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Author Topic: [Mod] Mission Mode: Strength in Numbers [v1e]  (Read 58843 times)

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August 22, 2013, 11:46:29 PM
Reply #105

Offline Hallan Parva

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #105 on: August 22, 2013, 11:46:29 PM »
what is wrong with you

"let's make Bass borderline unplayable with a hugeass delay between shots DESPITE BEING THE RAPID FIRE CLASS"






no

August 22, 2013, 11:49:15 PM
Reply #106

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #106 on: August 22, 2013, 11:49:15 PM »
Quote from: "SmashBroPlusB"
what is wrong with you

"let's make Bass borderline unplayable with a hugeass delay between shots DESPITE BEING THE RAPID FIRE CLASS"






no
tic = ~0.028 seconds
5 to 7 tics = ~0.142 to 0.200 seconds
BRO, DO YOU EVEN MATH?!

edit: just realized i replied to SmashBRO

August 31, 2013, 02:22:01 AM
Reply #107

Offline Superjustinbros

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #107 on: August 31, 2013, 02:22:01 AM »
So, about Bass and Doc Robot's Dash Attacks they learn from Heat Man, they should be invincible to damage during the dash.

August 31, 2013, 02:27:02 AM
Reply #108

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #108 on: August 31, 2013, 02:27:02 AM »
Ok no. That sounds a little bit overpowered...maybe for Doc's, but certain not Bass'. Even Doc's is a bit of a long shot...I'm just not keen on the idea of invincibility overall...

August 31, 2013, 03:21:48 AM
Reply #109

Offline Gumballtoid

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For the record, SGC Bass > RM7FC Bass
« Reply #109 on: August 31, 2013, 03:21:48 AM »
I use Atomic Wave for the pillars of fire it leaves behind, whereas with Atomic Dash I prefer to attack head-on, with the pillars as a bonus. Personally, I like them as they are.

Also is it at all possible to make Rain Shower easier to aim somehow? I find it nigh impossible to actually land a hit on something with it.

August 31, 2013, 03:44:41 AM
Reply #110

Offline Hallan Parva

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #110 on: August 31, 2013, 03:44:41 AM »
I suggested that holding the button with Roll would spawn a non-damaging targeting reticule that shows where the attack would show up (a la Uki's Magnum weapon, Homing Sniper targeting effect) and releasing the button would activate the actual Rain Shower. That way it's easy to aim the small cloud over an enemy and you're not wasting ammo flailing around with the iffy range.

Also Bass's Heat Man and Needle Man drops are being adjusted for a side project, but I'm not sure if their incarnations in the main SiN file will be changed.

August 31, 2013, 04:11:03 AM
Reply #111

Offline ZeStopper

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #111 on: August 31, 2013, 04:11:03 AM »
I was wondering about Alt-fire being used to fire the basic buster/main weapon so that it's like Maverick Hunter X.
Would that be possible?

August 31, 2013, 05:48:20 AM
Reply #112

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #112 on: August 31, 2013, 05:48:20 AM »
If you'll notice that in Mike's Mission Mode, Protoman has an altfire that was removed here.
I understand the reason for its existence, but it was removed from the mod to keep hold with the core standards of normal weapons.

August 31, 2013, 09:54:05 AM
Reply #113

Offline Joseph Collins

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #113 on: August 31, 2013, 09:54:05 AM »
So...  How about some class skins?  I, for one, would like being able to play as helmetless Megaman or Protoman, or Classic or (Classic) Mobile Roll, for example.  Mega, Proto, Bass, Roll, and even Duo all have extra skins available to them in the vanilla game, so why not enable them in the mod come next version? (I'm not entirely sure what could be done with Darkman, Doc Robot, or Fakeman, but I'm sure something clever could be.)

August 31, 2013, 04:29:54 PM
Reply #114

Offline Korby

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #114 on: August 31, 2013, 04:29:54 PM »
The only real problem with that that I can think of is making the "wounded" sprites for those skins, and I'm a lazy fart.

August 31, 2013, 11:53:39 PM
Reply #115

Offline fortegigasgospel

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #115 on: August 31, 2013, 11:53:39 PM »
Quote from: "Joseph Collins"
(I'm not entirely sure what could be done with Darkman, Doc Robot, or Fakeman, but I'm sure something clever could be.)
Darkman: Darkman 2
Doc Robot: Captain N Doc Robot
Fake Man: Concept Fake Man

September 02, 2013, 12:06:43 AM
Reply #116

Offline Joseph Collins

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #116 on: September 02, 2013, 12:06:43 AM »
I have to admit, it would be pretty funny, running around as an odd-looking metallic Dr. Wily.  Heh heh.

September 02, 2013, 06:58:05 PM
Reply #117

Offline Superjustinbros

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #117 on: September 02, 2013, 06:58:05 PM »
Quote from: "Lego"
Ok no. That sounds a little bit overpowered...maybe for Doc's, but certain not Bass'. Even Doc's is a bit of a long shot...I'm just not keen on the idea of invincibility overall...
In that case, perhaps you could just have higher defense and little to no collision during the dash, so attempting to dash into say, a Gyotot doesn't make you fish food. You'd still take damage, but at about half or 1/4th of the enemy's normal attack power.

September 02, 2013, 07:12:39 PM
Reply #118

Offline tsukiyomaru0

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #118 on: September 02, 2013, 07:12:39 PM »
Quote from: "Superjustinbros"
Quote from: "Lego"
Ok no. That sounds a little bit overpowered...maybe for Doc's, but certain not Bass'. Even Doc's is a bit of a long shot...I'm just not keen on the idea of invincibility overall...
In that case, perhaps you could just have higher defense and little to no collision during the dash, so attempting to dash into say, a Gyotot doesn't make you fish food. You'd still take damage, but at about half or 1/4th of the enemy's normal attack power.
Why not just make them dashing attacks invincible to contact attacks, but still allow them to get hurt (and interrupted) by projectile from monsters?

September 02, 2013, 08:00:20 PM
Reply #119

Offline Russel

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Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #119 on: September 02, 2013, 08:00:20 PM »
I actually sort of want to make the dash (I omitted the s because Bass' heatman weapon is getting reworked because Doc's is literally just a better version of it) omit collisions with enemies, as it would then make it more useful, but I don't want to make it too overpowered. I'll discuss it with Uki later when we continue development.