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Author Topic: Justified Classes v4b Beta 14  (Read 335470 times)

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January 26, 2014, 02:50:54 PM
Reply #45

Offline !o! woohoo

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Re: Justified Classes v1ah
« Reply #45 on: January 26, 2014, 02:50:54 PM »
Quote from: "Shmeckie"
Sorry for the doublepost, but I tried out a handful of classes against a bunch of Mega Man bots to see how they fared in basic combat. These are just initial impressions that may change after fighting people:

Punk - I like the attempts to balance him, and the bounce cannonball adds some extra strategy to using it since you can move during the bounces. I love that, adds variety! One big issue, though, is his ammo consumption on his mainfire. It takes most of his ammo just to kill one opponent. He's actually kind of underpowered because of this. All he needs is an ammo buff (ammo consumption should be cut in half), and he should be perfect.

If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Pharaoh Man - I like the versatility here! I found myself enterring a fray with a Pharaoh Wave, and finishing people off with Pharaoh Shots. Pretty sure that's the idea, so he seems to be a success. Nice damage balance, too. I never felt like I was wielding a nuke. Everything synergized just right. Kudos!

Thanks, and the reason we have the alt fire there is because we didn't want people to mid-charge it. Inside MM8BDM no one seems to use middle charges of weapons. It is also much easier to just click the altfire and have a half charged pharoah shot there.

Spark Man - had to see if he was improvement over vanilla classes' Spark Man, and I gotta say he definitely is! Spark Shock doesn't stun you for too long, and the giant spark is great for crowd control. Plus, this setup makes him a force to be reckoned with on his own map! Seems excellent so far!

Thanks, his HUD is going to be fixed in the next version due to the amount of requests.

Magnet Man - I'd have to fight people with him to make any kind of final verdict, but so far I'm in love. Pulling people toward you is so satisfying, and finishing them off with Magnet Missiles is great! My one qualm is you can't hit a group of people with Magnet Pull, but you can pull them all in. Less satisfying than it could be, and it can put you in danger. How much damage does that pull do, anyway? Sometimes it felt really strong, other times pretty weak.

If I remember, the alt fire is a four hit K.O.

Drill Man - Solid overall. Drill Bombs didn't feel as awkward as they do in vanilla classes, which makes him easier to pick up and play.

Uranus - Oh my dear sweet merciful god he is fun to play as! Who do I have to plant a big sloppy kiss on to thank them for this guy? Oh god...! I could play as this guy for hours!

Thanks, King Yamato made the whole class himself basically. I just fixed the mainfire a bit and added an altfire. I also changed King Yamato's altfire to inventory.

Jupiter - My favorite Stardroid is sadly underpowered here. His mainfire does piss-poor damage, and his alt feels like it should be powerful, but I'll be damned if I could get kills with the thing. Barely even managed to soften anyone up. Even when I fired it into a crowd it did little. Using him was the only match where I lost to the Mega-Bots.

He might be revamped in the next release.

Saturn - Also a blast to play, but his release attack feels like it barely does anything. What's the properties of this move? I only killed one bot by accident with it, and I don't think I ever even hit with it again. The versatility of his mainfire, though, is fun as hell.

If you miss with this attack, it freezes them. If you guys don't know, you can also slide with your altfire if your ring has been thrown.

Neptune - I don't know where I stand on this guy. He seemed strong enough, but just barely. Gonna have to use him against human opponents for a final verdict. His alt never seemed to hit, though.

One of the salt waters on his altfire may be aimed. We might buff the distance in the next version.

So far, this mod looks great! Obviously it's very much a "v1a", but I'm totally excited to see where this goes in the future, and damn if this mod doesn't feel polished as hell!

January 26, 2014, 02:56:02 PM
Reply #46

Offline Fyone

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Re: Justified Classes v1ah
« Reply #46 on: January 26, 2014, 02:56:02 PM »
Quote from: "Gumballtoid"
I'm having trouble gauging how long Jupiter's flight lasts. It really ought to have a stamina bar.

A lot of the Mega Man V aesthetics are really poorly done. Primarily, the weapon colors. Re-imagine them with the NES palette, don't try to perfectly mimic their artwork.

Break Dash's charging animation, while accurate to the Gameboy, clashes pretty badly with the rest of the charging weapons. It should really look more like anything that isn't Atomic Fire.

We'll probably add something on the top right corner flashing when you're low on flight I don't think implementing a new ammo bar is necessary. If you have some suggestions on which weapon colours need fixing sure but I don't see any problem with how they look atm.

Do you mean the HUD or colouring, etc.?

January 26, 2014, 03:01:37 PM
Reply #47

Offline Fyone

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Re: Justified Classes v1ah
« Reply #47 on: January 26, 2014, 03:01:37 PM »
Quote from: "FTX6004"
So the Neptune skin Chimeraman did dosent have the same back as the Neptune in the other screenshots have from MMV,
so i did this.


If you guys likes this i would do Saturn without his Saturn Ring on.

Alright looks good; we'll update the skin. If you can make Saturn without his Ring that would be nice as well, thanks.

January 26, 2014, 05:07:10 PM
Reply #48

Offline Russel

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Re: Justified Classes v1ah
« Reply #48 on: January 26, 2014, 05:07:10 PM »
May I please ask you to fix the horizontal HUD setup? If you look at it, you'll notice that secondary ammo cooldowns don't show up, which kind of annoys me.

January 26, 2014, 05:15:00 PM
Reply #49

Offline Fyone

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Re: Justified Classes v1ah
« Reply #49 on: January 26, 2014, 05:15:00 PM »
I'm not sure what you mean; the horizontal secondary ammobars are showing fine which aren't showing?

January 26, 2014, 05:36:22 PM
Reply #50

Offline Beed28

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Re: Justified Classes v1ah
« Reply #50 on: January 26, 2014, 05:36:22 PM »
Quote from: "Fyone"
I'm not sure what you mean; the horizontal secondary ammobars are showing fine which aren't showing?
The secondary ammo bar actually shows ammo for the primary, at least that's what he's talking about.

Also, you added the screen shake effect when Guts Man does the stomp I love you guys. Now if you added that for Hard Man's it will be even better.

Also, Uranus and Neptune need to make nearby players "bounce" up slightly (not stunned) when the former lands from jumping, and the latter does the stomp.

Also, which bots are functional currently? Mega Man himself is, at least.

Also, where's the ACS script sources? :shock:

January 26, 2014, 05:41:41 PM
Reply #51

Offline Russel

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Re: Justified Classes v1ah
« Reply #51 on: January 26, 2014, 05:41:41 PM »
They are interpolating the incorrect ammo type;
Allow me to cite Oil Man, where it is impossible to see the cooldown of his altfire. There is a bar drawn there, but it is not reading the data.
How about another example with Punk, same problem.

The second bar interpolates the first ammo type in your weapon, which is incorrect. I would cite code from the mod, but I cannot figure how this works for the life of me, so I will just continue to be ambiguous as possible.

EDIT because Beed:
KY hid the sources forever ago, I don't think he gave them to the authors of this mod, either.

January 26, 2014, 06:19:59 PM
Reply #52

Offline xColdxFusionx

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Re: Justified Classes v1ah
« Reply #52 on: January 26, 2014, 06:19:59 PM »
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

January 26, 2014, 06:56:38 PM
Reply #53

Offline Magnet Dood

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Re: Justified Classes v1ah
« Reply #53 on: January 26, 2014, 06:56:38 PM »
First off, let me just say you guys did a good job with these classes. All of them are pretty interesting, and most are enjoyable to play as. There are a couple of issues I have with them, though...

- Why does Crash Man's bombs still spear people instead of exploding on contact? I get that they're really strong and all when they explode and it'd probably make him pretty cheap, but I feel like I'm barely doing any damage when they just pass right through people, and it's hard enough as it is to hit someone with the explosion. Can you just buff the ripping damage on the bombs so they do a bit more?
- Quick Man's boomerangs feel a little slow. It's hard to get them to all hit someone, and with the damage they do, it's pretty difficult to kill anyone with them.
- I have trouble with Magnet Man's missiles- their homing isn't great. I know it's dumb to just sit in a corner and spam them and get free kills, but the homing is so bad it's hard to hit anything with them unless you aim straight at someone. That and the Magnet Pull is pretty bad- the ammo doesn't stay up long enough to pull someone in and do damage.
- Bright Man's and Flash Man's time stopping weapons sometimes just don't work. Don't know why, they just don't. (Unrelated note, Bright Pound is the best attack in the world.)
- Would you mind changing Dust Man's HUD to his buster? It's difficult to aim with that vacuum up top, and whenever you die it goes down screen and kind of sits there awkwardly. You can keep the vacuum thing for when he's actually firing- I'd just rather have the buster so I can aim a little better.
- Dive Man's charge is bad, but you're fixing that already, so that's not a huge problem.
- Star Man's waaaaaaay too slow when he's got the Star Crash up. Could you just up his speed a wee bit? Other than that, his damage and everything is good- it's just that he moves like a turtle when he's got it up, which makes it nearly impossible to hug someone with the Star Crash.
- I have trouble hitting anyone with Napalm Man's bombs. I thought they were supposed to bounce at least once. His missile cooldown is also pretty long, but I guess the damage justifies it.
- Mercury shouldn't be invincible when he's blobbing around. It's pretty darn cheap, to say the least. Can't you just have it so that you can shoot the big blob?
- Terra's Spark Chaser is extremely annoying. It lasts for so long and it homes like crazy, making it easy for a Terra player to just spam the chaser while he's running around and score easy kills on damaged players. Have it do the whole stop-and-go thing less (like maybe three or four instead of what it is now)
- Centaur's teleport thing is ridiculous. Giving him invincibility and invisibilty for that long is not fair in the slightest. Tone down the ammo on that thing.
- Knight is really boring. Can't you give him some other attack?
- Freeze is also really boring. It takes him way too long to charge up to the full ammo bar just to freeze someone and then spam Freeze Cracker hoping they die. Why not give him an alt in which he points his hand up or whatever and shoots falling icicles to the ceiling? It'd give him a little variety.

If I didn't say anything on other classes I thought they were good, or at least passable. Keep up the good work, I'm enjoying it so far.

January 26, 2014, 07:44:09 PM
Reply #54

Offline -FiniteZero-

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Re: Justified Classes v1ah
« Reply #54 on: January 26, 2014, 07:44:09 PM »
I think Crashman is the way he is to encourage players to jump around and hit them from above, like what Crashman's strategy is in-game.

Anywho, I did a record of all the (available) bots and whose weapons they had.

Cutman - Enker
Iceman - Punk
Elecman - Quint
Fireman - Ballade
Bombman - Cutman
Gutsman - Elecman
Enker - Bombman
Flashman - Crashman
Metalman - Gutsman
Crashman - Airman
Bubbleman - Metalman
Woodman - Heatman
Airman - Woodman
Heatman - Bubbleman
Quickman - Flashman
Quint - Quickman
(Mega Man 3: All have own weapons)
Punk - Pharaohman
Toadman - Brightman
Brightman - Gravityman
Pharaohman - Ringman
Ringman - Dustman
Dustman - Skullman
Skullman - Diveman
Diveman - Drillman
Drillman - Toadman
Ballade - Gyroman
Waveman - Darkman
Starman - Knightman
Gravityman - Crystalman
Gyroman - Napalmman
Crystalman - Stoneman
Napalmman - Chargeman
Stoneman - Waveman
Chargeman - Starman
Windman - Saturn
Flameman - Uranus
Blizzardman - Neptune
Plantman - Pluto
Tomahawkman - none
Yamatoman - none
Knightman - Mars
Centaurman - none
Sunstar - Blizzardman
Mercury - Windman
Venus - Flameman
Terra - Blizzardman
Mars - Plantman
Jupiter - Tomahawkman
Saturn - Yamatoman
Uranus - Mercury
Neptune - Venus
Pluto - Terra

The class is on the left, and whose weapon they have is on the right.

January 26, 2014, 08:49:14 PM
Reply #55

Offline Fyone

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Re: Justified Classes v1ah
« Reply #55 on: January 26, 2014, 08:49:14 PM »
Quote from: "Lego"
They are interpolating the incorrect ammo type;
Allow me to cite Oil Man, where it is impossible to see the cooldown of his altfire. There is a bar drawn there, but it is not reading the data.
How about another example with Punk, same problem.

The second bar interpolates the first ammo type in your weapon, which is incorrect. I would cite code from the mod, but I cannot figure how this works for the life of me, so I will just continue to be ambiguous as possible.

EDIT because Beed:
KY hid the sources forever ago, I don't think he gave them to the authors of this mod, either.
This ammo problem is fixed; also the source code was simply removed.

Quote from: "xColdxFusionx"
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

Flashman will no longer drain 1 ammo; Punk has a good fire rate, good damage high speed shot and relatively good radius the ammo was given as a cool down so you can't spam it as much you want. I wouldn't mind you naming some of these classes like Flashman so that we can improve upon it but at the moment I don't think Punk needs an ammo buff but I will continue to look into this to see if this is a problem.

Quote from: "Magnet Dood"
First off, let me just say you guys did a good job with these classes. All of them are pretty interesting, and most are enjoyable to play as. There are a couple of issues I have with them, though...

- Why does Crash Man's bombs still spear people instead of exploding on contact? I get that they're really strong and all when they explode and it'd probably make him pretty cheap, but I feel like I'm barely doing any damage when they just pass right through people, and it's hard enough as it is to hit someone with the explosion. Can you just buff the ripping damage on the bombs so they do a bit more?
Crash Man's ripping damage was buffed since the last version of KY I think it's a 5hko or something like that however I might buff it slightly so it makes cleaner damage.
- Quick Man's boomerangs feel a little slow. It's hard to get them to all hit someone, and with the damage they do, it's pretty difficult to kill anyone with them.
I definitely do not see this issue in the slightest; they even bounce off walls. I will still look into this but I don't think it's a problem.
- I have trouble with Magnet Man's missiles- their homing isn't great. I know it's dumb to just sit in a corner and spam them and get free kills, but the homing is so bad it's hard to hit anything with them unless you aim straight at someone. That and the Magnet Pull is pretty bad- the ammo doesn't stay up long enough to pull someone in and do damage.
The Magnet missiles are coded to home better the closer the person is to you. We can decrease how fast your ammo goes down for the altfire.
- Bright Man's and Flash Man's time stopping weapons sometimes just don't work. Don't know why, they just don't. (Unrelated note, Bright Pound is the best attack in the world.)
I've never had the time stop not work for me but I'll keep using Flash Man and Bright Man to see if it ever happens.
- Would you mind changing Dust Man's HUD to his buster? It's difficult to aim with that vacuum up top, and whenever you die it goes down screen and kind of sits there awkwardly. You can keep the vacuum thing for when he's actually firing- I'd just rather have the buster so I can aim a little better.
Not sure about this. We also don't have a buster HUD to use as of now.
- Dive Man's charge is bad, but you're fixing that already, so that's not a huge problem.
Sure.
- Star Man's waaaaaaay too slow when he's got the Star Crash up. Could you just up his speed a wee bit? Other than that, his damage and everything is good- it's just that he moves like a turtle when he's got it up, which makes it nearly impossible to hug someone with the Star Crash.
We'll probably not make him move as slow when it's up but he will still get slowed nonetheless.
- I have trouble hitting anyone with Napalm Man's bombs. I thought they were supposed to bounce at least once. His missile cooldown is also pretty long, but I guess the damage justifies it.
He won't have a cooldown for the altfire in the next version.
- Mercury shouldn't be invincible when he's blobbing around. It's pretty darn cheap, to say the least. Can't you just have it so that you can shoot the big blob?
He can't pick up health or damage you directly so it's not as good as you think.
- Terra's Spark Chaser is extremely annoying. It lasts for so long and it homes like crazy, making it easy for a Terra player to just spam the chaser while he's running around and score easy kills on damaged players. Have it do the whole stop-and-go thing less (like maybe three or four instead of what it is now)
This is fixed already; I have found it a problem as well.
- Centaur's teleport thing is ridiculous. Giving him invincibility and invisibilty for that long is not fair in the slightest. Tone down the ammo on that thing.
We'll lower how long it lasts.
- Knight is really boring. Can't you give him some other attack?
Give a suggestion; I see no problem with him at the moment.
- Freeze is also really boring. It takes him way too long to charge up to the full ammo bar just to freeze someone and then spam Freeze Cracker hoping they die. Why not give him an alt in which he points his hand up or whatever and shoots falling icicles to the ceiling? It'd give him a little variety.
The ammo bar will regen faster next version; no altfire though.

If I didn't say anything on other classes I thought they were good, or at least passable. Keep up the good work, I'm enjoying it so far.

Quote from: "-FiniteZero-"
I think Crashman is the way he is to encourage players to jump around and hit them from above, like what Crashman's strategy is in-game.

Anywho, I did a record of all the (available) bots and whose weapons they had.

Cutman - Enker
Iceman - Punk
Elecman - Quint
Fireman - Ballade
Bombman - Cutman
Gutsman - Elecman
Enker - Bombman
Flashman - Crashman
Metalman - Gutsman
Crashman - Airman
Bubbleman - Metalman
Woodman - Heatman
Airman - Woodman
Heatman - Bubbleman
Quickman - Flashman
Quint - Quickman
(Mega Man 3: All have own weapons)
Punk - Pharaohman
Toadman - Brightman
Brightman - Gravityman
Pharaohman - Ringman
Ringman - Dustman
Dustman - Skullman
Skullman - Diveman
Diveman - Drillman
Drillman - Toadman
Ballade - Gyroman
Waveman - Darkman
Starman - Knightman
Gravityman - Crystalman
Gyroman - Napalmman
Crystalman - Stoneman
Napalmman - Chargeman
Stoneman - Waveman
Chargeman - Starman
Windman - Saturn
Flameman - Uranus
Blizzardman - Neptune
Plantman - Pluto
Tomahawkman - none
Yamatoman - none
Knightman - Mars
Centaurman - none
Sunstar - Blizzardman
Mercury - Windman
Venus - Flameman
Terra - Blizzardman
Mars - Plantman
Jupiter - Tomahawkman
Saturn - Yamatoman
Uranus - Mercury
Neptune - Venus
Pluto - Terra

The class is on the left, and whose weapon they have is on the right.

This will be fixed possibly next version; the bots are wonky at the moment since they weren't updated but I appreciate the list.

January 26, 2014, 08:51:10 PM
Reply #56

Offline Shmeckie

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Re: Justified Classes v1ah
« Reply #56 on: January 26, 2014, 08:51:10 PM »
Random suggestion I just thought of; shouldn't Needle Man's mainfire stop his fall when he's in the air? Also, Gemini Man's clone should also mirror your jumps as well as your other movements to make it both more canon, and more useful.

Quote from: "!o! woohoo"
If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Yes, but I think you might be overdoing it here. Again, in a real firefight he tends to run completely out of ammo, and since his Screw Crusher stops the charge on his cannonball ammo when used, he can't make up for it by synergizing his two attacks. The only way he's really effective here is to enter a fracas with both meters charged, cannonball his way in, and pick off survivors with Screw Crushers. In a fair fight, his high ammo consumption combined with low damage for a single projectile with moderate speed (a 5HKO) gives him a big disadvantage. I like that you gave it finite ammo, and slowed the projectile speed down from the way overpowered vanilla classes Punk, but he still needs a tweak to make him perfect. As it stands, he may not be spammy, but he's not much of an offensive threat without the cannonball either.

Quote from: "xColdxFusionx"
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

Yeah, if there's any major issue at this point I can find, this would be it. Several classes feel too handicapped to force them not to spam.

January 26, 2014, 09:26:26 PM
Reply #57

Offline !o! woohoo

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Re: Justified Classes v1ah
« Reply #57 on: January 26, 2014, 09:26:26 PM »
Quote from: "Shmeckie"
Random suggestion I just thought of; shouldn't Needle Man's mainfire stop his fall when he's in the air? Also, Gemini Man's clone should also mirror your jumps as well as your other movements to make it both more canon, and more useful.

Needleman used to stop in the air when he shot his main fire but it felt awkward so we removed it. We will try our best to see what we can do with Gemini.

Quote from: "!o! woohoo"
If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Yes, but I think you might be overdoing it here. Again, in a real firefight he tends to run completely out of ammo, and since his Screw Crusher stops the charge on his cannonball ammo when used, he can't make up for it by synergizing his two attacks. The only way he's really effective here is to enter a fracas with both meters charged, cannonball his way in, and pick off survivors with Screw Crushers. In a fair fight, his high ammo consumption combined with low damage for a single projectile with moderate speed (a 5HKO) gives him a big disadvantage. I like that you gave it finite ammo, and slowed the projectile speed down from the way overpowered vanilla classes Punk, but he still needs a tweak to make him perfect. As it stands, he may not be spammy, but he's not much of an offensive threat without the cannonball either.

Quote from: "xColdxFusionx"
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

Yeah, if there's any major issue at this point I can find, this would be it. Several classes feel too handicapped to force them not to spam.

Punk almost feels over powered when I use him. I will test him more online though. The ammo regain is buffed next version and you in v1ah you can shoot your main while charging your alt

January 26, 2014, 10:20:50 PM
Reply #58

Offline Gumballtoid

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Re: Justified Classes v1ah
« Reply #58 on: January 26, 2014, 10:20:50 PM »
Quote from: "Fyone"
If you have some suggestions on which weapon colours need fixing sure but I don't see any problem with how they look atm.
I really gotta give you guys kudos on this mod's aesthetics. Drillman and Enker in particular caught my attention. It's all really smooth and pleasing to look at.

I can't say this for the MMV content, though. The transition from a Gameboy environment to an NES environment was less than smooth. Mega Man's weapons in particular are just plain ugly. It may be that the color translations are outdated, pre-3v, but that aside, I aim to fix that.

This is more what I feel like would fit into the NES environment more smoothly:



I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly.


And once again, as a primarily-Megaman user, there are a couple of replacement issues I have. As is, Item-2 replaces Duo Fist, Rush Jet Adapter replaces Bass Buster, Rush Power Adapter replaces Proto Buster, and Mega Arm replaces E-Tanks. This doesn't work very well. E-Tanks are a staple and they really ought not to be interfered with. I propose Duo Fist be aptly replaced with Mega Arm, and Item-2 scrapped altogether. Item-2 serves almost no purpose aside from, "Hey, look at me, I'm really fast!"

It's also worth noting that Megaman cannot slide when equipped with the Laser Buster or Arrow Buster.

January 26, 2014, 10:26:51 PM
Reply #59

Offline -FiniteZero-

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Re: Justified Classes v1ah
« Reply #59 on: January 26, 2014, 10:26:51 PM »
One thing I do have to give kudos to is the fact that Proto Man and Bass keep their busters even when other weapons are equipped (as all the other class mods have those weapons just show Mega Man's Buster). It's a really nice touch, plus that the slide has the altered colors as well. This sort of thing helps me immerse myself into a class like that.