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Sunday Night Chatroom 2015/03/29

MegaBossMan Mar 29th, 2015 281 Never
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  1. [18:06] <MetaKirbSter> And i can talk about My MM7 things as i mentioned on the suggestion thread.
  2.  
  3. [18:06] <@MegaBossMan> *adffinity
  4.  
  5. [18:06] <@MegaBossMan> *affinity
  6.  
  7. [18:06] <TheDoc> You spelled it wrong so I WIN
  8.  
  9. [18:06] <ThatGuyNamedMike> HAH.
  10.  
  11. [18:06] <TheDoc> It's immunity
  12.  
  13. [18:06] <MetaKirbSter> Including Talking about the 4 Other MM7 RM cores and T2's!
  14.  
  15. [18:06] <@MegaBossMan> MY computer is in full lag-mode right now.
  16.  
  17. [18:06] <@MegaBossMan> *My
  18.  
  19. [18:06] <MetaKirbSter> Heh... :\
  20.  
  21. [18:06] <@MegaBossMan> Even the Caps is lagging.
  22.  
  23. [18:06] <TheDoc> Actually talking about T2s is not a bad idea. Adrian did say he wanted to have all the abilities narrowed down ASAP
  24.  
  25. [18:06] <@MegaBossMan> I'm ready for it.
  26.  
  27. [18:06] <TheDoc> And discussing T2s in Dev Chat isn't exactly a new thing
  28.  
  29. [18:06] <@MegaBossMan> I actually made up a few notes.
  30.  
  31. [18:07] <MetaKirbSter> My 3 YEAR OLD WINDOWS VISTA is working  just fine. Anyway, I'll start then.
  32.  
  33. [18:07] <@MegaBossMan> For MM7 T2s and such.
  34.  
  35. [18:07] <TheDoc> Go for it
  36.  
  37. [18:07] <MetaKirbSter> So, about the MM7 Bots,  First... I have a thing for freeze man.
  38.  
  39. [18:07] <MetaKirbSter> Since we have the sprites, we need the type for the RM.
  40.  
  41. [18:07] <MetaKirbSter> My best guess is freeze_cutter maybe.
  42.  
  43. [18:08] <TheDoc> No dual cores for normal RMs
  44.  
  45. [18:08] <@MegaBossMan> [After he's done with Freeze, could I provide my own points?]
  46.  
  47. [18:08] <TheDoc> That's OP
  48.  
  49. [18:08] <MetaKirbSter> I know, we've hada it before with ice man, but  i can't think for ideas.
  50.  
  51. [18:08] <MetaKirbSter> AS A T2 it could be cutter.
  52.  
  53. [18:08] <@MegaBossMan> [Anyone?]
  54.  
  55. [18:08] <TheDoc> Well Freeze Cracker as it is right now is freeze/explode
  56.  
  57. [18:08] <@MegaBossMan> Yeah, he already has a T2.
  58.  
  59. [18:08] <MetaKirbSter> Next, Junk Man. Junk should be Wind_Impact. (Impact T2)  Wait, it's explode?
  60.  
  61. [18:09] <TheDoc> So we either change that to Freeze and dual-type to T2 or single type the T1
  62.  
  63. [18:09] <MetaKirbSter> *Freeze's T2 is explode?
  64.  
  65. [18:09] <@MegaBossMan> Yes.
  66.  
  67. [18:09] <TheDoc> Meta we're discussing Freeze. Slow down bud! :)
  68.  
  69. [18:09] <MetaKirbSter> Alright.
  70.  
  71. [18:09] <@MegaBossMan> Yeah, slow down.
  72.  
  73. [18:09] <MetaKirbSter> Sorry 'bout that, Doc.
  74.  
  75. [18:09] <@MegaBossMan> I was getting ready to provide some attacks as well.
  76.  
  77. [18:09] <TheDoc> Ah you're fine
  78.  
  79. [18:09] <TheDoc> Oh?
  80.  
  81. [18:10] == AdrianMarceau [63e2ee3d@gateway/web/freenode/ip.99.226.238.61] has joined #mmrpg
  82.  
  83. [18:10] <@MegaBossMan> Hello.
  84.  
  85. [18:10] <TheDoc> Well, hello there!
  86.  
  87. [18:10] <TailsMK4> Hello Adrian.
  88.  
  89. [18:10] == mode/#mmrpg [+o AdrianMarceau] by MegaBossMan
  90.  
  91. [18:10] <@AdrianMarceau> Good evening.  :)
  92.  
  93. [18:10] <MetaKirbSter> I'm the impatent little fella, aren't i. (Well i am impatent) so, about  Freeze, Oh, hey adrian!
  94.  
  95. [18:10] <ThatGuyNamedMike> The Marceau has arrived. Greetings!
  96.  
  97. [18:10] <TheDoc> We're discussing abilities for MM7
  98.  
  99. [18:10] <@MegaBossMan> ^
  100.  
  101. [18:10] <TailsMK4> Just going off-topic for a bit, I'm back among the most dedicated, Adrian. I'm in 4th now.
  102.  
  103. [18:10] <TheDoc> Starting with Freeze
  104.  
  105. [18:10] <@AdrianMarceau> Very nice.  Sorry I'm late.
  106.  
  107. [18:10] <MetaKirbSter> Yes, i am here. Even though i'm trying to fix my past mistakes, Adrian.
  108.  
  109. [18:10] <CHAOS_FANTAZY> Yoooo, Adriaaan.  It's been aeons.  Happy birthday!
  110.  
  111. [18:10] <@AdrianMarceau> I saw that, Tails.  :P
  112.  
  113. [18:10] <@MegaBossMan> Ah yes.
  114.  
  115. [18:11] <TheDoc> @Adrian would you prefer that your current typing stay as is? For example, would you mind if we changed Freeze Cracker to freeze and made the T2 dual-typed?
  116.  
  117. [18:11] <TheDoc> Out of curiousity
  118.  
  119. [18:11] <@AdrianMarceau> I have a three screenshots to show, btw - a full database page for Freeze Man and Tomahawk Man (previously revealed) and one new one added to the game today.  
  120.  
  121. [18:11] <@MegaBossMan> Yay!
  122.  
  123. [18:11] <@AdrianMarceau> Thank you, Chaos :D
  124.  
  125. [18:11] <TailsMK4> Ah, always nice to see new content.
  126.  
  127. [18:11] <@MegaBossMan> By the way, Happy [belated] Birthday!
  128.  
  129. [18:11] <ThatOneEnderMan> More Stuff!
  130.  
  131. [18:11] <ThatOneEnderMan> Happy Birthday to you!
  132.  
  133. [18:12] <TailsMK4> Belated? I guess I had no idea since there's no Calendar on the forum.
  134.  
  135. [18:12] <TheDoc> To who?
  136.  
  137. [18:12] <@AdrianMarceau> So instead of having Freeze Cracker be Freeze/Explode it would just be Freeze?  And then some new one would be dual-typed?  I'm okay with that.
  138.  
  139. [18:12] <@MegaBossMan> That helps out with my ideas then.
  140.  
  141. [18:12] <TheDoc> @Adrian We don't ahve anything in mind yet, but I just wanted to clarify our options
  142.  
  143. [18:12] <@AdrianMarceau> Thanks guys, I'm getting old now.  >_>
  144.  
  145. [18:12] <TheDoc> Nvm MBM has something
  146.  
  147. [18:12] <ZeroDXZ> back
  148.  
  149. [18:12] <TheDoc> Oh it's your birthday. Or was. Happy birthday that I forgot! :D
  150.  
  151. [18:13] <MetaKirbSter> Past Mistakes, About freeze, also Happy birthday Adrian!
  152.  
  153. [18:13] <ThatGuyNamedMike> Holy cow! You're 28, now, right?
  154.  
  155. [18:13] <ZeroDXZ> Happy B-Day Adrian
  156.  
  157. [18:13] <TheDoc> 28!? Oh, you're so OOOOOLD
  158.  
  159. [18:13] <@AdrianMarceau> I'm 28 now and have been working on this for about 6 years so... maybe I'll finish by the time I'm 30?  :P
  160.  
  161. [18:13] <ZeroDXZ> btw i'm 17th now!
  162.  
  163. [18:13] <ThatGuyNamedMike> 35.
  164.  
  165. [18:13] <ThatGuyNamedMike> x)
  166.  
  167. [18:13] <ThatGuyNamedMike> Star Force.
  168.  
  169. [18:13] <@AdrianMarceau> Haha
  170.  
  171. [18:13] <CHAOS_FANTAZY> That might be something of a generous assumption.
  172.  
  173. [18:14] <@MegaBossMan> They grow up right before your eyes.
  174.  
  175. [18:14] <MetaKirbSter> Also, I said i'd fix those DP's and stuff, so I did. also did you get the form, adrian?
  176.  
  177. [18:14] <TheDoc> *wipes away tear*
  178.  
  179. [18:14] <@AdrianMarceau> Hahaha
  180.  
  181. [18:14] <@MegaBossMan> But, anyway, should we get back on topic?
  182.  
  183. [18:14] <TheDoc> Yes
  184.  
  185. [18:14] == Rhythm_BCA [32998691@gateway/web/freenode/ip.50.153.134.145] has joined #mmrpg
  186.  
  187. [18:14] <@MegaBossMan> Hey, Rhythm.
  188.  
  189. [18:14] <TheDoc> Wow. Hey Rhythm
  190.  
  191. [18:14] <ThatOneEnderMan> Everyone is here tonight :P
  192.  
  193. [18:14] <Rhythm_BCA> hi
  194.  
  195. [18:14] <@AdrianMarceau> @Meta : I'll go down and check my mail tomorrow - you still have a week left anyway so don't worry too much.
  196.  
  197. [18:14] <TheDoc> Except ToB :'(
  198.  
  199. [18:15] <@AdrianMarceau> :'(
  200.  
  201. [18:15] <MetaKirbSter> @adrian. I'm sure i fixed my mistakes on the DP. YW.
  202.  
  203. [18:15] <MetaKirbSter> Tobster's coming, look at his post on the thread.
  204.  
  205. [18:15] <MetaKirbSter> (Also, i fixed those anyways!)
  206.  
  207. [18:15] <TheDoc> Anyways, should Freeze Cracker be T1 or T2?
  208.  
  209. [18:15] <@AdrianMarceau> Thank you Meta.  Now let's stay on topic - don't stop what you were talking about on a count of me.
  210.  
  211. [18:15] <@MegaBossMan> Let's get back.
  212.  
  213. [18:15] <@MegaBossMan> Should I do my Freeze ideas?
  214.  
  215. [18:15] <TheDoc> MBM you said you had ideas. What do you think?
  216.  
  217. [18:15] <TheDoc> Yes
  218.  
  219. [18:15] <MetaKirbSter> Anyway.
  220.  
  221. [18:15] <@AdrianMarceau> So Freeze Cracker can be T1 then, so T2 will be something else.  Ideas?
  222.  
  223. [18:16] <MetaKirbSter> *Anyway about freeze
  224.  
  225. [18:16] <@MegaBossMan> Alright, all of these were based on his attack patterns in 7.
  226.  
  227. [18:16] <@AdrianMarceau> (I also wanna clarify something about the Overdrives when we get there - don't let me forget!)
  228.  
  229. [18:16] <@MegaBossMan> Except 1 of them, but for good reason.
  230.  
  231. [18:16] <MetaKirbSter> I had an idea that freeze's T2 was Cutter...
  232.  
  233. [18:16]  * MegaBossMan puts mental note
  234.  
  235. [18:16] <TailsMK4> I don't think they differed that much between 7 and the Arcade games...
  236.  
  237. [18:16] <@MegaBossMan> Just making sure.
  238.  
  239. [18:17] <TheDoc> I never played the Arcade games so I wouldn't know anything abt that :P
  240.  
  241. [18:17] <MetaKirbSter> Apparently Freeze cracker is Freeze_explode? Also
  242.  
  243. [18:17] <@MegaBossMan> Now, two of these are T2s, and one of them is a T1.
  244.  
  245. [18:17] <@AdrianMarceau> While Freeze could be cutter, we already have that typing from Ice Man's Ice Slasher
  246.  
  247. [18:17] <TheDoc> ^
  248.  
  249. [18:17] <@MegaBossMan> If we go with the T1, Freeze Cracker could still be Freeze_explode.
  250.  
  251. [18:17] <ZeroDXZ> i had something bout my idea earlier bout the Flame Claw thing
  252.  
  253. [18:17] <MetaKirbSter> I've officially played The 2 arcade games. Also, i sort of mentioned that before you came, adrian.
  254.  
  255. [18:17] <TheDoc> @Zero we're focusing on Freeze Man right now
  256.  
  257. [18:17] <@AdrianMarceau> You guys know how uneasy I am with dual-typed T1s, right?
  258.  
  259. [18:17] <@MegaBossMan> Yes.
  260.  
  261. [18:18] == Tobyjoey [6c203dc1@gateway/web/freenode/ip.108.32.61.193] has joined #mmrpg
  262.  
  263. [18:18] <MetaKirbSter> No, i didn't. Thanks for telling us in advanced.
  264.  
  265. [18:18] <TheDoc> ToBeeeeeeee
  266.  
  267. [18:18] <TheDoc> Hi
  268.  
  269. [18:18] <MetaKirbSter> There's Tobster
  270.  
  271. [18:18] <@MegaBossMan> Hello, Toby. Feel free to sit down, and join the conversation.
  272.  
  273. [18:18] <ZeroDXZ> @TheDoc...i'm waiting for it,...durr
  274.  
  275. [18:18] <Tobyjoey> They like me! They really like me!
  276.  
  277. [18:18] <TailsMK4> Think that's all the regulars online atm now in the chat.
  278.  
  279. [18:18] <TheDoc> @Zero Then wait before taking about your ideas
  280.  
  281. [18:18] <TheDoc> *talking
  282.  
  283. [18:18] <@AdrianMarceau> very nice
  284.  
  285. [18:19] <@MegaBossMan> Mind if I...Start now?
  286.  
  287. [18:19] <TailsMK4> Thought you were typing. :P
  288.  
  289. [18:19] <TheDoc> @MBM just go for it.
  290.  
  291. [18:19] <MetaKirbSter> And, I'm fixing chat problems! Anyway, go on MBM.
  292.  
  293. [18:19] <@MegaBossMan> Like I said, two of them are T2s, one is a T1.
  294.  
  295. [18:19] <@MegaBossMan> If we want to keep Freeze Cracker as a Dual-core, we could use the attack where he....
  296.  
  297. [18:20] <@MegaBossMan> Anyone remember in 7, where he'd be a jerk and freeze the floor, trapping the player if not careful?
  298.  
  299. [18:20] <TheDoc> Yes
  300.  
  301. [18:20] <Tobyjoey> Yeah
  302.  
  303. [18:20] <MetaKirbSter> Yes.
  304.  
  305. [18:20] <Tobyjoey> I hated that one.
  306.  
  307. [18:20] <ThatGuyNamedMike> Part of his ONLY attack pattern, really.
  308.  
  309. [18:20] <@AdrianMarceau> Yes.  Kind of like the Ice Breath does? :S
  310.  
  311. [18:20] <@MegaBossMan> I'd figure it'd work in some similiar way to Ice Breath, just with a little uniqueness added to it.
  312.  
  313. [18:21] <@AdrianMarceau> Okay, how would it differ?
  314.  
  315. [18:21] <MetaKirbSter> heh @Adrian.  So, you couldn't do anything for a turn? @MBM
  316.  
  317. [18:21] <@MegaBossMan> See, haven't thought that out.
  318.  
  319. [18:21] <TheDoc> .......
  320.  
  321. [18:21] <@MegaBossMan> I'm just throwing something out there.
  322.  
  323. [18:21] <ThatGuyNamedMike> Let me handle this:
  324.  
  325. [18:21] <TheDoc> What about the Icicle move?
  326.  
  327. [18:21] <TailsMK4> I think that might be worth deciding right now. Should there ever be any abilities where you're forced to skip a turn (aside from having no WE)?
  328.  
  329. [18:21] <@MegaBossMan> *looks at Doc*
  330.  
  331. [18:21] <TheDoc> :)
  332.  
  333. [18:21] <@MegaBossMan> I was getting to that.
  334.  
  335. [18:22] <@MegaBossMan> But, anyone have any clues for what we could do to fill in the holes?
  336.  
  337. [18:22]  * MetaKirbSter Waits
  338.  
  339. [18:22] <TheDoc> Icicle move?
  340.  
  341. [18:22] <@MegaBossMan> No, the Freezy-floor.
  342.  
  343. [18:22] <@MegaBossMan> I'm getting to that one next :)
  344.  
  345. [18:22] <MetaKirbSter> Could be a move that as tails asked, Maybe freeze for 1 turn?
  346.  
  347. [18:23] <ThatGuyNamedMike> Let that move have a random effect where it can either freeze the enemy or make them Cold, making the recieve increased damage from freeze-type moves.
  348.  
  349. [18:23] <TheDoc> I couln't help myself
  350.  
  351. [18:23] <MetaKirbSter> Or you lose speed?
  352.  
  353. [18:23] <@MegaBossMan> Like a flinch-status?
  354.  
  355. [18:23] <TailsMK4> I'm honestly thinking I'll wait for MBM's next idea.
  356.  
  357. [18:23] <MetaKirbSter> I guess.
  358.  
  359. [18:23] <ThatGuyNamedMike> *making them receive
  360.  
  361. [18:23] <@MegaBossMan> Like I said, I just generally thought this out.
  362.  
  363. [18:23] <@MegaBossMan> Any holes, I was planning to fill out here.
  364.  
  365. [18:24] <@MegaBossMan> But, onward to his T2.
  366.  
  367. [18:24] <@AdrianMarceau> I had imagined the Freeze Cracker as part explode partially because I understood the weapon as an ice-based firecracker (maybe even hitting benched robots).  I think the icicle thing as his T1 would be more appropriate, but if you guys disagree with me.
  368.  
  369. [18:24] <@MegaBossMan> I had figured the icicle thing would be more dual-type.
  370.  
  371. [18:24] <TailsMK4> I think I'm more interested in perhaps an aoe-attack based on him spawning the icicles on the ceiling.
  372.  
  373. [18:24] <TailsMK4> It could be a random chance hitting a random bot.
  374.  
  375. [18:24] <ThatGuyNamedMike> That Icicle thing should be his unique T3, actually.
  376.  
  377. [18:24] <MetaKirbSter> @Adrian Yes, very well. But, Freeze cracker seems more cutter, but eh.
  378.  
  379. [18:24] <TheDoc> @Adrian the icicle move doesn't seem like a basic move that Freeze Man would use.
  380.  
  381. [18:24] <@AdrianMarceau> See, I think that should be T1 - a Freeze type version of Wood Man's Leaf Fall
  382.  
  383. [18:24] <Tobyjoey> Wouldn't the icicle move be better for Frost Man?
  384.  
  385. [18:25] <TailsMK4> Frost Man's icicle move is different.
  386.  
  387. [18:25] <@MegaBossMan> @Tails The problem with random robot damage is that bench damage is a thing.
  388.  
  389. [18:25] <TheDoc> @Tobius Let's take it one step at a time for now
  390.  
  391. [18:25] <TailsMK4> Freeze's falls from the ceiling.
  392.  
  393. [18:25] <TheDoc> But I see what you're saying
  394.  
  395. [18:25] <Tobyjoey> Fair enough.
  396.  
  397. [18:26] <TailsMK4> I just don't think I could support moves that completely prevent robots from taking action for a turn.
  398.  
  399. [18:26] <TailsMK4> They could make PBs easy.
  400.  
  401. [18:26] <@MegaBossMan> Perhaps a random chance of flinching?
  402.  
  403. [18:26] <ThatGuyNamedMike> Boss moves should do that, though.
  404.  
  405. [18:26] <@AdrianMarceau> I would like to stay away from having another Freeze / Cutter, so let's not have that.  
  406.  
  407. [18:26] <@MegaBossMan> Or, "freezing."
  408.  
  409. [18:26] <MetaKirbSter> @MBM. Flinch chance could be good.
  410.  
  411. [18:26] <TheDoc> Honestly, you could just as much make Freeze Cracker single-type and his other move dual-typed. It's really just up to preference and ability variety
  412.  
  413. [18:26] <TheDoc> Freeze /Explode is pretty good for variety imo
  414.  
  415. [18:26] <TailsMK4> Variety is why we can't decide on moves for Freeze. lol
  416.  
  417. [18:26] <MetaKirbSter> Could have a chance of it, Like BB's Attack reduction and things.
  418.  
  419. [18:27] <@MegaBossMan> Since we discussed one T2, it's on to my last move[unless we're not ready to move on].
  420.  
  421. [18:27] <@MegaBossMan> Go ahead then?
  422.  
  423. [18:27] <@MegaBossMan> Alrighty.
  424.  
  425. [18:28] <MetaKirbSter> (Not to be rude, but if we're going over all RM T2's and then 3 more ideas, that would take forever)
  426.  
  427. [18:28] <TheDoc> Well we probably won't cover ALL of them tonight
  428.  
  429. [18:28] <@MegaBossMan> This next move was never a part of Freeze's arsenal, but it is something he does.
  430.  
  431. [18:28] <TheDoc> That'was a stupid comment on my part
  432.  
  433. [18:28] <TheDoc> Ignore that
  434.  
  435. [18:28] == Rhythm_BCA [32998691@gateway/web/freenode/ip.50.153.134.145] has quit [Quit: Page closed]
  436.  
  437. [18:29] <@MegaBossMan> It's also a bit more defensive, which might not work for him.
  438.  
  439. [18:29] <MetaKirbSter> @Doc. Very well then. Maybe 1-3 of them. They could be made on 15 minute posts (Or in adrians case, about 1 hour of explaining)
  440.  
  441. [18:29] <@MegaBossMan> Seeing as he's more a speedy guy.
  442.  
  443. [18:29] <@AdrianMarceau> You know what, while we're talking about him : http://rpg.megamanpoweredup.net/images/gallery/previews/mmrpg-update-preview_20150329-01.png
  444.  
  445. [18:29] <@MegaBossMan> *gasp*
  446.  
  447. [18:29] <@MegaBossMan> It's so...Beautiful!
  448.  
  449. [18:30] <MetaKirbSter> ...
  450.  
  451. [18:30] <MetaKirbSter> Wow!
  452.  
  453. [18:30] <@MegaBossMan> *wipes tear from his eye*
  454.  
  455. [18:30] <@AdrianMarceau> :P
  456.  
  457. [18:30] <MetaKirbSter> We get some new things for the DB!
  458.  
  459. [18:30] <MetaKirbSter> Awesome, Adrian!
  460.  
  461. [18:31] <@MegaBossMan> Can't wait to make him slip up in Bonus Field :)
  462.  
  463. [18:31] <ThatOneEnderMan> Now that is cool.
  464.  
  465. [18:31] <@AdrianMarceau> MegaBossMan is the spriter for that one, and he did a fantastic job.  :)
  466.  
  467. [18:31] <TailsMK4> So I guess you're skipping your last idea, MBM?
  468.  
  469. [18:31] <MetaKirbSter> He's mainly speed it seems, if i'm reading this correct.
  470.  
  471. [18:31] <MetaKirbSter> *freeze is
  472.  
  473. [18:31] <@MegaBossMan> Oh yeah, gotta finish that.
  474.  
  475. [18:32] <MetaKirbSter> @MBM (You did show it off on the spriting thread, that One ender made)
  476.  
  477. [18:32] <@MegaBossMan> Anyone remember how'd Freeze would start the battle?
  478.  
  479. [18:32] <TailsMK4> Another possible idea is that we could change Ice Breath to reduce Defense instead of being unable to switch?
  480.  
  481. [18:32] <@MegaBossMan> Before you could even fight him?
  482.  
  483. [18:32] <Tobyjoey> Coming out of an Ice Casket?
  484.  
  485. [18:32] == TheDoc [4cdbadd8@gateway/web/freenode/ip.76.219.173.216] has quit [Ping timeout: 246 seconds]
  486.  
  487. [18:32] <@MegaBossMan> *points at Toby*
  488.  
  489. [18:33] <ThatOneEnderMan> GUYS http://rpg.megamanpoweredup.net/images/gallery/previews/mmrpg-update-preview_20150329-03.png
  490.  
  491. [18:33] <@MegaBossMan> You nailed it on the head
  492.  
  493. [18:33] <TailsMK4> Can you wait on those, Ender?
  494.  
  495. [18:33] == TheDoc [4cdbadd8@gateway/web/freenode/ip.76.219.173.216] has joined #mmrpg
  496.  
  497. [18:33] <MetaKirbSter> I was about to post the same thing but 02 @Ender
  498.  
  499. [18:33] <TailsMK4> I think Adrian was GOING to show them at some point.
  500.  
  501. [18:33] <ThatOneEnderMan> And... http://rpg.megamanpoweredup.net/images/gallery/previews/mmrpg-update-preview_20150329-02.png #Sorry
  502.  
  503. [18:33] <MetaKirbSter> oh boy.
  504.  
  505. [18:33] <@MegaBossMan> Please don't.
  506.  
  507. [18:33] <@AdrianMarceau> Yes, please don't do that.
  508.  
  509. [18:33] <@AdrianMarceau> :|
  510.  
  511. [18:33] <@MegaBossMan> And now I'm thinking the Update Folder needs a security measure.
  512.  
  513. [18:33] <ThatOneEnderMan> Uh sorry.
  514.  
  515. [18:34] <@AdrianMarceau> Mean spoilers are mean.
  516.  
  517. [18:34] <TailsMK4> And probably a mute for Ender.
  518.  
  519. [18:34] <@MegaBossMan> Spoilers are never nice.
  520.  
  521. [18:34] <MetaKirbSter> Since i looked at it once... (:() True, @MBM
  522.  
  523. [18:34] <MetaKirbSter> We only show what's needed.
  524.  
  525. [18:34] <MetaKirbSter> ;)
  526.  
  527. [18:34] <@MegaBossMan> Yeah, could you guys try not to snoop around in there from now on, please?
  528.  
  529. [18:34] <@AdrianMarceau> If you want to look in the update folder early and spoil yourself you're totally allowed, but don't ruin it for the rest of us.  
  530.  
  531. [18:34] <@MegaBossMan> ^
  532.  
  533. [18:35] <TheDoc> So, uh, what were we talking about?
  534.  
  535. [18:35] <@MegaBossMan> Anyway, back to my last move.
  536.  
  537. [18:35] <@AdrianMarceau> Freeze idea from boss, maybe about him encasing himself in ice?
  538.  
  539. [18:35] <ThatGuyNamedMike> I LOVE that: Sprite Editing by Miki Bossman.
  540.  
  541. [18:35] <MetaKirbSter> @adrian, Good. I'd rather spoil my self. I want to know it right away, and all that.
  542.  
  543. [18:35] <ThatGuyNamedMike> Beautiful. x)
  544.  
  545. [18:35] <TheDoc> I was spontaneously ejected from the conference room, much to my chagrin
  546.  
  547. [18:35] <TailsMK4> Geez, how easily we get split off from the main topic...
  548.  
  549. [18:35] <TailsMK4> Just finish your idea, MBM.
  550.  
  551. [18:35] <TheDoc> Yea don't wait for us to finish
  552.  
  553. [18:35] <MetaKirbSter> "Miki"  XD anyway, MBM, your idea, lets continue.
  554.  
  555. [18:36] <MetaKirbSter> *Continue MBM's idea.
  556.  
  557. [18:36] <@MegaBossMan> But I was suggesting that we could have a Defensive attack for Freeze, revolving around his Ice-encasing.
  558.  
  559. [18:36] <@MegaBossMan> Perhaps it could take a set amount of damage before....Something happens?
  560.  
  561. [18:36] <@AdrianMarceau> I like the sound of it.  Looking at Ice Man's moves in our game, he seems to focus on single targets and deals high damage.  I'm thinking Freeze Man should be a little different than that - hence the Freeze Cracker with splash damage to the bench and the first move as a more defensive option.
  562.  
  563. [18:36] <TailsMK4> After seeing Freeze's base stats...it makes sense for me. Attack is his weakest stat.
  564.  
  565. [18:36] <MetaKirbSter> So, Adrian.
  566.  
  567. [18:36] <TheDoc> But would there be a cooldown period after it breaks? Just spamming that move can get pretty annoying
  568.  
  569. [18:36] <TailsMK4> He's a speedy tank of sorts, but not high damage.
  570.  
  571. [18:37] <@MegaBossMan> Yeah, I'd assume so.
  572.  
  573. [18:37] <TheDoc> Cooldown. Hehehehe
  574.  
  575. [18:37] <@MegaBossMan> *badum-tiss*
  576.  
  577. [18:37] <MetaKirbSter> It's gonna be  A little AOE Move? That would Get Sort of OP.
  578.  
  579. [18:37] <Tobyjoey> That seems cool, but doesn't that just scream shield core? Guess he couldn't have that, though.
  580.  
  581. [18:37] <@AdrianMarceau> @Meta : If this is personal you should PM me, don't disrupt the chat
  582.  
  583. [18:37] <TheDoc> @Meta No, it's entirely defensive
  584.  
  585. [18:37] <TailsMK4> I actually wouldn't mind more Shield abilities.
  586.  
  587. [18:37] <@MegaBossMan> It would need to damage somehow though, as T1s usually need to damage.
  588.  
  589. [18:37] <@AdrianMarceau> Oops
  590.  
  591. [18:38] == ThatOneEnderMan [49cbca64@gateway/web/freenode/ip.73.203.202.100] has quit [Ping timeout: 246 seconds]
  592.  
  593. [18:38] <@MegaBossMan> [Then again, we do have Freeze Buster]
  594.  
  595. [18:38] <TailsMK4> With stuff OHKOing bots even on the bench, something needs to slow them down.
  596.  
  597. [18:38] <MetaKirbSter> @Adrian, I'm explaining what i think.
  598.  
  599. [18:38] <MetaKirbSter> Brb
  600.  
  601. [18:38] <@AdrianMarceau> But yeah, that should like it would be fun.  Maybe forget the cracker being explode and we'll have a freeze / shield as a T2 with Boss's idea.
  602.  
  603. [18:38] <TailsMK4> I'm content with that.
  604.  
  605. [18:38] <Tobyjoey> Sounds cool.
  606.  
  607. [18:39] <@AdrianMarceau> *that sounds
  608.  
  609. [18:39] <TheDoc> What if there were multiple T2s in the future? Maybe not for every RM tho
  610.  
  611. [18:39] <@AdrianMarceau> Possibly...
  612.  
  613. [18:39] <TheDoc> Just a thought considering how much we were wrestling to condense the very being of an RM into two abilities
  614.  
  615. [18:39] <TailsMK4> So how does it explode? MBM said with a certain amount of damage...would Freeze still be able to move if the ability is still active, or would it perhaps be closer to that of Mirror Buster?
  616.  
  617. [18:39] <@AdrianMarceau> For now we're aiming to have the most diverse elemental coverage with just one T2 per master
  618.  
  619. [18:39] <TheDoc> Agreed
  620.  
  621. [18:40] <Tobyjoey> On the topic of Freeze Man, can I point out something?
  622.  
  623. [18:40] <@AdrianMarceau> Sure
  624.  
  625. [18:40] <Tobyjoey> On the data page, he has abilities called cool and chill.
  626.  
  627. [18:40] <Tobyjoey> Attack, Defense, and Speed variants.
  628.  
  629. [18:40] <TailsMK4> That's the extra elemental abilities that every robot will have.
  630.  
  631. [18:40] <@AdrianMarceau> Yes, he does.  These are similar to the Attack Blaze and Attack Burn abilities.
  632.  
  633. [18:41] <TheDoc> I think Cool improves your own stats and Chill decreases others
  634.  
  635. [18:41] <Tobyjoey> That's what I guessed. Thanks
  636.  
  637. [18:41] <@AdrianMarceau> :)
  638.  
  639. [18:41] <@MegaBossMan> [Got a call brb]
  640.  
  641. [18:41] <TailsMK4> (Geez there will be a ton of collecting abilities to come next Update. Wouldn't be a bad idea to grind some Zenny if I still got time left)
  642.  
  643. [18:41] <@AdrianMarceau> I want to talk about the overdrives next, so let's wrap up the Freeze talk for the time being
  644.  
  645. [18:41] <TheDoc> Nuts. I think he had more ability ideas.
  646.  
  647. [18:41] <TheDoc> okay
  648.  
  649. [18:42] <@AdrianMarceau> We'll leave those until later as that kind of stuff can go on indefinitely - let's get more global concepts out of the way first in case other users can't stay as long (me)
  650.  
  651. [18:42] <TailsMK4> Maybe for now you should share all of the ideas you got, then.
  652.  
  653. [18:42] <TheDoc> I'm unsure how they're planned to work currently...Are they unique to every RM or just a general powerful move like the Busters?
  654.  
  655. [18:42] <ThatGuyNamedMike> We also still have my ideas to go through when Adrian's finished.
  656.  
  657. [18:42] <TailsMK4> General, it seems.
  658.  
  659. [18:43] <@AdrianMarceau> Yes, sorry for butting in line, but I'll continue.  :P
  660.  
  661. [18:43] <TailsMK4> Adrian's just expanding on the concept of having general elemental abilities do things, like with the Fire abilities.
  662.  
  663. [18:43] <TailsMK4> *Flame
  664.  
  665. [18:43] <@AdrianMarceau> There are three new general move categories coming in the update.
  666.  
  667. [18:44] <@AdrianMarceau> Well, there are others, but three that I need to talk about.
  668.  
  669. [18:44] <@AdrianMarceau> Shot, Buster, and Overdrive abilities for each element.
  670.  
  671. [18:45] <TailsMK4> I'm curious right now about Shot, actually. What will be its WE when used by a compatible bot? Would it replace the Buster Shot, or is it just a slight increase in power for 1 WE?
  672.  
  673. [18:45] <@AdrianMarceau> The shot is a simple, zero WE move that acts like the regular Buster Shot but with an element and without the priority speed.  Flame Shot, for example, does 10 Flame damage at 100% and normal speed.
  674.  
  675. [18:45] <TailsMK4> Well, you were already ahead of me. lol
  676.  
  677. [18:46] <@MegaBossMan> [Back, had a call from brother/boss]
  678.  
  679. [18:46] <TheDoc> wb
  680.  
  681. [18:46] <@AdrianMarceau> You can theoretically replace or supplement your normal Buster Shot with a move like this for situations where you have no WE, but it's up to you.  Neutral vs Elemental is a common decision in this game and these moves are no different.
  682.  
  683. [18:46] <ZeroDXZ> ...
  684.  
  685. [18:46] <ZeroDXZ> ....
  686.  
  687. [18:47] <TailsMK4> With Starforce adding Defense to the mix next update, Neutral VS Elemental becomes more even...
  688.  
  689. [18:47] <@AdrianMarceau> Very weak move, but no WE and benefits from starforce and field multipliers so... good.
  690.  
  691. [18:48] <@AdrianMarceau> Does that make sense to everyone?
  692.  
  693. [18:48] <TheDoc> But I feel like you'd still want to use Elemental since the attack and defense balances out anyways. Unless full starforce vs full starforce does less damage than Neutral
  694.  
  695. [18:48] <TheDoc> Yes
  696.  
  697. [18:48] <@MegaBossMan> Unless something is affecting the Elemental in a negative way.
  698.  
  699. [18:48] <MetaKirbSter> [And i'
  700.  
  701. [18:48] <MetaKirbSter> [And i am back]
  702.  
  703. [18:48] <@MegaBossMan> And yes, it makes sense.
  704.  
  705. [18:48] <@AdrianMarceau> Yes, exactly
  706.  
  707. [18:48] <TailsMK4> I feel Neutral may do more damage unless it's a T2 move or the move is super effective.
  708.  
  709. [18:48] <ThatGuyNamedMike> I personally don't believe that Cutter should have a 0 WE elemental move of any kind, but, that's me.
  710.  
  711. [18:49] <MetaKirbSter> I see.
  712.  
  713. [18:49] <@AdrianMarceau> Alright, next up are the Buster moves.  Pretty straight forward but has other properties.
  714.  
  715. [18:49] <@MegaBossMan> [Excited]
  716.  
  717. [18:49]  * MetaKirbSter Is ready
  718.  
  719. [18:49] <@AdrianMarceau> First turn you charge the buster, next turn (or any turn after) you can shoot it.  Just like all the other busters out there, but elemental.
  720.  
  721. [18:50] <MetaKirbSter> so, it does more damage? Is it boosted by the stars you have?
  722.  
  723. [18:50] <@AdrianMarceau> Holding on to that charge, however, is useful in other ways.  As long as you're holding the charge, you have boosted elemental offense and defense for that type.
  724.  
  725. [18:50] <TailsMK4> I'm more curious if having the buster charged affects OTHER abilities, like how the regular busters make the Buster Shot a TINY bit more powerful.
  726.  
  727. [18:51] <MetaKirbSter> So, your saying...
  728.  
  729. [18:51] <@AdrianMarceau> So charge up the Flame Buster, and then use that charge to boost the damage of your other Flame type abilities.
  730.  
  731. [18:51] <MetaKirbSter> If i charge a water buster, and use rain flush, Rain flush will be stronger.
  732.  
  733. [18:51] <TheDoc> Yep
  734.  
  735. [18:51] <@MegaBossMan> I think since Rain Flush is a percent, it would...?
  736.  
  737. [18:51] <@AdrianMarceau> It's complicated, but yes.
  738.  
  739. [18:51] <@MegaBossMan> Ah, alright.
  740.  
  741. [18:51] <Tobyjoey>  Can we quantify how much stronger?
  742.  
  743. [18:52] <MetaKirbSter> @Toby that's a good idea.
  744.  
  745. [18:52] <@AdrianMarceau> Well, that plays into something Boss and I were discussing via email before, but we were thinking +75% offense and +25% defense.
  746.  
  747. [18:52] <@MegaBossMan> :)
  748.  
  749. [18:52] <MetaKirbSter> Alright.
  750.  
  751. [18:52] <TailsMK4> Seeing as it takes a turn to charge up, maybe it's a more WE-efficent way of using Field Support to boost power.
  752.  
  753. [18:53] <TheDoc> Actually Field Support sounds like it becomes obsolete with this
  754.  
  755. [18:53] <@AdrianMarceau> We're thinking of having the Buster have a parallel move called Barrier.  Flame Buster and Flame Barrier would function almost identically, but the offense/defense would be inverted.
  756.  
  757. [18:53] <TailsMK4> Regardless, the fact it takes a turn to do all of this balances itself out.
  758.  
  759. [18:53] <ThatGuyNamedMike> Field support was obsolete a long, LONG time ago.
  760.  
  761. [18:53] <MetaKirbSter> Alright.
  762.  
  763. [18:53] <TheDoc> Wait could you fire the barrier?
  764.  
  765. [18:54] <MetaKirbSter> You mean attack someone with it?
  766.  
  767. [18:54] <@AdrianMarceau> Yes, and not only you sacrificing a turn, you're sacrificing an ability slot.  As soon as you fire the charge the effect is lost.
  768.  
  769. [18:54] <TailsMK4> Still applies to me sometimes (anyone remember the Roll bug I mentioned a few days ago?).
  770.  
  771. [18:54] <@MegaBossMan> It might be an effective way of covering up some flaws with your robot.
  772.  
  773. [18:54] <@AdrianMarceau> Yes, you can release/throw it.  The damage would be much less than the buster, but the barrier is more for defense anyway.
  774.  
  775. [18:54] <TheDoc> I just find it amusingly awkward to fire a barrier
  776.  
  777. [18:54] <@MegaBossMan> More of a throw.
  778.  
  779. [18:55] <MetaKirbSter> Seems like that.
  780.  
  781. [18:55] <MetaKirbSter> @TD
  782.  
  783. [18:55] <@MegaBossMan> But this is Prototype, a place where Guts Man can use Fire Chaser.
  784.  
  785. [18:55] <TailsMK4> Or he will, soon. lol
  786.  
  787. [18:55] <TailsMK4> Or even Flash Stopper.
  788.  
  789. [18:55] <MetaKirbSter> And with the core item holding...
  790.  
  791. [18:56] <MetaKirbSter> Bright man can use Rain Flush!
  792.  
  793. [18:56] <MetaKirbSter> XD
  794.  
  795. [18:56] <@MegaBossMan> Exactly.
  796.  
  797. [18:56] <TheDoc> AND METAL MAN CAN USE METAL BLA- wait
  798.  
  799. [18:56] <MetaKirbSter> (Even though he's weak to it)
  800.  
  801. [18:56] <TailsMK4> Star Man attacks with Bubble Lead? :P
  802.  
  803. [18:56] <@MegaBossMan> It's possible.
  804.  
  805. [18:56] <Tobyjoey> Have I ever mentioned that gives a very Delta Pokemon feel?
  806.  
  807. [18:56] <TheDoc> ANYWAYS, Overdrives are next?
  808.  
  809. [18:56] <TailsMK4> (I say Bubble Lead cause it does 4x to him)
  810.  
  811. [18:57] <ThatGuyNamedMike> Are you taking note of how ridiculous this all sounds, Adrian? :P
  812.  
  813. [18:57] <MetaKirbSter> @TJ Uh... because you can hold items, yeah... Anyway, Lets get to the Over drives... If we're ready.
  814.  
  815. [18:57] <TailsMK4> Nah, I'm opting more for increased LE and WE, Mikey.
  816.  
  817. [18:57] <@MegaBossMan> We're talking about a series of an old man setting manical robots over a young robot-boy.
  818.  
  819. [18:57] <TailsMK4> Cause the power does go down if you use a Core.
  820.  
  821. [18:57] <TailsMK4> Anyway, Overdrives please.
  822.  
  823. [18:57] <TheDoc> MBM speaks the truth
  824.  
  825. [18:58] <MetaKirbSter> Yep...
  826.  
  827. [19:00] <TheDoc> Ummmm....did I disconnect again?
  828.  
  829. [19:00] <TailsMK4> No.
  830.  
  831. [19:00] <Tobyjoey> So, they aren't underdrives
  832.  
  833. [19:00] <@MegaBossMan> I believe he's getting ready.
  834.  
  835. [19:00] <TheDoc> There should totally be underdrives, jsut as joke abilities
  836.  
  837. [19:00] == MetaKirbSter_ [ad50f552@gateway/web/freenode/ip.173.80.245.82] has joined #mmrpg
  838.  
  839. [19:00] <TheDoc> They make your stats go down
  840.  
  841. [19:00] <TheDoc> No wait that's buster
  842.  
  843. [19:00] <MetaKirbSter_> [Sorry, the chat did something on me]
  844.  
  845. [19:00] <@MegaBossMan> I'd love to see an underdrive.
  846.  
  847. [19:01] <Tobyjoey> It does like 1 damage to the enemy, but then 10 to you.
  848.  
  849. [19:01] <MetaKirbSter_> Heh heh.
  850.  
  851. [19:01] <@AdrianMarceau> Hey, sorry, had to do something.  But yes, overdrives...
  852.  
  853. [19:01] <TailsMK4> Then a 1/256 chance of the shot doing 1,000,000 damage. :P
  854.  
  855. [19:01] <@MegaBossMan> I would love something like that.
  856.  
  857. [19:01] <MetaKirbSter_> Then overdrive will OHKO you, give the enemy positive effects, And then give the enemies stat up to 9.9.
  858.  
  859. [19:01] <@AdrianMarceau> Actually, before I continue, let me say I'm not 100% sold on the Barrier idea and you'll understand why after I talk about the overdrives.
  860.  
  861. [19:02] <@AdrianMarceau> Originally I had the Buster do +50% and +50% instead of being uneven
  862.  
  863. [19:03] <@AdrianMarceau> I'd like to stay with just the three Shot/Buster/Overdrive mostly because they already play into each other.  The overdrives are just like the other two in that they're generic elementally themed abilities.
  864.  
  865. [19:04] <ZeroDXZ> ..
  866.  
  867. [19:05] == MetaKirbSter [ad50f552@gateway/web/freenode/ip.173.80.245.82] has quit [Ping timeout: 246 seconds]
  868.  
  869. [19:05] <MetaKirbSter_> Alright. I see. @Adrian
  870.  
  871. [19:05] <@AdrianMarceau> An overdrive requires 20 WE to start, and are not learned by level-up by any robot masters.  With this in mind, the only robots that could equip an use them are robots with the same core type.
  872.  
  873. [19:05] <@AdrianMarceau> Equip the Flame Overdrive to Fire Man and its WE goes down to 10, which is exactly how much we have.
  874.  
  875. [19:06] <@AdrianMarceau> You'll note that, under normal circumstances, this is ALL your WE.
  876.  
  877. [19:06] <MetaKirbSter_> So, now it's official we are having More WE For our bots? (That means more spam possiblities? >:))
  878.  
  879. [19:06] <TheDoc> What about Copy types with a held W-Tank or Yashichi?
  880.  
  881. [19:07] <@AdrianMarceau> The overdrive's actual attack is pretty straight forward, it fires fully charged buster shots of that element at all robots on the opponent's side of the field (which is incredibly useful).
  882.  
  883. [19:07] <TailsMK4> At ALL robots? Geez.
  884.  
  885. [19:07] <Tobyjoey> Normal circumstances? What would be a not normal circumstances?
  886.  
  887. [19:07] <@MegaBossMan> Woah! Took about an overdrive!
  888.  
  889. [19:07] <@AdrianMarceau> @TheDoc : I'll get to that, but yes you have the right idea
  890.  
  891. [19:07] <@AdrianMarceau> Here's the catch.
  892.  
  893. [19:07] <TailsMK4> *takes away MBM's popcorn for the pun*
  894.  
  895. [19:07] <TheDoc> @Tails thank you
  896.  
  897. [19:08] <@MegaBossMan> :( My popcorn....
  898.  
  899. [19:08] <TheDoc> You deserved it. That pun made me cringe
  900.  
  901. [19:08] <TheDoc> :P
  902.  
  903. [19:08] <MetaKirbSter_> My thoughts on the WE Matter. Possibly, you will have more WE, up to 25 or 20. Now, so... we get that much, at LVL 100... You get more WE every 7 or so levels. you start with 10, and you may get that. if it is at all bots, then it means it's more OP Than rain flush, maybe more than Time Moves!
  904.  
  905. [19:08] <@AdrianMarceau> The base power of each of those buster shots is the same as the normal buster move.  Flame Overdrive and Flame Buster have the same base power, same with Freeze Buster/Overdrive as you saw in the screenshot.
  906.  
  907. [19:08] <@MegaBossMan> Oh, that explains a lot.
  908.  
  909. [19:09] <@AdrianMarceau> So you're sacrificing all your WE in one turn to throw moderately powered buster shots at all enemies.
  910.  
  911. [19:09] <TailsMK4> So in this case, Crystal Overdrive would be weaker than Gemini Laser during its first couple of passes...but then Gemini Laser is weaker than Overdrive going through the rest of the bench.
  912.  
  913. [19:09] <MetaKirbSter_> Alright.
  914.  
  915. [19:10] <TheDoc> Moderately? I thought it was the same as charged buster shots? Unless charged buster shots are more powerful?
  916.  
  917. [19:10] <@AdrianMarceau> You could easily do this on your first turn and - if you're really leveled up it would likely destroy all mechas at once.
  918.  
  919. [19:10] <@AdrianMarceau> Maybe a few weakness-afflicted robot masters
  920.  
  921. [19:10] <@MegaBossMan> So, is it still affected by Bench Damage?
  922.  
  923. [19:10] <@AdrianMarceau> No they're the same
  924.  
  925. [19:10] <TailsMK4> That's a twist.
  926.  
  927. [19:10] <@AdrianMarceau> Charged Flame Buster has 30 base power, same with Flame Overdrive
  928.  
  929. [19:10] <@MegaBossMan> Alright, I like it.
  930.  
  931. [19:10] <@AdrianMarceau> Which is a good amount, but not crazy
  932.  
  933. [19:11] <MetaKirbSter_> I see.
  934.  
  935. [19:11] <@AdrianMarceau> @MegaBossMan : Yes, it's still affected by the bench damage modifier
  936.  
  937. [19:11] <@AdrianMarceau> One more catch.
  938.  
  939. [19:11] <TailsMK4> Oh, it is?
  940.  
  941. [19:11] <TheDoc> *patrick's voice* Wait there's a bench damage modifier?
  942.  
  943. [19:12] <MetaKirbSter_> *yoda voice* Confusing is it, Hmm?
  944.  
  945. [19:13] <MetaKirbSter_> *Yoda mode activated* If catch is there, what it is, then?  
  946.  
  947. [19:13] <@AdrianMarceau> Yes, benched robots take reduced damage based on their distance from the attacker
  948.  
  949. [19:13] <@AdrianMarceau> It's like that in the current game, not a new mechanic
  950.  
  951. [19:14] <TheDoc> Oh, I thought that was because of the ability itself
  952.  
  953. [19:14] <TheDoc> Didn't know that was a bases mechanic
  954.  
  955. [19:14] <TheDoc> *base
  956.  
  957. [19:14] <@AdrianMarceau> Some abilities might have their own version of that in addition, but there's a global modifier too.
  958.  
  959. [19:14] <TheDoc> i c
  960.  
  961. [19:14] <@AdrianMarceau> But yes, the final catch.
  962.  
  963. [19:14] <TailsMK4> Flash Stopper does more damage to the middle of the bench than the sides, for instance.
  964.  
  965. [19:15] <MetaKirbSter_> See, i do. Catch Final be must terrible. Positives negitive, Dark side part, there is.
  966.  
  967. [19:15] <Tobyjoey> And Gemini Laser gradually does less damage.
  968.  
  969. [19:15] <TheDoc> @Tails Yea that's why I thought it depended ONLY on the ability
  970.  
  971. [19:15] <@AdrianMarceau> As I mentioned, an overdrive can be used on the first turn to deal damage to all targets.  It's not a crazy amount of damage, but it's decent.  But you can do MORE.
  972.  
  973. [19:16] <@MegaBossMan> Oooh?
  974.  
  975. [19:16] <TheDoc> Ahhhhhh?
  976.  
  977. [19:16] <TailsMK4> Hopefully a lot more. Currently I am finding the Overdrives a bit underwhelming.
  978.  
  979. [19:16] <@AdrianMarceau> An overdrive's base power increases as the user takes damage.  If a user has taken about 15% of his max LE in damage, their overdrive will have its base power boosted by 15% as well.
  980.  
  981. [19:16] <TailsMK4> Oh, this hasn't been used before in the Prototype.
  982.  
  983. [19:17] <TheDoc> That serves its name well
  984.  
  985. [19:17]  * MegaBossMan is falling slowly in love with this idea
  986.  
  987. [19:17] <@AdrianMarceau> Meaning that you could theoretically get the overdrive up to +99.99% of it's original power, or 60 when rounded up.
  988.  
  989. [19:17] <MetaKirbSter_> PERMANENT??? or is it temporarily? (Temporarily huh)
  990.  
  991. [19:17] <Tobyjoey> Boy would you be playing with fire, thoug.
  992.  
  993. [19:17] <@MegaBossMan> It depends on how much damage you have.
  994.  
  995. [19:17] <TailsMK4> 60...isn't that about the power of Proto Strike?
  996.  
  997. [19:18] <@AdrianMarceau> Of course, by that point our RM would have to be at <1% life energy and would likely be low on weapon energy too.
  998.  
  999. [19:18] == ThatGuyNamedMike [320bddf1@gateway/web/freenode/ip.50.11.221.241] has quit [Ping timeout: 246 seconds]
  1000.  
  1001. [19:18] <TheDoc> Unless you used a W-Tank then BAM your set
  1002.  
  1003. [19:18] <@AdrianMarceau> ...unless you conserved your energy earlier and have a full tank.
  1004.  
  1005. [19:18] <@MegaBossMan> Although, waiting to get to 60 damage will most likely end badly for you.
  1006.  
  1007. [19:18] <Tobyjoey> Actually, Meta brings a good point. If I get real low, but then heal up or swap energy, does Overdrive's damage decrease?
  1008.  
  1009. [19:19] <@MegaBossMan>  I would think so, but Adrian might prove us wrong.
  1010.  
  1011. [19:19] <@AdrianMarceau> @Tails : Yes, but an elemental Proto Stike on every target benefited by starforce and/or field multipliers.
  1012.  
  1013. [19:19] <@AdrianMarceau> No, Toby is right.  If you heal the move adjusts itself accordingly.
  1014.  
  1015. [19:19] <TheDoc> Doesn't the Buster give you +75% power? Just charge your buster, use a weapon pellet, and fire your Overdrive.
  1016.  
  1017. [19:20] <@AdrianMarceau> It's a very risky move if you want it at it's most powerful.
  1018.  
  1019. [19:20] <TailsMK4> And if the Yashichi is used, it's actually a little harder to use the weapon, but at the cost of possibly firing it twice.
  1020.  
  1021. [19:20] <TailsMK4> Or for a Copy/Neutral robot to use an Overdrive.
  1022.  
  1023. [19:21] <TailsMK4> I'll have to test the Overdrive out in action. I'm not entirely convinced the early power would be worth having.
  1024.  
  1025. [19:22] <TailsMK4> But I suppose it'll be better than having almost no moves that deal damage.
  1026.  
  1027. [19:22] <@AdrianMarceau> Brb, continue
  1028.  
  1029. [19:22] <TheDoc> I feel like the Buster gives you too much power. 75% instant attack boost is a bit much, especially considering Overdrive
  1030.  
  1031. [19:23] <TheDoc> You can equip a weapon pellet and Overdrive + 75% in two turns
  1032.  
  1033. [19:23] <@MegaBossMan> Or 50%, if Barrier doesn't go through.
  1034.  
  1035. [19:23] == ThatGuyNamedMike [320bddf1@gateway/web/freenode/ip.50.11.221.241] has joined #mmrpg
  1036.  
  1037. [19:24] <Tobyjoey> The thing I'm worried about are weapons like Rolling Cutter or Spark Shock. Why ever use those when you have Buster Shots and Charge Shots?
  1038.  
  1039. [19:25] <@MegaBossMan> Thing is, those moves are potentially easier to use for some robots, and quite a bit have added effects.
  1040.  
  1041. [19:25] <TheDoc> Yea there are several abilities becoming obsolete. I especially agree with ToB on Spark Shock
  1042.  
  1043. [19:25] <TheDoc> True. You do have to charge for a turn
  1044.  
  1045. [19:26] <TailsMK4> I always preferred Bright Burst over Spark Shock. Spark Shock works when the enemy is Time element, though.
  1046.  
  1047. [19:26] <TheDoc> But Spark Shock even then has 90% accuracy
  1048.  
  1049. [19:27] <TailsMK4> Did we already discuss T2s for the MM3 robots?
  1050.  
  1051. [19:27] <TheDoc> Yep
  1052.  
  1053. [19:27] <@MegaBossMan> Perhaps the accuracy for these moves could be lowered?
  1054.  
  1055. [19:27] <@MegaBossMan> Yes.
  1056.  
  1057. [19:27] <TheDoc> A while back but yes
  1058.  
  1059. [19:27] <TailsMK4> Bright Burst could be adjusted to require more WE in the future, then.
  1060.  
  1061. [19:27] <TheDoc> Speaking of obsolete abilities, Cut Man needs a T2 btw. Rising Cutter doesn't cut it.
  1062.  
  1063. [19:27] <TheDoc> :D
  1064.  
  1065. [19:28] <@MegaBossMan> WHAT
  1066.  
  1067. [19:28] <TailsMK4> *takes away TheDoc's popcorn*
  1068.  
  1069. [19:28] <@MegaBossMan> Yeah, I could agree less.
  1070.  
  1071. [19:28] <TheDoc> OKAY I'M SORRY
  1072.  
  1073. [19:28] <@MegaBossMan> Rising Cutter is easily one of the more stronger moves for me.
  1074.  
  1075. [19:28] <ThatGuyNamedMike> He actually needs a T3 only he can use.
  1076.  
  1077. [19:28] <TailsMK4> Seriously, though, with the way we're arranging T2s, Cut Man does need one.
  1078.  
  1079. [19:28] <MetaKirbSter_> *Chomped on Popcorn this whole time and stole pepsi*
  1080.  
  1081. [19:28] <TailsMK4> Maybe Rising Cutter could change to Cutter/Impact?
  1082.  
  1083. [19:29] <@MegaBossMan> Cut Man already has one? Or are we suggesting a better one?
  1084.  
  1085. [19:29] <TheDoc> Mainly because it's not dual-typed and has no uniqueness
  1086.  
  1087. [19:29] <MetaKirbSter_> *stole Tails's Pepsi and Popcorn* Also,
  1088.  
  1089. [19:29] <ThatGuyNamedMike> They all do, save for the 3 Copy bots.
  1090.  
  1091. [19:29] <@MegaBossMan> .....What?
  1092.  
  1093. [19:29] <TailsMK4> Cut Man's T2 is a single element.
  1094.  
  1095. [19:29] <TheDoc> And don't give me 100% accuracy. There's Ring Boomerang, most of the Electric abilities, Rain Flush, etc.
  1096.  
  1097. [19:29] <MetaKirbSter_> I think Impact may not be the best T2
  1098.  
  1099. [19:29] <@MegaBossMan> Oh, you're right.
  1100.  
  1101. [19:29] <@MegaBossMan> I think Ground.
  1102.  
  1103. [19:29] <MetaKirbSter_> *Or T3
  1104.  
  1105. [19:30] <@MegaBossMan> Since it is popping out of the ground.
  1106.  
  1107. [19:30] <TailsMK4> There's no Ground element.
  1108.  
  1109. [19:30] <@MegaBossMan> Earth.
  1110.  
  1111. [19:30] <Tobyjoey> Earth?
  1112.  
  1113. [19:30] <MetaKirbSter_> Earth, terra, ground, same thing.
  1114.  
  1115. [19:30] <@MegaBossMan> Yes, Earth. Got my names mixed up.
  1116.  
  1117. [19:30] <TheDoc> This has been mentioned before I believe. Either that or I'm getting a nasty case of deja vu
  1118.  
  1119. [19:30] <MetaKirbSter_> *Literally i've heard terra as an element
  1120.  
  1121. [19:30] <TailsMK4> Suddenly we have a lot more diversity. lol
  1122.  
  1123. [19:31] <@MegaBossMan> >Claims to be one of the most dedicated players to Prototype
  1124.  
  1125. [19:31] <@MegaBossMan> >Can't remember Earth
  1126.  
  1127. [19:31] <MetaKirbSter_> Maybe new elements? *OH HECK NO*
  1128.  
  1129. [19:31] <TailsMK4> I guess I'll do a quick scan through the ability list to see what else could stand to be dual-element.
  1130.  
  1131. [19:31] <@MegaBossMan> Nah, I think Earth is fine.
  1132.  
  1133. [19:31] <MetaKirbSter_> SPeaking of, i already have some ideas for Other RM's T2's...  Search man= Nature_Earth
  1134.  
  1135. [19:31] <@MegaBossMan> Last I checked, no Cutter/Earth.
  1136.  
  1137. [19:32] <TailsMK4> Danger Bomb.
  1138.  
  1139. [19:32] <@MegaBossMan> Search is Missile-type.
  1140.  
  1141. [19:32] <TailsMK4> Single element.
  1142.  
  1143. [19:32] <Tobyjoey> Isn't Quint's weapon Earth-Cutter?
  1144.  
  1145. [19:32] <TheDoc> And Silver Tomahawk
  1146.  
  1147. [19:32] <@MegaBossMan> .....
  1148.  
  1149. [19:32] <MetaKirbSter_> *Missle_Nature or Missle_Earth
  1150.  
  1151. [19:32] <@MegaBossMan> Eh, a few repeats never hurt.
  1152.  
  1153. [19:32] <@MegaBossMan> Unless you have something better.
  1154.  
  1155. [19:32] <TailsMK4> ^
  1156.  
  1157. [19:33] <TailsMK4> So anyway, Danger Bomb?
  1158.  
  1159. [19:33] <Tobyjoey> Wait, the jack hammer is Swift / Earth, My bad.
  1160.  
  1161. [19:33] <TheDoc> *opens his mouth*
  1162.  
  1163. [19:33] <TheDoc> .....
  1164.  
  1165. [19:33] <TheDoc> *closes his mouth*
  1166.  
  1167. [19:33] <@MegaBossMan> Danger Bomb is already pretty powerful on it's own.
  1168.  
  1169. [19:33] <@MegaBossMan> I'm fine with an exception for this one.
  1170.  
  1171. [19:33] <TailsMK4> T2, single element.
  1172.  
  1173. [19:34] <@MegaBossMan> It appears that pieces of the Danger Bomb pop out when it explodes, so...
  1174.  
  1175. [19:34] <TheDoc> @Tails I'm okay with that as long as it can pull its own weight
  1176.  
  1177. [19:34] <@MegaBossMan> Explode/Impact?
  1178.  
  1179. [19:34] <MetaKirbSter_> Then sword is DEFINITELY Flame_cutter.
  1180.  
  1181. [19:34] <TailsMK4> Time Slow, single element. lol
  1182.  
  1183. [19:34] <@MegaBossMan> Plus, Guts and Bomb were made for the same duty.
  1184.  
  1185. [19:34] <TailsMK4> ...And that's it.
  1186.  
  1187. [19:34] <MetaKirbSter_> Construction bots.
  1188.  
  1189. [19:34] <@MegaBossMan> Time...And space?
  1190.  
  1191. [19:35] <TailsMK4> Rising Cutter, Danger Bomb, and Time Slow are single elmeent T2 abilities.
  1192.  
  1193. [19:35] <Tobyjoey> I think the real question is how we will make Danger Wrap different from Bubble Bomb.
  1194.  
  1195. [19:35] <@MegaBossMan> Danger Wrap has it's differences.
  1196.  
  1197. [19:35] <TheDoc> I think the real question is the color of the dress
  1198.  
  1199. [19:35] <@MegaBossMan> For example, it doesn't explode right on impact.
  1200.  
  1201. [19:35] <MetaKirbSter_> Then...
  1202.  
  1203. [19:36] <MetaKirbSter_> Time would be?
  1204.  
  1205. [19:36] <@MegaBossMan> It carries the robot for a bit.
  1206.  
  1207. [19:36] <MetaKirbSter_> Time T2 could be Time_???
  1208.  
  1209. [19:36] <TheDoc> Guys, right now we should decide one thing: do all T2s NEED to be dual-typed?
  1210.  
  1211. [19:36] <@AdrianMarceau> Back, sorry guys
  1212.  
  1213. [19:36] <@MegaBossMan> Depends on the strength of the move.
  1214.  
  1215. [19:36] <Tobyjoey> WB
  1216.  
  1217. [19:36] <TheDoc> Adrian, perfect timing
  1218.  
  1219. [19:36] <MetaKirbSter_> WB Adrian
  1220.  
  1221. [19:36] <@AdrianMarceau> All T2s don't need to be dual-typed but only if there's a good reason
  1222.  
  1223. [19:36] <TailsMK4> :/
  1224.  
  1225. [19:36] <@MegaBossMan> :)
  1226.  
  1227. [19:36] <TheDoc> So what about Rising Cutter?
  1228.  
  1229. [19:37] <@MegaBossMan> I don't think Danger Bomb would need a second typing.
  1230.  
  1231. [19:37] <@MegaBossMan> Time Slow, as well.
  1232.  
  1233. [19:37] <@AdrianMarceau> Sorry to jump back, but given how the overdrives are really just glorified buster spreads you can understand why I don't think the barrier doesn't really fit in, right?
  1234.  
  1235. [19:37] <TheDoc> Yes
  1236.  
  1237. [19:37] <ThatGuyNamedMike> Why are we including overdrives, then?
  1238.  
  1239. [19:38] <TailsMK4> Can always just bring the busters back to 50-50.
  1240.  
  1241. [19:38] <@AdrianMarceau> So the Flame Buster would only boost +50% and +50%
  1242.  
  1243. [19:38] <@AdrianMarceau> Yes, agreed.  If we add elemental barriers they're be a separate group and concept.
  1244.  
  1245. [19:38] <@AdrianMarceau> *they'll
  1246.  
  1247. [19:38] <TheDoc> @Adrian Will the elemental busters be Select Target? If so, what happens to Cssack & Light Busters?
  1248.  
  1249. [19:38] <TheDoc> *Cossack
  1250.  
  1251. [19:38] <ThatGuyNamedMike> Uhhhh, last I checked, busters don't just have to ADD stats to YOUR robots.
  1252.  
  1253. [19:39] <ThatGuyNamedMike> They can also TAKE AWAY from enemy bots.
  1254.  
  1255. [19:39] <@MegaBossMan> Personally, I like the adding effect.
  1256.  
  1257. [19:39] <@MegaBossMan> At least, for elementals.
  1258.  
  1259. [19:39] <@AdrianMarceau> Overdrives, on the surface, seem very basic.  But circumstance makes it possible to do lots of damage with them in one turn, often clearing out all the mechas at once.  A handy move, I think.  
  1260.  
  1261. [19:39] <TailsMK4> I have no problems with adding stats.
  1262.  
  1263. [19:40] <ZeroDXZ> ...
  1264.  
  1265. [19:40] <ThatGuyNamedMike> Roll's, Disco's and Rhythm's busters all take away stats better than any neutral type move currently in existence.
  1266.  
  1267. [19:40] <ZeroDXZ> *was asleep in his attorney's desk*
  1268.  
  1269. [19:40] <TheDoc> But their support bots, basically in a class of their own
  1270.  
  1271. [19:40] <TheDoc> *they're
  1272.  
  1273. [19:40] <@AdrianMarceau> It's important to note that busters will not be increasing stats, per-se.  The stats you see in the HUD will not be affected.  The multipliers added by the buster are invisible and represented by the sprite attached to your robot, like teh Oil Shotoer and Bubble Spray attachments.
  1274.  
  1275. [19:41] <MetaKirbSter_> alright...
  1276.  
  1277. [19:41] <@AdrianMarceau> I wouldn't say they "take away" as much as they simply lower or damage those stats.  "Take away" makes it seem like they're draining them.
  1278.  
  1279. [19:41] <ThatGuyNamedMike> They DO.
  1280.  
  1281. [19:41] <@MegaBossMan> Plus, it makes much sense to me that the Support-bots get those.
  1282.  
  1283. [19:41] <ThatGuyNamedMike> They nix something like 30% of a stat, no?
  1284.  
  1285. [19:41] <@AdrianMarceau> Nope.  
  1286.  
  1287. [19:42] <ThatGuyNamedMike> Not permanently, duh.
  1288.  
  1289. [19:42] <TailsMK4> Speaking of stats, not sure if there was a HUD bug.
  1290.  
  1291. [19:42] <@AdrianMarceau> They nix attack/defense/speed and then heal ENERGY, so it's not like they're draining per-se.
  1292.  
  1293. [19:42] <MetaKirbSter_> alright
  1294.  
  1295. [19:42] <TailsMK4> But on Final Destination and other stages that have increased damage, the damage they do to stats seems to be the same as before.
  1296.  
  1297. [19:42] <TailsMK4> Even though the HUD says they can damage 54% of a stat.
  1298.  
  1299. [19:43] <@AdrianMarceau> I saw that.  I'm not sure what's causing it but I'll look into it for the update.
  1300.  
  1301. [19:43] <ThatGuyNamedMike> That's because there's no Neutral Multiplier and no Neutral Star Force.
  1302.  
  1303. [19:43] <TailsMK4> Not the same, Mikey.
  1304.  
  1305. [19:43] <TheDoc> Ummm......weren't we talking about what to do with Rising Cutter?
  1306.  
  1307. [19:43] <TailsMK4> The Modes DO already factor the Damage modifier into account.
  1308.  
  1309. [19:44] <@MegaBossMan> We're taking a quick break.
  1310.  
  1311. [19:44] <@AdrianMarceau> Hey, sorry to stay on one topic (how dare I) but a few more things about the overdrive.  
  1312.  
  1313. [19:44] <TheDoc> Oh sorry
  1314.  
  1315. [19:44] <TheDoc> Didn't know that
  1316.  
  1317. [19:44] <ThatGuyNamedMike> NO, Boss. We talked about breaks!
  1318.  
  1319. [19:44] <@AdrianMarceau> :P
  1320.  
  1321. [19:44] <MetaKirbSter_> Break? Eh.
  1322.  
  1323. [19:44] <MetaKirbSter_> How long will this chat be?
  1324.  
  1325. [19:44] <TheDoc> Anyways, I have to go for dinner. I may be back, but if this wraps up soon then probably not
  1326.  
  1327. [19:44] <@AdrianMarceau> Instead of having a hard-coded WE limit of 20, maybe I should have a hard-coded "ALL" instead?
  1328.  
  1329. [19:44] <TheDoc> C ya! *takes a handful of cuukeez on the way out*
  1330.  
  1331. [19:45] <ThatGuyNamedMike> Last time we 'took an intermission', we lost 6 people, and had to end a chat early, remember?
  1332.  
  1333. [19:45] <MetaKirbSter_> Er... "All"?
  1334.  
  1335. [19:45] <MetaKirbSter_> Mikey
  1336.  
  1337. [19:45] <@MegaBossMan> @Mike You didn't understand, or rather, I phrased it wrong.
  1338.  
  1339. [19:45] <MetaKirbSter_> You do know we were on one topic for a while?
  1340.  
  1341. [19:45] <@AdrianMarceau> So using an overdrive takes ALL your WE instead of a set amount, whatever it is.  
  1342.  
  1343. [19:45] <@MegaBossMan> We're taking a break on T2s for Overdrives.
  1344.  
  1345. [19:45] <TailsMK4> So you would also allow Copy element robots to use the Overdrives as well?
  1346.  
  1347. [19:46] <TailsMK4> Wiithout anything special?
  1348.  
  1349. [19:46] <@MegaBossMan> Yeah, I like the "all" thing.
  1350.  
  1351. [19:46] <ThatGuyNamedMike> I'm REALLY not a fan of this overdrives thing.
  1352.  
  1353. [19:46] <@AdrianMarceau> Sorry, overdrives are what I'm currently programming so I want to make sure I get them right.  The T2s will be programmed later and you guys can easily discuss them without me in case I miss a chat.  :S
  1354.  
  1355. [19:46] <@MegaBossMan> Alright.
  1356.  
  1357. [19:47] <TailsMK4> @Mikey For me personally for the amount of WE required to use them so far, I might be better off not including them in my defensive strategies...
  1358.  
  1359. [19:47] <@MegaBossMan> I personally like the attack myself.
  1360.  
  1361. [19:47] <@AdrianMarceau> Overdrive requires a full WE gauge and uses ALL of it at once, regardless of what you've boosted it to.  Like a giga attack.
  1362.  
  1363. [19:47] <TailsMK4> ...Unless perhaps the AI can be changed to make a robot switch when they are low on WE.
  1364.  
  1365. [19:48] <@AdrianMarceau> Especially useful in the main campaign when clearing out mechas, but there will always be exceptions.
  1366.  
  1367. [19:48] <MetaKirbSter_> @Adrian, this seems like a MMX Weapon (X2 or 3, and Xtreme 2)
  1368.  
  1369. [19:48] <ThatGuyNamedMike> That doesn't matter, Tails. I've explained over and over how broken Overdrives can get when Star Force becomes a factor.
  1370.  
  1371. [19:48] <MetaKirbSter_> (Giga crush)
  1372.  
  1373. [19:48] <@AdrianMarceau> It's inspired by one, for sure.
  1374.  
  1375. [19:48] <MetaKirbSter_> I can tell
  1376.  
  1377. [19:48] <TailsMK4> I see them more as underpowered, actually.
  1378.  
  1379. [19:48] <MetaKirbSter_> Specially cuz you said: Giga Attack.
  1380.  
  1381. [19:48] <ThatGuyNamedMike> They have the potential to make PB's complete jokes.
  1382.  
  1383. [19:48] == ZeroDXZ [42aa402c@gateway/web/freenode/ip.66.170.64.44] has quit [Ping timeout: 246 seconds]
  1384.  
  1385. [19:48] <@MegaBossMan> I find them pretty powerful.
  1386.  
  1387. [19:49] == TheDoc [4cdbadd8@gateway/web/freenode/ip.76.219.173.216] has quit [Ping timeout: 246 seconds]
  1388.  
  1389. [19:49] <TailsMK4> You're sacrificing all of your WE to maybe heavily damage robots, best case scenario. Now whay?
  1390.  
  1391. [19:49] <TailsMK4> *what?
  1392.  
  1393. [19:49] <TailsMK4> Without WE your robots will still destroy you anyway.
  1394.  
  1395. [19:49] <TailsMK4> *the other robots
  1396.  
  1397. [19:49] <@MegaBossMan> Since Rain Flush is being nerfed by quite a bit, I find this to be quite the replacement, but at a cost.
  1398.  
  1399. [19:49] <MetaKirbSter_> @mike, Very true.
  1400.  
  1401. [19:50] <ThatGuyNamedMike> These so called Overdrives sound good as boss moves, but, that's all, really.
  1402.  
  1403. [19:50] <TailsMK4> I find them too risky to let the AI handle.
  1404.  
  1405. [19:50] <MetaKirbSter_> MBM,  Time is STILL NOT NERFED. so we still have a (Kind of) still OP move.
  1406.  
  1407. [19:50] <ThatGuyNamedMike> It's the same thing only worse, actually, Boss.
  1408.  
  1409. [19:50] <TailsMK4> And yet Mikey forgets about Starforce Defense.
  1410.  
  1411. [19:50] <ThatGuyNamedMike> 'cause now ALL bots will have a beefed up Rain Flush of their own element.
  1412.  
  1413. [19:51] <MetaKirbSter_> O. O
  1414.  
  1415. [19:51] <@MegaBossMan> But Rain Flush requires a little WE for entire screen-clearing.
  1416.  
  1417. [19:51] <MetaKirbSter_> So RF is basically the same
  1418.  
  1419. [19:51] <ThatGuyNamedMike> And you forget about weaknesses, immunites and field multipliers.
  1420.  
  1421. [19:51] <@MegaBossMan> Overdrive requires all your WE, but for even less damage.
  1422.  
  1423. [19:51] <MetaKirbSter_> ??? @Mike... Your forgetting Neutral. and maybe copy, but copy's an all Move type.
  1424.  
  1425. [19:51] <TailsMK4> A full Starforce user versus a full Starforce user, you may as well consider it a Neutral move if it's not boosted by anything else.
  1426.  
  1427. [19:52] <ThatGuyNamedMike> Until you factor in weaknesses and field multipliers.
  1428.  
  1429. [19:52] <TailsMK4> Even then it's not that much of an increase.
  1430.  
  1431. [19:52] <@MegaBossMan> No, I didn't forget, taking these things to effect still won't make it as broken as you say.
  1432.  
  1433. [19:52] <@MegaBossMan> At least, it SHOULDN'T.
  1434.  
  1435. [19:52] <TailsMK4> Was there anything else you wanted to talk about Overdrives, Adrian?
  1436.  
  1437. [19:53] <@AdrianMarceau> Yes, I don't think I can make the starforce change any clearer.  If two users fight each other in a player battle with equal starforce, then the effect is completely cancelled out.
  1438.  
  1439. [19:54] <ThatGuyNamedMike> Except that bots have stats and weaknesses and field multipliers to take advantage of, especially considering that bots can hold cores and cover up to 16 types at once.
  1440.  
  1441. [19:54] == ZeroDXZ [42aa402c@gateway/web/freenode/ip.66.170.64.44] has joined #mmrpg
  1442.  
  1443. [19:54] <TailsMK4> Holding a Core means reduced power, though.
  1444.  
  1445. [19:54] <@AdrianMarceau> If you use Flame Overdrive against BossMan in a player battle (two players with all Flame stars), your robot's attack stat would benefit from a boost exactly equal to the defense boost granted to BossMan's robots.
  1446.  
  1447. [19:55] <MetaKirbSter_> But if i face someone with less stars than me...
  1448.  
  1449. [19:55] <ThatGuyNamedMike> + Weaknesses, Crits and Field Multiplers
  1450.  
  1451. [19:55] <@AdrianMarceau> How could any robot other than a copy core cover all types?
  1452.  
  1453. [19:55] <@AdrianMarceau> I mean, reasonably.
  1454.  
  1455. [19:56] <MetaKirbSter_> Say, toby, Chaos, or Zero, I would have more Than the Enemies power, Depending on how much stars i have more than them.
  1456.  
  1457. [19:56] <ThatGuyNamedMike> 'cause holding cores. Depends on how many each bot can hold.
  1458.  
  1459. [19:56] <TailsMK4> I think everyone is greatly overestimating the power.
  1460.  
  1461. [19:56] <@AdrianMarceau> ONE
  1462.  
  1463. [19:56] <TailsMK4> I see the Overdrives as almost not worth the risk.
  1464.  
  1465. [19:56] <ThatGuyNamedMike> That's what every1 said about the coreforce. :P
  1466.  
  1467. [19:56] <@MegaBossMan> But you have only one extra type.
  1468.  
  1469. [19:56] <@AdrianMarceau> Oh god, one.  That's a thing people didn't understand?
  1470.  
  1471. [19:56] <ThatGuyNamedMike> You never said 'holding A core'. x)
  1472.  
  1473. [19:57] <@MegaBossMan> I'm pretty sure that was pretty clear.
  1474.  
  1475. [19:57] <@AdrianMarceau> Just like in Pokemon, where we got the idea, a robot can only ever "hold" one item at a time.
  1476.  
  1477. [19:57] <ThatGuyNamedMike> just 'holding cores'.
  1478.  
  1479. [19:57] <TailsMK4> Then again...if multiple Overdrives go off...
  1480.  
  1481. [19:57] <ThatGuyNamedMike> And they will.
  1482.  
  1483. [19:57] <TailsMK4> Maybe thinking that way it might be worth it in the end.
  1484.  
  1485. [19:57] <ThatGuyNamedMike> ;specially in PB's.
  1486.  
  1487. [19:57] <ThatGuyNamedMike> *'specially
  1488.  
  1489. [19:57] <TailsMK4> But yeah, only one Core can be held by each robot.
  1490.  
  1491. [19:57] <@AdrianMarceau> If you give your Guts Man a Flame Core, that's all he's holding.  He'll gain access to all Flame type abilities, but those abilities will benefit from now power boost nor any WE reductions.  
  1492.  
  1493. [19:57] <@MegaBossMan> It's a 1/8 chance.
  1494.  
  1495. [19:57] <TailsMK4> And your robot's primary element will sacrifice its power to boost the power of the new element.
  1496.  
  1497. [19:58] <@AdrianMarceau> You'll notice that, without any kind of WE reduction, dual-typed T2 abilities are quite expensive.
  1498.  
  1499. [19:58] <ThatGuyNamedMike> Doesn't matter; switch to another one with another dual-type ability and use that.
  1500.  
  1501. [19:58] <@AdrianMarceau> @Tails : We decided that, instead of diverting power, the second core would instead have no added effects than allowing you to equip
  1502.  
  1503. [19:58] <MetaKirbSter_> I see.
  1504.  
  1505. [19:58] <ThatGuyNamedMike> and then switch to another.
  1506.  
  1507. [19:58] <@MegaBossMan> Still, 1/8 chance.
  1508.  
  1509. [19:58] <TailsMK4> When you could be holding a 1-up that revives fallen robots or the Yashichi to have double LE and WE at the start (which I want).
  1510.  
  1511. [19:58] <ThatGuyNamedMike> and another.
  1512.  
  1513. [19:59] <@AdrianMarceau> You overestimate how quickly robots recovery WE
  1514.  
  1515. [19:59] <ThatGuyNamedMike> 2 WE per turn in reserve mean 0 WE to 10 in 5 Turns.
  1516.  
  1517. [19:59] <@AdrianMarceau> Active robots recover 1 WE at the start of their turn, and benched recover 2 WE
  1518.  
  1519. [19:59] <ThatGuyNamedMike> 1 loop of an 8-bot team in a PB is 8 Turns.
  1520.  
  1521. [19:59] <@MegaBossMan> 5 turns is quite the difference in RPG.
  1522.  
  1523. [20:00] <@AdrianMarceau> Yes, but 5 turns is still a lot.  Especially in your hypothetical situation where you're facing another player.
  1524.  
  1525. [20:00] <TailsMK4> I think we're going now into extreme examples...
  1526.  
  1527. [20:00] <TailsMK4> ...Is this really a time to think about this right now?
  1528.  
  1529. [20:00] <ThatGuyNamedMike> We better.
  1530.  
  1531. [20:00] <ThatGuyNamedMike> Yes.
  1532.  
  1533. [20:00] <ThatGuyNamedMike> x)
  1534.  
  1535. [20:00] <@AdrianMarceau> In a player battle situation, the target will have the same amount of robots you do.  So any benefit you have they have access to as well.
  1536.  
  1537. [20:00] <TailsMK4> So then you don't care that you're not sharing your ideas tonight, then?
  1538.  
  1539. [20:01] <ThatGuyNamedMike> They're in a PB. I could just post them, later.
  1540.  
  1541. [20:01] <ThatGuyNamedMike> x)
  1542.  
  1543. [20:01] <ZeroDXZ> ...
  1544.  
  1545. [20:01] <@AdrianMarceau> I had another tidbits too
  1546.  
  1547. [20:01] <@MegaBossMan> Go ahead.
  1548.  
  1549. [20:01] <TailsMK4> I think some of these ideas should get mentioned on the forum...that way we can spend time talking about other ideas, and worry about balance later.
  1550.  
  1551. [20:02] <@AdrianMarceau> I've already laid out the mechanics of overdrives here, it's up to you guys to interpret them properly and consider all variables that do or do not apply.
  1552.  
  1553. [20:02] <@AdrianMarceau> Moving on.
  1554.  
  1555. [20:02] <@AdrianMarceau> I'd be open to documenting these on the forum, but I might not have time for several days.  You all can though.
  1556.  
  1557. [20:02] <TailsMK4> This is going to be PB'ed anyway, so that won't be an issue.
  1558.  
  1559. [20:02] <@AdrianMarceau> Anyway, next up.  Holding item possible change (sorry tails).
  1560.  
  1561. [20:03] <TailsMK4> I'm all ears.
  1562.  
  1563. [20:03] <@AdrianMarceau> I'm thinking it might be a better idea to treat the pellets, capsules, and tanks more like Pokemon's berries than what I had previously suggested.
  1564.  
  1565. [20:03] == AdrianMarceau [63e2ee3d@gateway/web/freenode/ip.99.226.238.61] has quit [Quit: Page closed]
  1566.  
  1567. [20:03] == AdrianMarceau [63e2ee3d@gateway/web/freenode/ip.99.226.238.61] has joined #mmrpg
  1568.  
  1569. [20:03] <TailsMK4> Wait for him. I think he crashed.
  1570.  
  1571. [20:03] <@MegaBossMan> We'll just wait then.
  1572.  
  1573. [20:03] <AdrianMarceau> I hit Alt + Left Arrow
  1574.  
  1575. [20:03] <AdrianMarceau> >_>
  1576.  
  1577. [20:04] <ThatGuyNamedMike> HAH. xD
  1578.  
  1579. [20:04] <AdrianMarceau> Anyway, where was I?  Items?  Berries?
  1580.  
  1581. [20:04] <@MegaBossMan> Yes.
  1582.  
  1583. [20:04] <TailsMK4> I didn't get to experiment much with berries...but basically the items would be one-time use even in PB?
  1584.  
  1585. [20:04] <ThatGuyNamedMike> Pastebinning is down to you, Boss.
  1586.  
  1587. [20:05] <AdrianMarceau> Yes, I think for the current restorative items they will be treated like berries when held and auto-used at the appropriate time.
  1588.  
  1589. [20:05] <AdrianMarceau> Example with the Energy Pellet.
  1590.  
  1591. [20:05] <@MegaBossMan> Let's hope it doesn't get removed.
  1592.  
  1593. [20:05] <ZeroDXZ> ...
  1594.  
  1595. [20:05] <AdrianMarceau> Energy Pellets restore 20% LE when used in battle correct?  And, like all items, using them this way is a once-per-turn thing, right?
  1596.  
  1597. [20:06] <TailsMK4> The items actually were a large part of the reason for me coming back to the top of the Leaderboard...for better defense.
  1598.  
  1599. [20:06] <TailsMK4> Starforce Defense helps too, though.
  1600.  
  1601. [20:06] <AdrianMarceau> When held, Energy Pellets will be automatically consumed by their holder when LE reached less than or equal to 80% and it will not count towards that turn's one-item-limit.
  1602.  
  1603. [20:06] <MetaKirbSter_> Alright.
  1604.  
  1605. [20:07] <AdrianMarceau> So, in this way, you could get items into PBs... but they'd be one-use each.
  1606.  
  1607. [20:07] <TailsMK4> Would this apply in battles where someone else challenges your team?
  1608.  
  1609. [20:07] <@MegaBossMan> So, then, it's really only for PB?
  1610.  
  1611. [20:07] <AdrianMarceau> You can still use items normally in the campaign, but the one-per-turn limit applies.
  1612.  
  1613. [20:07] <TailsMK4> And if so, do you have a system in place to let players know their items have been used up?
  1614.  
  1615. [20:07] <AdrianMarceau> The hold mechanic is IN ADDITION to that
  1616.  
  1617. [20:08] <AdrianMarceau> The robot's currently held item will be displayed under their stats on the HUD
  1618.  
  1619. [20:08] <AdrianMarceau> when it's used up, it will disappear
  1620.  
  1621. [20:08] <AdrianMarceau> Just like you can use berries manually in battle OR give them to your Pokemon to hold.  The main difference is that by letting them hold the item it doesn't take a turn.
  1622.  
  1623. [20:09] <TailsMK4> I am more curious about defending against another player.
  1624.  
  1625. [20:09] <Tobyjoey> Sorry gents, but I had to go 9 minutes ago. Happy chatting.
  1626.  
  1627. [20:09] <TailsMK4> See ya.
  1628.  
  1629. [20:09] <@MegaBossMan> Dovidenja.
  1630.  
  1631. [20:09] <AdrianMarceau> Energy Capsule would work the same way, but auto-trigger when the user's LE reached less than or equal to 50%
  1632.  
  1633. [20:10] <AdrianMarceau> See ya Toby! Thanks for coming out!
  1634.  
  1635. [20:10] <AdrianMarceau> I think we should have OTHER items that double LE or WE
  1636.  
  1637. [20:10] <@MegaBossMan> Since E-tank restores 100% energy, it would activate...
  1638.  
  1639. [20:10] <AdrianMarceau> All the current ones will be automatically consumed
  1640.  
  1641. [20:11] <AdrianMarceau> Yes, the tanks are something I'm considering.  Maybe it would auto-trigger when you reach zero?  Like a fairy in Zelda?
  1642.  
  1643. [20:11] <TailsMK4> When auto-activated, the item is gone from the battle, yes...but is it gone for good and you have to put another one in?
  1644.  
  1645. [20:11] <TailsMK4> This is why I ask about defense. :/
  1646.  
  1647. [20:11] <AdrianMarceau> Right before you are disabled, it kicks in and you're back to 100%?
  1648.  
  1649. [20:11] <@MegaBossMan> Sounds like something that would tick me off if I was on the opposing side, but I do like it.
  1650.  
  1651. [20:12] <AdrianMarceau> If the held item was consumed in the single-player campaign, then YES you will have to attach a new one before the next mission.  If the held item was consumed in a player battle than it doesn't count and is reset after the mission.
  1652.  
  1653. [20:12] <ThatGuyNamedMike> Sounds like that's what Extra Lives are for.
  1654.  
  1655. [20:12] <MetaKirbSter_> Welp. I'll read the PB. Been long enough. See ya! (Spring break starting this friday, ending 3 days after)
  1656.  
  1657. [20:12] <AdrianMarceau> The extra life would have a similar effect, but as mentioned in a previous chat it's effects have been lowered to 50% LE and WE
  1658.  
  1659. [20:13] <TailsMK4> That's what I wanted to know, Adrian. It was sounding like once someone battled you and made you use your item, the next battler would then not have to deal with the item. :/
  1660.  
  1661. [20:13] <MetaKirbSter_> C ya Bros. Hope you have fun with ideas! ;)
  1662.  
  1663. [20:13] <AdrianMarceau> See ya Kirb!
  1664.  
  1665. [20:13] <@MegaBossMan> Yeah, I was worried bout that, but thankfully it's been cleared up.
  1666.  
  1667. [20:13] <ThatGuyNamedMike> Someone give Tails a point for making a point. :P
  1668.  
  1669. [20:13] <TailsMK4> So it's just a little riskier to use items when attacking someone else in PB. That I can undertsand.
  1670.  
  1671. [20:13] <ZeroDXZ> and i'm officialy out
  1672.  
  1673. [20:14] == Tobyjoey [6c203dc1@gateway/web/freenode/ip.108.32.61.193] has quit [Ping timeout: 246 seconds]
  1674.  
  1675. [20:14] <AdrianMarceau> Bye Zero!
  1676.  
  1677. [20:14] <ZeroDXZ> bye AM
  1678.  
  1679. [20:14] == ZeroDXZ [42aa402c@gateway/web/freenode/ip.66.170.64.44] has quit [Quit: Page closed]
  1680.  
  1681. [20:14] <AdrianMarceau> So yeah, if you had your robot hold an Extra Life, it would auto trigger when life energy OR weapon energy reached zero.
  1682.  
  1683. [20:15] <AdrianMarceau> (Because under normal circumstances it heals both)
  1684.  
  1685. [20:15] <AdrianMarceau> That makes sense, right?
  1686.  
  1687. [20:15] <TailsMK4> So will the Yashichi change as well, or it's just some items will have a feature that auto-activates?
  1688.  
  1689. [20:15] <@MegaBossMan> Yes.
  1690.  
  1691. [20:15] <@MegaBossMan> @Adrian
  1692.  
  1693. [20:15] <AdrianMarceau> I want the Yashichi to auto-active as well, but I'm not sure how to make it different.
  1694.  
  1695. [20:15] <@MegaBossMan> 100%?
  1696.  
  1697. [20:16] <@MegaBossMan> Plus...A turn of no damage?
  1698.  
  1699. [20:16] <@MegaBossMan> I have no clue :/
  1700.  
  1701. [20:16] <AdrianMarceau> Well, under normal circumstances, Yashichi heals 100% to LE and WE (as of the update) with no added effects.
  1702.  
  1703. [20:16] <@MegaBossMan> But perhaps the no-damage turn could be an added effect to the held item version.
  1704.  
  1705. [20:16] <AdrianMarceau> Hmmm.  That takes away the whole point of the extra life though...
  1706.  
  1707. [20:17] <ThatGuyNamedMike> No.
  1708.  
  1709. [20:17] <AdrianMarceau> No, the no-damage thing is removed entirely.
  1710.  
  1711. [20:17] <TailsMK4> Maybe the Yashichi could half the amount of damage that robot receives when it reaches 50% LE?
  1712.  
  1713. [20:17] <@MegaBossMan> I know that, but-..Never mind.
  1714.  
  1715. [20:17] <ThatGuyNamedMike> then Bosses would be jokes.
  1716.  
  1717. [20:17] == MetaKirbSter_ [ad50f552@gateway/web/freenode/ip.173.80.245.82] has quit [Ping timeout: 246 seconds]
  1718.  
  1719. [20:18] <AdrianMarceau> Hmmm.
  1720.  
  1721. [20:18] <TailsMK4> Then you would have the situation where a robot still has the halved damage and heals itself.
  1722.  
  1723. [20:18] <TailsMK4> Hmm...
  1724.  
  1725. [20:18] <AdrianMarceau> Ideally I would have wanted the Extra Life to be the only thing that auto-revives.
  1726.  
  1727. [20:18] <AdrianMarceau> But I'm not sure how to make the Tanks work then.
  1728.  
  1729. [20:18] <AdrianMarceau> Whatever way the Tanks end up working, the Yashichi should mirror it.
  1730.  
  1731. [20:19] <TailsMK4> Or Tanks could work differently when held.
  1732.  
  1733. [20:19] <AdrianMarceau> I'd like them to, but it has to make sense given their normal use.
  1734.  
  1735. [20:19] <AdrianMarceau> I think for the Pellets and Capsules, the berry idea works perfectly.
  1736.  
  1737. [20:20] <TailsMK4> I had some numbers in mind, but the fact we got three items that heal LE...
  1738.  
  1739. [20:20] <AdrianMarceau> Pellets heal 20%, so it makes sense that they'd wait until you hit 20% damage before triggering.  Same with capsules triggering at 50%.
  1740.  
  1741. [20:21] <AdrianMarceau> But tanks heal 100% so.... they don't work until you're at 100% damage?  But by that point you're disabled so.. when should they trigger?
  1742.  
  1743. [20:21] <AdrianMarceau> Should tanks do NOTHING when held?
  1744.  
  1745. [20:21] <ThatGuyNamedMike> E-Tanks can trigger when your HP is in the red.
  1746.  
  1747. [20:21] <TailsMK4> Or perhaps give the Extra Life an additional effect?
  1748.  
  1749. [20:21] <@MegaBossMan> Yeah, sure.
  1750.  
  1751. [20:21] <AdrianMarceau> Or should they double the WE or LE like previously stated?
  1752.  
  1753. [20:21] <TailsMK4> I thought about that, Mikey, but that honestly makes the Capsules pretty useless.
  1754.  
  1755. [20:21] <ThatGuyNamedMike> They're ALREADY pretty useless.
  1756.  
  1757. [20:21] <@MegaBossMan> I'm fine with the E-tanks having no effect, make the pellets and capsules a bit better in an aspect.
  1758.  
  1759. [20:21] <ThatGuyNamedMike> x)
  1760.  
  1761. [20:22] <@MegaBossMan> But maybe that's just me.
  1762.  
  1763. [20:22] <AdrianMarceau> In player battles capsules would be the better choice, obviously, but while you're still going through single-player the pellets are cheaper
  1764.  
  1765. [20:23] <TailsMK4> I honestly think we should continue this in another session after we've had some thought as to how to revise held items.
  1766.  
  1767. [20:23] <AdrianMarceau> Maybe the Energy and Weapon Tanks would be special and have the double LE or WE effect we discussed before?
  1768.  
  1769. [20:23] <@MegaBossMan> I mean, I'm still for the no-effect thing.
  1770.  
  1771. [20:24] <AdrianMarceau> That's a good idea, Tails.  Maybe someone should branch of this chat into a "Prototype Devroom : Item Discussion" and have MBM sticky it.
  1772.  
  1773. [20:24] <@MegaBossMan> :)
  1774.  
  1775. [20:24] <@MegaBossMan> This session is running a bit long, after all.
  1776.  
  1777. [20:24] == MetaKirbSter [ad50f552@gateway/web/freenode/ip.173.80.245.82] has joined #mmrpg
  1778.  
  1779. [20:24] <MetaKirbSter> Hey.
  1780.  
  1781. [20:24] <TailsMK4> I want to spend some time in the restroom personally...
  1782.  
  1783. [20:25] <MetaKirbSter> Has anything advanced through here?
  1784.  
  1785. [20:25] <@MegaBossMan> Oof, same here Tails.
  1786.  
  1787. [20:25] <AdrianMarceau> So, tanks are on the fence right now.  I'm okay with that.  Pellets and Capsules make enough sense to me that I think i
  1788.  
  1789. [20:25] <AdrianMarceau> I think they're settled.
  1790.  
  1791. [20:25] <MetaKirbSter> (BTW I was playing MM Day in the LL 2)
  1792.  
  1793. [20:25] <TailsMK4> (great game)
  1794.  
  1795. [20:25] <@MegaBossMan> So, any other points?
  1796.  
  1797. [20:25] <MetaKirbSter> (I'm facing hards stage)
  1798.  
  1799. [20:25] <AdrianMarceau> Extra Life auto-triggers when the user is disabled with 50% LE and WE.
  1800.  
  1801. [20:25] <@MegaBossMan> I know Mike has a few things, but it seems he wants to post it later.
  1802.  
  1803. [20:25] <MetaKirbSter> Uh guys, So has the thing done or anything?
  1804.  
  1805. [20:25] <MetaKirbSter> Sorry *Is
  1806.  
  1807. [20:26] <ThatGuyNamedMike> Actually, I can show it, now. It's all ing a pastebin.
  1808.  
  1809. [20:26] <MetaKirbSter> (Because your gonna have a 3 hour chat)
  1810.  
  1811. [20:26] <AdrianMarceau> No it's not Meta
  1812.  
  1813. [20:26] <MetaKirbSter> Ok.
  1814.  
  1815. [20:26] <ThatGuyNamedMike> *in a pastebin
  1816.  
  1817. [20:26] <AdrianMarceau> Okay, items are in-progress but you have my ideas.
  1818.  
  1819. [20:26] <MetaKirbSter> I'm gonna go play More MM Day in the LL 2.
  1820.  
  1821. [20:26] <TailsMK4> Ok, real quick then, Mikey.
  1822.  
  1823. [20:26] <AdrianMarceau> One more thing - quickly - I want to modify Quick Man's T1.
  1824.  
  1825. [20:26] <@MegaBossMan> What was it again?
  1826.  
  1827. [20:26] <TailsMK4> Which is...?
  1828.  
  1829. [20:26] <@MegaBossMan> It's been so long since then.
  1830.  
  1831. [20:27] <AdrianMarceau> I decided on Quick Strike.
  1832.  
  1833. [20:27] <ThatGuyNamedMike> Boomerang.
  1834.  
  1835. [20:27] <@MegaBossMan> Quick Strike?
  1836.  
  1837. [20:27] <TailsMK4> No, Boomerang is T2.
  1838.  
  1839. [20:27] <AdrianMarceau> A low powered but priority Swift type move... with an added effect.
  1840.  
  1841. [20:27] <AdrianMarceau> If the target is holding an item..... they DROP it.  :o
  1842.  
  1843. [20:28] <ThatGuyNamedMike> I'm just gonna come straight out and assume that people just overall hate the idea of robots having their own unique T3 moves.
  1844.  
  1845. [20:28] <AdrianMarceau> (for those wondering, item goes back to inventory)
  1846.  
  1847. [20:28] <@MegaBossMan> Wasn't that that the idea originally?
  1848.  
  1849. [20:28] <TailsMK4> So does this mean robots in SIngle Player could hold items?
  1850.  
  1851. [20:28] <AdrianMarceau> I don't hate it, but it's something that will have to wait until V3
  1852.  
  1853. [20:28] <AdrianMarceau> Yes
  1854.  
  1855. [20:28] <TailsMK4> Interesting...
  1856.  
  1857. [20:28] <AdrianMarceau> @Tails : Yes robots can hold items in single player
  1858.  
  1859. [20:28] <@MegaBossMan> Glad that's happening.
  1860.  
  1861. [20:29] <TailsMK4> Just to make sure we're on the same page...
  1862.  
  1863. [20:29] <TailsMK4> Robots from the other team, I meant.
  1864.  
  1865. [20:29] <AdrianMarceau> Yes, we are.  :)
  1866.  
  1867. [20:29] <TailsMK4> Ok.
  1868.  
  1869. [20:29] <@MegaBossMan> Alright, let's move on.
  1870.  
  1871. [20:29] <TailsMK4> T1 sounds good to me.
  1872.  
  1873. [20:29] <AdrianMarceau> Okay, I'll stop rambling.  Just let me get these last two screenshots out:
  1874.  
  1875. [20:30] <AdrianMarceau> Tomahawk from last week by The Zion  http://rpg.megamanpoweredup.net/images/gallery/previews/mmrpg-update-preview_20150329-02.png
  1876.  
  1877. [20:30] <AdrianMarceau> And then a new addition by MBM, Strike Man! http://rpg.megamanpoweredup.net/images/gallery/previews/mmrpg-update-preview_20150329-03.png
  1878.  
  1879. [20:30] == TheDoc [4cdbadd8@gateway/web/freenode/ip.76.219.173.216] has joined #mmrpg
  1880.  
  1881. [20:30] <TailsMK4> And Strike...that Ender revealed much earlier in the chat. >_>
  1882.  
  1883. [20:30] <TheDoc> TA-DAAAA
  1884.  
  1885. [20:30] == MetaKirbSter [ad50f552@gateway/web/freenode/ip.173.80.245.82] has quit [Ping timeout: 246 seconds]
  1886.  
  1887. [20:30] <@MegaBossMan> Yeah, we should put some security measure in the UF.
  1888.  
  1889. [20:30] <@MegaBossMan> We can't have things like this happening again.
  1890.  
  1891. [20:30] <@MegaBossMan> Spoilers are no good.
  1892.  
  1893. [20:30] <ThatGuyNamedMike> ^
  1894.  
  1895. [20:31] <AdrianMarceau> I hate that certain members are making that necessary.... >_>
  1896.  
  1897. [20:31] <TailsMK4> Or else resort to things like muting the chat when presenting.
  1898.  
  1899. [20:31] <@MegaBossMan> Happened with Freeze Man too.
  1900.  
  1901. [20:31] <AdrianMarceau> Okay, I'm done with my upending the tea table - every one else can go.
  1902.  
  1903. [20:31] <TheDoc> I feel like I came in at a reather solemn time
  1904.  
  1905. [20:31] <TheDoc> *rather
  1906.  
  1907. [20:31] <@MegaBossMan> Alright, I'll PB.
  1908.  
  1909. [20:31] <TheDoc> wat
  1910.  
  1911. [20:31] <TheDoc> no
  1912.  
  1913. [20:31] <TailsMK4> Nah, though it is Mikey's turn.
  1914.  
  1915. [20:31] <TheDoc> poop
  1916.  
  1917. [20:31] <@MegaBossMan> Mike, mind if you post your PB later?
  1918.  
  1919. [20:31] <@MegaBossMan> Or is that urgent?
  1920.  
  1921. [20:31] <@MegaBossMan> *this
  1922.  
  1923. [20:31] <AdrianMarceau> No I mean can go as in they can talk. Lol
  1924.  
  1925. [20:32] <AdrianMarceau> Unless every one wants to leave.  :P
  1926.  
  1927. [20:32] <TheDoc> Nuuuuuuu I just missed it
  1928.  
  1929. [20:32] <TailsMK4> I do want to leave, but I can wait for Mikey.
  1930.  
  1931. [20:32] <ThatGuyNamedMike> No one get to blab about how I should've posted it here, though. :P
  1932.  
  1933. [20:32] <TheDoc> Mikey
  1934.  
  1935. [20:32] <TheDoc> You should've posted it here
  1936.  
  1937. [20:32] <TailsMK4> Who is overdue to posting that link of his like minus 5 min ago.
  1938.  
  1939. [20:33] <ThatGuyNamedMike> Adrian had more stuff to say.
  1940.  
  1941. [20:33] <ThatGuyNamedMike> x)
  1942.  
  1943. [20:33] <TailsMK4> Doesn't mean we couldn't have two topics going at once.
  1944.  
  1945. [20:33] <@MegaBossMan> I have quite a things to prepare for tomorrow, so I'm not sure if I can stay until the meeting is over.
  1946.  
  1947. [20:33] <ThatGuyNamedMike> If you want it now, I'll post it now.
  1948.  
  1949. [20:33] <ThatGuyNamedMike> See?
  1950.  
  1951. [20:33] <@MegaBossMan> Which means someone else would have to PB.
  1952.  
  1953. [20:33] <TailsMK4> All right, let's end it.
  1954.  
  1955. [20:33] <ThatGuyNamedMike> can't.
  1956.  
  1957. [20:33] <TailsMK4> I guess go post in your ideas thread, then, Mikey.
  1958.  
  1959. [20:33] <ThatGuyNamedMike> Adrian x'd out on accident, and I got booted.
  1960.  
  1961. [20:34] <ThatGuyNamedMike> ...again.
  1962.  
  1963. [20:34] <@MegaBossMan> I have to become an American citizen tomorrow, after all :)
  1964.  
  1965. [20:34] <AdrianMarceau> Alright then, wrap up this and PB it.  
  1966.  
  1967. [20:34] <ThatGuyNamedMike> ...Boss.
  1968.  
  1969. [20:34] <TailsMK4> I'm leaving, I'll look at your PB when I get back, Mikey.
  1970.  
  1971. [20:34] <@MegaBossMan> With pleasure!
  1972.  
  1973. [20:34] <ThatGuyNamedMike> I'll set up a Thread.
  1974.  
  1975. [20:35] <@MegaBossMan> Oh, and Mike, sorry for postponing your PB :(
  1976.  
  1977. [20:35] <AdrianMarceau> Mike, if you want to continue and then PB a second, smaller discussing after I'm willing to stay for another 10 minutes or so.
  1978.  
  1979. [20:35] <ThatGuyNamedMike> See you all in the Xat in oh, 10 minutes.
  1980.  
  1981. [20:35] == ThatGuyNamedMike [320bddf1@gateway/web/freenode/ip.50.11.221.241] has quit [Quit: Page closed]
  1982.  
  1983. [20:35] <AdrianMarceau> Ah, better idea.  See ya there!
  1984.  
  1985. [20:35] <TheDoc> Meeting adjourned?
  1986.  
  1987. [20:35] <AdrianMarceau> Yes, thank you all for coming! :D
  1988.  
  1989. [20:35] <TailsMK4> Couldn't spell that word. lol
  1990.  
  1991. [20:35] <TailsMK4> See you all later, then.
  1992.  
  1993. [20:35] <TheDoc> C ya guys!
  1994.  
  1995. [20:36] <TailsMK4> (and no, I'm not getting off your lawn, MBM) :P
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