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Messages - AquaTeamV3

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51
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 03, 2013, 05:09:40 AM »
My opinion:

S Tier:

X1
X2

A Tier:

X4
Xtreme 2

B Tier:

X3
X8

C Tier

X6

D Tier

X5

Poop Tier

X7
Xtreme 1

52
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 02, 2013, 09:18:58 PM »
I thought X4's levels were fine until you cleared all of the Maverick stages.  Space Port and Final Weapon are the most bland, uninspired fortress levels I've ever seen in a Megaman game.  I'd say most of X4's stages also suffer from being a little on the easy side too.  X5's stages were good but everything else that was bad about X5 overshadowed that.  Heck, Alia single-handedly prevents you from enjoying a stage due to her unavoidable text boxes.

IMO I felt that X2 had the strongest overall level design in the X series.  The layouts were very open while the stages remained challenging as well.

53
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 02, 2013, 07:09:39 PM »
IMO only one of the PSX X games was actually good: X4.  X5 and X6 are both pretty terrible and as such the PSX era kinda suffers from that.

54
Original / Re: General consensus on Powered Up?
« on: September 02, 2013, 03:51:46 AM »
I say it flew under the radar because back then the PSP did really horrible.  I guarantee that if they did something like that on the DS it would have sold much better, but the way the game was it had to be on the PSP.

Yeah, I had to finally just go with the emulation route in order to try the game.  It would make sense for them to release a downloadable form of the game on PS3's PSN or something, but they never did that.

55
Original / General consensus on Powered Up?
« on: September 02, 2013, 02:48:20 AM »
So I just started playing through MMPU yesterday, and the game is really good in my eyes.  Excellent presentation, multiple playable characters to mess with, a challenge  mode that helps you learn the fundamentals of Megaman play; it's just an all-around great game.  There are a few issues like the multiple characters getting repetitive or the lack of the ability to use your buster with a weapon equipped a la MHX, but overall I find it very impressive and I feel that it, like Megaman 8, was a step in the right direction for moving Classic Megaman along.  That said, I'm surprised that people don't talk about it more often.  Was the game widely accepted as being good/bad or did it just fly under the radar?

56
Rockman Series / Re: Your favourite and least favourite Megaman game
« on: August 31, 2013, 09:20:06 PM »
X3 had the Upwards Air Dash and the Buster was kind of cool at least. The Helmet was the least helpful thing but the chip that recovered health was a neat idea. The armor itself had that Barrier that I don't fully understand the purpose of, and the Gold Armor/Chip upgrades were novel ideas that I enjoyed playing around with.

The Ultimate Armor in X4 was fine most of the time thanks to infinite Nova Dashing, but I still dislike the Plasma shot most of all X Charge Shots, mainly because all I ever saw it do was CHINKCHINKCHINKCHINKCHINK whenever it hit an enemy, not really doing much in the way of extra damage thanks to the large cooldown the enemy would have between hits. That bugged the ever loving [parasitic bomb] out of me.

I didn't find the pinging nearly as annoying in X4 for the simple fact that bosses actually took recurring damage from the Plasma Shot.  X5/X6's Ultimate Armor was pure grating on your ears though.  As for X3's barrier, IIRC you took less damage after being struck for a limited amount of time (in addition to the normal armor damage reduction).  Without the chip part the barrier reduced damage by an additional 25% (62.5% total reduction), and with the chip part the barrier reduced damage by an additional 50% (75% total reduction).  Honestly X3's armor would be darn near perfect if the Buster didn't suck so much.

57
Rockman Series / Re: Your favourite and least favourite Megaman game
« on: August 31, 2013, 07:56:20 PM »
Favorite: Legends 1 (2 as a close second), X2, MM8

Least Favorite: BN4, X5

Yes in many ways it is better than X5, but thats like comparing Fantastic Four to Rise of the Silver Surfer. Better doesnt mean its good.

Pretty much this.  X6 has it's fun moments and I replay it occasionally, but IMO there's no defending it.  Most, if not all of the criticism it gets aimed at it is fully deserved.  There's tons of objectively bad/rushed level design present that no amount of player skill can cover up.

Least Favorite: X4, dull music, probably the worst X armor (Weak hover that only works for a few seconds, [parasitic bomb] buster, Helmet was the only good thing about it.)

Really? I dunno how X4's armor is any worse than X3's or the Glide Armor.

58
Original / Re: Things you want/don't want to see in Mega Man 11
« on: August 31, 2013, 07:38:41 PM »
I forget but in any of the games did the bosses ever change their strategy and attacks at a certain amount of health or did they just do the same thing no matter what?

In the Classic series I can't think of any instance offhand that isn't Powered Up.

EDIT: Ah wait MM8 had examples of this too.  Stuff like Search Man's missile storm, Grenade man outright blowing up the floor, and Sword Man's fire column come to mind.

59
Original / Re: Why does everyone like Mega Man 3 so much?
« on: August 31, 2013, 07:35:50 PM »
Sure, maybe I do suck with the weapons, some of them at least. But that's because that isn't my playstyle. I prefer using the Buster over everything else, which is hilarious considering I dislike the two games where the Buster dominates everything. Classic Megaman has always been a Buster game for me, Save a few specific weapons (Shadow Blades, Thunder Beam, Metal Blades, Pharaoh Shot, Needle Cannon, Slash Claw, Noise Crush, Thunder Claw, Triple Blade, probably something else I'm missing.) I don't find much use in the weapons otherwise, the buster does everything the other weapons can do efficiently enough that I don't stress too much about playing with the weapons too much.

See, this is why I think every Megaman game should let you use the buster and special weapon simultaneously, like MM8 and the X games from X4 onwards.  Gives you incentive to experiment because you don't have to drop your main weapon.

As far as arsenals go, I think MM3's is okay but a few of the weapons could stand to be buffed a bit.  I really think that Special Weapons should err more on the side of broken than under-powered.  Also, best arsenals in the Classic series are 1,2,8, and 9.

60
Original / Re: Things you want/don't want to see in Mega Man 11
« on: August 23, 2013, 08:11:39 PM »
I actually don't think they need to get rid of the 8-bit style they have going on.  But I do think they need to push it a bit further.  The initial idea of a slavish NES recreation for 9 was great for nostalgia, but how about pushing what the wii can do while still using 8-bit graphics?  Might be an interesting approach.

I'm definitely in the 'Quit with the 8-bit" camp.  I just think that it's so centralizing to lock Megaman as an 8-bit NES character for the rest of his life, despite the strides that MM7 and MM8 made to develop the classic series' visuals and gameplay.  We haven't had a single console Megaman game this generation that wasn't 8-bit, and it's really dumb.  MM9 was a cute gimmick, but the series needs to start putting out effort again as far as visuals go.

61
Original / Re: Things you want/don't want to see in Mega Man 11
« on: August 22, 2013, 09:52:22 PM »
I'd love to see a game that follows more in the footseps of Megaman 8.  By that I mean:

- That sense of charm and polish. Little details everywhere, Robot Masters having their own personalities, creative stages.
- Special weapons having a larger role in mobility and stage manipulation.  Still keep them powerful too, like in 8.  They should all have a different purpose, but at the same time none of them suck.  Even Water Balloons could dish out some hurt, which was nice.
- Rush feeling more like he's part of the team and less like a support item.  I wouldn't mind another Rush Jet segment.
- I liked how MM8's boss weakness system felt 'smarter'.  If you hit a boss during a certain frame of animation, they'd get temporarily stunned and you could nail them with a charge shot.

Some other features that MM11 could have:

- Playable Blues, preferably how he was done in MM10.  Make him more powerful than Megaman, but keep the shield and him taking extra damage.  I like the high-risk, high-reward style that he brings to the table.
- Megaman keeps his charge shot and slide.
- Let's ditch the teleporting hatches in the final stage and do the boss re-fights MM1/MMX1 style.
- Ditto to everyone saying that Wily Capsules need to go.

Maybe an emphasis on stages that are really fun to play?  MM8's snowboarding level would be a good example if they didn't make the difficulty so high.

I don't see why people say that MM8's snowboarding sections are hard.  They're completely fair in that you get a clear warning as to when you need to jump and slide.  No cheap difficulty or anything, just pure reactions on your part.

62
X / Re: X6's difficulty like Castlevania's?
« on: June 02, 2013, 04:55:59 PM »
Soultrigger's post is pretty on-point.  X6 has its fun moments and did indeed do some things better than X5, but to me the game as a whole doesn't come off as well-designed, and as such I really don't see how some of the stuff in this game can be defended.  Case-in-point; that silly pit in Gate's stage is clearly an oversight.  No player should have to trek through an entire stage + boss, only to be punished for not having armor/parts equipped that they had no previous indication they would need.  It's extremely obvious in some cases that this game was thrown together at a moment's notice, and really I don't see how anyone can look at X6 as a whole and go, "Gee, this is a well-designed game".

That said though I only really consider 4 of the X titles to be well designed games (X1/X2/X4/Xtreme 2), the rest all have issues that get in the way in some shape or form.

63
Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 31, 2013, 09:47:30 PM »
Look, all I'm saying is X should've gotten a leg upgrade that lets him do something awesome, like a Sonic Rainboom or something. Call it the Rainbow Dash boots.

Hermes' Shadow Dash was the best thing we got since the air-dash IMO.

64
Rockman Series / Re: Weapons that have unique effects underwater
« on: December 03, 2012, 01:07:26 AM »
To add to the list, the Aqua Blaster (MML2) just shoots out harmless bubbles when underwater.  Granted, it's not that much more useful on dry land, but it does have a different visual effect.

65
Rockman Series / Re: Does a Mega Man game need boss refights?
« on: September 08, 2012, 06:15:19 PM »
Hoo boy, boss rematches.  You know what game got those completely wrong?  Megaman X5

You make your way to the final stage, walk into the first teleporter, and bam!  Level 96 boss with a souped up healthbar.  Not only do they take forever to kill, it's arguably a longer process using special weapons!  Dudes like Mattrex and Grizzly bounce for like 5 full seconds after hitting them with their respective weaknesses.  It slows the game down to the point that I don't like playing X5's final stage anymore, despite the final bosses actually being fun to fight.  It's just a huge momentum killer.

I think the 'hatches' idea needs to be scrapped, and the old bosses should just be spread throughout the fortress like MM1/X1 did.  This way it doesn't feel like a chore taking them down one by one.  This would work even better if the games had larger fortresses, because you could start making bosses show up in like the 2nd segment, and be spread all the way to say, the 5th or 6th.

But it was also plagued with other problems, like a lack of (musical) atmosphere and tank controls, even though I don't think the latter is as bad as some make it out to be. Legends 2 fixed both problems and ended up being a bigger game, but it lacked the compactness of Legends' singular Kattelox Island and the interconnecting dungeons underneath it. I felt like it was a simpler, arguably more potent experience than the sequel.

Pretty much my exact thoughts on Legends 2, and why it's my favorite game of all time (despite the quirks).  I did like Kattelox a lot more than the MML2 islands, if only because exploring a large singular island adds a lot more depth than visiting smaller sections of multiple islands.  Ideally I'd like a Legends game that lets you explore multiple islands to the fullest, or at the very least have a singular large island with some climate/weather variance.  It was nice to see snow in the beginning of MML2, as a contrast to the clear skies and green grass that were all over the place in MML1.

Definitely agree that the musical atmosphere of MML2 exceeded the first game's.  MML1 had some nice tunes, but the way MML2 did it's music is what sold me.  Take Yosyonke for example.  The island has a main tune that you hear when exploring the town.  You get a cheery version of it when entering a house/shop, a more ominous version when venturing outside the city, a more upbeat version of that tune when a reaverbot pops up, a straight-up remix for the abandoned mine, and another remix for Calinca Ruins.  I think the tune is worked into the Train battle too.  MML2's soundtrack was just genius like that; every island had its own musical atmosphere and the game was consistent with it!


66
X / Re: X4 is really overrated
« on: August 13, 2012, 07:19:34 PM »
I dunno, Big Gun Sigma is a cakewalk because verything is so telegraphed.  First 2 forms are easy too because it's entirely your fault if they break out the harder attacks (Reaper Sigma orbs and letting the scythe hit the floor in the 2nd form).  I just think that the debris attack is so OP that it bumps up the difficulty alone.  You can't really dodge it consistently (have fun if it comes out of the floor) and there's no way to manipulate him into using the wind attack.  I'd say it's worse than X5's purple block attack TBH.

67
X / Re: X4 is really overrated
« on: August 13, 2012, 05:02:38 AM »
X4 is pretty fun, but the story does leave a little to be desired, particularly when it comes to X.  I think the main draw I have with X4 lies in the stage design of the last few levels.  I mean, you trek through 8 stages that are fairly large and well-designed.  Then after that you get to Space Port, which is a fun yet short stage.  Then you only get one Final Weapon stage (another short one) before the "re-fight" stage.  It's just underwhelming; there really should have been an expansion on the final levels.

Other complaint would be that X4's a little too easy, although Ugly Head Sigma's debris attack almost makes up for that in itself.

68
Gaming / Re: Talk about Sonic
« on: June 24, 2012, 04:33:56 PM »
All I'm worried about is the difficulty of the trophychievements. If it's like SA & DX DLC, then it means you have to collect every emblem again by getting the highest rank, and also reach Green Hill Zone. =w=;;

It'd be even harder if they integrate the Chao garden into it.  Like if they really wanted to be evil, they could make one of the trophies involve you successfully breeding a chaos chao or something of the like.  My Gamecube was left on overnight/during the day quite often as I evolved those things.

69
X / Re: Mega Man X Command Mission Oil Can Poll
« on: June 02, 2012, 08:26:11 PM »
I knew about it (gotta love the CM strategy guide!), but I never actually bothered using it.  Looking at the vid, though, I can see that it makes a mean combo with the Beast Lancer.

70
Original / Re: What is Pharaoh Shot anyway?
« on: April 14, 2012, 06:07:51 AM »
I don't think there is. I was doing it a couple weeks ago on the anniversary collection, I think. Honestly, I'm not sure if that animation kicks in, but I KNOW the shoryuken does three hits when you have the powerup parts.

Shoryuken does 3 hits anyway, though.  It's just a matter of getting those extra couple of punches to show up that are on the spritesheet.  I'm beginning to think that they're unused, as I've been messing around with the arcade version of PF and haven't gotten any other variation of the move to come out, no matter what powerup I'm holding.

Guys lets solve this mystery!

let me pop in Anniversary Collection.



unless.... that move is only in the arcade version which i doubt

Special moves are both in the console (Anniversary Collection) and arcade versions of Power Fighters.  I'm beginning to wonder if the upgrades for the Search For Wily route were incomplete for Protoman & Megaman, as those are the only characters that I haven't noticed any special move upgrade for.

71
Original / Re: What is Pharaoh Shot anyway?
« on: April 13, 2012, 01:57:06 AM »
I think you just charge up your buster and hold up when you attack. It helps to be very close also.

Well that's the thing, I've never gotten Megaman to do anything else besides the regular Shoryuken, even with the power up parts.  I've never seen the "Metsu Shoryuken" that's in the sprite sheet.  I wanted to know if there's some kind of special command  or something you have to input to get the 2 punches before the actual uppercut.

72
Original / Re: What is Pharaoh Shot anyway?
« on: April 12, 2012, 04:36:08 PM »
I think you get that if you get the power up parts. You do that right before the Mega upper. Kinda like a Mestu Shoryuken.

Is there a trick to getting him to pull that off?  Even with the power up parts, I've never got Megaman (or Protoman for that matter) to do any kind of upgraded special move.

73
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: March 23, 2012, 02:41:18 PM »
I knew that Zero color scheme was really obvious!  The pixel boob lights gave it away.  Anywho:




74
Gaming / Re: The Marvel vs. Capcom 3 Topic (ITS MAHVEL 3 BAYBEE)
« on: March 10, 2012, 03:57:08 PM »
Discuss:



While the authenticity of this is being debated, I have no problem believing that it could be potentially real.  I had a feeling that Niitsuma's 8 missing characters were going to show up at some point, it was just a matter of when.

EDIT: Confirmed fake:|

75
Gaming / Re: Street Fighter vs. Tekken
« on: March 04, 2012, 06:23:38 PM »
I'd have to disagree here. Aile and Model-X would be a cool character. With a little creativity, it could take interesting base elements from X and include some neat supers including some Double ROCK On stuff.

Eh, I dunno, it still seems like you'd be better off playing as X in that case.  Aile only has access to the X2 double shot, while X himself has a backlog of weapons and armor.  The only way I could see Aile working is if you made her a stance-switching character who can switch models at will.  Even then, that's a LOT of switching to do (6 models not counting Ox).  I just find the characters that the models are based off of to be better picks as there's more move variety and the characters themselves are a lot more interesting IMO.  I enjoyed Zx as a series, but I didn't feel that the protagonists brought anything, ability-wise at least, that we hadn't seen before.  The psuedoroids were more original, but most of them were a pain to play as.

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