Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Machine Refuelled
正在显示第 21 - 30 项,共 40 项条目
< 1  2  3  4 >
更新于:2024 年 4 月 25 日 上午 5:20

Changelog

Note: There may be some undocumented changes because I did some work on this update 6 months ago before taking my break and I'm not the best at note-taking so I might have forgotten some changes.

General Changes:
I thought I nerfed the dash invuln startup before I went on my break but apparently that was a lie. It now starts up frame 3 as I intended.
Feedbacker's parry can now be aimed with an XY Plot rather than autoaiming poorly at the opponent.
Knuckleblaster on block -20f > 0f
Stomp minimum IASA 8f - 10f
Jump updated to latest version
Air Option renamed to Stamina
Stamina Pip regen 90f > 150f
Starting Stamina 3 pips > 2 pips
NEW MOVE: Low Whip - 6f startup low, HKD on grounded opponents, pops up aerial opponents to extend combo. This move is a strong neutral option that trades (much lower damage but netting a knockdown) vs Horiz. Slash on round start.
NEW MOVE: Whiplash - On hit, this move will zip you towards your opponent, extending combo options.

Revolver:
Sharpshooter entirely reworked, now it's an entirely separate projectile rather than a buff. In future will explode after bouncing or going through other projectiles.
Piercer hitboxes tweaked to *hopefully* improve consistency
Coin logic touched up to hopefully improve prediction errors and crashes
Knuckle Blaster now uses autoblock armour rather than hyper armour
NEW MOVE: Pistol Whip - 7f startup plus on block mid

Shotgun:
Fireworks startup 7f - 6f
Core Eject now unparriable
Core Eject and Overpump damage increased (WARNING: THIS ALSO APPLIES TO YOURSELF)
Core Eject and Overpump explosion sizes increased
Overpump now unparriable
Self-damaging explosions now put you into the fall state rather than hitstun, allowing you to use it for movement and followups

Nailgun:
NEW MOVE: Place Magnet - allows you to set a magnet within a 360-degree radius rather than firing one.
Sweeper changed to a low on startup.
Sweeper DI effectiveness and knockback reduced a bit because it's kinda useless in combo rn
Sweeper final hitstun increased

NEW WEAPON: Rocket Launcher
Rocket launcher is in a very early state, but the SRS cannon allows for some goofy stuff so I wanted people to get their hands on it purely for the fun of it.
The design idea behind rocket launcher is that it should be a specialty tool - you pull it out only when you need it rather than trying to play a full neutral game or specifically do rocket only combos.
NEW MOVE: Fire Rocket - Fires... well, it fires a rocket. It's not rocket science. Comes with a toggle that allows you to freeze your rockets in place. Impact explosions from the rocket do 0 damage, only direct hits or shooting the rocket will cause damage. This does, however, mean you can safely rocket jump with it
NEW MOVE: SRS Cannon - Launches a large, bouncing cannonball that explodes either after a duration or when shot.
NEW MOVE: Rocket Ride - When you are near a rocket (tip: freeze the rockets) you can ride a rocket and aim it a little bit.

更新于:2023 年 10 月 21 日 上午 8:41

Updated coin logic:

- Thanks to the new Swept Hitboxes functionality in 1.8, coin ricochets and the Slab Revolver have been moved away from hitscan and are now actual hitboxes! This means the angle of your coins can be used to set up traps and hopefully make coin usage more consistent. This initial version will probably need some kinks ironing out but we'll see.
- Magnets now detonate when you stomp on them.

更新于:2023 年 10 月 19 日 下午 1:08

Compatability patch for Version 1.8, alongside a couple balancing tweaks
It's likely I've broken some other stuff or his balance won't be quite right yet. This is more a quick fix to get him working.

Style gain has been increased and drain decreased, but drain has been increased when you get hit. This should let you get up to those higher damage multipliers quicker.

I'm aware of a weird thing with Knuckle Blaster on parry right now. I'll fix it in the future - this is more so Machine is at least Compatible

更新于:2023 年 10 月 19 日 下午 1:04

更新于:2023 年 10 月 19 日 下午 1:02

更新于:2023 年 10 月 19 日 下午 1:01

更新于:2023 年 10 月 19 日 下午 1:01

更新于:2023 年 10 月 6 日 上午 9:37

Okay this is a massive one so I might not get everything because I'm an idiot who doesn't take proper notes.
A lot of the new stuff added is still in a fairly early state, so do shout if things break.

PARRY: Machine now has the normal parry mechanics
FEEDBACKER JAB: The projectile deflect has now been properly merged into the Feedbacker. It is now frame 3 rather than frame 1
STOMP: Now properly starts at 4 frames
MARKSMAN: Now fires the projectile at Frame 5
KNUCKLE BLASTER: No longer a hitgrab, now an armoured two hit attack with a proper projectile parry window on the blast (that's super late, it's mostly there for accuracy)


NEW WEAPON: NAILGUN (Very early initial implementation)
NORMALS
SWEEPER: A burst of nails sweeping from low to high
METAL FLOOD: a massive forward firing shot of nails, great for getting some distance on enemies.

SPECIALS
FIRE MAGNET: Fire a magnet which stays where it hits. Fire nails near this magnet to create a growing cloud of damaging nails, which explode into a nail bomb at the end.
There's a lot of work to be done on the Magnets still, they currently don't have all of their interactions hooked up (for example triggering the explosion with a ground slam and the like)
OVERHEAT: RAIN: Use built up Heat to fire a barrage of nails into the air, where they'll come raining down.

NEW MECHANIC: Style - playing with more of your moveset gets you a damage multiplier. Getting hit, not hitting the opponent and using the same moves repeatedly isn't very Stylish, machine!

The weapon switching button has been tweaked to be a little nicer to use - now the buttons shouldn't move around as much.
The UI has been tweaked so that the weapons' meters are all of a uniform size.

Core Eject and Pump Charge explosions now do less hitstun to you than the opponent. This means you can use it as a combo tool. You'll still get hit, meaning you'll lose style, but think of the mental advantage.

更新于:2023 年 9 月 16 日 上午 9:49

This update is one to basically polish up some existing stuff so I can feel better about moving onto the Nailgun. No, Projectile Boost isn't in yet, it's gonna take a lot of work so I'll come back to it,

CHANGES:
Added icons for Universal, Revolver and Shotgun moves.

REVOLVER:
Throw Coin: Maximum throw speed increased. Coin Recharge rate increased from 60f to 90f (gotta give people a reason to use Emergency Coins)
Ricoshot: Ricochet logic changed slightly, to add a little bit of leading based on the opponent's velocity when the ricoshot targets. This should make it more consistent in combos.
Fistful of Dollar: Coins you parry with Feedbacker now bounce when they hit an enemy, rather than piercing through. This means they stay visibly in play rather than weirdly floating throughout the stage. It also means you can punch them again to get more stacking damage. I wanna see some funny clips come out of this. Punched coins are now also affected by gravity. If you wanna do a dead straight shot at the enemy, use the Feedbacker Jab to turn the Fistful of Dollar into a Ricoshot!

更新于:2023 年 9 月 13 日 上午 9:33

Today's update is a fairly small one partially to make machine suffer a little more for getting caught, but also giving a new toy to Shotgun Stance.

CHANGES:

GENERAL CHANGES:
Machine now has a damage modifier of 1.3x, meaning it'll take more damage when it fucks up.

SLIDE:
Removed Projectile and Grab Invulnerability Periods

SHOTGUN:
NEW SUPER: ULTRA PUMP - Locks your Pump Charge to max for a while, allowing for high range, high damage, high hitstun combos. This may be reduced to locking to Level 2 if it's too strong.

Next Update I'm probably going to try to get some actual icons in for Revolver and Shotgun, and then I'll probably start working on the Nailgun for a bit