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Author Topic: MM8BDM V3b Released!  (Read 68965 times)

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August 14, 2013, 06:56:26 PM
Reply #135

Offline *Alice

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Re: MM8BDM V3b Released!
« Reply #135 on: August 14, 2013, 06:56:26 PM »
Atomic Fire is balanced by its INSANE charge-up time.
Sakugarne is a dumb weapon that is basically just for trolling.
Hard Knuckle has a firing delay that makes aiming near-impossible and annoying recoil and firing it locks you in place briefly.
Super Arm just requires the ability to calculate in gravity, which is a skill shared with Water Balloon, Hyper Bomb and Napalm Bomb.
In other words, Super Arm is less balanced than Atomic Fire or Hard Knuckle.

August 14, 2013, 07:11:13 PM
Reply #136

Offline Kapus

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Re: MM8BDM V3b Released!
« Reply #136 on: August 14, 2013, 07:11:13 PM »
Quote from: "Zerokk"
that's a pain to position.
Not...really. It's pretty easy to aim Super Arm for an OHKO.

Quote from: "*Alice"
Sakugarne is a dumb weapon that is basically just for trolling.
I disagree. Aside from being useful for simple mobility, Sakugarne can be very dangerous if you repeatedly cancel its jumps into short hops.

August 14, 2013, 07:28:04 PM
Reply #137

Offline JoshAdams88

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Re: MM8BDM V3b Released!
« Reply #137 on: August 14, 2013, 07:28:04 PM »
Quote from: "Zerokk"
You're saying that Super Arm is overpowered, huh?
Yes.
So that means Atomic Fire is overpowered.
Atomic fire has ridiculous charge up time, is slow and easy to juke.
 It must also mean Astro Crush, which is almost always set in places hard to get to, overpowered.
Astro Crush is a strange weapon. I consider it more "broken" than overpowered. (note: broken != overpowered, broken in this context generally means something is simply /wrong/ with the weapon, or the weapon is just stupidly designed (in this case, both are true))
 Is Hard Knuckle overpowered? According to you, yes, it deals near the same amount of damage Super Arm can.
Oh I'm sorry, I didn't know 70(?) damage was equal to 130(?) damage.
Looks like you didn't read what I wrote, either, considering I was pissed with its ohko potential, not huge damage in general.

Sakugarne must be overpowered because it can easily kill people it gets close to. It makes you really easy to hit once you land.
God man, have you ever USED Sakugarne? Learn to jump cancel and use it properly and the whole idea of being hit when you land is thrown out the window.
 They're all power weapons, I don't see the problem.
Power is ok, low risk for high reward is stupid.
Super Arm can score an OHKO, sure, but that's a pain to position.
Yeah no. It's extremely easy to 100-0 someone at close range, and even easier at mid range if you've used it more than twice in your life.
 I suppose we should give Super arm 8 second air time until it hits the ground, nerf it's damage to 10, make it drain all of your ammo to empty by one single use with a full bar, and make it fall on you and crush you if you hold it with 1/4 of your health.
Stop blowing things out of proportion. I'm certain you've been in a situation where you're stacked to the brim with weapons, have a plan to kill someone that only has super arm, then get unfairly 100-0'd out of nowhere just because of the insane damage.
You shouldn't be seeking a nerf, you should be seeking balance.
...And a nerf to how easy it is to ohko with super arm would balance it.

August 14, 2013, 08:45:56 PM
Reply #138

Offline Ceridran

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1300th post but who cares, 1500 is a better milestone.
« Reply #138 on: August 14, 2013, 08:45:56 PM »
Quote from: "JoshAdams88"
You shouldn't be seeking a nerf, you should be seeking balance.
...And a nerf to how easy it is to ohko with super arm would balance it.

Toning down it's damage would produce people who whine. Keeping as it will also produce people who whine.

You could have a speed decrease and a slight delay before being able to fire, but it's not like that would ever solve anything, would it? No, it wouldn't, people would still be whining about it's OHKO potential. I should just be negative about every single thing I say by this point, because making a good statement is like.. . . What is it like?

August 14, 2013, 09:28:19 PM
Reply #139

Offline Awbawlisk

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Re: MM8BDM V3b Released!
« Reply #139 on: August 14, 2013, 09:28:19 PM »
Because the only thing that people rely on these days is getting an easy kill with an incredibly easy to use weapon. If Super Arm was nerfed, then they could just resort to Oil Slider, or any other one of the "sane" power weapons. Better yet, get used to the New S. Arm. I'm only saying this because if in the future when it DOES get a nerf, I'm more than sure it isn't going to get nerfed to oblivion like Ballade Cracker did that one time.

August 14, 2013, 09:35:42 PM
Reply #140

Offline JoshAdams88

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LOLOL not gonna argue w/ my other points zero? that's cool.
« Reply #140 on: August 14, 2013, 09:35:42 PM »
Zerokk you're missing the point entirely here. I'm not concerned with big damage in general, I'm concerned with how easy super arm is to use combined with its ridiculous damage.
It's not as hard to aim as people think. All you need to do is get used to the angle, and you immediately can start instagibbing people with little to no effort.

August 14, 2013, 09:40:12 PM
Reply #141

Offline fortegigasgospel

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Re: MM8BDM V3b Released!
« Reply #141 on: August 14, 2013, 09:40:12 PM »
Also remember Super Arm causes you to stop moving for a second to use.  That second can be long enough to make you an easy target.

August 14, 2013, 09:43:13 PM
Reply #142

Offline Rozark

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Re: MM8BDM V3b Released!
« Reply #142 on: August 14, 2013, 09:43:13 PM »
Sure, you can probably kill him in that second.
Second.
That is if you aren't preparing to dodge his Super Arm.

August 14, 2013, 09:51:54 PM
Reply #143

Offline Ceridran

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what
« Reply #143 on: August 14, 2013, 09:51:54 PM »
Quote from: "JoshAdams88"
LOLOL not gonna argue w/ my other points zero? that's cool.

As if every class submission for CSCC and Teaparty gets a critic on it, and every map + weapon that  a person makes gets critics.

And not every skinmaker gets critics unless they have Loads And Loads Of Skins.

Quote from: "JoshAdams88"
Zerokk you're missing the point entirely here. I'm not concerned with big damage in general, I'm concerned with how easy super arm is to use combined with its ridiculous damage.
It's not as hard to aim as people think. All you need to do is get used to the angle, and you immediately can start instagibbing people with little to no effort.

Reducing the hitbox to anything that can be noticed would mean we should just have a smaller rock, because the hitbox is similar to the rock size as it is.

You haven't even said what should be changed yet. Why not go ahead and say it yourself?

By the way, dodging isn't that bad if you're not Super Mega Ultra Deathrush Man with the most obvious movement patterns. My movement patterns are too obvious.

August 14, 2013, 10:46:50 PM
Reply #144

Offline JoshAdams88

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Re: what
« Reply #144 on: August 14, 2013, 10:46:50 PM »
Quote from: "Zerokk"
Reducing the hitbox to anything that can be noticed would mean we should just have a smaller rock, because the hitbox is similar to the rock size as it is.
You haven't even said what should be changed yet. Why not go ahead and say it yourself?
By the way, dodging isn't that bad if you're not Super Mega Ultra Deathrush Man with the most obvious movement patterns. My movement patterns are too obvious.
Do you mind actually addressing my point instead of changing the subject to something completely different?
I'll stop posting here regarding the Super Arm issue since it doesn't have much to do with V3B, but I'll happily continue via PM/another topic/etc

August 14, 2013, 10:55:05 PM
Reply #145

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #145 on: August 14, 2013, 10:55:05 PM »
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.

Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.

August 15, 2013, 12:12:52 AM
Reply #146

Offline Geno

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Re: what
« Reply #146 on: August 15, 2013, 12:12:52 AM »
Quote from: "Zerokk"
And not every skinmaker gets critics unless they have Loads And Loads Of Skins.
what

uh oh.

August 15, 2013, 03:51:50 AM
Reply #147

Offline CopShowGuy

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Re: MM8BDM V3b Released!
« Reply #147 on: August 15, 2013, 03:51:50 AM »
Sorry to just jump into whatever conversation is going on here, but I'm late to the party.  New maps and changed maps are amazing.  Biggest "wow" came from Top Man.  Wave Man is fantastic as well.

August 15, 2013, 03:24:18 PM
Reply #148

Offline Fyone

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Re: MM8BDM V3b Released!
« Reply #148 on: August 15, 2013, 03:24:18 PM »
Quote from: "Zerokk"
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.

Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.
I'm pretty sure (but not certain), but I think that the reason why S. Arm can OHKO is because of the bits hitting you in addition to the S. Arm itself. Kinda like D. Crusher where if the bits hit you it does more than half damage or possibly OHKO(?) (which is done by aiming slightly below the player). Simply reducing the damage of the bits or changing where they are spawned could remove the OHKO chance. The old laser buster could already OHKO if you hit someone just right, but now it's even easier to do. Also M. Ball can OHKO as well if it lands right on top of you which is just funny. R. Boomerang can also be shot once and can kill you if it rips you three times in a row (can be done in a corner in a cramped area since the bounce is there.)

August 15, 2013, 04:23:20 PM
Reply #149

Offline DarkAura

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Re: MM8BDM V3b Released!
« Reply #149 on: August 15, 2013, 04:23:20 PM »
Or just make it so the bits don't spawn when it hits the player (DeathX, XDeath, forgot which one it was.)