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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 361026 times)

AcidLead

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2760 on: April 17, 2012, 11:30:21 pm »

itt: not enough minerals/vespene
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eighty-five percent hit chance
doh, she missed the shot

Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2761 on: April 17, 2012, 11:31:33 pm »

Pygg2 is having a field day.

Martulux_555

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2762 on: April 17, 2012, 11:34:32 pm »



The fuck? I have a feeling AJF is screwing with something...

lol this also happend with Randomizer mod  :hehe:
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Just some incrediboxes that i have no place to put:
1st incredibox, it sucks.
2nd one.

RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2763 on: April 17, 2012, 11:43:28 pm »

alright motherfuckers here's what I have so far for 1.21ex changelog

Code: [Select]
Most of the bugs should be fixed (chainsawing buildings/void knights, dr doom dying while using photon array, etc)
- fixed icon error for physical offense decrease getting mixed up with physical defense decrease

Samurais:
- increased base physical and elemental defense to 1.25
- removed pizza slicer on down+m1. Replaced with an aerial slash. 36 damage, cancels lag by landing on the ground, moves at a downwards angle.
- can build rage meter by hitting enemies with slashes and blocking. Blocking builds more meter, and just defense builds even more.
- can press Q to activate rage. increases damage output. Most likely will be changed for a different effect.

Afro Samurai:
- M1+M2 to bolt slash. Moves him in the direction you're facing, but limited to W, NW, SW, E, NE, SE (compass coordinates). Slight delay before bolt slash comes out.
  - costs 12 rage meter, does 30 damage
  - use as an offensive dash to simultaneously get in and deal damage

Samurai Jack:
- M1+M2 to parry. Parries projectiles and teleports you above the shooter. Doesn't teleport if it would get you stuck.
  - costs 12 rage meter.
  - defensive maneuver that synergizes with his melee skills

Adam Jensen:
- decreased his HP regen to .5 per 15 frames (1hp/sec)
- Sneak mode decreases energy slowly
- decreased physical and elemental defense to 1.1 from 1.25

Kid:
- added a roll on Space, similar to Dante's but not as fast.
- added a stronger stationary swing. a downward swing
« Last Edit: April 18, 2012, 12:54:00 am by RebelINS »
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Z3r05t4r

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2764 on: April 18, 2012, 08:49:47 am »

So my Eurolagland 1.2 is open. Under the name: Super Smash Garrison Bros. - INS Mod. As usual.
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Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2765 on: April 19, 2012, 07:29:12 pm »

What do you guys think the illusionist health decay rate while overcharged should be? should it be greater than the healer's regen? less? equal to?

Kalir

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2766 on: April 19, 2012, 07:50:09 pm »

I say set it equal to the healer's regen to start with, then tweak it after playtesting to see what the best fit is.
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Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2767 on: April 19, 2012, 07:56:29 pm »

Mk. I wonder because this can also affect other classes as well due to the hp link.

RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2768 on: April 19, 2012, 08:11:22 pm »

30 hp/sec on life link is pretty bullshit, because all he has to do is move around to maintain a line of sight. If has a meatshield teammate, then that's 30 dps without ever having to do an attack.

Humble Master

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2769 on: April 19, 2012, 08:35:11 pm »

What? Since when has the Illusionist been able to life link people and have health decay?
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Vein

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2770 on: April 19, 2012, 08:43:06 pm »

Okay here's my idea for Illusionist v2.0:
Code: [Select]
Q - Swap between luger and the Scarab's Claw
M1 using luger - fire a bullet dealing <X> damage
M1 using Scarab Claw - fires a claw like projectile causing a life-link on the target (Explained below) and will break a life-link if one exists.
M2 - Sword attack (Renya has requested a combo system. May or may not actually do so.)
Space - Mirror Image Split (same physics as it stands now, may change the way damage is dealt to the Illusionist)

Life-link:
It's a simple concept. As long as you have line of sight and are in a certain range to your target your life values are linked.
Meaning if you were to take 15 points of damage, the person you are linked with takes 15 points of damage.
The same goes for healing, which is important for using this on allies. (Maybe, could make the Illusionist too much of a medibuddy)

Important note: you can NOT switch from the Scarab's Claw while you are linked to a target and maintain the link. If you want to life-link with someone, you have bound yourself to melee only.
Pretty much, if you attach yourself to someone like E.Honda, he can't kill you without taking away half his own HP in the process or killing himself at the same time.  You can attack them though without worry (with the sword only) but they can't attack you without hurting themselves.

This will be super effective against someone like Sani and Spagetti Monster.
« Last Edit: April 19, 2012, 08:52:36 pm by Vein »
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Dusty

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2771 on: April 19, 2012, 09:03:20 pm »

Okay here's my idea for Illusionist v2.0:
Code: [Select]
Q - Swap between luger and the Scarab's Claw
M1 using luger - fire a bullet dealing <X> damage
M1 using Scarab Claw - fires a claw like projectile causing a life-link on the target (Explained below) and will break a life-link if one exists.
M2 - Sword attack (Renya has requested a combo system. May or may not actually do so.)
Space - Mirror Image Split (same physics as it stands now, may change the way damage is dealt to the Illusionist)

Life-link:
It's a simple concept. As long as you have line of sight and are in a certain range to your target your life values are linked.
Meaning if you were to take 15 points of damage, the person you are linked with takes 15 points of damage.
The same goes for healing, which is important for using this on allies. (Maybe, could make the Illusionist too much of a medibuddy)

Important note: you can NOT switch from the Scarab's Claw while you are linked to a target and maintain the link. If you want to life-link with someone, you have bound yourself to melee only.
Pretty much, if you attach yourself to someone like E.Honda, he can't kill you without taking away half his own HP in the process or killing himself at the same time.  You can attack them though without worry (with the sword only) but they can't attack you without hurting themselves.

This will be super effective against someone like Sani and Spagetti Monster.
HPlink goes both ways, forgot to mention that.

Vein

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2772 on: April 19, 2012, 09:30:09 pm »

Then this would be good to help close the distance between enemies right before you disengage the link and start meleeing.  If not, it can act like some sort of shield/insurance while you try to get away.  A very powerful weapon but only to those who know how to use it to their advantage.

This could also end up being very good on HP regaining classes like Adam, Pychopath, Droolwarrior, and Vaultboy.  Although for Vaultboy he'll heal you (if he has high charisma) and you'll end up healing him.

Quick question, if you have like 15 hp left and you get hit by like a full charged (Shepard) sniper shot.  Will the person you link to only take 15 damage or will they suffer the full effect of the sniper shot?  Can't this also be used to troll teammates like ones that use cloaking or use a hitscan weapon?
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RebelINS

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2773 on: April 19, 2012, 09:43:36 pm »

Vault Boy doesn't self-regen. He only affects teammates.

edit: also, Kid's stationary hammer attack is pretty awesome. Similar to Vault Boy's super sledge, with slightly less range. Bounces grounded enemies upwards and meteor smashes airborne targets.  :hehe:
« Last Edit: April 19, 2012, 09:47:59 pm by RebelINS »
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Mew!

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Re: INSmod | Version 1.2 ex | Tons of new changes
« Reply #2774 on: April 19, 2012, 10:01:02 pm »

Hosting.
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