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September 06, 2014, 08:21:15 PM
Reply #45

Offline Tengu

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Re: Class Based Modification vs. Justified Classes
« Reply #45 on: September 06, 2014, 08:21:15 PM »
Quote from: "coolcat7022"
Musashi put it best, let us discuss these controversial topics, we're not muslims here on Cutstuff, after all.


What the actual fuck is the matter with you

September 06, 2014, 08:24:14 PM
Reply #46

Offline MusashiAA

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Re: Class Based Modification vs. Justified Classes
« Reply #46 on: September 06, 2014, 08:24:14 PM »
Quote from: "Clayton"
Quote from: "MusashiAA"
Now now, boys.



I'm left here to imply that JC defines classes without little to no disadvantages or limitations at all, for the sake of making all classes "usable in all scenarios".

I don't agree with this at all. To give one example: a melee-centered, close range class shouldn't be given a projectile attack because of its limitations being made more evident in a long range fight or when fighting against a class with a long range weapon. Instead, it should be given the ability to cut down the range or resist the long range fight or momentarily dodge or block attacks. Eliminating the disadvantages to what you would call a class eliminates the essence of classes being role-centered (<<<<THIS IS A FACT), and instead gives a class two or three wildly different abilities, which just makes a class imbalanced or undefinable, and defeats the purpose of letting players fill in the limitations with their own wit, or to mantain classes within the boundaries of its role.

I agree with you on this point, because there are classes in Justified that fight like this. For example, Slashman where he has no projectile attacks but has lots of mobility options to make up for it. However Class Based Modification fails to accomplish this goal effectively mostly due to the extreme gimmicks players are forced to adhere to. For example, Needleman has no way of getting close to another player since his mobility is terrible and does not have enough armour to shrug off direct hits. His abilities and attacks are only useful at point blank range and terrible at even mid range combat. Let's not forget that Class Based Modification's version doesn't even properly portray Needleman but instead more so portrays TF2 Heavy.

This is what CBM struggles with, that's truth.

So now we have a more clear differentiation between both mods: CBM sees role limitations as a tolerable (may I add sometimes purposeful) factor, while JC...doesn't?

Justified Classes does take roles into consideration but not in a way that it would hinder the classes' ability to perform in situations.

But JC does hinder a class' potentiality in some cases because of the boss form commandment. To give one example, JC Hardman. Another, JC Napalmman. Another one, JC Crashman. These classes give up control or abilities for the sake of source fidelity, which hinders the experience and difficults balance.

EDIT: My input here is that this attempt at ironing the limitations, as if they were a bad thing, just results in giving players a less fluctuating online experience, in the sense of a lack of difficulty when facing other players and the abilities to overcome it with strategy. I guess I would call this "handholding"?

Your perspective on my idea is misconceived, I am simply saying that classes that aren't given the compulsory tools or don't have a good balance in abilities to make a role or gimmick work then there are many instances where classes are put in an unfair situation. What Justified Classes is doing is not "handholding" but giving each class a mostly if not equal opportunity to shine in their own individual way. Putting the class in an unfair situation will not make a challenge but instead make a frustrating experience for the player. Especially when one player is putting out double the effort using a disadvantaged class against someone using a class that exploits the map or counters the user's class.

CBM classes weren't designed to be or to have hard counters by design in most cases. The cases where it does happen, it's either on purpose or a straight up design flaw: we will not know this for sure until it is released to the public. When applied online and massively, what the devteam may consider as balanced sometimes does not stand, and this is why testing is not just a closed door occurance: when people play an online game, this is considered as mass testing that may or may not end up opening the road to new changes.

To be blunt, I think you're overreacting to general disadvantage situations because of very specific scenarios in which limitations are made more obvious. I look at these kind of "unfair matchups" with the solution of class change: you are not fixated into using only one class...not to say that this serves as an excuse for actual imbalance issues, and generally the CBM devteam doesn't try to resort to this kind of arguments. I think it's unfair to say CBM hasn't done anything to view and resolve certain matchups, and it's not like it's a piece of cake with over 40 classes and an absurd amount of possible matchups.

This is why I used the term "handholding" when refering to this exagerated point of view JC has over disadvantages. It's ok to not be able to fight off enemies you can't handle easily, and if it's technically impossible for you to fight these enemies as one class, try another, and we'll look into this as a potential issue.

September 06, 2014, 08:24:49 PM
Reply #47

Offline SmashTheEchidna

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Re: Class Based Modification vs. Justified Classes
« Reply #47 on: September 06, 2014, 08:24:49 PM »
Quote from: "coolcat7022"
Musashi put it best, let us discuss these controversial topics, we're not muslims here on Cutstuff, after all.

Yeah, no. That was wrong. Not cool, dude.

September 06, 2014, 08:42:42 PM
Reply #48

Offline Stardust

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Re: Class Based Modification vs. Justified Classes
« Reply #48 on: September 06, 2014, 08:42:42 PM »
Guys instead of proving how each other is wrong in order to chain with how bad they're arguing, since obviously nobody is going to change his/her opinion on the mod he/she defends (and it's perfectly fine to have personnal preferences), since there are fans of both mods here and on the servers, and since creating a topic like this will simply add more chili pepper in the salad, as YD and JC seem to be treated as harshly as religious or politician opinions,  since MM8BDM is a video game, a fangame even, not a internationnal decision that is going to change dramatically everyone's lives, couldn't the two devteams take some distance on the hate on each mod's flaws and instead, make a single "official community classes project" with both mods' potential and talented people working on it? Not going into details, but YD and JC both have good points and eventually bad points, since there are both people preferring CBM or JC.
Sooo... what's the deal with getting over the conflict and simply call an agreement on a final classes mod?
That would for instance, benefit of Justified's top notch graphics and high-quality canon ressources, + the most successful 2D-NES to FPS game classes convertion,
and get the devotion of the CBM team regarding balance, improved classes uniqueness & smoothness, (and eventually vanilla-scaled damage values but that's subjective).

It's kind of boring to see 2 servers supposed to propose a mod with the same aim (turn the classic Mega Man series robots into classes), yet they're still separated and go on their own.
(click to show/hide)

Coming from a very old YD Gemini player, who then wanted to master JC Cut, and now who doesn't even know which class to master due to the various versions, so she just goes on random disregarding which class mod the server has loaded.

September 06, 2014, 09:26:43 PM
Reply #49

Offline Mendez

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« Reply #49 on: September 06, 2014, 09:26:43 PM »
There were proposals about KY classes and YD classes merging once. I don't think the devs really talked about merging. Either way, I like having two different design philosophies going into classes. If you had asked me which version of classes was better before the recent patches, I would have said CBM without a doubt. The MM9 classes feel really sloppy though and I think they're stumbling to come up with useful designs for Magmaman right now. Meanwhile, JC is buggy at times but I think they'll be able to explore more interesting designs once that dev team becomes more experienced with programming and testing.

I remember playing JC when it first came out and thought it was incredibly slow-paced for me, while CBM would always have 1-2 broken classes that were ripe for abuse, such as Magmaman. I can't say which is better overall, but in my head I imagine CBM being better for DM and CTF, where the action is fast and you need to get kills quickly, while JC would be more suited for TLMS/LMS, where there's no health and the lower damage-per-second of all the classes means you can't simply bumrush the other team, resulting in (slightly) more interesting gameplay.

Oh, and one more thing. I know you can't control what your dev team does, Fyone, but if you could please instruct all the members of your team to stop shilling for JC in the CBM servers, that'd be greeeeeat. A couple of weeks ago I saw Fr3ak come into a TLMS server to talk about JC while this past week has been filled with random people entering the servers and talking about why CBM is so bad. I don't think they were all devs, but it's starting to annoy the crap out of me. If they could please place their opinions on this topic instead of the servers, I'd greatly appreciate it.

Also, I gotta wag my finger at Coolcat7022 because racism is bad, mmkay? I'm guessing he was just saying that because of these guys right here.

September 06, 2014, 11:33:31 PM
Reply #50

Offline xColdxFusionx

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Re: Class Based Modification vs. Justified Classes
« Reply #50 on: September 06, 2014, 11:33:31 PM »
OK, first of all, please stop attacking people for having opinions. It's scrap like this that caused the Great Classes Schism in the first place, and we aren't fixing it until it stops.
srsly tho these are classes mods not religions

Alright, now that we've got that out of the way, here's my thoughts on this whole discussion.

CBM (the mod formerly known as YD Classes) has a design philosophy that revolves around taking the robot master's weapons and exaggerating their strengths and weaknesses to create a class that's quite good in one respect, but struggles in others. This method allows the classes to stray from their original RM's design in the interest of squeezing out more fun. However, this exaggerated power structure results in a fast paced, frantic style that in turn breeds many classes with one-hit kills, unavoidable damage, powerful lockdown skills, and other absurd attacks designed to highlight their strengths to the point where Hardman relies more on his Hard Jet to pull himself out of trouble than his large health pool being able to withstand it and the game begins to devolve into "how do I kill everyone before they can kill me" (Gravity Man, Elec Man, Galaxy Man, Magma Man) or "how do I block/evade the bullshit for long enough to be the last man standing" (Skull Man, Wood Man, Gyro Man, Gravity Man)

Justified (the mod formerly known as KY Classes), however, focuses on staying true to the robot master's classic tool kit, balancing around normalizing those strengths and weaknesses as opposed to exaggerating them. This results in an environment where scoring a frag relies more on critical thinking and pressing what few advantages each class's kit can provide as opposed to finding the attack that can rip apart Hardman in less than a second and spamming it down a narrow hallway. While such an approach provides an environment where most of the classes feel relatively on par with each other, some of the satisfaction factor of obtaining the aforementioned advantages is taken away, making the classes feel weak. In addition, power disparities in the classes end up amplified by the lack thereof, and classes with any sort of reliable or semi-reliable damage (Slash Man, Plant Man, Oil Man, Gemini Man, Magic Man) find themselves at a huge advantage, while classes with potentially high but inconsistent payoffs (Wood Man, Pirate Man, Skull Man, Burner Man) are painful to play as the team seems to value potential over practicality when determining the numbers.

Which approach is better? I personally don't feel there is a right choice or a wrong one.  CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them), while JC's classes provide a slower, more tactical and well thought-out game (most of the time). Which one I prefer really depends on what I'm in the mood for at the time. However, I do agree that both of them are flawed in their own ways based on their respective strategies.

September 07, 2014, 12:49:43 AM
Reply #51

Offline Clayton

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Re: Class Based Modification vs. Justified Classes
« Reply #51 on: September 07, 2014, 12:49:43 AM »
Quote from: "MusashiAA"
Quote from: "Clayton"
Quote from: "MusashiAA"
Now now, boys.



I'm left here to imply that JC defines classes without little to no disadvantages or limitations at all, for the sake of making all classes "usable in all scenarios".

I don't agree with this at all. To give one example: a melee-centered, close range class shouldn't be given a projectile attack because of its limitations being made more evident in a long range fight or when fighting against a class with a long range weapon. Instead, it should be given the ability to cut down the range or resist the long range fight or momentarily dodge or block attacks. Eliminating the disadvantages to what you would call a class eliminates the essence of classes being role-centered (<<<<THIS IS A FACT), and instead gives a class two or three wildly different abilities, which just makes a class imbalanced or undefinable, and defeats the purpose of letting players fill in the limitations with their own wit, or to mantain classes within the boundaries of its role.

I agree with you on this point, because there are classes in Justified that fight like this. For example, Slashman where he has no projectile attacks but has lots of mobility options to make up for it. However Class Based Modification fails to accomplish this goal effectively mostly due to the extreme gimmicks players are forced to adhere to. For example, Needleman has no way of getting close to another player since his mobility is terrible and does not have enough armour to shrug off direct hits. His abilities and attacks are only useful at point blank range and terrible at even mid range combat. Let's not forget that Class Based Modification's version doesn't even properly portray Needleman but instead more so portrays TF2 Heavy.

This is what CBM struggles with, that's truth.

So now we have a more clear differentiation between both mods: CBM sees role limitations as a tolerable (may I add sometimes purposeful) factor, while JC...doesn't?

Justified Classes does take roles into consideration but not in a way that it would hinder the classes' ability to perform in situations.

But JC does hinder a class' potentiality in some cases because of the boss form commandment. To give one example, JC Hardman. Another, JC Napalmman. Another one, JC Crashman. These classes give up control or abilities for the sake of source fidelity, which hinders the experience and difficults balance.

"These classes give up control or abilities for the sake of source fidelity, which hinders the experience and difficult balance." How so? Any possible scenarios or examples that can be given to demonstrate this point?

EDIT: My input here is that this attempt at ironing the limitations, as if they were a bad thing, just results in giving players a less fluctuating online experience, in the sense of a lack of difficulty when facing other players and the abilities to overcome it with strategy. I guess I would call this "handholding"?

Your perspective on my idea is misconceived, I am simply saying that classes that aren't given the compulsory tools or don't have a good balance in abilities to make a role or gimmick work then there are many instances where classes are put in an unfair situation. What Justified Classes is doing is not "handholding" but giving each class a mostly if not equal opportunity to shine in their own individual way. Putting the class in an unfair situation will not make a challenge but instead make a frustrating experience for the player. Especially when one player is putting out double the effort using a disadvantaged class against someone using a class that exploits the map or counters the user's class.

CBM classes weren't designed to be or to have hard counters by design in most cases. The cases where it does happen, it's either on purpose or a straight up design flaw: we will not know this for sure until it is released to the public. When applied online and massively, what the devteam may consider as balanced sometimes does not stand, and this is why testing is not just a closed door occurance: when people play an online game, this is considered as mass testing that may or may not end up opening the road to new changes.

To be blunt, I think you're overreacting to general disadvantage situations because of very specific scenarios in which limitations are made more obvious. I look at these kind of "unfair matchups" with the solution of class change: you are not fixated into using only one class...not to say that this serves as an excuse for actual imbalance issues, and generally the CBM devteam doesn't try to resort to this kind of arguments. I think it's unfair to say CBM hasn't done anything to view and resolve certain matchups, and it's not like it's a piece of cake with over 40 classes and an absurd amount of possible matchups.


Tomahawkman and Punk have not recieved any sort of nerfing in the past three versions. They are by far the most try-hard classes to go to if a player desperately wants to win. And I'm sorry, but I don't think it's really possible to let a class like Magmaman get past the beta testing stages; everything about Magmaman is so overpowered. His non-charged shots can easily win him games due to how rapid fire they are and when fully charged you are guaranteed to kill at least one person no matter how bad you are (even if you use a keyboard). I'd say that this perspective is causing more hurt for the players when they are forced to play with imbalanced classes for an X amount of time.

This is why I used the term "handholding" when refering to this exagerated point of view JC has over disadvantages. It's ok to not be able to fight off enemies you can't handle easily, and if it's technically impossible for you to fight these enemies as one class, try another, and we'll look into this as a potential issue.

I consider classes that people rely on to win as "handholding", and there are many examples of classes like these in Class Based Modification (such as Magmaman, Galaxyman, Diveman, Magnetman, Tomahawkman, Skullman, Flashman, etc.). A player really shouldn't be forced to switch classes just because they are put in an unfair situation. However sometimes it can't even be helped when one person is using a perfect class with no counters.

Quote from: "Stardust"
Sooo... what's the deal with getting over the conflict and simply call an agreement on a final classes mod?
That would for instance, benefit of Justified's top notch graphics and high-quality canon ressources, + the most successful 2D-NES to FPS game classes convertion,
and get the devotion of the CBM team regarding balance, improved classes uniqueness & smoothness, (and eventually vanilla-scaled damage values but that's subjective).

I'm sorry, but the Class Based Modification devteam don't even give half the devotion regarding balance that the Justified Classes team does; the mod is widely imbalanced and always has been. "improved classes uniqueness & smoothness" I'm sorry, what? If you read my previous posts you'll see for yourself that the Class Based Modification has terrible "smoothness" when it comes to class playability due to extreme roles and gimmicks. I could see a merger happening if both mods offered an equal amount of positive points, but Class Based Modification has nothing positive to offer from my perspective. Perhaps explain further why you think the Class Based Modification team have more devotion to balance, uniqueness, and smoothness? (>uniqueness? TF2 Needle and Shadow.)

Quote from: "Mendez"
There were proposals about KY classes and YD classes merging once. I don't think the devs really talked about merging. Either way, I like having two different design philosophies going into classes. If you had asked me which version of classes was better before the recent patches, I would have said CBM without a doubt. The MM9 classes feel really sloppy though and I think they're stumbling to come up with useful designs for Magmaman right now. Meanwhile, JC is buggy at times but I think they'll be able to explore more interesting designs once that dev team becomes more experienced with programming and testing.

I remember playing JC when it first came out and thought it was incredibly slow-paced for me, while CBM would always have 1-2 broken classes that were ripe for abuse, such as Magmaman. I can't say which is better overall, but in my head I imagine CBM being better for DM and CTF, where the action is fast and you need to get kills quickly, while JC would be more suited for TLMS/LMS, where there's no health and the lower damage-per-second of all the classes means you can't simply bumrush the other team, resulting in (slightly) more interesting gameplay.

I don't think you really played the most recent version enough. We buffed nearly every class so that games don't last half as long. And I'm guessing you use Airman in Class Based Modification DM because I certainly got that from what you said. Seriously, Class Based Modification DM? All you have to do to win is just use a spammy class like Airman, Napalmman, Magmaman, Tomahawkman, etc.

Oh, and one more thing. I know you can't control what your dev team does, Fyone, but if you could please instruct all the members of your team to stop shilling for JC in the CBM servers, that'd be greeeeeat. A couple of weeks ago I saw Fr3ak come into a TLMS server to talk about JC while this past week has been filled with random people entering the servers and talking about why CBM is so bad. I don't think they were all devs, but it's starting to annoy the crap out of me. If they could please place their opinions on this topic instead of the servers, I'd greatly appreciate it.

We're not going to "instruct" devteam members to behave on servers, if they want to cause a fuss in a server that's their problem not ours.

Quote from: "xColdxFusionx"
CBM (the mod formerly known as YD Classes) has a design philosophy that revolves around taking the robot master's weapons and exaggerating their strengths and weaknesses to create a class that's quite good in one respect, but struggles in others. This method allows the classes to stray from their original RM's design in the interest of squeezing out more fun. However, this exaggerated power structure results in a fast paced, frantic style that in turn breeds many classes with one-hit kills, unavoidable damage, powerful lockdown skills, and other absurd attacks designed to highlight their strengths to the point where Hardman relies more on his Hard Jet to pull himself out of trouble than his large health pool being able to withstand it and the game begins to devolve into "how do I kill everyone before they can kill me" (Gravity Man, Elec Man, Galaxy Man, Magma Man) or "how do I block/evade the bullshit for long enough to be the last man standing" (Skull Man, Wood Man, Gyro Man, Gravity Man)

Class Based Modification doesn't exaggerate the strengths of robot masters, they make most classes have high damage input and low armor (with the exception of Magmaman, Tomahawkman and Punk). From what I'm reading here, Class Based Modification's selling point is the ability to use powerful classes and win games.

Justified (the mod formerly known as KY Classes), however, focuses on staying true to the robot master's classic tool kit, balancing around normalizing those strengths and weaknesses as opposed to exaggerating them. This results in an environment where scoring a frag relies more on critical thinking and pressing what few advantages each class's kit can provide as opposed to finding the attack that can rip apart Hardman in less than a second and spamming it down a narrow hallway. While such an approach provides an environment where most of the classes feel relatively on par with each other, some of the satisfaction factor of obtaining the aforementioned advantages is taken away, making the classes feel weak. In addition, power disparities in the classes end up amplified by the lack thereof, and classes with any sort of reliable or semi-reliable damage (Slash Man, Plant Man, Oil Man, Gemini Man, Magic Man) find themselves at a huge advantage, while classes with potentially high but inconsistent payoffs (Wood Man, Pirate Man, Skull Man, Burner Man) are painful to play as the team seems to value potential over practicality when determining the numbers.

I take it that you think classes such as Woodman, Pirateman, Skullman and Burnerman deal damage in a difficult manor while Slashman, Plantman, Oilman and Geminiman deal easy damage. Woodman is a shield class that gets complete invincibility. The shield attack also inflicts 1/4 of hp with a direct hit. Yes he is slow but his armour and invincibility balances it out. You could really view Woodman as a class that uses a role, where the shield acts like an aiming period for the player to get a good angle and hit on the opponent(s). If the shot is difficult to attempt the player can simple use the altfire to cover his/her escape. This is a prime example of a class gimmick that works. Pirate Man has manipulable Flash Bombs which he can change direction to trap his/her opponents. The altfire can be used as an escape or a finisher. Really it comes down to learning the class and its capabilities in combat, and the amount of uses each move has. Class Based Modication's classes are a lot less intuitive in this sense.

Which approach is better? I personally don't feel there is a right choice or a wrong one.  CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them), while JC's classes provide a slower, more tactical and well thought-out game (most of the time). Which one I prefer really depends on what I'm in the mood for at the time. However, I do agree that both of them are flawed in their own ways based on their respective strategies.

I find this statement wrong in a few senses. Personally I think Vanilla falls more in the middle of Class Based Modification and Justified Classes where it strays from the original canon games more than Justified Classes but not as much as Class Based Modification. Vanilla is able to keep a rapid pace since it follows a completely different gameplay style than Class mods where all players are given a near identical circumstance and fight off by picking up weapons and utilizing them the best way they can. Class Based Modification tries too hard to replicate such a philosophy (which is impossible to do since it is a class-centric mod) and I feel this is what ruins the mod the most.

September 07, 2014, 12:52:18 AM
Reply #52

Offline Bikdark

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Yeah I mean both class mods are ok. Unlike those fuckin Jews
« Reply #52 on: September 07, 2014, 12:52:18 AM »
Quote from: "xColdxFusionx"
CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them)
literally looking through every single class in both mods, and I'm finding equally as many "i kill u no counterplay huehuehue" classes in each.


stop making shit up.

while JC's classes provide a slower, more tactical and well thought-out game (most of the time).
When every class has 2 megabuster variants, you bet your ass you have a more tactical game.


For the absolute worst reason possible.

I'd also like to point out when a dev maniacally defends their game and bashes the competition, you need to rethink who you support.

September 07, 2014, 01:13:37 AM
Reply #53

Offline Clayton

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Re: Yeah I mean both class mods are ok. Unlike those fuckin
« Reply #53 on: September 07, 2014, 01:13:37 AM »
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
CBM's classes feel immediately satisfying to play and stay true to vanilla's rapid pace (provided you live long enough to utilize them)
literally looking through every single class in both mods, and I'm finding equally as many "i kill u no counterplay huehuehue" classes in each.

Any examples to name for Justified? It would be much appreciated.

stop making shit up.
while JC's classes provide a slower, more tactical and well thought-out game (most of the time).
When every class has 2 megabuster variants, you bet your ass you have a more tactical game.

Any classes in particular that share this quality? As far as I know there isn't one class in the Justified Classes mod that have 2 Mega Buster variants in any of their weapons.


For the absolute worst reason possible.

I'd also like to point out when a dev maniacally defends their game and bashes the competition, you need to rethink who you support.

First of all, Justified is simply a little mod out of a mod of doom, I wouldn't care less about what people think in the end. However I will debunk any kind of false statements or vague claims that people have about Justified Classes. If the opposing party does not wish to do the same that's up to them.

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September 07, 2014, 01:22:38 AM
Reply #54

Offline Max

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Re: Class Based Modification vs. Justified Classes
« Reply #54 on: September 07, 2014, 01:22:38 AM »
I don't think the original purpose of this thread was for lad to pick apart every post people have made on this topic and defend justified to his death

I like justified's detail but I don't enjoy playing it because all the classes feel samey and most of them don't really feel like classes at all because they're so basic and well rounded and then a good chunk of them have similar mechanics and 'summon where you point' attacks and stuff that they all kind of blur with no role
CBM is more fun but the dev team is slow and stubborn and the decision making just makes me wonder what they're smoking

its vague yeah, so I guess lad will disregard it but everyone else is adding their points so that's all you'll get from me

September 07, 2014, 01:22:57 AM
Reply #55

Offline Magnet Dood

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Re: Class Based Modification vs. Justified Classes
« Reply #55 on: September 07, 2014, 01:22:57 AM »
I've been putting this off for a while since I can't see any good coming out of this, but it's gotten to the point that this is ridiculous.

Pardon me for saying this, but Clay, your attitude toward CBM is outright toxic. Stop saying that CBM sucks because "all you have to do" is pick a certain class to win. That isn't true in the slightest. I will agree that some of the classes in that mod are better than others, but where is that not true in games when you have eighty plus characters?! The only way to make something like this have any semblance of balance is to give everyone the same basic attack with the same damage and different graphics and that wouldn't be very fun, would it? Every game that has such an overload of characters is going to have a couple of Akumas and Dan Hibikis in it. There's simply no possible way to balance something of this scope perfectly without making everything completely boring.

Speaking of balance, I think you're overlooking a couple of the balance issues in Justified. There are plenty of classes that dominate matches due to ridiculously high damage potential. Terra's Spark Chasers take away 80% of my health bar 50% of the time I get hit by them, Magnet Man can fire so many Magnet Missiles in a short amount of time that he's basically inescapable at short to mid range, Roll can either pepper down opponents with Beat or wreck them up close with her broom, Crash Man can now shoot two 25-damage ripping projectiles right after the other, Bright Man can Flash Stop and Bright Pound opponents for absurdly high damage, Hyper Storm H. only has to use his alt and win, and Jupiter is nearly impossible to hit when flying and rips through opponents with his Lightning Bolt thing. On the other end of the spectrum, Dynamo Man does such piss poor damage it hurts and his recharge item isn't worth how open you are to enemy attacks, Spark Man's main fire hitbox either hits the ground all the time or doesn't hit anyone when it goes right next to them, Stone Man's charged Power Stone is unwieldy to use effectively because it usually hits walls and his Stone Stomp is nearly impossible to hit with, Dive Man's missiles are so damn slow that they never reach opponents and are shot down often, and Cold Man's item is practically useless because it doesn't travel far or go fast enough. Justified is more balanced? I'm not so sure about that.

It is really frustrating that you're painting Justified as how the classes ought to be when they have the same amount of flaws that CBM has. Neither mod is perfect, but attempting to make yours look better by constantly belittling the competition is not the way to go. Focus on your own mod's problems before you start pointing out the other's.

EDIT: You're being pretty damn defensive for not caring what others think about your little mod out of a mod of doom.

September 07, 2014, 01:49:03 AM
Reply #56

Offline Shmeckie

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Re: Apples vs. Oranges
« Reply #56 on: September 07, 2014, 01:49:03 AM »
This is just-- eugh... Jesus christ, people...

Musashi, this was foolish, this was childish, and I'm damn disappointed that this thread got this big. But why shouldn't it? There's a lot of drama-loving younger players around these parts that just cannot live with the notion that people play this game the way they don't like to play it. And boy howdy do the folks at Cutstuff love to bicker. So of course people flock to this thread to do just that! Because rather than just not play the mod you don't like, and focus on the ones you do, let's throw a hissy fit!

Here's a thought; y'see, I can't help but notice you run a Classes mod of your own. Well here's a delightful idea; take that design philosophy of yours and apply it to that classes mod you help develop. We have a different approach, a different philosophy, and y'know what? it's working! Look at how popular Justified Classes has become! On any given day either the DM or TLMS server's are full of people having a good ol' time with J-Classes, and boy howdy does that warm my heart as not only part of the dev team, but someone who grew up on Mega Man and loves what this mod is doing.

Is that what this is about? Are you upset Justified is taking off and the original Classes mod is in a slump? There's ways to remedy that, y'know. Instead of trying to start internet pissing contests, go give your mod the shot in the arm it needs. The Justified team works their asses off not just making classes, but polishing the mod as a whole to support extra game modes, add little flavor bits here and there (the jumping sprites, extra animations, etc.), and generally expand the experience for players. Maybe you guys need to do a little something extra like that. Maybe all those things you thought weren't worth it really were. By all means, I welcome and encourage you to do so. I got nothing against "YD" Classes. I used to dig 'em before what I feel is a better alternative came along. But here's the thing; I don't even worry, or think about, YD Classes. I play Justified, I focus on Justified, and when I'm done playing Justified, I move on. Why is this such a foreign concept?

I'm getting so annoyed by this. And from both camps, too. Do you know how irritating it is to check the J-Classes devchat, seeing there's all these new posts, thinking it's going to be productive, and seeing streams of "waaah people don't like us." Yes, too many members of the Justified Team are thin-skinned, and a select few I won't name are downright immature. One of them being overzealous to the point of being obnoxious (I appreciate the effort and enthusiasm, but jesus christ...). While all this is true, I can't say too much because I can't blame them. I mean, good god the second Justified dropped you had these goofy loyalists to CBM going on and on about how Justified sucks like they've gone some financial interest in CBM, several people flat out saying "I haven't played it but it sucks". Well how do you expect the J-Team to act when this is the reception they get?! Is CBM paying you?! Why are you so childishly vehement about these things?! Why do you care so much?!

Look, I play this game during my work hours (I work from home. Freelance). I take breaks from my work to play some Mega Man FPS that makes my childhood go giggly. I try to unwind with a little mega man and I keep seeing this childish pissing contest that's completely and utterly pointless. I try to do what I can to help the mod grow because I love it, and I find myself smack dab in more pissing. All I wanna do is play as the Robot Masters I effing adored as a kid. Why is this apparently so much to ask?

Which leads me into my main question here; why do you care? Seriously? If you don't like the way Justified does things, great, you have a classes mod, you can remedy this problem. I don't like the way CBM does a lot of things, but rather than get pissy about it and make threads encouraging people to fight over it, I focus on helping the Justified team make that mod great, because that's the one I like to play. I just don't play CBM. I don't go on their servers, I don't go on their thread, I chill in Justified town where I actually want to be. Yes, members of the Justified dev team need to calm the hell down (especially you, Fr3ak), but this whole thing is absolutely stupid. I thought I was done with this childish crap when I got out of high school.

Quote from: "Bikdark"
Two entirely different mods for two entirely different groups of people.

You're literally comparing solitaire to minesweeper.

When Bikdark of all people is the most sensible one here, you all should be ashamed of yourselves.

I fully acknowledge this is probably more hostile than it should be, but god damn am I sick of this...

September 07, 2014, 02:16:03 AM
Reply #57

Offline Clayton

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Re: Class Based Modification vs. Justified Classes
« Reply #57 on: September 07, 2014, 02:16:03 AM »
Thanks Shmeckie, you just about summed it up. This topic is indeed useless and is causing nothing but argumentative and abrasive discussion. I will no longer be posting on these matters as it is useless since people are either not bringing useful statements with properly thought out evidence to the discussion or it is just becoming a drowned out bickering over what classes mod the individual thinks is better. If you like Class Based Modification better than Justified Classes with no reasoning but "I just think it feels better" or "JC is extremely bland" than I have absolutely nothing to follow up with since there is no changing such ignorant mindsets.

If you think there are specific problems with Justified Classes feel free to post on the topic that was made for such, we will gladly take all suggestions into consideration to try to improve the Justified Classes mod as a whole.

September 07, 2014, 02:18:37 AM
Reply #58

Offline Shmeckie

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Re: Class Based Modification vs. Justified Classes
« Reply #58 on: September 07, 2014, 02:18:37 AM »
I'd like to point out it's perfectly fine if you like CBM better than Justified. WHile I'll agree the reasoning some people seem to have is a bit wonky, if CBM just feels better and more fun to you, more power to you. We've got our playerbase, CBM has their's, we're all set.

September 07, 2014, 02:20:17 AM
Reply #59

Offline Dr. Freeman

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Re: Apples vs. Oranges
« Reply #59 on: September 07, 2014, 02:20:17 AM »
Quote from: "Shmeckie"
Lot's of words that I don't need to show that I'm quoting you.

I really don't know if we're reading the same topic here. Musashi is indeed part of the CBM dev team to my knowledge, but in no way is this a personal attack. In fact, in his opening posts he said what CBM did right, what JC did right, and what both did wrong as well. That seemed pretty anti bias. In fact, generally this whole topic is running smoothly with people saying which they prefer (which is the point of the topic) and except for Clayton butting in every time someone has a negative opinion on Justified, (and Rozark's brief yet unnecessary stuff against Dan) the opinions have been well formed, and people seem to be taking them with some semblance of respect.

The fact you you honestly believe this is a "pissing contest" is outstanding. Musashi's first post didn't consist of him saying, "CBM IS REALLY GOOD AND JUSTIFIED SUCKS" instead he talked about pros and cons with both class mods and asked what people think. When Dan came in saying he preferred Justified, and everyone took it fine. (except previously mentioned Rozark)

Bik is accurate that these are indeed two different classes mods, but no one is attacking JC and no one is attacking CBM. So at the same time I see no reason to call the cops and close this topic on grounds of Musashi making this to spite you. Because that's not what's happening at all.

I was just about to post this, but speaking of personal attacks.

Quote from: "Clayton"
If you like Class Based Modification better than Justified Classes with no reasoning but "I just think it feels better" or "JC is extremely bland" than I have absolutely nothing to follow up with since there is no changing such ignorant mindsets.

As I said, generally this topic are people's opinions on what class they like better. Except the end of this calling it "ignorant mindsets" clearly states that people who prefer CBM to Justified are ignorant and wrong, which is outright ridiculous. You are saying that this topic is Musashi's goal to make himself feel better about CBM when it's incredibly open, but Clayton here is jumping in saying that if you think CBM is better that you have an "ignorant mindset" and thus are wrong and there's nothing else to say.

Which is absolutely ridiculous and not the way anyone should act.