Advanced Search

Author Topic: Weapons based on in-game accuracy (Programmers requested)  (Read 5768 times)

0 Members and 1 Guest are viewing this topic.

January 12, 2012, 07:27:58 PM
Reply #15

Offline HD_

  • Standard Member
  • Date Registered: November 13, 2011, 01:44:40 AM

    • View Profile
Re: Weapons based on in-game accuracy (Programmers requested
« Reply #15 on: January 12, 2012, 07:27:58 PM »
Is it hostable ice? I would like to see how well it works in a multiplayer environment.

EDIT:R_InstallSprite: Sprite KLRB frame B is missing rotations

I can't run the WAD because of this error. Help?

January 12, 2012, 08:59:05 PM
Reply #16

Offline MusashiAA

  • MM8BDM Contributor

  • Byeah
  • *****
  • Date Registered: February 16, 2010, 04:44:54 AM

    • View Profile
    • My Covers on YouTube
Re: Weapons based on in-game accuracy (Programmers requested
« Reply #16 on: January 12, 2012, 08:59:05 PM »
Quote from: "Human Destroyer"
Quote from: "FiniteZero"
I don't know how good I am at programming, I may look into the easier ones. What I could do is do a list of weapons and changes needed. A comprehensive list would be good, yes.

EDIT: ...Well, I'll make such a list anyway.

-Rolling Cutter has less range and power.
-Super Arm would require a complete overhaul of a bunch of maps, so we can probably keep it.
-Ice Slasher does little to no damage, but freezes enemies in place. Plus a much slower RoF.
-Hyper Bomb...Actually, nevermind.
-Fire Storm: Nerf the projectile to mega buster level damage.
-Thunder Beam: Make the two horizontal beams go vertical. (I believe this is what it used to be)
-Crash Bomb doesn't explode upon contact with an enemy. Instead, it deals a small amount of damage and disappears.
-Nerf Atomic Fire's power.
-Leaf Shield is around you when you stand in place, but when you move, it flies off in that direction.
-Air Shooter shoots three tornadoes that all go forward, at three different distances.
-Hard Knuckle holds you in place when you use it. Make it only aimable slightly up or down. Instead of being aimable, how about making it a very unneficient homing weapon? Same horizontal speed as current, but a heavily gimped strafing velocity, and homing capacities. Also, Hard Knuckle only holds you in place when you FIRE it, and you can move afterwards.
-Top Spin isn't instant kill and deals a random amount of damage instead.
-Magnet Missile only does 1 90 degree turn.Instead of just forcing 1 90 degree turn as the only homing ability, why not just inforcing a 90 degree turn for when it starts to home into an enemy?
-Shadow Blade should not be a ripper.
-Spark Shock should deal no damage, but have a longer stun period.
-Gemini Laser should have a slower RoF.
-Flash Stopper freezes nearby foes in place, like Time Bender. You can shoot your buster during this time period.
-When holding Pharaoh Shot, the thing above you goes away when you come into contact with an enemy, but you still hold the charge. Does it already do damage in MM8BDM? I forget.
-Dust Crusher splits into 4 pieces on contact with anything: diagonally up and back, down and back, up and forward, and down and forward. Main projectile should hit twice if it hits an enemy.
-Skull Barrier creates a one-use barrier that goes away on contact with enemy projectile or enemy. Deals a laughably small amount of damage to enemies.
-Star Crash: Same as Skull Barrier, but can shoot it. Sorry guys, no hugging.You could, though, hold the fire button to resummon the shield and constantly damage the enemy. Differentiate Skull Barrier from Star Crash with the fact that Skull Barrier would use up all the ammo on contact with an enemy.
-Gravity Hold damage not based off of how high enemy is, doesn't thrust them to ground. Instead it randomly is no damage and throwing all nearby enemies into the air, or OHKO to all nearby enemies.Gravity Hold only OHKOs enemies that have low HP. The rest just takes damage until it reaches a certain amount of HP.
-Gyro Attack goes straight up or down on second press
-Crystal Eye has less fragments (?) and is much,much weaker.
-Napalm Bomb sees the same change as Crash Bomb.
-Power Stone goes vertically instead of horizontally and passes through walls.
-Charge Kick gives you temporary invincibility. Make it slide a shorter distance, then.
-Water Wave is only usable on the ground.
-Wind Storm should be more powerful than Mega Buster. Wind Storm should work the same way my suggested Gravity Hold does. OHKOs enemies with low HP, does slight damage to enemies with full or higher-than-25% HP.
-Blizzard Attack is more vertical: shoots two shots straight and one in each diagonal. Cannot be aimed.
-Plant Barrier sees same change as Skull Barrier Make it not interact with enemies at contact, and not dissapear on contact with them AS A PROJECTILE
-Silver Tomahawk: more arc (?), possibly a power nerf.
-Yamato Spear doesn't have varrying direction when shot, just goes upward slightly. Not rapid-fire, but instead deals fixed damage regardless of armor.
-Knight Crush has a bit more of an arc to it. Knight Crush returns to the player in an arc fashion, instead of just going straight back to you, but it doesn't have an arc travel per se.
-Centaur Flash doesn't deflect projectiles(?), freezes time for split second, and also freezes user in place. Differentiate my suggested Gravity Hold with this from the fact that Centaur Flash does damage regardless of enemy HP. Make it have a constant damage value, unlike my suggested Gravity Hold and it's OHKO/%HP feature.
-Freeze Cracker should burst in all 8 vertical directions, making it easier to hit with than Dust, but less powerful.
-Danger Wrap gets a damage buff. (?)
-Thunder Bolt spread is vertical.
-Junk Shield creates three objects that rotate around you and each have their own HP. You can shoot them off as v2c, but only with the amount you have remaining. The objects are so big, it's pretty much impossible to pierce them. Oh God the lag
-Slash Claw is more consistent.
-Scorch Wheel doesn't speed you up while you use it, but you can use it for ripping damage
-Wild Coil discharges in front and behind you
-Proto Buster's shield only works in the air.
-Bass Buster causes you to come to a stop while using it.

Added some stuff.

Ice, if you could send me some of what you have, it would be much appreciated!

January 12, 2012, 09:53:16 PM
Reply #17

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Weapons based on in-game accuracy (Programmers requested
« Reply #17 on: January 12, 2012, 09:53:16 PM »
Quote from: "Human Destroyer"
Is it hostable ice? I would like to see how well it works in a multiplayer environment.

EDIT:R_InstallSprite: Sprite KLRB frame B is missing rotations

I can't run the WAD because of this error. Help?
Oh, sorry about that just delete the killerbullet enemy from the mm1 monsters lump

I forgot I never added the sprites into the PK3 I sent cause it was a skin

January 12, 2012, 10:17:19 PM
Reply #18

Offline HD_

  • Standard Member
  • Date Registered: November 13, 2011, 01:44:40 AM

    • View Profile
Re: Weapons based on in-game accuracy (Programmers requested
« Reply #18 on: January 12, 2012, 10:17:19 PM »
Either I'm an idiot (very possible) or it just didn't work. Can you fix it and send me a working version?