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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360672 times)

Dusty

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3465 on: July 15, 2012, 02:10:16 am »

class select is going to look something like this:


hold dat
Arrrrgh bad illusionist portrait compared to others.

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3466 on: July 15, 2012, 07:32:33 pm »

Man the vanilla classes look good, shame no one will ever use them.

Btw, what exactly does haste (I think thats what it is) on the red mage do? It doesnt seem to do anything when I cast it on myself and team mates.
It increases run speed.

Yuko

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3467 on: July 15, 2012, 07:51:05 pm »

Looks fantastic, keep up the good work. Also, the black borders remind me of DotA and that makes me wonder how a hero would transfer over to INS. I think it'd be pretty easy considering they already have abilities set in stone. You like Axe, right?
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3468 on: July 15, 2012, 08:12:04 pm »

Axe wouldn't really fit in because his skills don't fit. I don't like percentage based skills because it doesn't promote skill; it promotes rng manipulation.

I like Windrunner too and she would fit a lot more.

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3469 on: July 15, 2012, 08:35:46 pm »

If only I could code. You have 2 empty neutral slots though, if you don't have anything planned already I'm sure WR would be a nice addition.
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3470 on: July 15, 2012, 09:30:38 pm »

I have two empty neutral slots because that's how many I could fit evenly into 3 rows of 9. I don't have any intention of adding any new classes at least until I completely finish everyone (mainly Yuna). When that time comes, I have tons of room to add new classes (notice that I left a lot of area on the screen).

The problem with many MOBA classes is that their skills don't tend to transfer well into this mod.

I've said it before somewhere that I would really dislike traditional-style stuns (can't attack or move during), because they take the fun away from the guy getting stunned. Normally this isn't as big of a problem in MOBA games, because you can just build up items for more health, armor, anti-cc, etc., but in INSmod, you don't have that option. I've contemplated this decision a long time ago when I first added Dante (though about Cerberus crystal attack).

Most individual classes kill so quickly that anything that disables would pretty much be a free kill. Mobility is such an important part of the gg2 metagame. Imagine how bullshit a windrunner shackleshot into a tassadar psionic storm would be.

Besides that, I do take a lot of inspiration from certain MOBA hero skills. More things with positional mechanics, unique attacks, buffs and debuffs. I'll steer clear from percentage based things (critical hits, dodge chance, chance to proc, etc), most disables, and silence.

Humble Master

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3471 on: July 15, 2012, 10:28:58 pm »

What is MOBA?

Also some ideas for neutral characters

The Securuty Officer from the Marathon Game series
Steve from Minecraft
Batman
Gandolf
James Bond
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3472 on: July 15, 2012, 11:22:54 pm »

moba = multiplayer online battle arena, aka dota

I'm not taking any requests for character additions.

RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3473 on: July 17, 2012, 01:11:39 am »

anyone want to help me come up with some archetypes/roles that i can throw on the class select?
So far i can think of: melee/close/mid/long range, burst DPS, zone DPS, tank, mobile, offensive/defensive support, stealth.
For example, Vein would be close&mid ranged, zone DPS, tank, mobile.
Tassadar would be mid ranged, zone DPS, offensive and defensive support.
Xan would be close & mid ranged, burst DPS, tank.

Maybe a rating system overall instead? Like mario kart racers or something.

AcidLead

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3474 on: July 17, 2012, 06:46:03 am »

anyone want to help me come up with some archetypes/roles that i can throw on the class select?
So far i can think of: melee/close/mid/long range, burst DPS, zone DPS, tank, mobile, offensive/defensive support, stealth.
For example, Vein would be close&mid ranged, zone DPS, tank, mobile.
Tassadar would be mid ranged, zone DPS, offensive and defensive support.
Xan would be close & mid ranged, burst DPS, tank.

Maybe a rating system overall instead? Like mario kart racers or something.
Compare them to straight-up GG2 classes.
Something like one of each original class's icon followed by stars for how close/how much of an attribute.
Runner for raw move speed and bonus capture power. Maybe one star for a scattergun-like.
Rocketman for having a rocket-like or reliance on rocket mobility.
Firebug for strength of DOT and/or anti-spy capability. Add one star just to show the character has a DOT, maybe?
Et cetera.

This would help people figure out roles, but it's not as straightforward as a different approach like straight-up stats or summat.
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3475 on: July 17, 2012, 10:48:36 am »

Problem with that is that melee is hard to compare. Quote comparison is a joke. Dante = ?

MAY HEGEHOG

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3476 on: July 17, 2012, 04:28:14 pm »

jack of all trades role
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3477 on: July 17, 2012, 04:59:17 pm »

well i finished typing out (more like copy-pasting from the old stuff) all the class select text descriptions and roles. now all i have to do is add flavor text (meower/acidlead/vein give me a hand you dingleberries), and DRAW ALL THE PORTRAITS aka the most fun and tedious part.

But first, I'm going to work on Yuna, because that has been long overdue.

I'll do another video sometime for a periodic update.
hint for next map i'm working on:
(click to show/hide)
« Last Edit: July 17, 2012, 05:10:11 pm by RebelINS »
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Kalir

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3478 on: July 17, 2012, 09:00:49 pm »

Medusa heads?
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RebelINS

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Re: INSmod | Version 1.24.1 ex | Hotfix; check latest post
« Reply #3479 on: July 17, 2012, 09:09:32 pm »

 :hehe:

also i cleaned up the bahamut walk a bit so that it is smoother now.

can't really spend the time to make it a 8 frame cycle, because it would be too inconsistent with the rest of the game.
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