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just about anyone can tell you this clone issue is a problem.
On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.
Quote from: "Shmeckie"On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.I'll agree with you here; Megalad seems to have 100% accuracy with those bombs.
Drill Man gains massive power with just a tiny damage increase, so his ammo will probably be changed instead. (He will be given more or lose the minimum ammo requirement)
The change I had for Gemini clones (which was to give them a timer, a la roboenza zombies) was unsuccessful, and I have not found a more satisfying way to prevent "clone spam". (Yamato does not want to make them useless.) I have considered either giving clones 10-20 HP as well as making the clone item not spawn until Gemini has < 50% HP.
Bright, Skull, and Bomb I am unsure on what to do with them at this point in time.
Btw, Bomb Man is known for tossing a bomb and then very likely jumping across the room, reaching the ceiling, why isn't his jump any better then Megaman's?
Because if highjumps were given to everyone with highjumps, there would be no cliff they could not scale.
But this is also a boss who only appeared in his original game and its remake