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Author Topic: Justified Classes v4b Beta 14  (Read 376755 times)

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February 07, 2014, 06:16:49 AM
Reply #165

Offline Shmeckie

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Re: Justified Classes v1c
« Reply #165 on: February 07, 2014, 06:16:49 AM »
The big hitbox is a detriment as much as it is an advantage. Yes, it's easy to hit with. it's also easy to hit the ground or nearby obstacle and have it fizzle out before hitting anything. Especially if you're trying to get it to graze the ground and leave fires. And it may be fast, but he does have that startup period where the flame acts as a shield in front of him before firing. He's fine as is.

February 07, 2014, 10:27:08 PM
Reply #166

Offline JaxOf7

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Re: Justified Classes v1c
« Reply #166 on: February 07, 2014, 10:27:08 PM »
Quote from: "Shmeckie"
The big hitbox is a detriment as much as it is an advantage. Yes, it's easy to hit with. it's also easy to hit the ground or nearby obstacle and have it fizzle out before hitting anything.
Code: [Select]
actor FireStormO
{
...
Height 4
Radius 4
...
States
{
Spawn:
FRMT ABC 2 A_Explode(18,48,0)
FRMT ABC 2 A_Explode(19,48,0)
...
Actually, it's smaller than a mega buster shot and does damage through explosions.

February 07, 2014, 10:47:52 PM
Reply #167

Offline Watzup7856

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Re: Justified Classes v1c
« Reply #167 on: February 07, 2014, 10:47:52 PM »
I've updated my Classes taunt pack to be compatible with MMV classes

heres the topic: http://cutstuff.net/forum/viewtopic.php?f=30&t=5550

February 08, 2014, 05:48:19 PM
Reply #168

Offline FTX6004

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Re: Justified Classes v1c
« Reply #168 on: February 08, 2014, 05:48:19 PM »
So i found out a other thing again.
(click to show/hide)

February 08, 2014, 06:59:57 PM
Reply #169

Offline Fyone

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Re: Justified Classes v1c
« Reply #169 on: February 08, 2014, 06:59:57 PM »
Quote from: "FTX6004"
So i found out a other thing again.
(click to show/hide)

Alright this is fixed.

February 09, 2014, 01:10:41 AM
Reply #170

Offline FTX6004

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Re: Justified Classes v1c
« Reply #170 on: February 09, 2014, 01:10:41 AM »
And i forgot to say when you throw the junk shield you can see sniper joe's shield.

February 09, 2014, 01:23:37 AM
Reply #171

Offline Gumballtoid

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Re: Justified Classes v1c
« Reply #171 on: February 09, 2014, 01:23:37 AM »
Break Man can do a lot of damage, with quite a fast rate of fire and, as a buster, no penalty. That needs fixed.

Saturn ought to be locked in the direction he's facing when he absorbs, so as to avoid being invincible 90% of the time. Either that, or a greater ammo consumption.

February 09, 2014, 01:50:07 AM
Reply #172

Offline Fyone

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Re: Justified Classes v1c
« Reply #172 on: February 09, 2014, 01:50:07 AM »
Quote from: "Gumballtoid"
Break Man can do a lot of damage, with quite a fast rate of fire and, as a buster, no penalty. That needs fixed.
The penalty is that he can't heal, I'll see if this is an issue nonetheless.
Saturn ought to be locked in the direction he's facing when he absorbs, so as to avoid being invincible 90% of the time. Either that, or a greater ammo consumption.
I'll greater the ammo consumption.
Thanks for these suggestions.

February 09, 2014, 03:54:03 AM
Reply #173

Offline OtakuAlex

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Re: Justified Classes v1c
« Reply #173 on: February 09, 2014, 03:54:03 AM »
I agree that the Break Buster is extremely OP. Heck, the not being bale to heal isn't a much of a penalty since you destroy your opponents before they get to land a hit (unless they have a fast fire-rate since that makes it easier to get a hit on, but those are weaker than normal attacks and thus don't do much damage per hit) which is its main issue. I suggest either lowering the fire rate.

February 09, 2014, 04:45:48 AM
Reply #174

Offline Shmeckie

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Re: Justified Classes v1c
« Reply #174 on: February 09, 2014, 04:45:48 AM »
Doesn't Break Man have the same light armor class as Proto Man? Because as it stands he seems more like a glass cannon, and I haven't had too much trouble against him, myself.

February 09, 2014, 03:56:21 PM
Reply #175

Offline !o! woohoo

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Re: Justified Classes v1c
« Reply #175 on: February 09, 2014, 03:56:21 PM »
Actually when Protoman upgrades he gets double armour and can't pickup health. I could make it so that he gets a cool down every two shots like in MM3 to nerf him.

February 09, 2014, 10:08:37 PM
Reply #176

Offline ZeStopper

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Re: Justified Classes v1c
« Reply #176 on: February 09, 2014, 10:08:37 PM »
This might be unrelated,

but would you mind uploading all the MMV Classes' skins into a pack for single player use.

The're pretty sick.

February 11, 2014, 07:15:57 PM
Reply #177

Offline Fyone

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Re: Justified Classes v1c
« Reply #177 on: February 11, 2014, 07:15:57 PM »
Personally I'd be all for it, but Chimeraman being the one who made the skins forbids it, sorry.

February 11, 2014, 07:37:51 PM
Reply #178

Offline FTX6004

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Re: Justified Classes v1c
« Reply #178 on: February 11, 2014, 07:37:51 PM »
Theres a Neptune skin Made by Chimeraman but edit by me on my skin thread.

February 16, 2014, 11:42:41 AM
Reply #179

Offline Emmanuelf06

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Re: Justified Classes v1c
« Reply #179 on: February 16, 2014, 11:42:41 AM »
Stardust helped me to find a way to use the Config file for the servers. Now, you have random map rotation (IDM01, MM2WOO, CSCM04 etc.....when a map is over.) and you CAN votemap (map of an other packmap by exemple).
Also, i did the same for terminator, but i removed the maps with holes/pits, i added just IX packmaps for some maps without pits/holes. It works!

Now you can enjoy with some packmaps and randommap rotation without the old problems....


Here are the servers:
:: [BE] New York :: Justified Classes v1c TDM:
108.61.83.66:15106

:: [BE] New York :: Justified Classes v1c Terminator:
108.61.83.66:15121

:: [BE] New York :: Justified Classes v1c TLMS
108.61.83.66:15049

If there is some problems (like maps with holes I didnt noticed in terminator), tell me... (: