt fire does nothing when using the Whirlpool attack, how about making him do a super jump like he did in the game? Then whirlpool spam in mid-air! He's alright, but it's just a thought that came to mind while playing.  :lol:

November 11, 2011, 09:32:22 PM
Reply #133

Offline xColdxFusionx

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #133 on: November 11, 2011, 09:32:22 PM »
Quote from: "Ukiyama"
As Boomer Kuwanger, the teleport is breaking a bit, I can say that safely. Every once in awhile when I spawn and try to teleport, it won't work period. But there is something even stranger! While I'm not sure what the exact cause of it was, when playing on the server, I was trying to teleport, but it was warping a enemy Kuwanger instead of me! Was hilarious for me to watch as they move somewhere and all the sudden they just pop back in front of me. :lol:
Sounds like someone's using GiveToTarget in their code again...


Flame Mammoth's oil flames have a tendency of not completely sticking to the ground when lit on fire and sometimes moves around a bit,
wut
and the flames do damage to yourself. Don't think that should happen lol.
That's normal. It's to prevent Flame Mammoth from making huge traps that he can stand in.

I don't know this is a bug or not, but when Sting Chameleon is hit with lights out, the bulb still shows over his head, making it simple to find him if he his hit with it.
Probably intentional.

Not a bug but I do suggest that X's Hadouken meter fill back up the way it was... It's hard enough to keep your health full and get that gauge full, and while instant death, its small and moves slow (plus the fact that the dash lowers the bar making the wait longer). Would be better off just simply fighting and ignoring it all together.
It was a secret in MMX. Also, it's an OHK. I'm not surprised it's so hard to use.

March 20, 2012, 02:19:43 PM
Reply #134

Offline Hilman170499

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Re: Mega Man X1 Classes (v1d how really do you want it!)
« Reply #134 on: March 20, 2012, 02:19:43 PM »
Quote from: "TheBladeRoden"
   
Maverick:   Storm Eagle
Role:    Aerial Assault
1st Weapon:    Storm Tornado
Creates a long shaft of spiraling air that does ripping damage.
Alt Fire:    Wing Flap
Also pushes people back. It has a wider area of effect, but it does little damage.
2nd Weapon:    Pipi Egg
Lobs an egg that hatches four homing birds when it hits the ground. He can also fly when the 2nd weapon is equipped.
Alt Fire:   Dive
Dive bombs at 45 degrees downward. Hitting anything in the way.
Resistances:   None
Weaknesses:   Sting

It's actually a laser