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Messages - AquaTeamV3

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751
Forum Games / Re: What are you currently Eating?
« on: December 03, 2008, 03:51:57 AM »
Spaghetti w/meat sauce.

752
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: December 03, 2008, 03:31:56 AM »
Quote
[spoiler][/spoiler]

^THIS^

That picture's eerily accurate.

753
Entertainment / Re: What are you listening to?
« on: December 03, 2008, 03:24:46 AM »
Stray, a theme song to some anime about wolves.  I was watching a PBR match and now I'm hooked.

Gerudo Valley.

Heh, that was in the battle I was watching as well.

754
Gaming / Re: Why we can't have a Sonic game with nothing but speed...
« on: December 03, 2008, 12:50:16 AM »
I hated that I was limited to "Racing Sonic/Eggman" though.
...which reminds me, where was THAT feature in Sonic Rush/Adventure? The DS is good at that, y'know, especially in Wi-Fi.
Missed opportunity.

Yeah, it would've been cool it you could actually have the ability to roam freely w/o the threat of Sonic/Eggman.  Having the co-op feature in Sonic Rush would've been epic.  Doing it with Cream/Blaze would've been cool in it's own right.  I do find it interesting that that feature was in SA1 in the first place; it's pretty hard to keep up, but still cool regardless.  Of course, KSS/KSSU/KDL3's co-op blows Sonic's out of the water entirely...

SA2's real strength is its replayability. after beating the stories, you should be compelled to get A ranks, and then try to beat that score and/or time. Tails' and Eggman's stages were made for high score nuts, and they aren't all that slow, either. though Tails should never have been put in a mech in the first place. Cosmic Wall is the quintessential example of this. once you know more of the hiding spots, and get past Mad Space's horrible gravity, Knux and Rouge ain't terrible to play either.

They weren't really horrible to play, but in story mode, it's rather irritating to have to switch characters on and off like that.  A-Ranks were nice, although I found SADX's mission mode quite entertaining.

Quote
The Chao races should be completely optional, and Green Hill Zone remade is not enough of an incentive to nitpick perform at goals the player might not even really want to do, especially when it requires playing a stage...what was it...6 times? That's minimum. That's IF you can do whatever they tell you to the first time.

The Chao system definitely needs to return, although the emblems should be optional.  I never did unlock GHZ, partially due to my memory card's death.  The only think I got all A-Ranks on were Sonic's missions, and you simply get those broken 2P costumes.

755
Gaming / Re: Why we can't have a Sonic game with nothing but speed...
« on: December 03, 2008, 12:23:12 AM »
Oh, I see what you're talking about now.  The desert/ruins stage comes to mind, especially when you have to dodge those annoying rocks as well.  Not to mention those Sonic Heroes-style enemies that take 3 hits to kill.  Considering that Rush's style is high speed action, it really cripples the gameplay.

Sonic isn't the kind of game where you sit on a raft and kill enemies, especially when you bring Sonic's bad traction into play.  I always hated those segments that involved you carefully jumping across tiny platforms, because Sonic's control can be very slippery at times.

Quote
The stages that weren't Sonic and Shadow were so boring it made you want to cry.

I also agree with you here as well.  I actually preferred the story system of SA1 because of this.  I could simply play as Sonic w/o worrying about being smacked in the face with a Knuckles level.  Plus, playing as Tails was much more fun in SA1, SEGA should leave the shooting to Gamma (I actually enjoyed his stages).  I also wish Knuckles didn't get relegated to treasure hunting, because it'd be nice to play an action stage where you could simply go for a goal ring, etc.

756
Gaming / Re: Why we can't have a Sonic game with nothing but speed...
« on: December 03, 2008, 12:05:22 AM »
Advance was basic. Rush, though it had some nice ideas, had a perfect collection of all the things that makes people angry; ambiguously designed puzzles, open-bottom levels, more rail BS, and since when did enemies have LIFEBARS and battle rooms?

I didn't really see much a problem with Rush, barring those open-bottom levels; those are annoying.  I didn't see a problem with the lifebars, heck, we all know Robotnik generally suffers from 8-hit syndrome.  I guess I am a little surprised that the final boss' health didn't exceed 8 points; in a lot of the older games, as well as Sonic Advance, final bosses generally had over 8 points of health.

As far as puzzles go, I don't really see much of a problem there either.  If any puzzle gave me problems, those rotating cylinders in Carnival Night Zone did.

Battle rooms weren't really a problem to me either; Sonic Rush's boss system was pretty original, and it was nice to see something different for a change.

757
Off The Wall / Re: Cooking Mama: Mama kills animals
« on: December 02, 2008, 11:49:07 PM »
Heh, anyone remember that game at the old forum's arcade?  You know, the Mario-esque one where you played as a baby chick and infiltrated KFC's headquarters?  That's the first thing that came to mind when I saw this thread.

758
Gaming / Re: Obligatory Pokemon Diamond/Pearl/Platinum thread
« on: December 02, 2008, 11:41:22 PM »
If anyone's curious, here's my team:



Articuno's more or less filler for now; I'm planning on using someone different for my 6th slot.  I'm still debating on whether to use Cloyster, Mamoswine, or possibly Lapras.  I don't have Regice, although I do own Emerald, so I guess I could put some work into getting the Regis'.  I'm still training them and the like, although I have fought (and won  8) ) a couple of battles already.

759
Gaming / Re: Nintendo Wi-Fi Friend Codes (under new management)
« on: December 02, 2008, 09:20:21 PM »
Here's my Pokemon Diamond code:

Name: Stephen
Code: 1805-1656-7594

760
Rockman Series / Re: Cheapest Boss Attack(s) in the series?
« on: November 19, 2008, 10:45:38 PM »
At least one of X8 Sigma II's attacks...I think the one where he fires a giant wave at you and there's virtually no way to dodge it.  He uses it incredibly rarely (in a lot of battles with him you may not even see it at all), but it's still very cheap because there's no way to dodge it.

Shadow Dash/X-Drive activation gets you through that one easily, and you can guard break him out of it like Meteor Weapon said.

I still say network Transmission had the cheapest bosses only because some of them used unavoidable attacks (curse you Protoman.EXE!!!).  They were basically prompting you to use Invis chips or Z-Cannon.  The game was still fun though, and there are a ton of Classic series references, even to the point of the final boss having a similar pattern to MM2's Alien Wily.

Colonels cape throw attack in exe 6. he throws his cape at you and if it catches you, he does a slash that reduces you to 1 HP no matter how much HP you have.

Actually, you're partially wrong on that one.  Colonel only uses the move if your HP dips below the damage of the actual move.  If you're at full health, he'll never use it.  It actually kills you instantly, but you probably had Undershirt on (which is why you had 1 HP left).

761
ZX / Re: ZX References
« on: November 18, 2008, 12:14:41 AM »
Shame on all of you for not noticing/mentioning the Shisaroid's Geminiman~Split Mushroom attack pattern.

Thought about it, but they're actually pretty different.  Shisharoids are 2 different bots, the other two are simply making clones/projections of themselves.  And if anything, the Shishariods are far more annoying than Split Mushroom or Geminiman could ever be.

762
Rockman Series / Re: Cheapest Boss Attack(s) in the series?
« on: November 16, 2008, 10:31:40 PM »
You don't necessarily have to dash; sometimes he'll just toss it on top of you.

763
Rockman Series / Re: Cheapest Boss Attack(s) in the series?
« on: November 16, 2008, 10:01:16 PM »
Yeah, he pretty much gives that one away.  Kelverian's block was annoying, that killed instantly and could catch you off guard.

764
ZX / Re: ZX References
« on: November 15, 2008, 07:40:15 AM »
Not to mention the fact that Prarie's room is chock-full-of Cyber-elf plushies.

765
Rockman Series / Re: Cheapest Boss Attack(s) in the series?
« on: November 15, 2008, 07:38:30 AM »
You know what the cheapest attack in the history of the series is? Sera's second form and it's sweeping laser in Mega Man Legends 2. The damn thing is almost guaranteed to knock you flat on your ass with a broken shield and less than 2 full units of shield energy and the worst part? It. Can. Hit. More. Than. Once.

Try rolling through it; makes life that much easier, doesn't it?  It is pretty overpowered though, and probably the reason she's so annoying.  The black hole+meteors combo is pretty irritating too.

but seriously, Sigma X4's boomerang attack.

Yeah, if you let the scythe hit the floor, you pretty screwed over.  Other than that, he's pretty easy for a first Sigma form.

Burst Man.  Much rage.

That fight as a whole is cheap.  I have this method where I slide repeatedly to get out of the bubbles; it works pretty darn well.  Still, you gotta hate a boss who tries so hard to abuse the insta-kill spikes.  The bounciness in his room doesn't help matters much, either.

766
ZX / Re: Odd Moments - ZX Style
« on: November 14, 2008, 09:48:31 PM »
The secret ending in ZXA; that completely threw me off.

767
Rockman Series / Re: Cheapest Boss Attack(s) in the series?
« on: November 14, 2008, 09:43:49 PM »
BubbleMan.EXE. 

EASILY BUBBLEMAN.EXE!

You gotta hate bosses who fill the screen with their projectiles.  Then he has to go toss crabs at you; let alone the fa t that some bubble contain fish or mines.  The truly annoying part is the fact that you can only encounter his V3 form when your heath is below 25%.  Jerk.

That said, I find Infinity Mijinion annoying for the same reason; filling up the screen with bubbles.  Why did they have to go and nerf the Falcon Armor's charge shot?

768
Rockman Series / Cheapest Boss Attack(s) in the series?
« on: November 14, 2008, 02:57:02 PM »
What are, in your opinion, the cheapest attacks you've seen in a Megaman game?  For me, I'd have to say that most of them come from Network Transmission; some of the attacks were unavoidable.

Protoman EXE's Surprise Slash~Network Transmission

Very cheap tactic; Protoman dissapears and gets directly next to you, immediately doing a wide slash.  It's literally unavoidable; jumping or sliding will not save you.  Without a barrier or Invis chip, you're done for.

Zero.EXE's double wave~Network Transmission

Zero fires a double slash wave, similar to the ones fired by Double and Fenri LunaEdge.  My question is, how does Megaman avoid this if he can't wall jump.  Guess what, he can't.

Tornadoes~Air Man

I never did like this move.  Over the years, I've gotten exceedingly better at dodging these, but it's still an annoying move.  The fact that wind is blowing makes it all the harder to jump over, and he does them in volleys too.  And people wonder why that song is so popular.

There's some more, but I can't remember exactly what they were at the moment.

769
Original / Re: Bubble Lead, or Bubble Lead?
« on: November 14, 2008, 02:43:41 PM »
So does that mean that Water-element Robot Masters are rust-resistant?  If not, then Toad Man's committing suicide...  8D

770
Original / Re: Bubble Lead, or Bubble Lead?
« on: November 14, 2008, 02:21:48 PM »
I always thought it was just lead in the bubbles, which is why they didn't float away and why they actually hurt stuff. There has to be SOME logic in video games, and it makes more sense that you kill a robot with a heavy bubble than something else. Otherwise, you could make so many cracks about how it just burns the enemies eyes, but doesn't kill them, and Bubble Man being laughed at by everyone because the worst he can do is make someone's eyes water.

That said, I guess Aqua Man and Neptune got laughed at then.   Water Balloons and Salt Water don't actually seem dangerous.  Of course, I still like those weapons.

771
Off The Wall / Re: Birthday Thread~
« on: November 12, 2008, 10:53:12 PM »
Hey, today's my birthday!  Well, Happy Birthday to me!  8)

772
ZX / Re: What Do You Want to See in a ZX3?
« on: November 12, 2008, 04:54:22 AM »
- Survival Road in Hard Mode Setting & NO Subtank plz.

Wow, you're bold!  :o

Personally, I'd like them to redefine "Hard Mode".  I'm tired of Capcom tossing all of your gear out of the window and calling it "Hard Mode".  I'd prefer them to let you keep all of your enhancements (Life ups, BME ups, Sub Tanks), and simply increase the difficulty of the enemies/bosses.  They could even give them more health or something; I just don't like the idea of being stuck with a puny health bar, taking double damage, and being forced to scrounge around for food items and E-Tanks until I get that one Sub Tank (usually done through a difficult quest).

773
DASH / Re: Favorite DASH Installment.
« on: November 10, 2008, 02:34:20 AM »
The first game had more charm, that's for sure.  The game quickly grew on you, and the weapons were fun.

However, L2 had a much more fun gameplay experience.  With plenty of unique weapons, as well as epic battles (Geetz and Train for example), it was quite an awesome games.  This is actually the first MM game I bought, and it's still my favorite to this day (with MML1 as second, of course ;)).

774
ZX / Re: What Do You Want to See in a ZX3?
« on: November 10, 2008, 02:26:44 AM »
I'd certainly like to see some of the Models changed, no doubt:

  • Model A should play more like Axl; it feels like a very watered down X.
  • Shadow Dash should return to Model P, preferably defaulted.  I particularly didn't mind using BME for it, but if it was free that would be nice too.
  • Model L should have a running slash.  I liked the Ice Platform personally; it was pretty useful and fun to play around with too.
  • Use the old BME system from ZX

Also, Model a was a horrible unlockable form.  While OX was awesome and replaced ZX in every way, Model a's novelty factor wore off pretty quickly.  We should get another form that's actually useful, you know.

775
Off The Wall / Re: The Avatar / Signature Changing Thread
« on: November 09, 2008, 04:13:54 AM »
It's Data, who else?

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