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Author Topic: Rebalanced Class Saxton Hale (v4b)  (Read 25786 times)

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August 12, 2013, 10:21:31 PM
Reply #15

Offline MrL1193

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Re: Updated Class Saxton Hale - v1c (Now with fixed colors!)
« Reply #15 on: August 12, 2013, 10:21:31 PM »
Just a quick note, I am working to resolve the compatibility issues caused by the MM8BDM version 3b update. (Classes won't work at all without some modifications to Oil Man's Oil Slider, and the new types of buster damage would cause friendly fire.) I also plan to use this opportunity to divide the Saxton Hale file up so there will be less to download with future updates. I'll try get it all done by the end of the day.

August 13, 2013, 12:20:59 AM
Reply #16

Offline MrL1193

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Re: Updated Class Saxton Hale - v1c (Now fixed for MM8BDM v3
« Reply #16 on: August 13, 2013, 12:20:59 AM »
Well, since Tails came up with a new fix for the Saxton Hale wad, I decided to work off of that instead of trying to organize the data right now. What that means is that you'll now need to load three wads instead of two (including the unaltered SH overhaul file), but you won't have to download the monstrous Saxton Hale file all over again.

I've put up a version 3b server now. Feel free to drop by if you like...

August 13, 2013, 12:33:46 AM
Reply #17

Offline TailsMK4

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Re: Updated Class Saxton Hale - v1c (Now fixed for MM8BDM v3
« Reply #17 on: August 13, 2013, 12:33:46 AM »
Quote from: "MrL1193"
Well, since Tails came up with a new fix for the Saxton Hale wad, I decided to work off of that instead of trying to organize the data right now.

Inb4 I take the blame for the Classes Saxton fever now. >_>

I suppose people still enjoy my version of Saxton, but a little less Classes Sax, please?

August 16, 2013, 04:26:24 AM
Reply #18

Offline MrL1193

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Re: Rebalanced Class Saxton Hale
« Reply #18 on: August 16, 2013, 04:26:24 AM »
The first rebalanced version is finally out!

This is my first attempt at tweaking the classes and bosses, so hopefully I didn't mess everything up too badly. Let's see if Class Saxton Hale is less horrible now.

You'll need to download two files again, but the good news is that you won't have to download the entire massive Saxton Hale file again. (The original Saxton Hale Overhaul file serves as the base.)

I've put up a server running the rebalanced version now. Feel free to drop by and see whether or not my efforts made a difference.

August 16, 2013, 05:21:57 AM
Reply #19

Offline JoshAdams88

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Re: Rebalanced Class Saxton Hale
« Reply #19 on: August 16, 2013, 05:21:57 AM »
Well, looks like no one will be playing any sort of gamemode that actually requires effort for a while.

August 16, 2013, 04:46:42 PM
Reply #20

Offline Linnie

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Re: Rebalanced Class Saxton Hale
« Reply #20 on: August 16, 2013, 04:46:42 PM »
I see the Hales are doing a lot better now. This is a good update.

EDIT: I think Wind Man was nerfed a little too hard. You can't attack if you want to be able to fly, and considering his attacks aren't very good and take up a lot of energy themselves, it really makes him useless. Perhaps you could lower the energy cost for his attacks to compensate?

August 17, 2013, 05:20:30 PM
Reply #21

Offline The Killer Nacho

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Re: Rebalanced Class Saxton Hale
« Reply #21 on: August 17, 2013, 05:20:30 PM »
Nerf the slide and dash and Classes Hale might actually be pretty good. I'm glad to see this rebalance makes it playable, but I sincerely hope you plan to balance further down the road.

EDIT: A nerf for Roll's altfire would also be appreciated. Yamatoman could use a slight speed buff, I'll keep adding more as I play. Diveman can use a nerf. Quickman's boost regeneration is a too fast and his overall speed could be made ever so slightly slower. Maybe to fix Windman, keep the bottom half of the bar's regeneration speed, but make his fly use a bit more weapon energy. Needleman desperately needs either a speed buff or a faster pick up on his cannon. Maybe a slight weapon energy nerf for Turboman. Some say Slash Dash refills a tad too quickly.

August 31, 2013, 08:17:48 AM
Reply #22

Offline MrL1193

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Re: Rebalanced Class Saxton Hale
« Reply #22 on: August 31, 2013, 08:17:48 AM »
So...I made a second Rebalanced version, as requested. I think I was able to address most of the concerns raised.

Since people seem to want map packs now, I put up two servers this time--one with map packs and one with normal maps only. Either way, if you try out version 2, let me know what you think.

September 14, 2013, 02:01:46 AM
Reply #23

Offline andylucho

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Re: Rebalanced Class Saxton Hale (v2)
« Reply #23 on: September 14, 2013, 02:01:46 AM »
Is there a way to combine the hales as part of the classes mod, so they can be playable alongside the players?

September 14, 2013, 02:31:55 AM
Reply #24

Offline ZeStopper

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Re: Rebalanced Class Saxton Hale (v2)
« Reply #24 on: September 14, 2013, 02:31:55 AM »
Wrong thread, OtakuAlex has a mod for that.

September 14, 2013, 10:42:22 PM
Reply #25

Offline The Killer Nacho

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Re: Rebalanced Class Saxton Hale (v2)
« Reply #25 on: September 14, 2013, 10:42:22 PM »
If there's one thing I'd like to have altered, it's Drillman. People are camping with his alt far too easily.

September 16, 2013, 11:55:08 AM
Reply #26

Offline Linnie

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Re: Rebalanced Class Saxton Hale (v2)
« Reply #26 on: September 16, 2013, 11:55:08 AM »
The Killer Nacho, be careful when you say that. Drillman already has his recovery time nerfed to the point that you can't just drill away from the Hale easily (even though that was really fun back in the day, though I realize it needed to be changed), and if you nerf a class's defining trait too much you get a class that's been made useless and becomes the bane of your existence when you get it on random, like Windman and Dustman.

September 17, 2013, 10:15:51 PM
Reply #27

Offline The Killer Nacho

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Re: Rebalanced Class Saxton Hale (v2)
« Reply #27 on: September 17, 2013, 10:15:51 PM »
My main issue is the fact that Drillman has noclip and can evade the Hale with this easily. By the time the Hale superjumps up, Drillman has run away, leaving the rest of the players to die. I wouldn't have a problem with it if there was a reason to use the alt besides drilling away from the Hale. If there is, I'm not aware of it at the moment.

September 17, 2013, 10:54:39 PM
Reply #28

Offline Linnie

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Re: Rebalanced Class Saxton Hale (v2)
« Reply #28 on: September 17, 2013, 10:54:39 PM »
It's a really quick shortcut to get from point A to point B. On some maps you can take a huge bound from place to place -- my favorite place to be Drillman is Knightman's stage because of all the high ledges.

Now, think about what would happen if they nerfed his alt to be near unuseable. Drillman would only have his mainfire, which is pretty much just a not-that-effective cookie-cutter ripper projectile.


He'd be no better than Windman, who can't fly (unless you want to never attack again), or Dustman (who just has a weak projectile attack that doesn't even recharge like Junkman; to be fair he wasn't that good in the first place except for griefing, though).

September 19, 2013, 09:56:05 AM
Reply #29

Offline MrL1193

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Re: Rebalanced Class Saxton Hale (v2)
« Reply #29 on: September 19, 2013, 09:56:05 AM »
The whole point of Drill Man's alt fire in this mode is to allow him to escape. It's far from foolproof, though, as he can still be caught while diving into the ground, and his recovery time for using it has already been lengthened once. I know he can be a bit of a pain on maps like MM7SLA, but I'm a bit hesitant to nerf him further, since his mobility without digging is already sub-par.

In the meantime, you'll be happy to hear that I finally sat down and figured out how to give the last survivor different runes (or other things) based on class. Now I just have to figure what each of the 60+ classes should get...