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

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October 31, 2011, 11:30:32 PM
Reply #120

Offline Chimera Man

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #120 on: October 31, 2011, 11:30:32 PM »
Quote from: "Shmeckie"
Quote from: "Chimera Man"
I don't know if they will be welcome, though...

They why make those changes?

Because no matter what you do: someone will complain about things, unfortunately.  :cry:

October 31, 2011, 11:57:13 PM
Reply #121

Offline Shmeckie

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #121 on: October 31, 2011, 11:57:13 PM »
I do have to say this: Heat Shield/Tackle needs a nerf. People are just exploiting that shit for free frags. Tone down the damage, the hitstun on the shield, or make it take longer to recharge.

November 01, 2011, 01:49:49 AM
Reply #122

Offline Davregis

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #122 on: November 01, 2011, 01:49:49 AM »
Quote from: "Shmeckie"
I do have to say this: Heat Shield/Tackle needs a nerf. People are just exploiting that shit for free frags. Tone down the damage, the hitstun on the shield, or make it take longer to recharge.

You refer to Heatman?

Why not just add more startup time to the charge?Allow people to possibly frag him before hhe begins charging?

November 01, 2011, 01:51:49 AM
Reply #123

Offline Ukiyama

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #123 on: November 01, 2011, 01:51:49 AM »
When he starts up he is immune to damage and I think he remains immune throughout the charge.

November 01, 2011, 02:32:29 AM
Reply #124

Offline Chimera Man

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #124 on: November 01, 2011, 02:32:29 AM »
Quote from: "Ukiyama"
When he starts up he is immune to damage and I think he remains immune throughout the charge.

Hmmm... I see the problem of Heat Tackle, then.  :geek:

Any other suggestions?

November 01, 2011, 02:58:15 AM
Reply #125

Offline TheDoc

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #125 on: November 01, 2011, 02:58:15 AM »
Gravityman goes WAAAAAY too slow when on the ceiling. Im practically a sitting duck and too easily killed. I dont see why theres should be such a big difference in speed.

November 01, 2011, 05:34:36 AM
Reply #126

Offline Shmeckie

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #126 on: November 01, 2011, 05:34:36 AM »
Yeah, he is pretty much a sitting duck when he's on the ceiling.

November 01, 2011, 06:17:15 AM
Reply #127

Offline Tesseractal

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Well, let's see if you like the changes. More are unrevealed
« Reply #127 on: November 01, 2011, 06:17:15 AM »
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!

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.
Unfortunately, Flame Man's alt is bugged in this version. The result of the bug meaning it's much easier to hit with alt-fire than it's supposed to... Making him OP. The next version has fixed this bug, so Flame Man's alt may seem more difficult to hit with. No change on his damage output, though. If you can aim the alt, he should play exactly the same.

Shadow Man doesn't have a second weapon any more (meaning no flashbang or invisibility). Just his original attacks, Shurikens and Dash (which are unchanged). In response he'll have a bit more defense and won't die as easily.

I've noticed the problem with Heat's alt as well.

November 01, 2011, 07:37:39 AM
Reply #128

Offline Shmeckie

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Re: Well, let's see if you like the changes. More are unreve
« Reply #128 on: November 01, 2011, 07:37:39 AM »
Quote from: "Ice-IX"
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!

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.
Unfortunately, Flame Man's alt is bugged in this version. The result of the bug meaning it's much easier to hit with alt-fire than it's supposed to... Making him OP. The next version has fixed this bug, so Flame Man's alt may seem more difficult to hit with. No change on his damage output, though. If you can aim the alt, he should play exactly the same.

Oddly enough, I found instances where it seemed like I sould've hit with it, but the opponent wasn't hit. I assume they just happened to be in between the flame pillars.

I've never had issues aiming, so it's all good.

Quote
Shadow Man doesn't have a second weapon any more (meaning no flashbang or invisibility). Just his original attacks, Shurikens and Dash (which are unchanged). In response he'll have a bit more defense and won't die as easily.

Loooooooove yoooooou.

November 01, 2011, 03:27:18 PM
Reply #129

Offline Ukiyama

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #129 on: November 01, 2011, 03:27:18 PM »
I'm not exactly sure what causes it but when I was playing as Top Man on the server last night, there was a bug with his primary that after he was supposed to stop spinning, I kept spinning with control of my movement (not much since the camera was spinning) with the topspin damage still active until someone hit me out of it, very dizzying as well lol.

November 01, 2011, 03:32:15 PM
Reply #130

Offline Chimera Man

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #130 on: November 01, 2011, 03:32:15 PM »
Quote from: "Ukiyama"
I'm not exactly sure what causes it but when I was playing as Top Man on the server last night, there was a bug with his primary that after he was supposed to stop spinning, I kept spinning with control of my movement (not much since the camera was spinning) with the topspin damage still active until someone hit me out of it, very dizzying as well lol.

Hmm. This bug was supposed to be fixed... Weird.  :?

November 01, 2011, 04:03:04 PM
Reply #131

Offline Shmeckie

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #131 on: November 01, 2011, 04:03:04 PM »
Happened to me, as well. It seems to happen quite a bit on slippery surfaces, or if you try to do any movement while spinning.

November 01, 2011, 06:15:11 PM
Reply #132

Offline Sora

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It also happens in YD's Classes as well >______________>
« Reply #132 on: November 01, 2011, 06:15:11 PM »
Not a game-killing glitch, but I thought I might as well report it.

While playing as Flame Man (like a baus) in KY classes, I noticed a weird glitch:

(click to show/hide)

Every time I died, a weird flame would appear in the left side of the frame.  I took other pics of this to verify it.

(click to show/hide)

Like I said, nothing major, but I just wanted to be sure it got reported.

November 01, 2011, 08:42:26 PM
Reply #133

Offline Chimera Man

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #133 on: November 01, 2011, 08:42:26 PM »
Top Man and Flame Man bugs fixed.

HUDs updated.  :geek:

November 01, 2011, 08:49:23 PM
Reply #134

Offline Magnet Dood

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Re: King Yamato's Classes Overhaul (Full NES Release)
« Reply #134 on: November 01, 2011, 08:49:23 PM »
Why does the stupid link give a crapload of files that aren't compiled into a wad?

Why does that link have to be broken?! I want to play this soooo badly!

My avatar says my exact feelings on the matter.