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Super Mystic Sonic Reborn [SMSreborn-v2.2; SMS Colors] Details »»
Super Mystic Sonic Reborn [SMSreborn-v2.2; SMS Colors]
Version: 2.2, by Golden Shine (Here to bring light!) Golden Shine is offline
Developer Last Online: Sep 2020

Version: SRB2 Rating: (31 votes - 4.45 average)
Released: 04-18-2020 Last Update: 06-09-2020 Favourites: 22
Characters SOCs Scripts Re-Useable Content Sprites/Graphics



This mod adds a new transformation to Sonic, significantly boosting his abilities far beyond what players would usually be expected to handle normally, pushing the limits of what you can do is the name of the game! But be careful, you're not invincible and will lose your form in 2 hits. While Super Mystic, it isn't the game, but your own limits as a player that will define how far you can push Sonic, unleashing him as that action superhero he's always shown off to be, but rarely let you actually play as. (...or you can just go Hyper Mystic and say screw everything. I ain't gonna police it)

VIDEO FOOTAGE

TRAILER

Spoiler: TUTORIALS

Features:
  • The Ability to transform from practically any version of Sonic.
  • Special Balance for BattleMod 6.1, Match, CTF, and extra options for Race.
  • Many cooperative abilities allowing you to boost other players, including powershare, which grants characters a special superform with unique abilities not seen in normal superforms.
  • A humongous amount of abilities, options, and alt control schemes to let you play your own way.
  • Hyper Mystic Sonic, AKA HMS; An extra optional transformation on top of SMS, letting you become the most powerful character in SRB2 history for a limited time.
If you like playing the old way or want to practice, you can also select SMS as a skin, unless servers force this off. SMS is my most personal and long-running creation, and at the very least, I hope it'll show in the polish.

Spoiler: SMSreborn v2.2 Changelog

-Made 34 extra skincolors, mostly to add pulsing color options and a proper default palette that isn't just Super Sonic's. Other
characters may access these too.
-Added an admin option to turn pulsing colors off. This may ease RESYNC issues if you're getting those!
-SMS technically now supports Battlemod 8.3, though I'm dropping future Battlemod support, and recommend playing 6.1 from here on out for optimal games with SMS.
-Bandages(Sonic Boom Sonic) can now transform into SMS.
-Minor bugfixes for dedicated servers, some wad combinations, etc etc.

This version uses a different I/O file, so don't forget to save your favorite settings again.

Spoiler: SMSreborn v2.1 Changelog

Spoiler: BUG FIXES

-Fixed SMS' infinite attack & defense priority in Battle Mode that plagued SMSreborn-v2. Rejoice, Knuckles players.
-Fixed SMS being able to multi-homing attack after a homing attempt when he shouldn't (Battle Mode.)
-Removed a bug where SMS' stomp wouldn't work properly with combat shoes.
-SMS' lightspeed attack no longer breaks when wearing speedshoes.


Spoiler: CHANGES

-SMS now varies voice clips for Airboost and Blinddash. RIP "Go!!" spam
-SMSblast Mode is now called "Legend Mode" and has SMS' 2.0 walljump+1.09.4 multi-homing thok.
-The ringburst can now alternatively be done by double tapping custom1 on the ground.(boostmode-only) Practically necessary for the "Simple" control scheme.
-Afterimages when HMS' spindash AoE attack hits enemies.
-If you've never saved options, you'll now get assigned a random SMS color outside of coop modes when joining a game.



Spoiler: BALANCE

(Battle Mode)
-New critical combo mechanic! Any strong stun you afflict on SMS players will now become a critical stun. Hit SMS during this stun for a critical FINISHER, sending him flying and gaining you even more bonus points! This mechanic should allow non-SMS players to be much more aggressive, and also make it alot more fun to fight SMS in general. Aim to clash your attacks as hard as you can with SMS, as this will now give you the advantage and open opportunities!

-SMS' stomp now bounces a bit unless moving very fast to present clearer openings.

-If Fang is firmly grounded, neither shooting or sprinting, he can now resist SMS' spin-type attacks much like Knuckles.

-SMS is now refunded up to 10 rings when detransformed by a non-critical finish depending on ring count before getting hit. He also gets a pity or force shield depending on ring count. This should make it easier to get back into the game in busy netgames.

-SMS' flames inflict a more stun.

Spoiler: SMSreborn v2 Changelog

Spoiler: BUG FIXES
-Fixed methods to bypass SMS transformation restrictions
-You can no longer buy Golden Shoes in unintended gametypes
-Can no longer access HMS with 50 rings in gamemodes you need 300 rings.
-HMS can no longer hold onto flags.
-Fixed firestomping bug without elemental/fire shields
-Fixed issue with SMS transforming and instantly throwing a Diffusion Flame.
-Restores music properly for everyone after HMS panic in matches.
Weapon Previous input now also picks up items like intended.
-Atomdive&Stomp now properly detect all FOFs over deathpits.
-Analog footsweep setting now doesn't screw up the dodge.
-Fixed being unable to use the SMSmenu command when grabbed by -SMS(to make yourself ungrab-able during grieving)
-Kirby now gets different abilities from SMS depending on context.(fixes people getting kicked upon rejoining after sigsegvs when rejointimeout's active, messing up and lagging netgames like crazy)
-Fixed SMS's "freemode" and banned-mode being inaccessible for Battle Mode
-Many other minor things.

Spoiler: NEW MOVES
-Tap spin after launching the Atomic Dive for a Super Dropdash! More height = more speed!
-HMS is now even more powerful. Press Fire when charging a spindash for "Galaxy Storm".

Spoiler: CHANGES

-Your preferences can now be saved. Use "Save Config" in the SMSreborn menu. I suggest not doing this as a joiner, because it'll save the host's Admin settings from that game.
-SMS now autoloads SMSreborn.cfg. This acts like an autoexec.cfg, but specifically for SMS. Neat for automatically loading smsaltmusic(netgame safe), giving yourself a silly Super Mystic name or other commands. Not necessary at all.

-SMS graphics now automatically adjust upon server joins and HMS appearances. Turned off being messing with it manually.
-The lowest SMS graphics setting now removes even more visual effects.
-Added HMS limit option. Sets limit to how many HMS' can exist in a server. Default is 1.
-Removed rapid flashes from HMS' Novablast and Godbreaker on the highest graphics setting.
-When disabling the ability to turn into HMS, now immediately turns off already active HMS players.
-Added arrows to the SMS menus to convey the multiple pages.
SMS controls can be used during Match gametypes.
-Removed "SMSreborn is added, use blah for controls aid, etc" message
-Homing Momentum is now set to "key" by default since that seems to be the general preference over mine.
-New gfx/sfx for spamdash, ringburst, footsweep reflections(&timing) and HMS spindash AoE
-"HMS Themes" is now "Music Themes". Turns off HMS' theme, HMS' panic theme, and runshoes music for you.
-Added two new special SMS colors.(SMSreborn menu): Lapis Vapor and Azure Breaker
-Hold C3 for an "Explosion cam" after the highest grade atom dive.
Added hint if you get killed by an SMS who threw you.
-Players can now use "FIRE" to turn HMS in Battle.(C3 still works too) This caused some confusion.
-SMSblast SMS now has homing build into his multi-speed thok, like the original 1.09.4 SMS.
-An already ongoing ringburst will no longer be stopped by water
-Climbing Characters can now super-leap off walls if they're Mystic Super.
-You can now ringburst directly while spinning (still need boostmode), and canceling ringbursts grants some boostlvl
-If Tails(bot) is carrying you, you can now press custom3 to boost him yourself.
-The super hammerjump now can now also be performed from an airlanding.
-Kirby now gets Fire/Tornado/Wheel/Mike/Long Jump from SMS depending on context.(fixes people getting kicked upon rejoining after sigsevs when rejointimeout's active, messing up servers)
-Character mods can now set player.mo.smscompatibleskin to 2 to force compatibility with SMS.

Spoiler: BALANCE

(All)
-Diffusion Flames now lay firetraps a few frames later, and no longer do while detonating.
-The haymaker prompt extends if you've recently got hit by/dodged a haymaker to discourage spam.
-SMS' haymaker(HMS exempt) is now single-target on players. Players kept running into SMS' fist AoE wondering why they got no prompt.
-The haymaker now can't target flickering players and drains rings similar to sprinting.
-You can now leapfrog anyone, friend or foe.
-SMS' sprint powers now drain rings faster
-Atomdives now cost rings and whiff if you have none.

(CTF)
-SMS now has to touch the flag for half a second before being able to grab it. Should make capturing the flag in a game with tons of SMS players easier.

(Battle Mode)
-You're now invulnerable for 2 seconds when transforming. Should aleviate frustration of instantly losing SMS.
-Increased SMS' stun power on his regular flames
-Only non-SMS players now gain 25 bonus points when hitting SMS. (Untransformed SMS players still get this bonus)
-Homing Attack now has cooldown and consistent knockback when it fails, making spam harder, but also minimizing awkwardly flying skywards because of jank.
-Haymakers won't pierce shields in battle mode.(Still does in Match/CTF)
-HMS now drains 25 rings per second when a control point's being captured by anyone.
-HMS now captures control points MUCH slower

Download Now

File Type: pk3 SMSaltmusic.pk3 (3.39 MB, 2636 views)
File Type: pk3 SMSaltmusic-meme.pk3 (2.25 MB, 1762 views)
File Type: lua HMScheat.lua (1.8 KB, 1577 views)
File Type: pk3 VCL_SMSreborn-v2-2.pk3 (2.62 MB, 2481 views)

Screenshots

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Comments
Old 04-19-2020   #22
Cyron
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finally, srb2 is good again

gonna dock points for killing the bee in the trailer though
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Old 04-19-2020   #23
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I'm inclined to agree with Inazuma regarding the design of SMS. The yellow, green, and red are all clashing in a way that's rather unappealing to the eye. When I was a teenager a decade ago I thought it looked cool, but now that I have more of an eye for artstyle it just looks jarring.

What I could suggest to fix it however is since you are going for a "Transformation" concept, perhaps you could nix the red stripe on his head and make him overall more green to set him apart from Super Sonic.

In regards to his HMS form, it's very over the top, but in a way I find rather visually pleasing. It very much fits the overwhelmingly overpowered nature of the form, so I don't mind the multitude of colors present.

As for how SMS and HMS actually play, I find it to be quite enjoyable. It's great for going on a power trip without entirely removing skill from the equation, which is a rather satisfying combination. Ironically however, my favorite thing about this doesn't have anything to do with the character itself, but rather is in regards to how sometimes when you thok into a badnik they bust apart into tiny little bits. I would very much enjoy it if that was added in as a vanilla feature.
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Old 04-19-2020   #24
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Quote:
Originally Posted by time gear View Post
I'm inclined to agree with Inazuma regarding the design of SMS. The yellow, green, and red are all clashing in a way that's rather unappealing to the eye. When I was a teenager a decade ago I thought it looked cool, but now that I have more of an eye for artstyle it just looks jarring.

What I could suggest to fix it however is since you are going for a "Transformation" concept, perhaps you could nix the red stripe on his head and make him overall more green to set him apart from Super Sonic.
I'm sorry, did you really just suggest turning SMS into Broly? XD
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Old 04-19-2020   #25
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AW YEAH! THIS IS HAPPENIN'!

I've never been this happy - SRB2 wise, that is - ever since SRB2 2.2 came out to the public.
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Old 04-19-2020   #26
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dude I played this character and I LOVED IT ITS AWESOME!!!
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Old 04-19-2020   #27
Chrispy
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This is definitely made with a lot of passion and skill and it really shows! There are some really well-made graphics here, and I'm a big fan of the options menu. But, if you don't mind, I'd like to give some constructive criticism on the character mod itself.
There are a lot of really cool ideas in this mod, but I think it fails by trying to do every idea all at once. The best way I can think to exemplify this is with the glow on SMS himself. The glow is portrayed in the shading, the skin palette animations, the corona light, and with a white outline around the sprites. The white outline isn't doing the sprites or the glow any favors, and actually lessens the effect of the glow coming from everything else. I think if you HAD to keep it, you should do it using a second, larger player sprite layer colorized white with some translucency applied, or just dropped the outline entirely.
The gameplay has potential for a fun traversal kit if it wasn't all made obsolete by the ridiculous levels of speed you can easily get to. There's no point in having most of the movement options because you can use any single one to cheese anything. If the kit were made to be more tame, I think it would make this character more fun to keep playing.
I understand that the overpowered feel of SMS is a part of the appeal, but with the extent that it's at it comes off a bit like when you bite into a piece of zebra stripes gum and get all the flavor at once, and then it's all gone on the second chew.
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Old 04-19-2020   #28
ThatAzazelFire
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this is quite the interesting character! the polish really does show


amazing work!


now take a long rest. you need it
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Old 04-19-2020   #29
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Quote:
Originally Posted by Prime 2.0 View Post
I'm sorry, did you really just suggest turning SMS into Broly? XD
My actual mindset was just to reduce the number of colors and use a color that isn't used by another transformation, but no that's noncanon now. Definitely the Broly thing.
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Old 04-19-2020   #30
Dragon99
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Welcome Home, SMS.
For a very last time
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Old 04-19-2020   #31
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My God. I can't believe SMS is back. I always had a blast playing with SMS back in 1.09.4, in fact I still have a download link bookmarked for it lmao. Glad to see this wad back and in the craziest form that it possibly could have. The possibilities for this are unreal!
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Old 04-19-2020   #32
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This is was a blast to play. The only few gripes I have with it is that some of the sprites look bad and there are too much abilities.

I like having the SMScontrols option in co-op and single player, but it would've been nice to have them in match and battle, too, since new players will want to play as SMS, but they won't be able to understand how they work.
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Old 04-19-2020   #33
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I've already said this on the YouTube video, but I feel like I need to post it here to emphasise just how happy I am to see this.

----
NGL I'm crying right now, actually scratch that, after seeing the HyperMysticSonic reveal, I'm bawlingmy eyes out with happiness, the nostalgia is flooding back to me so hard I can't even imagine it, no longer will I have to IMAGINE the feeling of going faster, but instead...WE CAN GO FASTER...MUCH FASTER


The fact this is now a transformation, as it was probably intended to be over a decade ago must feel wonderful and now Super Mystic Sonic and HyperMysteriousShadonic123311 are reunited with each other officially in the same version again, and that makes me cry even more.


We can finally start having those mini flame wars that nobody cared or even knew existed about which is stronger: "SMS or HMS123311?" and then deciding it with a battle on Meadow Match


Thank you ever so much for returning to this legend. I'm so sorry that the SuperMysticSonic website couldn't last for one more year to see this, as seeing it update one last time would've been bittersweet, but I'm happy :) Welcome back, S̶u̶p̶e̶r̶M̶y̶s̶t̶i̶c̶S̶o̶n̶i̶c̶! Golden Shine! I can't wait to see where you'll go from here!
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Old 04-19-2020   #34
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As great as this mod is, one cannot understate how much the amount of buttons you need to press sucks. But I'm not gonna waste my time complaining. In fact, I've already made and attached a proof-of-concept control fix for this character that I think will improve many players' experience and make SMS more fun overall.


Here's a basic list of what I've changed:


- SMS will now automatically use the homing thok if an enemy is nearby, thus removing the need to hold spin. As such, walljumps will now be performed automatically.


- Because pressing spin in the air was freed up by the previous change, the stomp was moved to the spin button. Now comboing a stomp into a spindash is alot easier. Not to mention you have to move your fingers less.


- Triple Sweepkick and Atomic Dive have been moved to the Custom 1 button, and the Light Speed Dash to the Custom 2 button. Now, this may seem odd that I put Triple Sweepkick, Atomic Dive, and Boost on the same button, but it works better than you think. It's almost kinda like in Mario 3, where the run button is the same exact button you use to do a Tail Whip as Raccoon Mario. The Atomic Dive was mostly put here because Custom 1 lacked an aerial move after Stomp was moved to Spin. It almost never gets in the way because the Boost is activated by holding the button, and it makes the Dive alot easier to use in practice.


- On a smaller note, Homing Momentum is set to KEY on default. I did this as I find it's the most beginner-friendly of the three options, and makes the most sense from a design standpoint.


Well, Golden Shine, what do you think? I hope you consider this for an official release, because I personally think it vastly improves on SMS's moveset, even though it doesn't technically add much of anything. Of course, if you don't like my ideas and would rather keep SMS as is, that's totally fine too, and I will take down this comment if need be.


EDIT: File removed on Goiden Shine's request.

Last edited by SMS Alfredo; 04-19-2020 at 03:25 PM.
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Old 04-19-2020   #35
izzy
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I really enjoy these new controls Alfredo cooked up, but going from sweepkicking with low speed to exceeding super sonic's speed in less than a second is really funky. It also sucks how you can't walljump after thokking, which was possible in the official version.
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Old 04-19-2020   #36
Simon_T
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Quote:
Originally Posted by Zipper View Post


what have you SMS unleashed upon us
Umi besto waifu

Also, this thing is going to break the very fabric of reality
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Last edited by Simon_T; 04-19-2020 at 07:19 AM. Reason: typo :b
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Old 04-19-2020   #37
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The super form reminds me of Super Shadow from Sonic Adventure 2,and i'm confused
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Old 04-19-2020   #38
Goldenhog
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There were a bunch of things I wanted to say about this, but then it hit me that the HMS music is a remix of Clownpiece's theme song.

5 stars out of 5, would Lunatic Time again.
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Old 04-19-2020   #39
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He reminds me of those overpowered Mugen character.
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Old 04-19-2020   #40
Larz T
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What a weird time that we a living in to finally see an official release of SMS on the MB... Everything seems be all coming together in 2.2 huh?

Other than that, I checked out SMS and needless to say, I really had fun with this dude. SMS' move pool is really unique and interesting. Especially with the Light Dash finally seeing a comeback after all these years. My only criticism is that his base form feels a little too slippery and hard to control for my tastes and transforming into Hyper Mystic has a lot going on screen, but distracting to a point where I can't really see where I'm going. Other than that, really appreciate the in game menu and the sprites, even though they kinda clash with the rest of the game, I can appreciate the labor that went into it and won't dock it. Good job man. Glad to see that you finally made SMS how you envisioned many years ago.
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Old 04-19-2020   #41
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Some constructive criticism for your consideration:

Code: Please look at something like BattleMod for some examples on how I optimize my workflow. I rawset tables and functions so that I can easily carry my building blocks into different lumps. I can organize my workflow however I want this way, and it prevents me from having to create the same function over and over again whenever I try to introduce it into a different lump.

Additionally, there are various methods you can use to execute series of code without writing the exact same thing over and over so the game executes it five times. The most common of these is the for loop, and you can find an example of how this works on the Wiki (or in one of my many scripts).

Please ask questions in #scripting. There's no way I could have gotten as far as I did on something like BattleMod without the help of regulars like Tatsuru and LJ Sonic to teach me tricks. I could condense some of the 900+ line hooks you write into a fraction of that amount, and I hope you will be able to do that too so that you don't kill yourself with inefficient scripting methods.

Visuals: You get an A+ for effects and spectacle. The spritework is still an issue, however, in that it makes the character difficult to look at due to his extremely bright color profile. The core shading of the character itself isn't that bad, but when he starts to glow, his shades are all homogenized into a singular bright yellow. The white outline compounds on this issue by causing him to blend against any brighter backdrop. I would strongly recommend toning down or removing the glow or altering the base shading to compensate for it. You may also consider looking into removing the white outline from the sprites and reincorporating it to his ingame appearance by making it a colorized underlay of his current sprite; this would allow you to create a more dynamic glow effect than what you have currently.

Also the thokitem still looks as awful as it ever did -- I think you could be a lot more creative with thokitem, possibly by experimenting with some sort of animated multicolor effect, if you wanted to make it not look like a standard thokitem.

Moveset: It feels like there are some good ideas in here (I like the sweepkick and the side-flip in particular), but the rest of his kit is just a complicated mess to me. I actually have all of the necessary keys bound already, but they're not in accessible enough locations for me to effectively take advantage of his entire toolkit, and truthfully I'm not about to reconfigure my setup just to take advantage of a single character.

I believe the sheer complexity of the kit muddles his design, and that some effort could be taken to condense it. For example, I believe that you could go the Sonic Adventure 2 route with SMS's sweep/flip maneuvers by tying them to his spin key along with his spindash (e.g. Forward/Neutral tap does the sweep, Side tap does the side-flip, Hold Spin triggers spindash). In fact, what you might do is transform your Custom buttons into "mode" toggles, where each "mode" causes the Spin key to do something different. I think this would allow for a much more comfortable setup for most users than how the control scheme is interfaced currently.

Battle

Spoiler:

The overall design ethos of the character in Battle makes enough sense -- the player must collect 30 rings as a standard Sonic with a nerfed thok and no Super Jump / Ground Pounds, and once he transforms, he completely sacrifices any ability to use shields. In theory, this makes SMS the most fragile character in the game, and it forces downtime on the player every time they get hit.

The issue is that the downsides need to be proportional to the strengths, and while on any other character this could be potentially crippling, SMS has such an incredible toolkit that a skilled player can potentially negate these downsides with ease. For example: his mobility is extremely dominant, which means he can control the terms of engagement easily; he has at least one projectile at any given moment, which gives him a method of applying pressure against defensive characters; his standard homing attack, while possible to be countered by certain melee attacks, applies incredible amounts of pressure against some characters due to its lack of downtime when clashing against attacks.

This is all to neglect mentioning Hyper Mystic Sonic, which, while rare, can lead to SMS completely shutting down any possible attempt at engagement on a Control Point due to its lethality, area of influence, and the duration of the attack.

One move that I absolutely cannot stand is the Comet Haymaker and how it interacts with enemy players by forcing them to respond to a Quick Time Event. Never do this in an online environment like SRB2's. Any player that's sitting above 115 ping is simply trashed due to the fact they physically cannot respond in time to defend against the attack. And even if that weren't the case, it's impossible for me to describe just how obnoxious it to be on the receiving end of this, as I get BTFO'd and my extra shields removed at random if I get hit, and I'm pretty much just forced to respond to a single move in SMS's kit with an arbitrary button press which is completely detached from the rest of the game's logic or physics. Furthermore, I don't understand what the appropriate counterplay is supposed to be for a move like this, since he's apparently invulnerable for the duration of this attack and all you can do is QTE if you want to avoid it; based on what I've seen from its abuse online, my current assumption is that there isn't a counterplay.

With all of this on the table, losing shield abilities and asking the player to recollect thirty rings when they get hit really isn't a big ask. For comparison, Tails requires thirty rings just to carry his maximum amount of buzz sentries, and while that allows him to apply a decent amount of pressure safely, it's nowhere near as powerful as what SMS's thirty rings allows him to do. And once Sonic transforms, the challenge becomes about being able to hit him at all, and while this is possibly more doable in modes like CTF and CP which have centralized objectives, an additional +25 points is something of a joke reward in Battle -- especially since a rival SMS is probably going to get those points off of him anyway.

There are counter-relationships to the character as-is, though it's a bit situationally dependent. Amy is a great counter-pick since her twinspin out-prioritizes SMS's homing attack and her charm beam de-transforms SMS entirely. Fang's cork is largely ineffective against an aggressive SMS, but his bombs are fairly decent at playing keep-away. Metal Sonic cannot catch SMS, but he can at least tank hits and retaliate with energy blasts in close quarters. On the flipside, vanilla Sonic seems to be at a total loss, as SMS's homing attack does not seem to suffer downtime during conflicts. Tails vs SMS is something of a stalemate. I haven't had enough time to gauge Knuckles' relationship.

In summary, the core transformation and anti-shield system applied to SMS is actually a good system to use for him, but there are certain variables and attributes to his collective toolkit that I think need to be re-examined before I could ever personally consider adding him onto one of my servers.
  • Comet Haymaker outright needs to be removed from his options or its player interaction entirely redesigned for these modes, and the homing attack ought to have enforced downtime when hitting foes.
  • SMS players should not receive any points bonus for de-transforming an enemy SMS, since all this is doing right now is encouraging SMS players to farm off of each other for points. Additionally I would consider raising the reward from 75 to 100 points to make the cost-benefit more proportional. (After all, de-transforming SMS is basically akin to "killing" him, isn't it?)
  • I would reduce HMS's transform time from 20 seconds to 8-10 seconds. That's still plenty of time to clear out an area and kill at least a couple people, 20 seconds is just complete overkill.
  • I would consider upping the initial transform requirement from 30 rings to 50 rings.


Bear in mind that balance for competitive multiplayer is largely a matter of trial and error. I must have updated Battle something like fifty times since its initial release, and many of the changes I make are due to balance considerations. As critical as my analysis may seem, it's kind of a feat that SMS is even as balanced as it is on its release. I am not sure how aware you were aware of the shield stacking system I added in a recent update, but this at least partially helped to make SMS's glassy nature more apparent. His biggest issue in the format right now is simply that the strengths still outweigh the weaknesses, and I would attribute this largely due to a few of his moves having polarizing qualities to them that don't suit the format very well. But making him actually balanced for the mode, at this point, seems surprisingly doable.
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