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Author Topic: Justified Classes v4b Beta 14  (Read 335491 times)

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February 01, 2014, 08:00:13 AM
Reply #135

Offline Emmanuelf06

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Re: Justified Classes v1b-fix
« Reply #135 on: February 01, 2014, 08:00:13 AM »
Quote from: "MusashiAA"
Quote from: "Shmeckie"
Damn, you guys are like machines! I wouldn't be surprised if we got the MM8 characters within next week or something! Just wondering, after the MM8 classes, what's next? Mega Man & Bass, or Mega Man 9? Also, any plans for the Wily Tower Masters?

I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

On a different note, I've been noticing some few things this mod does. I am taking my time checking things, questioning choices, coming up with suggestions. Sooner or later, I'll start up putting out my suggestions and thoughts about this mod that one of you guys asked me for.

Yeah, i think, it's better if they add more stuff for the next version, but well the last one was like a hotfix.

February 01, 2014, 08:11:55 AM
Reply #136

Offline Shmeckie

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Re: Justified Classes v1b-fix
« Reply #136 on: February 01, 2014, 08:11:55 AM »
Quote from: "MusashiAA"
I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

Considering they're playing catch-up, and fixing balance issues, I'm all for the frequent updates. I'd rather get a patch in days that fixes problem glitches and borked characters than deal with grossly OP characters being exploited by tryhards online for months ruining everyone's fun, bugged characters, useless characters, etc. Like Jupiter; in the first release, he was so bad he simply could not hold his own. A few tweaks later, and now he's a contender, and people that like him can play as him and have a chance at doing well. And they didn't have to wait months of a character they like being useless.

If it was frequent total revamps, I'd be with you, but these are helpful fixes and small tweaks to root out bugs and fix slight balance issues (dealing with infinites, exploits, etc.), and all-in-all expanding the overall experience by polishing what's already there.

February 01, 2014, 08:50:17 AM
Reply #137

Offline MusashiAA

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Re: Justified Classes v1b-fix
« Reply #137 on: February 01, 2014, 08:50:17 AM »
Quote from: "Shmeckie"
Quote from: "MusashiAA"
I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

Considering they're playing catch-up, and fixing balance issues, I'm all for the frequent updates. I'd rather get a patch in days that fixes problem glitches and borked characters than deal with grossly OP characters being exploited by tryhards online for months ruining everyone's fun, bugged characters, useless characters, etc. Like Jupiter; in the first release, he was so bad he simply could not hold his own. A few tweaks later, and now he's a contender, and people that like him can play as him and have a chance at doing well. And they didn't have to wait months of a character they like being useless.

If it was frequent total revamps, I'd be with you, but these are helpful fixes and small tweaks to root out bugs and fix slight balance issues (dealing with infinites, exploits, etc.), and all-in-all expanding the overall experience by polishing what's already there.

Yeah, I was more about revamps and new classes, those I consider as new content. Fixes are just changes to old content, those can happen pretty quickly with enough good feedback and developer enthusiasm (yes, I confirm that to be a thing). So far, fixes in this have been thrown at players to test at so the devteam sees what works and what doesn't...
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...and I think it's a very community-close approach, and an expected behavior during debut.

February 02, 2014, 03:34:32 AM
Reply #138

Offline Shmeckie

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Re: Justified Classes v1b-fix
« Reply #138 on: February 02, 2014, 03:34:32 AM »
So apparently there's a nasty glitch with Skull Man. Similar to the Woodman glitch, he can have infinite shield, and mow people over with it. He's completely broken right now. Need a hotfix, stat. Also an infinite flight glitch with Wind Man. And on a smaller note, when Ballade uses his mines in his second form, he turns blue.

February 02, 2014, 05:20:28 AM
Reply #139

Offline Tfp BreakDown

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Re: Justified Classes v1b-fix
« Reply #139 on: February 02, 2014, 05:20:28 AM »
I have some things to say regarding the classes:

1: Can you change Gravity man/Gravity hold all together, it's annoying to play when getting flunged in the air 15 times a match

2: Nerf quint a bit. The guy can rack up kills pretty fast and seems a bit too powerful for his own good.

3: Nerf or remove Wily's flame pillars. The pillars themselves seem to be a bit too powerful and can rack up kills by spam.

4: Not sure if this is the right place to mention this but when someone falls into a pit, spike trap, death water or lava the sphere is unobtainable. Is there any way to fix this, like having the sphere warp into a random location after a certain amount of time.

5: I love the way you guys made Dustman. He is actually fun to play as and is useful compared to the others (not sure about KY but Classes dust is just useless)

Edit: forgot to mention but it seems like the Saturn skin/class doesn't seem to have any pain noises. Not sure of it is just me or the mod itself, but I should mention it.

February 02, 2014, 05:53:04 AM
Reply #140

Offline Shmeckie

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Re: Justified Classes v1b-fix
« Reply #140 on: February 02, 2014, 05:53:04 AM »
Another Terminator bug; Terminators are unaffected by the springs in Spring Man's stage, which means if they fall in a spring pit they're basically trapped.

February 02, 2014, 03:51:50 PM
Reply #141

Offline Fyone

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Re: Justified Classes v1b-fix
« Reply #141 on: February 02, 2014, 03:51:50 PM »
Quote from: "Shmeckie"
So apparently there's a nasty glitch with Skull Man. Similar to the Woodman glitch, he can have infinite shield, and mow people over with it. He's completely broken right now. Need a hotfix, stat. Also an infinite flight glitch with Wind Man. And on a smaller note, when Ballade uses his mines in his second form, he turns blue.

All of these are fixed but the Skullman infinite shield glitch; can you elaborate on how to do it because I have no idea.

Quote from: "Tfp BreakDown"
I have some things to say regarding the classes:

1: Can you change Gravity man/Gravity hold all together, it's annoying to play when getting flunged in the air 15 times a match
Personally I don't see a problem with it since it's not spammy and as a copywep needs lots of ammo to use; if you have a suggestion I will see what I can do.
2: Nerf quint a bit. The guy can rack up kills pretty fast and seems a bit too powerful for his own good.
I'm not sure about this; he already has an ammo bar and nerfing the damage would be too much since he lacks a long range attack.
3: Nerf or remove Wily's flame pillars. The pillars themselves seem to be a bit too powerful and can rack up kills by spam.
Alright.
4: Not sure if this is the right place to mention this but when someone falls into a pit, spike trap, death water or lava the sphere is unobtainable. Is there any way to fix this, like having the sphere warp into a random location after a certain amount of time.
Yes; this will hopefully be fixed next version or something.
5: I love the way you guys made Dustman. He is actually fun to play as and is useful compared to the others (not sure about KY but Classes dust is just useless)
Thanks!
Edit: forgot to mention but it seems like the Saturn skin/class doesn't seem to have any pain noises. Not sure of it is just me or the mod itself, but I should mention it.
Yes, Saturn, Stoneman, Darkman4, Springman, and Venus don't play sounds at the moment but they will next version hopefully.
Quote from: "Shmeckie"
Another Terminator bug; Terminators are unaffected by the springs in Spring Man's stage, which means if they fall in a spring pit they're basically trapped.
This will probably be fixed along with the other terminator stuff.

EDIT: Figured out the Skullman glitch.

February 03, 2014, 07:32:52 AM
Reply #142

Offline Shmeckie

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Re: Justified Classes v1b-fix
« Reply #142 on: February 03, 2014, 07:32:52 AM »
Another thing I forgot to mention; if Punk uses his cannonball bounce on the Spring Man stage springs, he keeps bouncing until he's off the springs, meaning he can bounce his way into a crowded spring pit and instagib all of them.

February 03, 2014, 03:37:45 PM
Reply #143

Offline Fyone

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Re: Justified Classes v1b-fix
« Reply #143 on: February 03, 2014, 03:37:45 PM »
Alright thanks, I'll fix this for the next version.

February 04, 2014, 09:49:25 PM
Reply #144

Offline !o! woohoo

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Re: Justified Classes v1b-fix
« Reply #144 on: February 04, 2014, 09:49:25 PM »
It is getting dark in here but it is going to get even darker with v1c!

Download v1c here

Rough Changelog:
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February 04, 2014, 10:15:02 PM
Reply #145

Offline !o! woohoo

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Re: Justified Classes v1c
« Reply #145 on: February 04, 2014, 10:15:02 PM »
Sorry for the double post but you can download a taunt pack for MMV robot masters HERE

February 05, 2014, 12:26:56 AM
Reply #146

Offline Shmeckie

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Re: Justified Classes v1c
« Reply #146 on: February 05, 2014, 12:26:56 AM »
A few issues;

- Dark Man 3's HUD is hideous. it's huge, and looks like it's pointing up in the corner, not straight ahead. It's bulky and poorly drawn.

- Dark Man 3's alt takes too long to recharge. Way too long. It's pretty much useless.

- Dark Man 2 is actually usable! Whoo! Another class improved from vanilla classes!

- When Dark Man 3 is frozen, his skin changes to Dark Man 1.

- Dark Man 1's attacks feel awkward. His main and alt fires should be switched.

February 05, 2014, 12:34:33 AM
Reply #147

Offline Fyone

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Re: Justified Classes v1c
« Reply #147 on: February 05, 2014, 12:34:33 AM »
Quote from: "Shmeckie"
A few issues;

- Dark Man 3's HUD is hideous. it's huge, and looks like it's pointing up in the corner, not straight ahead. It's bulky and poorly drawn.
Yeah, it's hard to make I might redo it myself but I heard Caprice said he's gonna make a new one.
- Dark Man 3's alt takes too long to recharge. Way too long. It's pretty much useless.
Dark Man 3's altfire acts like Shademan's where it stuns for a long time (about half as long as time stopper)
- Dark Man 2 is actually usable! Whoo! Another class improved from vanilla classes!
Thanks!
- When Dark Man 3 is frozen, his skin changes to Dark Man 1.
OK, I'll fix this.
- Dark Man 1's attacks feel awkward. His main and alt fires should be switched.
Sure they'll be swapped.

February 05, 2014, 12:41:39 AM
Reply #148

Offline Shmeckie

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Re: Justified Classes v1c
« Reply #148 on: February 05, 2014, 12:41:39 AM »
OSNAP! A pretty big error; Shade Man and Turbo Man's palettes are swapped! Blue Shade Man and Purple Turbo Man!

As for Dark Man 3's alt, I tried it against someone, and had to struggle to get any real, regular use out of it. After using it once, it took so long to get another one I just stopped trying to use it.

February 05, 2014, 12:44:14 AM
Reply #149

Offline Fyone

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Re: Justified Classes v1c
« Reply #149 on: February 05, 2014, 12:44:14 AM »
Yeah I noticed the Shademan and Turboman thing I fixed it. As for Darkman3 I guess we can make it so that when you use the mainfire the alt still recharges and raise the ammo regain by one tic.