Advanced Search

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

0 Members and 3 Guests are viewing this topic.

March 03, 2012, 07:27:02 AM
Reply #795

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #795 on: March 03, 2012, 07:27:02 AM »
Quote from: "Korby"
(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.

Forgot Soccer but it isn't a conventional game, hell I think the game was only begged by Nintendo because Megaman hadn't moved to the SNES yet due to 4, 5 and 6 being NES releases after the SNES'.

And by only appearances I ment game wise.  Hell taking Soccer into consideration they could swap the PU big bomb to his Bomb Kick seen as his special in Soccer and even in his EXE form, at least Soccer was released in the NES era.

Lower bomb distance so he can't chuck it across the map and replace his big bomb with a long range bomb kick that goes straight.

March 03, 2012, 04:36:54 PM
Reply #796

Offline Clayton

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 11, 2011, 11:57:03 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #796 on: March 03, 2012, 04:36:54 PM »
Quote from: "fortegigasgospel"
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.

Yes!, thanks you. Some one who agrees with me. This i agree with

the dive charge isn't a problem if it moves slower. It will emulate the powerfighters more than the nes but that's ok with me (I just don't know what the end result will be OwO').

I like the idea of diveman and centuer man having two ammo bars but i was also think that chargeman should too (one for coal shot and one for charge attack).

March 03, 2012, 07:29:34 PM
Reply #797

Offline Magnet Dood

  • MM8BDM MM8 Contributor

  • Rockman 5- Blues' Trap!?
  • *****
  • Date Registered: April 19, 2011, 08:13:37 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #797 on: March 03, 2012, 07:29:34 PM »
*coughcoughWilyWarscough*

I'm stuck on the Bomb issue. I don't really play as him, therefore I don't care.

But what about Charge isjfodhgfgh

EDIT:



Add these in already damnit

March 03, 2012, 08:15:37 PM
Reply #798

Offline Korby

  • Global Moderator

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

    • View Profile
    • Korby Games
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #798 on: March 03, 2012, 08:15:37 PM »
Didn't he do that when he jumped?
Needs more rotations.

March 03, 2012, 08:44:08 PM
Reply #799

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #799 on: March 03, 2012, 08:44:08 PM »
Quote from: "Korby"
Didn't he do that when he jumped?
Needs more rotations.
He had two jumps, normal low jumps, and high jumps which he did that after landing.

And Star, Wily Wars featured Megaman 1, it is still Megaman 1, the only difference is touched up graphics, music and the buster going to its 1 for 1 on all bosses.

March 06, 2012, 05:26:44 PM
Reply #800

Knux

  • Guest
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #800 on: March 06, 2012, 05:26:44 PM »
Quote from: "Shmeckie"
The reason it needs to be changed is because it disrupts the entire game. Someone playing "dishonorably" with Skull Man is one thing, but if someone decides to troll with a Gemini army, it forces the entire room to drop what they're doing and take care of all the clones or they plain and simply can't continue playing. The clones are a massive interference for any game, in any mode, the second someone decides to be a douchenozzle and flood the arena with them. A Gemini clone army grinds any match to a halt.
This is kind of late but...
Meanwhile, at the Hole of Justice...
(click to show/hide)
However, we all agreed to do that. The Gemini popcorn machine was damn funny.  :lol:

And folks, this is the kind of stuff you see at late hours. In any case, it did grind the Deathmatch to a halt. >________>

/me runs.

March 07, 2012, 12:09:42 AM
Reply #801

Offline Clayton

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 11, 2011, 11:57:03 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #801 on: March 07, 2012, 12:09:42 AM »
Another thing i thought about. Why not make it dive man's dive missiles disappear when they reach a certain distance or maybe time them to make them disappear if fired for a certain period of time.  

That would stop the op diveman from running away to home in on you better. Diveman would have to stay close enough and aim them good in order to make contact.

March 07, 2012, 12:24:18 AM
Reply #802

Knux

  • Guest
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #802 on: March 07, 2012, 12:24:18 AM »
That sounds like too much trouble for a projectile that does so little damage.

March 07, 2012, 01:55:25 AM
Reply #803

Offline Davregis

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

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #803 on: March 07, 2012, 01:55:25 AM »
Quote from: "MegaLAD1514"
op diveman .
op diveman
op diveman

Has this been known?

March 07, 2012, 02:00:01 AM
Reply #804

Offline Clayton

  • MM8BDM MM8 Contributor
  • *
  • Date Registered: November 11, 2011, 11:57:03 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #804 on: March 07, 2012, 02:00:01 AM »
Quote from: "Daveris"
op diveman
op diveman

Has this been known?

well, thats what people say. And maybe you can buff the damage....

March 07, 2012, 02:10:56 AM
Reply #805

Offline Shmeckie

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

    • View Profile
    • http://www.cloudscratcher.com
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #805 on: March 07, 2012, 02:10:56 AM »
He's only OP in duel situations, where he can become uncatchable in any stage that isn't tiny and confined.

March 07, 2012, 02:14:52 PM
Reply #806

Offline Gumballtoid

  • MM8BDM Extender

  • Recipe for Success
  • *******
  • Date Registered: July 13, 2011, 10:27:00 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #806 on: March 07, 2012, 02:14:52 PM »
i think doc robot needs a little work. his leaf shield ROF is ridiculous, considering the size of the projectile and the damage it does. it should function as an actual shield, like wood man's shield (minus the leaf rain). and possibly slightly buff heat tackle, as it doesn't do a whole lot for him atm.

March 07, 2012, 08:09:11 PM
Reply #807

Offline Shmeckie

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

    • View Profile
    • http://www.cloudscratcher.com
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #807 on: March 07, 2012, 08:09:11 PM »
I've been saying the same thing about the RoF on his Leaf Shield. The attack itself should be as-is (the idea is that Doc's versions are inferior to the Robot Masters' versions of their own attacks, so a Leaf Shield that's only up for about a second before automatically firing makes sense), just cut the RoF so he can't cheese his way into nigh-invincibility.

I can go for a Heat Tackle buff, but it's more meant for escape and covering distance for Doc than it is the rushdown of doom it is for Heat Man.

March 13, 2012, 04:59:08 AM
Reply #808

Knux

  • Guest
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #808 on: March 13, 2012, 04:59:08 AM »
The other day, I was playing this mod and we were at CSCM26. When I climbed one of the towers outside, there was what apparently looked like a Tango Summon. I got a little more than annoyed because there was Tango already somewhere else in the map, and I thought Messatsu had changed it. Then I used Megaman and it was one of those Attack Item things.

Long story short: It annoyed me so much, that I went ahead and did this little thing:



Use it if you'd like. No credits required as it took a minute or two.

March 13, 2012, 08:38:14 AM
Reply #809

Offline Beed28

  • MM8BDM Extender

  • Putting the 'bounce' into your world.
  • ***
  • Date Registered: June 20, 2011, 08:07:58 PM

    • View Profile
Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #809 on: March 13, 2012, 08:38:14 AM »
Bombman's bot spams way too much of those massive bombs. Also in Instagib, the bots don't morph into Metalman properly.

Also in the bot rush, when Quint appears, it says he's a Mega Man Killer when he acually isn't. It would be better if it said "Warning! An unknown oppenent is approching!" instead.