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

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February 05, 2014, 04:06:03 AM
Reply #150

Offline -FiniteZero-

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Re: Justified Classes v1c
« Reply #150 on: February 05, 2014, 04:06:03 AM »
Once again looked at the bots. They're getting closer, I can say that much. These are the ones that still have problems:

Gutsman (no weapon)
Timeman and Oilman (no bots)
Dustman (doesn't give out weapon)
Jupiter (no weapon)
(Mega Man 7 bots still need to be added)

February 05, 2014, 12:49:33 PM
Reply #151

Offline Gumballtoid

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Re: Justified Classes v1c
« Reply #151 on: February 05, 2014, 12:49:33 PM »
On the note of missing weapons, Time Man doesn't net Mega Man a weapon when defeated.

Is it at all possible to allow copyweps to keep their weapons on death, or only lose some? It's frustrating in a big game of Deathmatch to finally earn a weapon, only to be picked off by a scavenger.

February 05, 2014, 03:42:03 PM
Reply #152

Offline Fyone

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Re: Justified Classes v1c
« Reply #152 on: February 05, 2014, 03:42:03 PM »
Quote from: "-FiniteZero-"
Once again looked at the bots. They're getting closer, I can say that much. These are the ones that still have problems:

Gutsman (no weapon)
Timeman and Oilman (no bots)
Dustman (doesn't give out weapon)
Jupiter (no weapon)
(Mega Man 7 bots still need to be added)
Thanks for this list.

@Gumballtoid:
I've been trying to figure out a way to get keep weapons on actually, but from my knowledge it's impossible excluding cooperative gameplay and excluding lots of unnecessary ACS. If someone has a solution by all means.

February 05, 2014, 06:00:02 PM
Reply #153

Offline Gumballtoid

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Re: Justified Classes v1c
« Reply #153 on: February 05, 2014, 06:00:02 PM »
JaxOf7 made a 1-Up support item, pre-v3. I expect it's outdated, but it allows you to keep all your weapons upon death, so maybe it could be referenced? It's the first thing that came to mind.

Some of the Mega Man V revamps weren't put into the pk3. My intent was to eliminate the need for translations, particularly with Pluto and Mars. Their skin modifications allow for the proper yellow to be seen in team games, but this doesn't seem to have been done. I'm willing to do that myself as well, if it was simply forgotten or seen as an extra burden.

February 05, 2014, 07:03:45 PM
Reply #154

Offline Fyone

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Re: Justified Classes v1c
« Reply #154 on: February 05, 2014, 07:03:45 PM »
We decided to leave the weapon system as is due to the copyweps being OP at the moment. Also yeah I seem to have forgotten the skin change so I'll update it next version not to worry.

February 06, 2014, 06:50:17 AM
Reply #155

Offline FTX6004

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Re: Justified Classes v1c
« Reply #155 on: February 06, 2014, 06:50:17 AM »
So i found there was more stoneman frames that was in the wrong way and it was this.

(click to show/hide)

February 06, 2014, 02:53:48 PM
Reply #156

Offline Emmanuelf06

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Re: Justified Classes v1c
« Reply #156 on: February 06, 2014, 02:53:48 PM »
Hey guys, i host a Terminator server, but with CFG config, i found a way to list only the maps without pits/holes/lava and others things.

:: [BE] New York :: Justified Classes [v1c]-Terminator (maps for terminator)
108.61.83.66:15005

There is 1 packmap: IXpack

But im not sure about the cfg config

So ... justifiedclassterminator.cfg
to add a map, i put "addmap mm1dw1" by exemple, and to remove a map, i used "//addmap mm1gut" is it the good method ?...
http://static.best-ever.org/cfg/justifi ... inator.cfg

February 06, 2014, 06:44:25 PM
Reply #157

Offline Shmeckie

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Re: Justified Classes v1c
« Reply #157 on: February 06, 2014, 06:44:25 PM »
Why would you do all that when you can just set which maps do and don't appear on rotation in the console?

February 06, 2014, 07:45:42 PM
Reply #158

Offline Fyone

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Re: Justified Classes v1c
« Reply #158 on: February 06, 2014, 07:45:42 PM »
Quote from: "FTX6004"
So i found there was more stoneman frames that was in the wrong way and it was this.

(click to show/hide)
Alright, this will be fixed.

February 06, 2014, 08:20:19 PM
Reply #159

Offline Gumballtoid

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Re: Justified Classes v1c
« Reply #159 on: February 06, 2014, 08:20:19 PM »
In delving further into it, Mars' Photon Missile, bullets and mines weren't fixed either (in the case of the Photon missile, the translations) and also some Terra stuff.

Also I'm curious how you came to decide copyweps were overpowered. With the exception of Protoman, I myself would argue they're a bit underpowered.

February 06, 2014, 08:40:10 PM
Reply #160

Offline Fyone

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Re: Justified Classes v1c
« Reply #160 on: February 06, 2014, 08:40:10 PM »
Quote from: "Gumballtoid"
In delving further into it, Mars' Photon Missile, bullets and mines weren't fixed either (in the case of the Photon missile, the translations) and also some Terra stuff.
What exactly is wrong with these; I'm pretty sure I changed the colours to yours.
Also I'm curious how you came to decide copyweps were overpowered. With the exception of Protoman, I myself would argue they're a bit underpowered.
I didn't mean the classes Megaman, Protoman and Bass were OP I meant their weapons they obtain from the Robot Masters/Stardroids were OP.

February 06, 2014, 09:06:50 PM
Reply #161

Offline Gumballtoid

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Re: Justified Classes v1c
« Reply #161 on: February 06, 2014, 09:06:50 PM »
The missiles are Mega Man's version. Translating them to Mars' colors (198 = 220, 215 = 229) would alleviate that.
The mines are red, which used to be on Mars but was since replaced with a more apt orange, while the bullets are that same orange with an outline. The sprites I sent would alleviate those two.
I gave Terra's alt and his teleport effects a touch-up, as well as an icon overhaul because quite frankly I don't know what the current one is supposed to be.

I feel like the weapons would be overpowered if you could just pick them up, but you have to actually work for them. Typically if you emerge from a fight victorious, with a shiny new weapon, you get picked off by another player, since you're too low on health to put up a fight. You don't even get to use your new weapon. By getting to keep your weapon for the rest of the round you're better off when your armor and mobility are sub-par compared to the rest of the competition.

At the same time I think it would be wise to outright remove the giant ammo capsules found in place of weapons. It just feeds the player further and is contributing to any feeling of being overpowered. Also the sliding/dashing ought to have a nerf in the rate of fire department. It might be canon, but it gives the copyweps unnecessary mobility and doesn't let slow classes have a remotely fair chance at nailing them. It's good in combat for evasion, but not for mobility. That's just too much.

I forgot to mention but Oil Man's colors hurt my eyes and still resemble an MS Paint job. I feel he ought to match the core's Oil Man.

February 06, 2014, 09:38:01 PM
Reply #162

Offline Fyone

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Re: Justified Classes v1c
« Reply #162 on: February 06, 2014, 09:38:01 PM »
Quote from: "Gumballtoid"
The missiles are Mega Man's version. Translating them to Mars' colors (198 = 220, 215 = 229) would alleviate that.

The mines are red, which used to be on Mars but was since replaced with a more apt orange, while the bullets are that same orange with an outline. The sprites I sent would alleviate those two.
I gave Terra's alt and his teleport effects a touch-up, as well as an icon overhaul because quite frankly I don't know what the current one is supposed to be.

I feel like the weapons would be overpowered if you could just pick them up, but you have to actually work for them. Typically if you emerge from a fight victorious, with a shiny new weapon, you get picked off by another player, since you're too low on health to put up a fight. You don't even get to use your new weapon. By getting to keep your weapon for the rest of the round you're better off when your armor and mobility are sub-par compared to the rest of the competition.

At the same time I think it would be wise to outright remove the giant ammo capsules found in place of weapons. It just feeds the player further and is contributing to any feeling of being overpowered. Also the sliding/dashing ought to have a nerf in the rate of fire department. It might be canon, but it gives the copyweps unnecessary mobility and doesn't let slow classes have a remotely fair chance at nailing them. It's good in combat for evasion, but not for mobility. That's just too much.

I forgot to mention but Oil Man's colors hurt my eyes and still resemble an MS Paint job. I feel he ought to match the core's Oil Man.
Alright I fixed all the MMV aesthetic issues in the next version now thanks for all the help. I understand what you mean with the thing about being picked off by another player but at the moment the weapons are very overpowered they are all well stronger than the bosses' weapons which if I made it so that you keep your weapon when you die you would eventually be unstoppable with the damage output gain and variety of weapons to choose from (i.e. weaknesses etc.) We can remove the giant ammo capsules if you like but I simply can't nerf the rate of fire on the dashing and sliding because then personally they don't feel legitimate anymore. Also Oil Man's colours are also fixed next version.

February 07, 2014, 01:59:10 AM
Reply #163

Offline Tengu

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Re: Justified Classes v1c
« Reply #163 on: February 07, 2014, 01:59:10 AM »
Why does Darkman3's HUD look like a pregnancy test?}


ALSO FIREMAN IS SO BROKEN OH MY GOD FUCKFUCKFUCK NERF TO THE GROUND THANK YOU : D

February 07, 2014, 05:37:45 AM
Reply #164

Offline Emmanuelf06

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Re: Justified Classes v1c
« Reply #164 on: February 07, 2014, 05:37:45 AM »
Fireman doesnt do so much damage LOL (actually, ballade does more).

What must be nerfed in fireman for you ?

EDIT: Well...the firestorm flame is really fast...with the big hitbox, it's easy to hit...?