Advanced Search

Author Topic: [HOTFIX] - King Yamato's Classes Overhaul  (Read 178314 times)

0 Members and 1 Guest are viewing this topic.

October 25, 2011, 03:09:40 PM
Reply #105

Offline Ukiyama

  • MM8BDM Extender

  • WAAAAAAAAAAAAAAAAA
  • ***
  • Date Registered: August 23, 2011, 07:49:19 PM

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #105 on: October 25, 2011, 03:09:40 PM »
Yea on the server Mess and I were testing that out and yea its when you are holding a bomb and they die before they toss it, sometimes only you can see it, other times everyone can. Seems like a infinite number can be spawned that way, I had made 5 and Mess could only see 2 or 3 of them.

October 25, 2011, 03:12:50 PM
Reply #106

Offline SaviorSword

  • Standard Member

  • Yar har, fiddle dee dee...
  • Date Registered: January 01, 2011, 02:13:30 AM

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #106 on: October 25, 2011, 03:12:50 PM »
Quote from: "Ukiyama"
Yea on the server Mess and I were testing that out and yea its when you are holding a bomb and they die before they toss it, sometimes only you can see it, other times everyone can. Seems like a infinite number can be spawned that way, I had made 5 and Mess could only see 2 or 3 of them.

I think ya meant Musashi, right?

October 25, 2011, 03:14:46 PM
Reply #107

Offline Ukiyama

  • MM8BDM Extender

  • WAAAAAAAAAAAAAAAAA
  • ***
  • Date Registered: August 23, 2011, 07:49:19 PM

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #107 on: October 25, 2011, 03:14:46 PM »
Crap your right lol, I get people confused sometimes... but anyway the main point was that is how it is  :)

October 25, 2011, 03:35:27 PM
Reply #108

Offline Proto Man

  • Standard Member
  • Date Registered: April 30, 2011, 02:55:08 AM

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #108 on: October 25, 2011, 03:35:27 PM »
Quote from: "Korby"
Because that totally wouldn't be overpowered.

Why not take away charge shot and slide?

October 25, 2011, 03:50:58 PM
Reply #109

Offline Ivory

  • MM8BDM Extender
  • *********
  • Date Registered: August 25, 2009, 08:17:59 AM

    • View Profile
    • http://www.cutstuff.net/
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #109 on: October 25, 2011, 03:50:58 PM »
Maybe because the Proto Man Class isn't Dark Man?

October 25, 2011, 06:42:48 PM
Reply #110

Offline Tesseractal

  • Standard Member
  • Date Registered: January 26, 2011, 01:36:07 AM

    • View Profile
    • http://www.formspring.me/IceNinth
"Blindly fixated" is a bit oxymoronic, isn't it?
« Reply #110 on: October 25, 2011, 06:42:48 PM »
As for Dark Man: His shields do damage on contact ("hugging" damage). The shield blocks attacks when in passes in front of him. Note that it was changed from reflecting shots to simply blocking because if the shield was reflective, it would reflect Dark Man's shots at him and kill him. Dark Man did have sounds in V5Y; sounds will return to Dark Man. Aside from his mysterious ability, of course. And no, Dark Man will not receive a "Proto Man" transformation or anything like that. (That WOULD make him a joke class.) The idea behind the Dark Buster is that it does damage regardless of armor; so it actually does the same damage to all masters. Dark Man will get some tweaking overall.

Quote from: "Shmeckie"
TURN. DOWN. THE GEMINI CLONES'. HEALTH.
This crap is ridiculous. Who thought that was a good idea?! Seriously, I want to know the reasoning for this.
Also; encountered a glitch where Metal Man and Snake Man had infinite mainfire ammo. Not sure how.
At the moment, Gemini clones have 300 HP. The reasoning is that Gemini clones can't regain health, they don't dodge like human players and so they "sponge" damage in effect. It can be toned down. (I've been unsatisfied with how difficult it is to kill clones, for a while.) Thanks for the bug notice. (The Phantom Bomb glitch has also been noted; thanks Sword.)

Enker will be tweaked as far as ammo absorption / regen goes.

October 29, 2011, 02:35:19 AM
Reply #111

Offline Shmeckie

  • Standard Member
  • Date Registered: October 10, 2011, 07:22:04 AM

    • View Profile
    • http://www.cloudscratcher.com
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #111 on: October 29, 2011, 02:35:19 AM »
If you're going for a damage sponge, the most I can see being sensible is 150 HP.

Also, I don't know how you're changing Enker, but if he's going to gain ammo gradually as time goes on, I think his fully charged Mirror Buster should be nerfed. I can see it doing damage like that if he has to take damage to get meter like that, but if he's just going to gain it as time goes on, then it's a little much. An Enker who's bee left alone long enough is joing to jump into the fray with ridiculous killing potential at his disposal.

October 30, 2011, 01:43:35 AM
Reply #112

Offline SaviorSword

  • Standard Member

  • Yar har, fiddle dee dee...
  • Date Registered: January 01, 2011, 02:13:30 AM

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #112 on: October 30, 2011, 01:43:35 AM »
This might be an annoyin' question, but is there a projected date for the next version?

October 30, 2011, 01:51:38 AM
Reply #113

Offline Davregis

  • Standard Member
  • Date Registered: August 16, 2011, 07:44:46 PM

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #113 on: October 30, 2011, 01:51:38 AM »
Has anyone considered giving Doc Robot more health/armor?
Might make him OP though,

October 30, 2011, 02:36:41 AM
Reply #114

Offline Shmeckie

  • Standard Member
  • Date Registered: October 10, 2011, 07:22:04 AM

    • View Profile
    • http://www.cloudscratcher.com
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #114 on: October 30, 2011, 02:36:41 AM »
Played with some more classes people were whining about being UP...

I'll agree on Guts Man. Drop the whole "walk slowly while holding a rock" thing. It's holding him back big time, pun not intended...

Needle Man, however, is ballin' and not UP. If your Needle be suckin', use altfire more. Mix that shit in with his mainfire for maximum rapeage.

October 31, 2011, 05:57:25 PM
Reply #115

Offline Chimera Man

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

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #115 on: October 31, 2011, 05:57:25 PM »
Sorry for not answering before, but we are testing them practically every other day.

We are spending quality time on improving and reworking the classes - including graphic fixes.

There will be changes.
:geek: I don't know if they will be welcome, though...

October 31, 2011, 06:56:45 PM
Reply #116

Offline Korby

  • Global Moderator

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

    • View Profile
    • Korby Games
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #116 on: October 31, 2011, 06:56:45 PM »
Will you be changing the yellow used for shading most classes' HUDs? The color Doom decides to use is incredibly ugly, and it looks much better if you shade it with an orange, a la Napalm Man.

October 31, 2011, 08:20:10 PM
Reply #117

Offline Chimera Man

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

    • View Profile
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #117 on: October 31, 2011, 08:20:10 PM »
Quote from: "Korby"
Will you be changing the yellow used for shading most classes' HUDs? The color Doom decides to use is incredibly ugly, and it looks much better if you shade it with an orange, a la Napalm Man.

That's a thought to consider, indeed.  :ugeek:

October 31, 2011, 10:17:27 PM
Reply #118

Offline Shmeckie

  • Standard Member
  • Date Registered: October 10, 2011, 07:22:04 AM

    • View Profile
    • http://www.cloudscratcher.com
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #118 on: October 31, 2011, 10:17:27 PM »
Quote from: "Chimera Man"
I don't know if they will be welcome, though...

They why make those changes?

Wanted to point out a few more things...

First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!

Also, I'm thinking you might want to tone down the range on Shadow Man's smoke bomb. As of now, it has a bigger range than Bright Man's flash bang, and considering blinding people should be more Bright Man's thing than Shadow Man's, that's something to consider.

As for Pharaoh Man, is it at all possible to change his charging pose so that when he's fully charged and can fire a Pharaoh Wave, his animation changes from holding an open hand in the air to the charging-and-flashing finger point pose? It was his signature pose, after all.

October 31, 2011, 10:57:12 PM
Reply #119

Offline LlamaHombre

  • MM8BDM Extender
  • ***********
  • Date Registered: November 15, 2010, 09:19:04 PM

    • View Profile
    • My Famitracker Covers
Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #119 on: October 31, 2011, 10:57:12 PM »
Quote from: "Shmeckie"
First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!
Shmeckie knows what the fuck he's talking about.