SRB2 Message Board  

Go Back   SRB2 Message Board > Sonic Robo Blast 2 > SRB2 Discussion

Reply
 
Thread Tools Search this Thread
Old 07-09-2020   #6561
GrayAngel
 
GrayAngel's Avatar
Default

Quote:
Originally Posted by Inazuma View Post
Can you guys PLEASE buff/rework shield abilities? ATM, most of the shield abilities are completely useless and serve little function.

Force Shield's stop ability feels very useless. It would be nice if, instead, force shield's ability is Instashield/wind attack. Reflecting Projectiles and temporary I-Frames would, IMO, make the shield a lot more interesting and give it some interesting uses in maps.

Attraction Shield's homing is.... its ok. Personally I'd just remove the homing entirely and give magnet shield a new ability. Flame Shield's thrust seems very useless. ATM its just a worse thok. Completely useless for Sonic and for others... unnecessary.

It would be nice if Bubble Shield's bounce functioned more like SA2's bounce rather than what it currently is.

Elemental Shield also could use some sort of rework. I'm not entirely sure how to even approach Elemental Shield. The ability is just a really really slow stomp.

Lightning Shield, Whirlshield, and Armageddon shield are perfectly fine. No need to touch them.
I think the Fire, Thunder, and Bubble shields were mainly added as nods to S3&K. They never appear in the campaign, most likely because their uses overlap with the original shields. The Thunder shield is very similar to a Magnet shield, both attracting nearby rings. And the Elemental shield is basically a Fire and Bubble Shield put together. I'd leave the S3&K shields alone. If you change them, then that would defeat the purpose of including them at all.

That being said, I do actually like your idea for the Force shield. Considering the Force shield's original use was to grant you two free hits without losing rings, rather than the usual one, changing the jump ability so that it grants you invincibility frames makes sense thematically.

Only other thing I'd change is the homing attack from the magnet shield. I think the shield would be much more useful if the homing attack worked more like Modern Sonic's version of it. It would allow the player to chain attacks across multiple enemies in a line, or grant safe passage across a pit, landing where the Badnik was, rather than catapulting you forward.

I'm fine with the Elemental Shield. It's already the best shield in the game. I mean, fire resistance AND the ability to breathe under water, AND it leaves a trail of fire that damages enemies? For me, there's no easier way to deal with those tortoise shaped Badniks. Just stomp, back up, and wait for them to walk into the fire. It has way more versatility than the others. I see no need to buff it even more.
GrayAngel is offline   Reply With Quote
Old 07-09-2020   #6562
h0is
 
h0is's Avatar
Default

(sorry for making another post so soon) Another thing I just thought of; maybe have supercolors be selectable in multiplayer in addition to normal colors? As in, being able to select what color your super form is, not using supercolors as normal colors.
h0is is offline   Reply With Quote
Old 4 Weeks Ago   #6563
Panda.
Just a remapper.
 
Panda.'s Avatar
Default

I bet this suggestion is already posted or confirmed. There should be something called Local Earthquake. When a player or a thing Attack or do something like big explosion, Local Earthquake make nearby players sense its earthquake, if they move away from the player/thing, it reduces their sensing to the earthquake. So let's say, 2*Fracunit of Local Earthquake can be a small range of other sensers, 8*Fracunit can be a medium range and 16*Fracunit can be a high range. If sensers are inside the range then they can sense it depending on their distance. So that can be equipped for the Big Floating Mine at DSZ
__________________
Quote:
<#Wane> WHAT HAVE YOU DONE
<#Panda> I done my H.W xd
Yes, don't show memes* that harms me, please?
Panda. is offline   Reply With Quote
Old 4 Weeks Ago   #6564
Zwip-Zwap Zapony
 
Zwip-Zwap Zapony's Avatar
Default

Have Super Knuckles' nuke when landing after stopping a glide be dependent on velocity, with at least a minimum speed needed before the nuke occurs at all.

It feels odd to short-hop, glide, stop, land, and then have a devastating nuke occur to nearby enemies, despite how little hop might have been.
(It feels good and impactful when doing the same off the edge of a cliff, though.)
Zwip-Zwap Zapony is offline   Reply With Quote
Old 4 Weeks Ago   #6565
glaber
Emblem Radar Ready
 
glaber's Avatar
Default

Allow no-spin characters to stomp enemies in Mario mode.
__________________
Welcome to my Dimension
glaber is offline   Reply With Quote
Old 3 Weeks Ago   #6566
bigoof
 
bigoof's Avatar
Default

How do you know what your IP address is?
bigoof is offline   Reply With Quote
Old 3 Weeks Ago   #6567
time gear
 
time gear's Avatar
Default

A few ideas for what to replace thok with in Sonic's moveset:

1. Parkour: This one would probably be a pain to script and would require the most new sprites, but I think the end result would probably be worthwhile. The general idea is inspired heavily by Sonic Lost World. Sonic can grip against walls while maintaining his forward momentum by holding jump, losing nearly no height at first but losing height faster the longer he holds on. Letting go of jump launches him off. He can then proceed to grip another wall if one is nearby enough. He can also grab onto ledges that are just barely too high to jump up to and vault himself up.

2. SA2 style bounce: Can be used to gain a little bit of extra height over what's possible with a normal jump, and can launch pretty far by bouncing off a badnik. Retains forward momentum, so however fast Sonic is moving, he will keep moving forward that fast while bouncing.

3. Wall peelout: Sonic can grab onto a wall and charge up a peelout to run up it. If he doesn't have enough speed to make it to the top, he will simply fall back down.

4. Slow fall: Sonic uncurls mid-jump to ride the wind, causing him to be vulnerable to enemies but allowing him to gain extra horizontal distance in his jump. While in this state spin will cancel, holding down jump will fast fall. Basically, it's the same thing as in Unleashed, Colors, Generations, etc.

5. Jetpack thok: Sonic pulls out a Jetpack Tails made for him and uses it to get a quick boost. Works similar to thok, except it can be used twice midair, once forward and then once backward, allowing him to correct himself. Although he's not curled up into a ball, he still damages most enemies.

Last edited by time gear; 3 Weeks Ago at 02:38 PM.
time gear is offline   Reply With Quote
Old 3 Weeks Ago   #6568
CrystelleCore
milne be done
 
CrystelleCore's Avatar
Default

Why in the world would Sonic have a jetpack?
__________________
milne commits mass murder
https://media.discordapp.net/attachm...8/srb20300.gif
CrystelleCore is offline   Reply With Quote
Old 3 Weeks Ago   #6569
time gear
 
time gear's Avatar
Default

Quote:
Originally Posted by CrystelleCore View Post
Why in the world would Sonic have a jetpack?
Because Tails.
time gear is offline   Reply With Quote
Old 2 Weeks Ago   #6570
OP345
Default

Quote:
Originally Posted by time gear View Post
A few ideas for what to replace thok with in Sonic's moveset:

1. Parkour: This one would probably be a pain to script and would require the most new sprites, but I think the end result would probably be worthwhile. The general idea is inspired heavily by Sonic Lost World. Sonic can grip against walls while maintaining his forward momentum by holding jump, losing nearly no height at first but losing height faster the longer he holds on. Letting go of jump launches him off. He can then proceed to grip another wall if one is nearby enough. He can also grab onto ledges that are just barely too high to jump up to and vault himself up.
How about just letting straight up Sonic run on walls like you see in those fangames like Sonic Utopia or Green Hill Paradise? It would require less sprites (the only sprites required would be if there isn't much momentum in the wall run which makes it more of a slide).

The bounce is also a good idea. I've always thought the Derp's moveset was a pretty good concept for a replacement to Sonic's thok.
OP345 is offline   Reply With Quote
Old 2 Weeks Ago   #6571
BlueZero4
 
BlueZero4's Avatar
Default

I've love to see more community maps included with the base game of SRB2.

N++ and Distance are two of my favorite games. Both are intense platformers with tight controls and momentum-based gameplay. However, both of these games also have an absurd amount of content. N++ comes with a level editor, but the official content is so numerous that you really never need to touch any of it. Distance has great workshop integration to easily acquire, digest, and sort the large number of community stages. I'd love to see SRB2 add more community stages into the fold, so that SRB2 can approach a similar level of content bulk.

Haunted Heights, Frozen Hillside, and Pipe Towers [edit: also Botanic Serenity] are all existing examples of community content packaged into the base game. This is great, and I'd love to see more of it.

Last edited by BlueZero4; 2 Weeks Ago at 06:36 PM.
BlueZero4 is offline   Reply With Quote
Old 2 Weeks Ago   #6572
CKKGaming
Default Add more buttons to the layout editor on mobile.

I discovered by going into the layout*.cfg and changing the button from eg. talkkey to console, the console appears upon pressing the location of the button. It is invisible due to console not having a set of button graphics.
CKKGaming is offline   Reply With Quote
Old 2 Weeks Ago   #6573
time gear
 
time gear's Avatar
Default

After giving it some thought, I came up with a potential revamp for Metal's moveset:

- Hover is moved to spin. It replaces non-passive shield abilities entirely, so he always has access to it at the cost of never having shield mobility.

- Hover is given a meter. It instantly recharges when you touch ground, but you only have a combined 10 seconds of hover time per jump. You can still use it multiple times per jump, but it costs a bit extra every time after the first, so trying to spam this to get around the meter cost will actually cost more than just using the meter normally. The meter is infinite while Super.

- Hover no longer enters slow fall when moving too slow, however coming to a dead stop will drop you.

- Thok becomes his primary air ability. You cannot both thok and hover in the same jump unless Super.

- Metal cannot spindash, but instead has the peelout. He can get under tight spaces while in boost mode. Just like before with the spindash, fully charging the peelout will activate boost mode.

- Metal can stand/run on lava without taking a hit, but will have his rings drained at a speed of 5 per second unless Super or in boost mode. If he has no rings, he dies like any other character. He also has a sparking visual effect while his rings are being drained.

- Metal can breath underwater infinitely, but still undergoes the countdown. At the end of the countdown, Metal will lose all his rings and will be unable to pick up more until he leaves the water or touches a bubble, leaving him vulnerable to attack. He still gets the sparking effect when the countdown begins, and remains sparking until he leaves the water or touches a bubble.

- Metal can breath in a vacuum infinitely, but is unable to thok or hover and experiences a ring drain of 2 per second. If he is Super, this is ignored.
time gear is offline   Reply With Quote
Old 1 Week Ago   #6574
LeonHeart
 
LeonHeart's Avatar
Default

A difficult suggestion but SRB2 in VR would be interesting. =D
LeonHeart is offline   Reply With Quote
Old 1 Week Ago   #6575
time gear
 
time gear's Avatar
Default

Perhaps there could be a sewer themed level in the secret levels section that makes use of "vacuums" from time to time to represent Sonic and friends being unable to breath due to the stench? Could also make use of the green slime from Techno Legacy that hurts you.

Last edited by time gear; 1 Week Ago at 02:24 AM. Reason: Corrected "extra levels" to "secret levels".
time gear is offline   Reply With Quote
Old 1 Week Ago   #6576
BlueZero4
 
BlueZero4's Avatar
Default

The S3&K bubble bounce ability should be available as an ability for custom characters.
BlueZero4 is offline   Reply With Quote
Old 1 Week Ago   #6577
azoo
Default

Making the Insta-Shield and the Drop Dash one single move would be a good idea for an ability.

Hold the spin button in the air to rev up a Drop Dash, land to launch it. If you release it before landing, it cancels out by breaking into the Insta-Shield; almost as if Sonic's exerting the force he's built up. This would not only make both moves feasible in a visually coherent way, but changing the IS's function from via-press to via-release would make using the move much more beginner friendly, as it gives you time to decide the exact moment you'd want to use it instead of potentially shooting it too soon.

Sonic Islands executes this the exact same way, but I haven't seen anyone who played it acknowledge how it works. It's really intuitive, and honestly after extended play it just feels right to the touch. Maybe a move like this is what Sonic needs?
azoo is offline   Reply With Quote
Old 1 Week Ago   #6578
SilverVortex
 
SilverVortex's Avatar
Default

i think all of the shield abilities should be available in the ability2 bracket of the s_skin lump. the closest thing we have to that so far is the C_DOUBLEJUMP and C_HOMINGTHOK, but i think we should have the elemental shield's stomp and the bubble shield's bounce as well.
SilverVortex is offline   Reply With Quote
Old 1 Week Ago   #6579
SeproDep
Local Idiot
Default

I have a couple of suggestions for expansions of the simple mode camera.

If some, or all, of these suggestions are already in the game, please keep in mind that I played through the entire game not knowing that simple mode even existed and I was gonna suggest the entirety of it as a "dynamic camera".

1. The camera should lock onto bosses. The final boss is a pain to fight because half the time you don't know where he even is.
(Note: Metal and Fang should be left alone. Not knowing where they are is half the fun.)

2. When using Tails's flight, the camera should automatically pan towards the ground, like in Sonic Jam. It's a bit difficult to see where you're landing when you're cheesing through the levels.

3. When Knuckles glides, the camera should pan down at a 45 degree angle. This is for the same reason as Tails's camera, though you should still be able to see the wall ahead.

4. Shadows. Not Shadow as in the hedgehog, shadows as in that dark spot beside you. When Metal is hovering, it can be difficult to see how high up he is.
SeproDep is offline   Reply With Quote
Old 6 Days Ago   #6580
CobaltBW
Community Noise Maker
Developer
 
CobaltBW's Avatar
Default

We have drop shadows already, but the camera might not be appropriately angled for using it as a reference at certain heights
__________________
~CobaltBW

Check out my soundcloud profile for music stuff
CobaltBW is offline   Reply With Quote
Reply

Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Some suggestions..... Konata123 SRB2 Discussion 3 03-30-2011 03:01 AM
I want some suggestions/reviews, please. Shadow Hog Outdated Releases (0.X & 1.X) 22 10-31-2006 01:45 AM
Question about a few 1.1 suggestions SSNTails Help 11 01-07-2006 04:27 AM
My suggestions RenegadeC Help 41 10-18-2005 09:51 PM


All times are GMT. The time now is 05:36 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2020, vBulletin Solutions, Inc.