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Bass Buster

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WepIconSWN001-Bass Bass Buster Basssprite
BassBusterGif
Weapon code BassBuster
Comes from Mega Man 10
Weapon color scheme Orange-on-Grey
Fire rate Very fast-extremely fast
Missile speed Fast-very fast
Capacity Infinite
Weapon hotkey/type [1] Buster
Damage 6 (One pellet)
Appears in
these maps
MM6BlizzardMM7BurstMM2CrashMM4DiveMM6FlameMM8FrostMM4PharaohMM8SearchMM7ShadeMM3WilyMM7Wily3MM7SpringMM5StarMM5WaveMM6WindNewgroundsMeltingmetalClockworkfactoryUnderwaterBA SexClashinthestreetSacredshrines

The Bass Buster is a special weapon that replaces the Mega Buster when the Bass Buster upgrade Item is used. It fires incredibly rapidly and does small damage. The weapon has no special properties but it cannot be reflected by Leaf Shield or Centaur Flash. As with all buster weapons, it has infinite ammo.

Tactics

Using Bass Buster

Bass Buster is the ultimate spam weapon, with unlimited ammo and an insanely fast fire rate. It does weak damage compared to every other weapon in the game, but the rate of fire more than makes up for it. It is Kryptonite to Leaf Shield users. A good tactic is to get to medium range and blow enemies away with an overwhelming, constant assault.

Vs. Bass Buster

Don't even think of getting out a leaf shield! The best tactic is to get either as far away as possible or to try and reach higher ground. Top spin can be used to surprise opponents, but a miss will leave you in the most dangerous range.

Code

actor BassBuster : Weapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 2.0
Obituary "%o was pelted by %k's Bass Buster."
Inventory.Pickupmessage "You got the Bass Buster!"
weapon.ammotype "BusterAmmo"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Spawn:
WEA3 A 1
stop
Ready:
BASB B 0 A_JumpIfInventory("Once",1,"Ready2")
BASB B 0 A_GiveInventory("Once",1)
Goto Ready2+1
Ready2:
BASB B 0 ACS_ExecuteAlways(998,0,46)
BASB B 1 A_WeaponReady
Goto Ready2+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BASB B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BASB B 1 A_Raise
Loop
Fire:
BASB B 0 //SetPlayerProperty(0,1,0)
BASB B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BASB B 0 A_FireCustomMissile("BassShot",random(-3,3),0,8,0)
BASB CCD 1
BASB B 1
BASB B 0 A_Refire
BASB B 0 //SetPlayerProperty(0,0,0)
goto Ready2+1
Hold:
Goto Fire
}
}


actor BassShot : FastProjectile
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
damagetype "Buster"
//seesound "weapon/mbuster"
Speed 64
Damage (6)
radius 5
height 5
scale 2.5
States
{
Spawn:
TNT1 A 1
BASB A 1
Goto Spawn+1
Death:
BASB A 1
stop
}
}

 

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