Advanced Search

Author Topic: Zards Teapartyclasses (Currently Restarting over)  (Read 114646 times)

0 Members and 1 Guest are viewing this topic.

January 05, 2014, 01:21:55 AM
Reply #690

Offline Jakeinator

  • Justice League Member

  • Me draw ooga booga
  • **
  • Date Registered: September 13, 2011, 06:26:12 PM

    • View Profile
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #690 on: January 05, 2014, 01:21:55 AM »
I don't think kicking Neo out of this would be a good idea... the only thing really ridiculous on him is meteor, everything else is fine. Well maybe thundaga can use a bit of a warning but in all honesty he is fine because hes one of those "KILL THAT BLOODY WANKER BEFORE HE DOES ANYTHING" kind of classes and he has lower armor and bad knockback so it helps in that aspect.

January 05, 2014, 01:23:13 AM
Reply #691

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #691 on: January 05, 2014, 01:23:13 AM »
Quote from: "Toastman"
I wonder why my class was removed since it was just as bad as Neo's class and practically a clone that focused on using a random attack buster instead of multiple spells.
i have no clue on that i was gone for 4 months so.... yea...

January 05, 2014, 01:28:02 AM
Reply #692

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #692 on: January 05, 2014, 01:28:02 AM »
Quote from: "Jakeinator"
I don't think kicking Neo out of this would be a good idea... the only thing really ridiculous on him is meteor, everything else is fine. Well maybe thundaga can use a bit of a warning but in all honesty he is fine because hes one of those "KILL THAT BLOODY WANKER BEFORE HE DOES ANYTHING" kind of classes and he has lower armor and bad knockback so it helps in that aspect.

...No. I just found out his flare applies time slow effects. He is incredibly broken and has been since the last version.

Quote from: "Toastman"
I wonder why my class was removed since it was just as bad as Neo's class and practically a clone that focused on using a random attack buster instead of multiple spells.

Because you're not the main developer of the mod.

And of course, this all depends on Neo's cooperation. Which of course means he'll probably turn into a force beam that can gamma stomp everyone within a 5 foot radius next update.

January 05, 2014, 01:30:12 AM
Reply #693

Offline xColdxFusionx

  • MM8BDM MM&B Contributor
  • *
  • Date Registered: August 02, 2011, 01:07:17 PM

    • View Profile
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #693 on: January 05, 2014, 01:30:12 AM »
Quote from: "Jakeinator"
everything else is fine

Yes, because instantly killing everyone in the room with a single glance is totally fine.

January 05, 2014, 07:59:04 AM
Reply #694

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #694 on: January 05, 2014, 07:59:04 AM »
So LordDamager said in the CSCC server that there were quite a few classes that were "bland and simple". Then I thought of xcoldxfusionx's comment about everyone trying to compete with Neo, and also this:

Quote from: "xColdxFusionx"
It's fairly simple to design for, too; when you're done writing up your idea, take a step back and ask yourself, "Why would anyone want to play this class?" If you can't find a good answer or the answer is "because I made it" or "because it's good at everything", see if you can find a better reason and work it into your class.

Yes, quite a few classes in CSCC are "bland". My class has a generic spread, waves, and an item that sends air man tiles in a radius. Even Cold himself has a modified ballade cracker, flight, and a dash. Most innovative class all year every year right?

The reason those classes are accepted are because they fill roles. I am good at crowd control and Cold is good at picking off players one by one (I think).

Now, let's try the exercise Cold told us to do...

Why play as LordDamager? He's a tank with a generic projectile. Why should I play as him when I can use Neo and kill everyone in a 4ft radius with lightning?

Why play as Jakeinator? He has a flame thrower and a shield. Why should I use him when I can play as Neo and shoot acid that covers double the size of Cut Man's stage.

Why play as Zard? His stopping buster shot gimmick can create walls, but why use him when I can create a hallway of death with Neo's blizzard spell?

Neo is only half the problem here. I really have no suggestions for GiantMega and Jake. GiantMega has a mid ranged chaingun and can create solid objects to no purpose whatsoever. Jake is just meh.

LordDamager:
* Right now the projectile is just a projectile. Literally changing this to anything else would help the class exponentially. A fire bomb has never been done in this game before. I was thinking of something like homing sniper on steroids where you can lock on to multiple targets, but that may be a bit difficult to code and a bit too broken. Even giving him something like Tank Arsenal or Sizzle Rocket or Rocket Chaingun from DIRP would work out nicely. Another idea I had was to make it so when you hold fire, the rocket slows down / stops and you can then sort of control where the explosion goes. Tanks cannot punch last time I checked, but I won't be too mad if you replaced it with a dash / charge.

Light:
* His current main fire isn't actually too bad. Maybe reduce the fire rate by a bit and make it spark shock damage. (Also fix that HUD.) His alt needs to go though. I don't really have any suggestions but that thing is just wrong, even if it is a bit weakish.

Zard:
* I don't really have any ideas for this class either. The second weapon needs to go though. It's just shadow blade + yamato alt and the random subprojectiles don't do anything of note. The bomb is also kind of useless, maybe make it explode into a radius of bullets that act like power stone?

January 05, 2014, 08:25:00 AM
Reply #695

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #695 on: January 05, 2014, 08:25:00 AM »
Quote from: "Gummywormz"
Zard:
* I don't really have any ideas for this class either. The second weapon needs to go though. It's just shadow blade + yamato alt and the random subprojectiles don't do anything of note. The bomb is also kind of useless, maybe make it explode into a radius of bullets that act like power stone?
well i do plan on replacing my DanmakuBoomerang with a new sword with lots of gimmicks i just need to learn acs to make it work or i can use items for various attacks with it.... oh here is a hint *A Magical Shifting Sword* bonus points if you know what it is and for the alt of my Zardgun thats a good idea gummy but i'll make it like a modifed powerstone that changes directions randomly and explodes into shrapnel.

January 11, 2014, 03:54:28 AM
Reply #696

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #696 on: January 11, 2014, 03:54:28 AM »
i now declare that neo is getting removed next update

January 11, 2014, 06:11:59 AM
Reply #697

Offline TokoriZenithE3

  • Standard Member
  • Date Registered: January 11, 2014, 04:46:41 AM

    • View Profile
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #697 on: January 11, 2014, 06:11:59 AM »
Graphics for the character, and the hand-saber is done, but I need a pistol, and an in-game slashing sprite (if you know what I mean.)

EDIT: Took out the Hand-Saber drop, decided to let the Sniper Pistol be dropped instead.

EDIT2: Made the Sniper-Pistol less overpowered. (Since taking 50 damage is a bit stupid.)

EDIT3: Water weakness is tweaked (Thanks to Hilman's advice)

(click to show/hide)

I know I lack some sprites, but whatever, I'm practicing to make guns anyway.

January 12, 2014, 03:00:53 AM
Reply #698

Offline ice

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

    • View Profile
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #698 on: January 12, 2014, 03:00:53 AM »
I finally got to try this (not sure if the front page is the most recent or not) but yeah, tried Neo just to see how bad it was. He's basically just Korby on steroids @_@ I'd say hed be fine if his attacks were capped at the 2nd charge level

Also this mod BADLY needs bots, even if they dont have chats @_@
.
I also made a copy of this and cscc and forced them to work together and made teaparty bots. Its fun to have 2 on 2 death matches with Gizmo and smash (especially with lmsgames)

January 12, 2014, 03:49:24 AM
Reply #699

Offline SmashTheEchidna

  • Standard Member

  • AKA Smash Corliss
  • Date Registered: December 07, 2010, 09:25:12 PM

    • View Profile
    • http://fandedication.4umer.com/
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #699 on: January 12, 2014, 03:49:24 AM »
Quote from: "ice"
I also made a copy of this and cscc and forced them to work together and made teaparty bots. Its fun to have 2 on 2 death matches with Gizmo and smash (especially with lmsgames)

Huh. Okay.

I made a Gizmo bot a long time ago, but I guess I forgot to make one for Smash. I'll just add that to my To Do list...

January 12, 2014, 06:54:08 AM
Reply #700

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: Zards Teapartyclasses (Teapartyclasses-betav4 is release
« Reply #700 on: January 12, 2014, 06:54:08 AM »
Quote from: "ice"
I finally got to try this (not sure if the front page is the most recent or not) but yeah, tried Neo just to see how bad it was. He's basically just Korby on steroids @_@ I'd say hed be fine if his attacks were capped at the 2nd charge level

Also this mod BADLY needs bots, even if they dont have chats @_@
.
I also made a copy of this and cscc and forced them to work together and made teaparty bots. Its fun to have 2 on 2 death matches with Gizmo and smash (especially with lmsgames)
bots are the very last thing we are doing anyways neo's being removed also so that's that and you made a cscc teaparty compatible file? Lord damager and light would be very pleased to have that wad. *edit: btw ice try out this newer version https://www.mediafire.com/?ww77e7ou2xwrm2w*

January 12, 2014, 01:18:07 PM
Reply #701

Offline ice

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

    • View Profile
Re: Zards Teapartyclasses (teapartyclassesv2-test1r5Zardnerf
« Reply #701 on: January 12, 2014, 01:18:07 PM »
I dont have home Internet, hence why I bought up the bot Issue (using a phone)
Though making them compatible did have one flaw. Apparently Zandronum has a bot limit. Meaning with all the vanilla bots, cscc bots, and teaparty bots, the last mod added will have bots removed
.
Thankfully theres just enough room for all the canon megaman bots but hardly leaves room for bots

January 12, 2014, 04:01:48 PM
Reply #702

Offline Zard1084

  • Donator

  • The world is pain...
  • *
  • Date Registered: August 24, 2012, 11:25:00 PM

    • View Profile
    • http://www.youtube.com/user/Zard1084
Re: Zards Teapartyclasses (teapartyclassesv2-test1r5Zardnerf
« Reply #702 on: January 12, 2014, 04:01:48 PM »
Quote from: "ice"
I dont have home Internet, hence why I bought up the bot Issue (using a phone)
Though making them compatible did have one flaw. Apparently Zandronum has a bot limit. Meaning with all the vanilla bots, cscc bots, and teaparty bots, the last mod added will have bots removed
.
Thankfully theres just enough room for all the canon megaman bots but hardly leaves room for bots
Ahh i see! thanks for the info ice.

January 12, 2014, 07:02:09 PM
Reply #703

Offline fortegigasgospel

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

    • View Profile
Re: Zards Teapartyclasses (teapartyclassesv2-test1r5Zardnerf
« Reply #703 on: January 12, 2014, 07:02:09 PM »
Looking back, I'm curious why Neo was put in in the first place, I understand he was helping make the mod, but he isn't even in the class list. Kinda unfair to weasel himself in past everyone else on the list waiting.

Edit: I'll give a review of the classes.
Zard:
(click to show/hide)
Light:
(click to show/hide)
Protoman:
(click to show/hide)
Smash:
(click to show/hide)
Lorddamager:
(click to show/hide)
Jake:
(click to show/hide)
Daku:
(click to show/hide)
Neo?:
(click to show/hide)

January 12, 2014, 08:09:29 PM
Reply #704

Offline Gummywormz

  • Standard Member

  • Air Man Tile Enthusiast
  • Date Registered: December 23, 2010, 01:05:44 AM

    • View Profile
    • Github Page
Re: Zards Teapartyclasses (teapartyclassesv2-test1r5Zardnerf
« Reply #704 on: January 12, 2014, 08:09:29 PM »
Daku - Now this is an interesting class. The ammo bar is pointless. Also the uncharged shots seem very weak. A few of the charged attacks are kind of similar. You should also probably change colors to match the icon. He can pick up ammo. Finally, maybe make the different attacks different weapons? It's kind of awkward switching to the one you want.

Zard - The bomb still has the annoying sound and...sends random bits flying? Seems pointless. Oh boy a sword! The main fire is a regular melee, and the alt is King Yamato's from CSCC. I say scrap the sword (less sword and buster, please) and make the not centaur flash / laser items the new weapon. Also his ammo bar was never updated for v3b.

Light - Seems all classes can still pick up ammo. Same issues as before: buster turns into a hand when firing, and the aoe still exists.

Proto - The death sounds are *still* broken after all this time. Same issues as before, mostly. The second weapon's charge sound is Atomic Fire's level two, so you think there would be a third charge level but it appears there is not. Also, the jumping alt on the first weapon is a bit weird. I at first thought his body was blocking most of the shots, but it turns out he shoots them straight downward except for two of them.

Lord - Out of all the ways to improve him... you added a one time use treble sentry. ...Ok

Jake - Same as last time. His main flamethrower has insane ammo usage. It almost makes the rest of the class seem pointless, especially the random uncharged atomic fires.

Neo - Let's hope that you meant he will be removed in the next version.