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Author Topic: [HOTFIX] - King Yamato's Classes Overhaul  (Read 198269 times)

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February 29, 2012, 01:49:28 AM
Reply #780

Offline TheDoc

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #780 on: February 29, 2012, 01:49:28 AM »
Quote from: "Shmeckie"
just about anyone can tell you this clone issue is a problem.

*runs back in* I kinda agree *sprints out of room*

February 29, 2012, 01:52:53 AM
Reply #781

Offline Davregis

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #781 on: February 29, 2012, 01:52:53 AM »
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.

February 29, 2012, 03:26:14 AM
Reply #782

Offline Clayton

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #782 on: February 29, 2012, 03:26:14 AM »
Quote from: "Daveris"
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.

Wow, i'm flattered ^w^

When the bombs blast you from far away they do nearly nothing. If you're feeling that bombman is hitting you too well, it's because the user has amazing aim (that'll be me).

bombman doesn't even need that change anyway. hitting people within that radius is only to finish them off.

February 29, 2012, 06:51:45 AM
Reply #783

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #783 on: February 29, 2012, 06:51:45 AM »
It still seems unnecessarily large. I was pretty stunned when I nailed an Ice Man with a bomb while he was a sizable distance away from the actual explosion. I can understand a large hitbox radius with a character like Napalm Man or Ballade, because the actual animation of their explosion is pretty basic, and to some degree small, but Bomb Man's bombs make a pretty large boom when they go off. It should be fine to keep the hitbox in the range of that boom.

Also, I'm gonna retract something I said awhile back; Guts Man slowing down while holding a rock doesn't hamper him. After seeing what he can do (in both Classes mods), I both understand and condone this mechanic.

March 02, 2012, 03:27:16 AM
Reply #784

Offline Clayton

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #784 on: March 02, 2012, 03:27:16 AM »
I have some suggestions about diveman to stop him from being op a little bit

1) Maybe make it so that he can only move straight ahead when dive charging instead of being able to steer.

2) Make it so that he can only dive charge on the ground to avoid escapes over cliffs but allow him to glide in the air (like bass in the previous classes mods)

3) make the dive charge do more damage to make the dive charge more of an offensive attack.

But, this is just a suggestion. You don't have to follow me if i'm wrong IwI.

March 02, 2012, 03:49:09 AM
Reply #785

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #785 on: March 02, 2012, 03:49:09 AM »
He steered and Dive Charged in the "air" in the games, though. It'd probably be a better idea to slow down the charge and make it eat more ammo to do. If you watch him do it in MM4, he does NOT move that fast, and that far.

March 02, 2012, 06:33:22 PM
Reply #786

Offline Clayton

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #786 on: March 02, 2012, 06:33:22 PM »
actually, he never steered the charge at all. all he did was dive straight at the target, stop, and turn around and do it again. And he actually moved quite fast when he did so. if this is to be made, the charge will be made more for an attack rather than a speed technique, kind of like turboman's mowing car move.

March 03, 2012, 12:01:29 AM
Reply #787

Offline Tesseractal

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RM4 MI Bright Man does not blind people.
« Reply #787 on: March 03, 2012, 12:01:29 AM »
If Dive Tackle is slowed down, the attack will become stronger. A second bar for him may be optimal. I am also considering one for Centaur. (I do not really want double bars to get out of hand... Otherwise "Bar Man" might be a reality.) Both of these characters would have a bit more generous ammo for their main attacks and steeper ammo regen on their second bar, if they did.

Air Man was "double dipped" - the ammo nerf on the alt was done first, the damage nerf later. Probably the alt ammo will be returned to previous.

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.

March 03, 2012, 01:08:26 AM
Reply #788

Offline Magnet Dood

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #788 on: March 03, 2012, 01:08:26 AM »
Argh what about Charge Man

and I made a suggestion for Bright Man a while ago

and what about those Stone Man crumbling sprites

March 03, 2012, 04:12:49 AM
Reply #789

Offline Shmeckie

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Re: RM4 MI Bright Man does not blind people.
« Reply #789 on: March 03, 2012, 04:12:49 AM »
Quote from: "Ice-IX"
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)

WHOOOOOOOO!

Quote
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.

Is there really no way to make them die when Gemini dies? Like his having 0 HP triggering the clone to die or something?

Quote
Bright, Skull, and Bomb I am unsure on what to do with them at this point in time.

The earlier suggestion for Bright is aces and you guys should do that. Skull is fine as is, he just makes people whine when someone using him does not play like a tru spartin waryur. Bomb? Just a blast radius reduction should be fine.

Speaking of animations (Star Dood is right, Stone needs to crumble), why does Cut Man have a jumping animation, but not other characters?

March 03, 2012, 04:49:55 AM
Reply #790

Offline fortegigasgospel

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #790 on: March 03, 2012, 04:49:55 AM »
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?

March 03, 2012, 06:35:22 AM
Reply #791

Offline ice

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #791 on: March 03, 2012, 06:35:22 AM »
Quote from: "fortegigasgospel"
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?
Been asking that question since YD Classes V1b was in the works

March 03, 2012, 06:49:29 AM
Reply #792

Offline Korby

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #792 on: March 03, 2012, 06:49:29 AM »
Because if highjumps were given to everyone with highjumps, there would be no cliff they could not scale.

March 03, 2012, 07:05:31 AM
Reply #793

Offline fortegigasgospel

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #793 on: March 03, 2012, 07:05:31 AM »
Quote from: "Korby"
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, for over 20 years he only did 2 things, jump high and throw bombs, and he.  I can see not giving everyone the super high jumping, but with Bomb it just doesn't feel right without it.  And if it is a balance issue with him maybe make it so his alt fire can only be used at 1/2 HP, since I hear that was his desperation on hard mode anyway so he only used it when he was about to die.

March 03, 2012, 07:21:17 AM
Reply #794

Offline Korby

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #794 on: March 03, 2012, 07:21:17 AM »
(click to show/hide)

Personally, I think giving him a high jump would be silly, but if it's somehow deemed balanced, then I could really care less.