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Smash: (click to show/hide)Gotta agree with Korby, cut back on the number of weapons and mix and match some into others.
The main reason he even has four weapons in the first place was because nobody knew how to use ACS and put all of them into one. The weapon names are named after how they intended to work, (forward special, side special, standard special, backward special,) with the altfires differing depending on which direction you were moving. (Think SSB.)
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)Weapon 1: Still the same. Do the little things shot off do damage? I think they should deal a little bit if not. The alt is a good alternative. Weapon 2: The graphics on the main are not that good.(i know i did bad with the hud i made it in one day The alt feels like my idea for Flaming Sword from Strat with push.(i really i didn't know)I feel this class can work well enough without the weapon 2.(i could have just one weapon just for simplicity sake i'll think about it) The items feel tacked on, maybe keep the mouse thing for whatever it does and remove the other two.(hmm... well it was supposed to be spellcards but now that i think about it i need to replace those with more danmaku-ish spellcards and also the "mouse like thing is called a Yukkuri and is a monster summon that wanders about attacking things in-till its shot down it has 70 hp and gets stunned when shot)Light: (click to show/hide)Feels good, the AOE is kinda odd to see though. Maybe cut down the ammo regen a little bit.(hmm... well that attack is getting changed anyways)Protoman: (click to show/hide)Nice class, though the second weapon feels unneeded as it is the "super" attacks, as I'm kinda sorta the one who came up with the idea for what weapon 1 is.Smash: (click to show/hide)Gotta agree with Korby, cut back on the number of weapons and mix and match some into others.(i fail so hard at acs its not even funny i can only make wcolors work but yes smash was supposed to only have one weapon that uses acs to activate the other attacks via alt attack+button commands)Lorddamager: (click to show/hide)I actually kinda like this one. Powerful shot with slow reload speed, a melee to fall back on when reloading. I'd say cut back on how many shots he can fire before hitting 0 ammo though I don't know how strong his shot is.Jake: (click to show/hide)Clearly a close range class. I like the selection of weapons on this one. Just fix weapon 1's alt's hand.(Sounds good)Daku: (click to show/hide)Really like the new version, not much else to say.(pik has done his job well)Neo?: (click to show/hide)Is this a copy weapon class or something? The charge time is low, but I guess it balances out the shear power.(neo? is getting removed due to how op his attacks can be unless he nerfs his class but thats not likely)
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.(I'll tell daku about this)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.(now that i think about i don't need two weapons so yea i'll remove the sword and make flashfreeze and parabeam one weapon? interesting idea... and i'll add more danmaku-ish attacks to my gun via items maybe? and i need to update my ammo bar? i didn't know about that thanks for the info)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.(his attacks are being changed again....)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. (this class hasn't really been touched sense my 4 month absence....)Lord - Out of all the ways to improve him... you added a one time use treble sentry. ...Ok (not my idea blame lord and neo)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. (again blame neo i never coded the class)Neo - Let's hope that you meant he will be removed in the next version.(He is)
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.
My words are in Yellow
* Neo - The icing on the cake is now his buster's alt fire... is flight. At this point I can no longer take this mod / class seriously anymore.
I'm playing the version that just came out today. Flight does require the gold ETank, but it's surprisingly easy to get especially with all of Neo's stuff.
* Jake - He now has a generic bomb that changes his HUD colors upon firing it. So is this class ever going to be interesting or...?