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New Takes on Existing Weapons
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Topic: New Takes on Existing Weapons (Read 2954 times)
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March 20, 2013, 07:02:48 PM
Read 2954 times
Knux
Standard Member
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Date Registered: September 04, 2009, 06:56:01 AM
New Takes on Existing Weapons
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on:
March 20, 2013, 07:02:48 PM »
I looked up the term "weapons" on this part of the forum, but it yielded 53 pages of results so asdfghjkl. So, what's this about? Basically, to take existing weapons and give them new functions. For example, change Thunder Beam to fire a continuous stream of electricity instead of three projectiles.
Here's my take on Megaman 3 weapons:
- Hard Knuckle: It doesn't detach. Instead, you fire to lunge forward with a fist. Anything that gets hit takes damage and is knocked away. The "dash" this does can barely be called one because of how slow it is (nearly running speed), and it's better suited for getting close opposition off of you. It has good reach for a close range weapon.
- Spark Shock: Fire to leave a spark ball in place which shoots smaller sparks for a moment before disappearing. Getting hit by the big spark will stun as always, and the smaller sparks do small damage and have hitstun.
- Shadow Blade: It won't boomerang back to you. Instead, it turns invisible as it travels. If it hits an enemy while completely invisible, it will do more damage.
- Search Snake: Slower rate of fire, slower projectile and more ammo consumption. Can still climb walls. If the Search Snake senses a player nearby, it will lunge towards him/her at great speed and deal good damage. Great for finishing off opponents that crawl in holes. Note that it won't lunge at a player inmediately after touching the ground. It needs to travel for a bit before this can happen.
- Top Spin: Firing once makes the player spin 360 in place (in the ground). It still does that "ripping" damage. Charge up and fire to spin for a longer amount of time. You can move while spinning this way, like the Tornado ability in Kirby's Dream Course.
- Magnet Missile: Hold down fire to get a magnet out which attracts opponents. This consumes energy. Release fire to let the Magnet Missile fly at very high speeds, but less homing capability and less damage than normal Magnet Missile. It's better used to annoy/confuse opponents, and get nearly sure shots. It gets more ammo, too.
- Needle Cannon: Fire at the ground or walls to create non-damaging platforms from the needles. Otherwise, this is the same. (Yeah, I didn't think much of this one.)
- Gemini Laser: When it touches a wall, it splits into two smaller lasers that bounce two times. Same ammo, probably slower rate of fire.
- Rush Marine:
Go die.
So, go ahead and humor yourselves.
Logged
March 20, 2013, 08:00:03 PM
Reply #1
Gumballtoid
MM8BDM Extender
Recipe for Success
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Date Registered: July 13, 2011, 10:27:00 PM
Re: New Takes on Existing Weapons
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Reply #1 on:
March 20, 2013, 08:00:03 PM »
Thunder Wool: Press Fire to fire a cloud that has no horizontal momentum. The cloud will float in place for a second or so before floating upward. Press the button again to stop its ascent and send it forward, dropping a constant stream of electricity as it moves.
And goddammit give it more weapon energy.
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March 20, 2013, 08:49:51 PM
Reply #2
Galactan
Enthusiast
Excellence in Explosives
Date Registered: August 30, 2012, 04:24:46 AM
Re: New Takes on Existing Weapons
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Reply #2 on:
March 20, 2013, 08:49:51 PM »
Black hole bomb: Upon firing, it destroys everything, including the stage and yourself.
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March 20, 2013, 09:27:01 PM
Reply #3
MusashiAA
MM8BDM Contributor
Byeah
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Date Registered: February 16, 2010, 04:44:54 AM
Re: New Takes on Existing Weapons
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Reply #3 on:
March 20, 2013, 09:27:01 PM »
Quick Boomerang: A single big and yellow boomerang is fired at high speed, a long distance than current Q. Boomerang, and at a slow RoF, costing about 1/10 of ammo, that deals "slow" ripping damage, akin to how Castlevania's Cross "rips". The projectile behaves almost exactly like current Q. Boomerang, save for the fact that it can travel for as long as it can before hitting a wall.
Gravity Hold: "Holds" the same functionality as the real one (deals more damage based on target's distance from ground level, save for dealing much less damage on grounded enemies, forcing a movement delay on the user after firing, and having more ammo usage. It instead forces the enemy's jump movement to behave like if map gravity was increased for a short period of time.
Napalm Bomb: Works almost exactly like current N. Bomb, save for one detail: detonation results in a firey explosion that stays for 4 seconds, and any enemy that makes contact with the fire takes 2 damage and is burned. Afterburn deals 2 damage per second for 7 seconds UNLESS you make contact with fire again, in which case the counter is reset. Being hit by the projectile deals 10 extra damage.
Danger Wrap: Fires a slow-moving mine encased within a destroyable bubble that has no vertical momentum. If the bubble is destroyed, the mine will drop straight forward and attach to the ground for a short period of time until it explodes. If the bubble hits a wall, it just slowly bounce off. If the enemy is hit while the bubble still holds the mine, it will be trapped inside the bubble and float upwards until the enemy can destroy the bubble, or until the encased player hits a ceiling, in which case the mine detonates inmediately. A mine will last for 15 seconds before exploding, and the bubble itself can take about 75 damage points: fire-ice weapons detonate the mine inmediately, sharp weapons destroy the bubble faster.
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March 21, 2013, 03:36:33 AM
Reply #4
Knux
Standard Member
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Date Registered: September 04, 2009, 06:56:01 AM
Re: New Takes on Existing Weapons
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Reply #4 on:
March 21, 2013, 03:36:33 AM »
I was going to specify on this topic by saying that the new functionality should be for the NES games and not 8BDM. I did mention hitstun on Spark Shock though, so oops. You guys can do both if you want.
The difference in the games with the Magnet Missile I posted would be that you can aim it up while holding the fire button, and uhh... you can all make sense of the rest! >_>;
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March 21, 2013, 04:02:43 AM
Reply #5
Ivory
MM8BDM Extender
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Date Registered: August 25, 2009, 08:17:59 AM
Re: New Takes on Existing Weapons
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Reply #5 on:
March 21, 2013, 04:02:43 AM »
Except by the time this thread has ideas for every single weapon, someone is probably going to want to try and make a weapon hack mod that replaces all the weapon functionality with the ideas generated here
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March 23, 2013, 06:06:31 AM
Reply #6
Kage
Standard Member
Date Registered: June 11, 2011, 04:45:35 PM
Re: New Takes on Existing Weapons
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Reply #6 on:
March 23, 2013, 06:06:31 AM »
I have an idea for a new function that is not actually new in NES Mega Man games. A Mega Buster that can actually noclip its shots through walls.
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March 23, 2013, 06:31:36 AM
Reply #7
NemZ
MM8BDM Extender
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Date Registered: October 13, 2010, 03:00:53 PM
Re: New Takes on Existing Weapons
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Reply #7 on:
March 23, 2013, 06:31:36 AM »
MM1:
Bomb should basically be the megaball. Fire to drop one, then kick it or jump on it to reach higher. Should explode on contact and feel heavy in their physics, not something that ricochets everywhere.
Fire should just go ahead and be an offensive (doesn't block shots) shield full-time, losing the projectile but leaving a trail behind you as you walk with it on.
Ice should cause decent damage and only freeze things that can take that first hit. and they should unfreeze if you switch weapons... let that be (ironically) spark's niche.
Guts should throw smaller rocks straight forward (like a non-splitting dust crusher) when you don't have a big one, and holding down when you do have a big one should let you place it rather than throw it.
Cut needs to be faster and fire low/return high rather than the opposite.
Elec needs to be nerfed to only fire one beam at a time, but make it 4-direction aimable.
Magnet beam should be more of a horizontal grappling hook, pulling you to whatever it hits.
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March 23, 2013, 08:10:47 AM
Reply #8
idiot9.0
Standard Member
Date Registered: February 11, 2013, 05:57:56 AM
Re: New Takes on Existing Weapons
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Reply #8 on:
March 23, 2013, 08:10:47 AM »
These were harder to think of than I thought. Anyway, Megaman 2 weapons
Metal Blade: Becomes the shield weapon. Fires 3 metal blades that circle you and damages enemies who touch it. Blades can be
one at a time in eight directions similar to how they work in the original game. Can not block enemy bullets.
Leaf Shield: Lobs three leaves in front of you a short distance, or upwards if the player holds up. Leaves float down slowly, and
can be used to hit enemies below you effectively
Flash stopper: Fires 5 bullets in a spread shot formation every time it's fired. Can be charged, and releasing
the charge freezes time for about 8 seconds. Spread shots fired during the time stop will not move forward until time is resumed.
Charging takes a little over a third of the ammo bar
Quick Boomerang: Shoots 3 boomerangs in a shotgun style that come back to you after hitting a wall/screen edge. Charging this
makes Megaman run faster and the boomerangs move faster. Charge lasts until the screen does the scroll transition via ladder, pit,
etc. Charging takes about a fourth of the ammo bar.
Air Shooter: Shoots a tornado that will push small enemies and enemy shots off the screen and do damage to normal/big enemies.
Can be fired diagonally if holding up or down.
Atomic Fire: Will throw a fireball that will create a fire pillar when it hits the ground, similar to how Heatman attacks.
Can be lobbed different distances depending on if you hold, up, down, or neither direction. Above average rate of fire.
Bubble Lead: Fires a large bubble on the ground that sits there. Running into it will make it travel forward similar to how
the weapon works normally. Jumping on it will cause it to split in two bubbles and push them in opposite directions. If a bubble
is on screen the buster gun can be fired as a slower-than-normal fire rate.
Crash Bomb: Same weapon, but becomes remote activated. Once it's fired, it Will not detonate unless an enemy touches it or
the player presses fire. (This one is so unoriginal it hurts)
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March 23, 2013, 02:28:47 PM
Reply #9
Rozark
MM8BDM Extender
Mr. Explorer
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Date Registered: August 28, 2011, 04:46:04 PM
Re: New Takes on Existing Weapons
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Reply #9 on:
March 23, 2013, 02:28:47 PM »
Gravity Hold: 1 use/consumes full ammo bar. Normal Radius. Spawn becomes a giver. In short, it slams everyone into the ceiling. The force instantly KOs anyone caught in the radius.
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March 23, 2013, 04:38:56 PM
Reply #10
NemZ
MM8BDM Extender
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Date Registered: October 13, 2010, 03:00:53 PM
Re: New Takes on Existing Weapons
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Reply #10 on:
March 23, 2013, 04:38:56 PM »
MM2:
Bubble - same as before, but fired with some forward momentum rather than just dropped. When used underwater they should bounce.
Heat - lob spreads of fireballs like he does, charge to throw higher/further (no extra damage or ammo cost)
Wood - few uses but causes leaves to fall from above, hitting just about everything and able to deal repeated hits per leaf.
Air - fires horizontal mini-tornadoes that knock back anything they don't kill. Hold for rapid-fire, but can't move while shooting.
Crash - more ammo and larger blast radius but they don't explode on contact... just stick to enemy until timer goes off.
Flash - hold fire to freeze time with constant energy drain, and can deal damage by running into enemies.
Quick - fires homing stutter-step shots like his, one at a time but can have 3 on screen.
Metal - same as always, but significantly less ammo and they don't clip through walls.
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March 24, 2013, 12:30:42 AM
Reply #11
Hilman170499
MM8BDM Extender
BLUE FOR DAYS!!!
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Date Registered: March 18, 2012, 05:49:26 AM
Re: New Takes on Existing Weapons
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Reply #11 on:
March 24, 2013, 12:30:42 AM »
Flash Stopper: Makes you temporarily 'invisible' by 'blinding' all enemies on screen. It also means that enemies that normally chase you will ignore you instead.
Flame Blast: Chargeable... Uncharged fires a flame shot. When charged, it creates a stream of small fire towers. However, this stream has gaps in between the flames.
Mirror Buster: Toggled instead of held. When you get shot while it is on, it will be charged. When you fire again while it is charged, you will shoot the shot, but its strength depends on how many times you were shot. If you get shot while the barrier has full charge, it will be forced to turn off, but it fires the full power shot. Turning on the barrier costs 1 WE and the WE cost for shooting will be depeding on the charge, min 2, max 7. If you fire a charged shot while you don't have enough WE, you will fire a weaker shot instead. You cannot move while using this.
Junk Shield: Consumes WE to create a scrap block. If you fire while there is a scrap block on screen, you will make a punch that costs no WE. The block damages enemies but if it does too much contact, it will break and despawn. Punching the block will shatter it, creating a barrier that circles the user. The barrier can break prematurely like usual, but if thrown, the scrap will only go in one direction.
Top Spin: You can now use it on the ground. This will freeze you in place. If you hold, you will be able to move freely while spinning. The catch is that you can only use it for a few seconds.
Crystal Eye: Fires four bouncing crystal balls in an X pattern, much like Crystal Man.
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March 30, 2013, 05:51:12 AM
Reply #12
Shyster
Standard Member
Date Registered: December 20, 2012, 12:19:04 AM
Re: New Takes on Existing Weapons
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Reply #12 on:
March 30, 2013, 05:51:12 AM »
Silver Tomahawk: Fires an arcing, gravity-affected axe, much like the castlevania subweapon
Yamato Spear- Fires three piercing spearheads in a classic forward and forward diagonal spread.
Knight Crush: Hold down fire to swing the mace ball around you. It works as a melee weapon and blocks shots. Hold a direction to make it swing out more in that direction.
Centaur Flash: Reverses the trajectory of all on screen projectiles and makes them damage enemies. Also repels anything close to you.
Wind Storm: Fire to launch a small tornado straight ahead, fire again to make it expand the vertical height of the screen. Continuous damage.
Flame Blast: Hold down fire to create two rows of flame pillars on either side of you that crawl up walls. Dies out when you release fire. High damaging.
Blizzard Attack. Creates four snowflakes around you that move in a straight, wall penetrating trajectory towards targets. Weak in power.
Plant Barrier: Nullifies the next hit you take and restores its amount of damage to you in health. Basically battle network leaf shield. Uses energy continuously while up.
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March 31, 2013, 02:46:55 PM
Reply #13
Ceridran
MM8BDM Extender
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Date Registered: April 07, 2012, 01:08:52 AM
Re: New Takes on Existing Weapons
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Reply #13 on:
March 31, 2013, 02:46:55 PM »
IGMetalblade:
Incredibly heavy, lands on your foot every time, instant death to self.
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