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Messages - AquaTeamV3

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1
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: March 19, 2017, 10:54:39 PM »


Feature length

2
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: March 08, 2017, 03:27:47 PM »
Forgot to update this thread - have 4 more mavericks!





3
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: January 03, 2017, 08:38:00 PM »


Gotta go fast!

4
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: December 05, 2016, 01:38:06 AM »
Storm Eagle is up!



Distance Needler is nuts!

5
Challenge Mode / Re: MHX: Vile Mode Stylish Run
« on: November 12, 2016, 01:37:23 AM »
Chill Penguin is up!


6
Challenge Mode / MHX: Vile Mode Stylish Run
« on: October 31, 2016, 10:39:12 AM »
Welp, I'm at it again!

This run will be completed under the following conditions:
- Hard Mode
- No Damage
- No Sub/Heart Tanks
- Custom BGM because I can



Stage Notes:

(click to show/hide)

7
Gaming / Re: Mighty No. 9
« on: June 28, 2016, 06:07:07 PM »
Am I really supposed to crouch dash precisely under these two giant purple death generators in a row? The game tells me to crouch dash (which in and of itself is arguably a bad game design choice if you have to tell a player to use a certain function just to continue), but I always seem to come up way too early and die as a result.

That is easily my least favorite segment of the game by far. There's no reason for you to know that crouch dashing even exists (you auto crouch-dash under those narrow passages), and the game introduces you to the mechanic in a situation where you die if you happen to be off by a little. You have to stand uncomfortably close to the hazard and crouch dash so that you'll come up on the other side. It's horribly designed.

8
Gaming / Re: Mighty No. 9
« on: June 28, 2016, 02:28:37 AM »
Countershade's stage is fine if you can get around those obnoxious electric traps. Seriously, what is it with this game and purple strands of death?

I think Avi is a good boss to start with. His stage is fairly straightforward, and once you understand how his attacks work, there's no real reason why you should ever get hit. Seismic works too, some moderately tough (but fair) platforming followed by an easy boss fight.

9
Gaming / Re: Mighty No. 9
« on: June 26, 2016, 03:55:31 AM »
I really like how devs handled the harder difficulties. While I don't care for the fact that you get all weapons at the start, it feels like they put actual effort into making the game harder. None of that Mega Man Zero crap of nerfing the player, here the enemy placement and boss attack patterns have been beefed up to add more challenge without making you feel weaker. Considering the fact that so many games get this wrong, I was pleasantly surprised to see that it wasn't the case here.

10
Gaming / Re: Mighty No. 9
« on: June 25, 2016, 12:17:40 AM »
(click to show/hide)

(click to show/hide)

11
Gaming / Re: Mighty No. 9
« on: June 24, 2016, 05:01:59 AM »
I started off thinking that Ray's gameplay was kinda meh...and then I got my first special weapon. I like the fact that her weapons feel FAR more innovative than Beck's, and once mastered, you can really fly through the respective stages. The one that acts like Sonic's homing attack is my personal favorite.

12
Gaming / Re: Mighty No. 9
« on: June 22, 2016, 05:09:53 AM »
Game is fun so far, I've taken out 4 robot masters Mighty Numbers already. There is one section in Dyna's stage that reeks of terrible level design. "Hey, let's introduce the player to this movement option in a death trap where they have to start over if they slightly misjudge a hitbox".  X(

I like mechanic of defeated bosses helping you out in other stages. Feels like a natural evolution of what they did in X1.

Also, glad it wasn't just me having trouble trying to judge Pyro's next move. Even the voice tells don't seem to help much, I feel like I'm rolling dice.

13
Gaming / Re: Mighty No. 9
« on: June 21, 2016, 03:11:08 PM »
Anyone's PS4 codes working? Mine isn't working and reportedly others are having the same problem. Maybe we'll have to wait for the PSN store to update later this afternoon.

14
I have no hope whatsoever, and that design is atrocious. Never thought Id be praising Xover design

Xover actually looked like it could fit into the MM continuity. This, on the other hand, is just...something else entirely. I don't know what it is, but it ain't Mega Man.

15
Challenge Mode / Re: Mega Man X8: Iron Fist Maverick Challenge
« on: January 15, 2016, 02:00:53 AM »
Makes me think about doing a Layer X Zero K-Knuckle only run. Would make an interesting stream perhaps... I wonder if it would even be doable against the later bosses.

I thought about this; the K-Knuckle has certain limitations since the game wasn't exactly designed around it. Copy Sigma would be near-impossible to hit once he lights the floor on fire, and guard breaking Lumine multiple times in his final phase would be just as fruitless. Stageplay wouldn't be too bad since you can just skip enemies that might be problematic. The hard part would be those miniboss rooms that throw swarms of enemies at you; the K-Knuckle is terrible in the area of crowd control. The ride armor barrage in Pandamonium's stage can get pretty nasty too.

I do think it'd be pretty entertaining tho. Pair the run with some Streets of Rage BGM and you've got yourself a good time!  XD

16
Challenge Mode / Mega Man X8: Iron Fist Maverick Challenge
« on: January 04, 2016, 03:27:32 AM »
Welcome to the MMX8 Iron Fist Challenge! The premise is simple; defeat all 8 Mavericks using the K-Knuckle. What makes this challenge unique is that the bosses are done chronologically; I'm collecting weapons as I go, which means that I have to put some thought into what order I take the bosses down. This adds an interesting dynamic as the K-Knuckle already has its fair share of limitations. (i.e. Earthrock Trilobyte is literally invincible without Yodantotsu or Ganzahana)

As usual, the no-damage rule applies here.



BGM

- Urien Stage (Arranged) - Street Fighter III: 3rd Strike
- Theme of Magneto - Marvel vs Capcom 3
- Battle in the Base - Metal Gear Solid 3
- Traveling without moving (live) - Jamiroquai
- Frozen Mist - Street Fighter EX2+
- In Search of the Last Metroid - Joshua Morse - Game Arrangements
- Dental Driller - Jabberloop (Old School)
- Boss 4 - Cadillacs and Dinosaurs

Individual Maverick Notes

(click to show/hide)

17
Gaming / Re: Super Smash Bros. Thread
« on: November 29, 2014, 02:01:12 AM »
If I'm not mistaken, you can choose the teleport win pose manually.  Holding left on the D-Pad triggers it.

18
Gaming / Re: Super Smash Bros. Thread
« on: November 29, 2014, 01:15:47 AM »
How to play Mega Man online:

- Every time you win a match, change your color to the one that closest matches the opponent's character. (i.e. If you beat a Pikachu player, change to yellow/black, etc.)  8)

19
Gaming / Re: RPM's Nintendo Network, Friend Code, Secret Base lists
« on: November 28, 2014, 09:52:29 PM »
NNID: BaconStunner

20
Gaming / Re: Super Smash Bros. Thread
« on: April 18, 2014, 05:43:34 AM »
Annnnd after doing some googling I can confirm that this is a fake made 10 months ago.

 :|

Have to admit, this is pretty well-made, though.

21
Gaming / Re: Super Smash Bros. Thread
« on: April 18, 2014, 04:55:07 AM »


That's a pretty well-rounded selection.  The BN costume looks good and Quint took me by surprise.

22
Gaming / Re: Super Smash Bros. Thread
« on: April 09, 2014, 03:00:23 AM »
I'm just gonna sit here and drool at that Megaman Final Smash for a few more...hours

23
Shooting Star / Re: why don't very many people like starforce?
« on: October 09, 2013, 07:59:58 AM »
I can definitely sympathize with Soultrigger's opinion.  With the classic Megaman series, the premise was that 20XX was a future that featured technological advancement in the form of robots.  While fun to speculate about, it's clear that our world isn't headed that way.  Enter Battle Network.  Here we have an alternate universe where the Internet is used over robotics.  This is so much more realistic, especially when you consider that a lot of the tech you see in Battle Network exists today.  Heck, a PET is nothing more than a smartphone.  The BN series was arguably the most relatable series in terms of technology, and I really liked that about it.

Star Force isn't bad, but it really did destroy all of the relatability that BN had.  Real/Matter Waves in particular just took it to an all new level of "out there", and I wasn't too fond of that.

24
Shooting Star / Re: why don't very many people like starforce?
« on: October 07, 2013, 08:57:14 PM »
Only Star Force game I played was 3, and I loved it!  I guess if Star Force 2 is as bad as eveyone makes it out to be, then I can see the series suffering for it.  It's like how BN4 severely wounded the credibility of the Battle Network series.

Let's be honest. Star Force's Mega Man's character design sucks balls. It's utterly retarded and I'm not TERRIBLY fond of it.

Out of all the franchise iterations, I've always felt like Star Force MM looked the least Megaman-ish.  The beast design isn't terrible, it just doesn't feel like Megaman.

25
With that in mind, I think it'd be cool if Command Mission continued as a separate series.  The storytelling was arguably some of the best in the franchise (only behind Legends IMO), and I'd really like to see how the future would have progressed in a timeline where Zero didn't seal himself.

That said, I wonder how the Maverick Wars would end considering that the Mother Elf wasn't used to eradicate the virus.

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