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Author Topic: Stardust's Workshop  (Read 169512 times)

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March 14, 2014, 04:14:48 AM
Reply #120

Offline OtakuAlex

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #120 on: March 14, 2014, 04:14:48 AM »
Am I the only man alive who has no issues killing any boss with Mega Buster? (Unless I get cornered or blocked, of course. Or if I start getting slippery with my dodges.)

Edit: I bring this up because MrL mentioned that PO Roll goes downhill fast if under certain conditions and using Buster was one of them. I seem to have no issue with using my buster against PO Roll or Mudkip, so I had this question pop into my head.

March 14, 2014, 04:55:38 PM
Reply #121

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #121 on: March 14, 2014, 04:55:38 PM »
Saxton Hale was nerfed to half damage/no knockback (no knockback is a very rewarding power, especially for melee hales which are fast), but his rage lasts a bit longer to rebalance this. Your math starts getting wrong at the number of hits needed, as this actually varies, if the map has DOUBLEAMMO on or not... if it's not, this raises up to 125 hits. Soooo yea
Actually this is a factor of HUGE hax pretty much nobody knows about. Double Ammo doubles Curly's charge, Super Jump's charge, and the Rage as well. And, this was never noticed. I plan to fix the ammos next version so DoubleAmmo can't double/halve them :

You also forgot to consider something, yeah of course Roll has 500 + 235*P health if she uses the rage, but... then her rage just allows her to have the same health as SH.
Then, Saxton Hale has 500+235*P health too... except he has his rage in addition to that, he doesn't need any healing rage to have this high health scaling.
Like SH, Roll can't ragefeed when using the rage. Unlike SH, she still takes knockback. Way to go to FlashBomb her to death without carring about the actual ragefeeding as it doesn't feed.
Anyway, the rate at which the rage feeds (like with ripping, Crash Bomb or Flash Bomb) is another story, it concerns the hitstun amount. The same would happen with any offensive hales. If you feed him, many Rocket punches will explode this day ==> overwhelming power. If you feed Roll, she'll cast a lot of healing ==> overwhelming defense.
But, the hitstuning, in my opinion, is a fighting way in SH : the more you hitstun, the more it feeds the rage... HOWEVER, the more you hitstun, the more powerful attacks like Hard Knuckles or Top Spin as well as most melee attacks like Slash Claw or Flame Sword are to strike, and in some cases, these "rape sessions" with hitstunning weapons can pretty much delete 1500 HP of a hale, and this last one being blocked by the hitstunning, they won't even be able to positionate correctly to use the rage.
To picture that, once I was Morshu in a server of ~10 players in Rebalanced, and I just got killed by a SINGLE Yamatoman who Yamatospinned me forever until I died. I could just, not move at all.
PORoll being the only hale who has a rage dedicated to selfhealing, I'm not going to remove that gameplay, in that case I prefer to remove the whole hale ; I just don't want to modify the concept of one of the unique hales from Silversin's and leave her alone in that case.

Mudkip's allies get a health nerf.
Then, spawning Torchic and Treecko frequently... no. Mudkip's health formula is like, 90 HP for each player ; he has 1000 HP when there are 10~12 players in game. Whereas most melees would easily have more than 2XXX. You can't make him able to rage often.

The idea between Flash Man and Dio Flash is the same. The scale of power isn't. You wouldn't expect a hale to have Flash Man's buster to kill all the survivors right
Talking about Exit Unit, the dangerous situation is the same with Gilga and Rocket Punch, and no Exit Unit in your bag. If you find Gilga on your way as the last survivor, you have no chance to dodge it, the blast is too big and powerful to flee or resist, even an average player can't miss with this rage.

March 14, 2014, 06:08:59 PM
Reply #122

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #122 on: March 14, 2014, 06:08:59 PM »
Ok, then remove PO Roll. Many were wonder why you brought her back in the first place. The healing is just inane, and she's no fun to deal with because of it. You also have yet to address her ridiculous attack range.

Mudkip does indeed rage multiple times in a match more often than not. He also gets 2~4 heals per rage, allowing him to heal enough to get another rage that he would've not gotten otherwise.

I don't think that you've really addressed the problem with Dio. If you hear the charge sound from Gilga, you can run or jump away, unless your too close. You have a chance. Dio can kill you regardless of where you are when he uses his rage, even if you anticipate it.

March 14, 2014, 06:28:34 PM
Reply #123

Offline Hunter Frags

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #123 on: March 14, 2014, 06:28:34 PM »
Quote from: "Stardust"
PORoll being the only hale who has a rage dedicated to selfhealing, I'm not going to remove that gameplay, in that case I prefer to remove the whole hale ; I just don't want to modify the concept of one of the unique hales from Silversin's and leave her alone in that case.

-The reason why I'd suggest an idea for a replacement Roll-themed hale. ._.-


ANYWAY, if I may ask, what are your thoughts about Bitter End compared to Rocket Punch as Gilgamesh's rage? I've heard from some that liked Bitter End better -as well as me liking it a liiittle more myself- , but which do you think is a better rage or would you feel like giving Bitter End a shot for this next version?

March 14, 2014, 06:53:13 PM
Reply #124

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #124 on: March 14, 2014, 06:53:13 PM »
The reason was simple, nostalgia (and tribute to Silversin's) but by "removing" I mean, "turning it off". She won't appear anymore ; the RNG couldn't select this hale. However, if the host (and obviously the players that want her), she could be forced for a round by the host. It's not fun dieing neither.
I would love to see you jumping or fleeing from rocket punch. Jumping won't help if you blast the punches to the ground, neither does running. When Gilga does the charging sound, you have less of a second to flee from the giant radius. They work like very fast Drill Bombs, you fire them on the victim's feets and they get hit by the blast.
You can dodge Dio's attack, and you can realise it better if you actually get in the situation of the hale.
When you're about to freeze time, there's a huge cooldown when you can't move. The players can notice it because the stand (cream flash man) is in an awkward sprite. Then, Dio gets slowed down when he's moving with the time frozen. Also, there's a small delay between the time unfreeze and the knives are chasing. The knives only hurt when they're moving. If you spam the item use button, you could use Exit Unit before all the knives pierce you. In any other case, you must keep the biggest distance with the hale. Remember of the cooldown before the time get frozen (which might get increased even more if needed), and also try to hide in secret corners if some maps allows you to. You can eventually outrun Dio / get out of his sight.

I haven't tried Bitter End yet, I'll give it a spin now, but chances of being used are low if it's a "small" rage (which need 125 ammo, like most hales do. "Big" rages include Za Warudo or Rocket Punch, they need 250 ammo. Which version was Bitter End used in?)

March 14, 2014, 07:25:14 PM
Reply #125

Offline OtakuAlex

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #125 on: March 14, 2014, 07:25:14 PM »
Maybe you could come up with some way to make the host able to choose Gilgamesh's rage through the means of cvars, variables in the boss setup (where HP and music are done), custom inventories, and A_JumpIfInventory all working together.

March 14, 2014, 07:52:27 PM
Reply #126

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #126 on: March 14, 2014, 07:52:27 PM »
Quote from: "Legtendga"
You also have yet to address her ridiculous attack range.
This is a HUGE thing, so I'll drop Dio for now. What will become of her insane range? Unless, of course, you're concidering turning her off.
(The Bitter End from which version?)
Additionally, would you concider a V1H release to implement the rebalances of the existing Hales and see how well they work out?

March 14, 2014, 08:04:23 PM
Reply #127

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #127 on: March 14, 2014, 08:04:23 PM »
Quote
But concerning PORoll, I noticed that for some reasons, her melee, indeed, I didn't notice it at first, but it clearly had a bigger range than the other hales, so yeah, it's real ; her main is OP. It's being nerfed and turns into Saxton Hale's fist range next version. Roll's health is the lowest of all the melee hales ; and these usually have a higher health (compare Gilgamesh and Morshu)
Quote
It's until some weeks ago I noticed her range was clearly bigger ; or at least, the attack had a bigger hitbox. I'm not sure if Silversin gave her this range on purpose (to rebalance her health for instance ; most melee hales's formula is about ~210 HP for each player, whereas on her case, it was ~155 HP.) Still it's planned to be reverted back to a normal Fist range =)

I'll try to speedup for v2, but I prefer to make a hotfix only if a major bug is desesperatly needed to be fixed (or something threatening, like the infinite freezing case they had with Frost Man in v7a)

March 14, 2014, 09:09:06 PM
Reply #128

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #128 on: March 14, 2014, 09:09:06 PM »
Alright then.
Anyway, Dio can kill you wherever you are on the map, no matter how near or far. Set knives inside player, dead when time starts again. Kill anyone reliably. No other Hale can do that.

March 14, 2014, 10:11:19 PM
Reply #129

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #129 on: March 14, 2014, 10:11:19 PM »
Not really. He can't even travel half of MM8GRE while using the rage.

March 14, 2014, 10:19:12 PM
Reply #130

Offline Legtendga

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #130 on: March 14, 2014, 10:19:12 PM »
I'm almost certain that that's inaccurate. I cannot test it alone, though.
Regardless, suggestions for a new/modified rage aught to be considered.

March 14, 2014, 11:33:16 PM
Reply #131

Offline MrL1193

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #131 on: March 14, 2014, 11:33:16 PM »
Argument ahoy:

(click to show/hide)

If you're really hell-bent on keeping Dio's rage as "Time Stopper + instagib knives," at least make it so that when he prepares to use it, there's a big obvious warning that everyone will notice even if they don't have a line of sight on Dio, and give the survivors more time to hide.

March 15, 2014, 08:38:19 AM
Reply #132

Offline Stardust

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #132 on: March 15, 2014, 08:38:19 AM »
So if I resume in a nutshell, all your propositions aim to say that healing in SH should be banned, only offensive rages should be used ; even if it's reduced down to a very low healing because "if they hitstun her a lot, they'll make her rage a lot". The danger of her rage, is to have her healing often. The rage is supposed to be useful and dangerous *cough cough hyper dash cough cough*
To control her rage abuse you might want to reduce your deadly hitstunning Flash Bomb Party and in exchange I'll reduce the healing even more, to like, 150 HP. You said she actually healed ~250. Flash Bomb doesn't completly stop indeed, but it does recoil (might upgrade it to total stop because it does like ~4*number_of_hits when it blasts... even less, sometimes.)

Treecko's leafblade (or blade leaf) will deal less damage, so he can't like, OHKO by behind when you try to kill him. In v2a I took a quick glance, and he has about ~80HP if 3 players are playing (that's about 20 HP for each player or something). Treecko has lower health than Torchic. Of course he's a healing support, and in video games it's a common practice to kill the healer of the team first, so the nags can't recover.
I can't really detect if Treecko is "outside of the map", the only thing I can do is killing instantly Mudkip's allies after some time (after one or two minutes?). Otherwise you can still try to kill him. For instance in MM3NEE if I'm not wrong, you can have Treecko to wander in the outside portion (after the tall, yellow wall), but if you jump on this wall, you might kill him from above the wall. Or in MM6TOM, in that situation, you could kill Treecko, too.
(click to show/hide)
.

To make Za Warudo more avoidable, I could either increase the cooldown before casting ; or reduce even more Dio's speed. But you know, it's not that rare seeing Za Warudo being used when there is a big server, and only a few kills. (one, two, sometimes, all the knives fail to kill.) Za Warudo is a duel skill whereas RPunch is a deathmatch fragging attack, like if you'd use Rain Flush or throw a Junk Cube in the middle of MM2FLA. If you're alone, it's probably difficult to avoid it, especially since it's a LV2 rage. If you can't dodge it, don't provoke it. Za Warudo isn't the kind of rage you can deal with alone. Gameplay-wise, it's just, something focused on individual killing. It frags a few players, but it frags them well. And even though the knives just pass by without even touching any victims.

March 15, 2014, 01:44:13 PM
Reply #133

Offline OtakuAlex

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #133 on: March 15, 2014, 01:44:13 PM »
I've had a few times where I put a group of knives in front of every player and thought they'd work, then they somehow survive and only one or two of them die. Za Warudo isn't as great as it seems. Also, there have been times where I've easily escaped its clutches, too.

March 15, 2014, 04:59:35 PM
Reply #134

Offline Superjustinbros

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Re: Stardust's Workshop (The Saxton Hale ++ domain)
« Reply #134 on: March 15, 2014, 04:59:35 PM »
So we're keeping Mudkip around?
Didn't people say he was like, the least favorite of everyone?