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Topics - AquaTeamV3

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26
Original / Rate and Discuss: Rush Power Adapter
« on: November 20, 2009, 06:25:36 AM »

Welcome to the 8th topic in the 'Rate and Discuss' series.  This topic is about an item that really packs a punch, the Rush Power Adapter!

The Power Adapter makes it's first appearance in Megaman 6, after you've beaten Flame Man.  The Rush Adapters had replace the usual Coil/Jet deal that was commonplace in every MM game past 3.  Instead of riding on top of (or in) Rush, instead Megaman's loyal pet would merge with him, giving him an added boost in either mobility or power.  In Power form, Megaman turned the usual red and white color scheme he had when using Rush, but his arms were a lot bulkier, and his chest armor also received a design change.

True to it's name, the Power Adapter certainly gave Megaman a very nice offensive boost.  His normal shots were now projectile punches that did 2 points of damage instead of the usual 1.  However, the range had been severely cut, which meant that you had to be fairly close in order to do damage.  His charge shot was also a punch projectile, charged instantly, and did more damage than the original charged shot, but it's range was also fairly short as well.  The charge shot was pretty amazing, however, and had some unique properties.  In addition to breaking down cracked walls that were littered throughout stages, it was capable of breaking down shielded enemies, like Mets, which was a previously impossible feat.  It also reversed the momentum of some enemies, as a well-timed punch would send them back where they came from.  This was particularly useful for the first boss of Mr. X's fortress.

Power Megaman's main weakness it the fact that he loses his ability to slide.  This honestly cuts your mobility down quite a bit, especially during boss fights.  The lack of range could also present a problem if you're used to firing shots from a full-screen's length, but it's not too bad when you've taken the time to get used to it.

As a whole, Power Megaman was pretty unique, and it was also the basis for the Gaea Armor in X5!  As a useless tidbit, if you release a charged shot when you enter a boss door while jumping, Megaman will come in fists flying.  The Power Adapter gets an 8.5/10 from me!

Post your opinions/ratings/thoughts here!

Previous installments:

Eagle Ride Armor
Vacuum Arm
Falcon Armor
Hyper Shell
Arrow Shot
Blade Arm
Shining Laser

27
X / Rate and Discuss: Eagle Ride Armor
« on: November 20, 2009, 03:15:07 AM »


Welcome to the 7th topic in the 'Rate and Discuss' series.  This topic is about a Ride Armor that really lives up to it's name, the Eagle!

The Eagle Ride Armor made it's first (and only) appearance in Megaman X4.  It was available in 2 stages; Storm Owl (Part 1) and Final Weapon (after defeating Double/Iris).  It pretty much had the same basic appearance as Raiden did, with a few differences here and there; it was blue in color (instead of pink), with two rather large wings behind it, and it also had a rather large buster on it's left arm.  

True to it's name, the Eagle had very advanced aerial capabilities.  It was capable of both an air-dash and a hover, like X's foot part, but the abilities here were much more advanced.  The Eagle's hover was infinite, and it even lasted if you were to get hit, although you would lose a little altitude.  This was particularly useful when you simply wanted to fly over minor enemies below, or over a pit.  The air-dash was pretty nice as well; it traveled farther than X/Zero's and was surprisingly quick despite the bulk of the armor.  This was a pretty decent way to get around, and was particularly useful when you didn't want to find yourself roasted by one of Storm Owl's ships.

The Eagle wasn't without a good offense, as it had plenty of power to back itself up.  The standard attack of the armor was to fire moderately sized pink shots.  These were pretty handy on their own, but the real beauty of this armor was the charged shot.  It fired 3 homing plasma shots that more or less tore through any enemy.  They were pretty accurate in terms of homing; if there were no enemies on screen, the shots would simply spin around a bit before flying off, as if they were just waiting for something else to show up.  You could even charge and fire the shot while hovering, which gave you a considerable amount of power from the air.

Overall, the Eagle was a pretty solid Ride Armor, IMO one of the best in the series.  A couple of the Ride Armors had given X aerial capabilities before (Hawk and Rabbit), but the Eagle felt a lot more fleshed out overall.  It's a shame you weren't able to bring this thing into battle against a Maverick like you could with Raiden, would've been a blast.  I'd have to give the Eagle a perfect 10!

Post your opinions/ratings/thoughts here!

Previous installments:

Vacuum Arm
Falcon Armor
Hyper Shell
Arrow Shot
Blade Arm
Shining Laser

28
Shooting Star / Your preferred Noise?
« on: November 14, 2009, 05:37:57 AM »
I just got SF3 a week ago (my first Star Force game), and it's pretty fun!  The Noise system in particular is pretty interesting, and can lead to some very devastating combos.  So I'm just curious at to what Noise(s) people prefer.

My personal favorite is Virgo, being that water is my preferred element.  The Charge Shot is excellent, as it pierces obstacles and covers all 3 columns when used in the center.  Combine this with Icestage and BreakSword/Burai, and you've got a pretty nice damage source.  I usually add +IcePnl to keep the fun going as well.  I'm considering trying out Cancer as well, as the Bubble Shot looks like it could be fun to use.

I tried Cygnus (my first one), and Float/Air Shoes is pretty nice to have.  The only gripe I have with it is the sword-type weakness, as sword attacks are quite common, and keeping your noise level high could be a problem, especially in competitive play.

29
DASH / Rate and Discuss: Vacuum Arm
« on: November 12, 2009, 02:34:50 PM »
Welcome to the 6th topic in the 'Rate and Discuss' series.  This topic is about weapon that completely sucks, the Vacuum Arm!

In the first Legends game, the Vacuum Arm is crafted from 3 parts, the Broken Motor, Broken Propeller & Broken Cleaner.  With a relatively cheap total upgrade cost of 10,500z, you won't be stressed for cash trying to upgrade this thing.  In Legends 2, the weapon is made from the Broken Motor and Broken Vacuum.  The total cost is 126,000z, which largely consists of the rather large 100,000z upgrade.  Upgrading the Special stat simply gives the suction speed an upgrade.

The Vacuum Arm picks up nearby refractor shards, energy cubes, and special weapon crystals that enemies dropped.  The weapon is simple, yet indispensable.  If un-upgraded, it actually picks up things kind of slowly, and it's range isn't too great.  These attributes can be upgraded, though, and it's actually very effective when done.  Fully upgraded, the Vacuum picks up things from pretty much anywhere within visual range, and this includes behind your range of vision as well.  With the special stat fully upgraded, you'll actually suck thing up pretty quickly; it takes no longer than a second to get everything.

This weapon is actually very useful to take with you when venturing through ruins.  It's a quicker and easier way to collect zenny.  It also allows you to get zenny in places you couldn't normally pick it up.  There are situations where zenny gets stuck in walls (MML2), and it's a lot easier to use the vacuum than to repeatedly jump against a wall.  It's also useful in situation where zenny may fall onto lava or other hazardous floors.  It also certainly makes zenny collecting much more bearable underwater.

Conclusively, I can't really see a weak point for this weapon.  It does what it's supposed to do (quite well, I might add).  You have to be wise about where you carry this, though.  I certainly wouldn't recommend you bring this into boss fights, or situations where you may need extra firepower.  Then again, with a good buster, you can take this is if you want some extra cash in your pocket.  If anything, upgrading this thing is more of an investment if anything, as it will quickly pay for itself.  I give the Vacuum Arm a 10/10!  Money makes the world go-round! (Not really.  ;D)

Post your opinions/ratings/thoughts here!

Previous installments:

Falcon Armor
Hyper Shell
Arrow Shot
Blade Arm
Shining Laser

30
X / Rate and Discuss: Falcon Armor
« on: October 29, 2009, 03:16:25 AM »
Welcome to the 5th topic in the 'Rate and Discuss' series!  This topic is about the Falcon Armor, an upgrade that gives X quite a lift!

The Falcon Armor debuted in Megaman X5, where the new capsule system was introduced.  X (or Zero) now had to find all of the armor parts before he could use them, and there were now 2 armors instead of the usual one.  The Falcon Armor was the first one X could find (outside of the Fourth Armor that you start with) , as you needed Falcon to get Gaea's parts.

Anywho, the Falcon Armor's main gimmick was that it could actually fly, which was a large step above the usual air-dashing.  You were actually invincible (mostly) during flight; only certain projectiles could hit you, such as those rather annoying waves Sigma insists on chucking at you.  You could actually take advantage of this to a rather large extent, particularly during Skiver's dash routine.  It actually did minor damage to enemies too, which was pretty interesting.  You weren't going to actually kill anything important with the minor damage you got, but it was something.

Interestingly enough, you couldn't actually charge weapons with this armor, but the head part gave you a larger supply of ammo to work with.  The Buster Part was pretty useful here; the charged shot had laser-like capabilities and actually pierced through anything it hit, including walls.  This was pretty useful for those irritating shielded enemies in the Zero Virus Stages.  Lastly, the Body Part did the usual routine of having the damage X took, but also gave him a Giga Attack as well.  The Giga Attack caused charged shots to vertically fly through the screen, hitting whatever happened to be there.  Not particularly good or bad, I honestly didn't find much of a use for it, personally.

The armor was pretty useful overall in X5, particularly with the Speedster attached.  It was pretty solid in terms of enemies and bosses; not as powerful as Gaea, but still able to hold it's own rather easily.

Come X6, X started out with a degraded version of this armor.  It lost it's unique flight ability in exchange for an air-dash that did minor damage and offered very little protection.  I guess it's nice if you can't avoid Wolfang's Ice Burst on your own, but otherwise it's just your standard air-dash.  The armor could actually charge weapons now, which was nice to have from the start.  The buster shot did get nerfed, however.  It no longer had it's old piercing abilities, and was now nothing more than a very skinny charged shot.  The Giga Attack remained the same, although it did get a flashy background to accompany it.

X6's Falcon Armor was pretty useful as far as armors go.  While it lost a big chunk of it's mobility, it's charged shot was arguably more useful than Blade's, which counts for something.  It really had no gimmicks, but was pretty solid overall.  The Falcon Armor gets a perfect 10 for the X5 variation, and an 8/10 for the X6 version.

Post your opinions/ratings/thoughts here!

31
DASH / Rate and Discuss: Hyper Shell
« on: October 28, 2009, 11:25:08 PM »
Welcome to the 4th topic in the "Rate and Discuss" series.  This topic is about a weapon that really heats things up, the Hyper Shell!

The Hyper Shell is crafted from two parts, a Rusty Bazooka and a Firecracker.  The total upgrade costs of this one total up to a rather chunky sum of 950,000z.  However, spending some time with King Miroc can make it seem a lot less daunting.  The special stat increases the size of the blast radius when an enemy is hit.

This weapon essentially acts like a beefed-up Powered Buster from MML1.  You shoot a red fireball at an enemy, and it explodes on contact with an enemy, wall, obstacle, etc,.  However, when an enemy is struck, an even larger explosion occurs, and it's radius depends on the special stat.  Depending on the situation, you can take out multiple reavers with only one shot.  The explosion seems to tack extra damage on as well, so the weapon actually deals max damage when both the special and attack stats are at their highest level.

This thing does quite a bit of damage, and has rather impressive range as well.  Along with the Buster Cannon, the Hyper Shell actually boasts the highest range stat in the game.  Heck, if you've been upgrading the range stat nicely, you can actually shoot the back of the Gomoncha yourself instead of the slow (but funny) process of chucking Servbot missiles at it.  This thing can put some huge dents in bosses; some go down in less than 5 shots.

There are a couple negatives about this one, however.  It fires slower than it's predecessor, which means getting a shot off against some more aggressive enemies can prove difficult.  Also, it takes a little while to recharge after firing one shot, so you can not fire these in a quick, consecutive fashion.  However, this weapon does make for an extremely effective sniping tool, as it takes out most enemies in one shot.  The delay is not too large, but it is noticeable.  It doesn't burn too much weapon energy when fully upgraded either, but I still recommend carrying a Hyper Cartridge for extended uses.

Really, the Hyper Shell is a pretty nice weapon; it even holds it's own in the Sera fight.  In the end, I give it a 9/10.  A bit slow, but an extremely nice improvement on the Powered Buster from the previous game.

Post your opinions/ratings/thoughts here!

32
Original / Rate and Discuss: Arrow Shot
« on: October 25, 2009, 01:25:43 AM »
Welcome to the 3rd topic in the 'Rate and Discuss' series!  The topic featured is an item that probably ranks among the most dangerous in Megaman's arsenal, the Arrow Shot!

The Arrow Shot is an item that can be made in Megaman 8, costing Megaman 5/40 of his bolts.  It was well worth it, though, and really made going through stages a lot easier.  When the item was equipped, Megaman's charged shot behaved a bit differently.  Instead of it's normal blue color, it became a gold-ish color, with an arrow-like effect.  The shot now spread out upon striking an enemy as well.

This is pretty much one of the best enhancements in the series, period.  The charged shot still retains it's normal damage, but fans out in a 6-way spread, hitting anything else behind your target.  Note that the scattered shots are just as powerful as the charged shot itself, so if you were to hit a larger enemy that would normally survive a regular charge shot, he would take the damage equivalent of 5 more charged shots in one strike.  Yeah, no enemy is going to survive this one.  Likewise, hitting a smaller enemy will most likely kill it and the extra shots will fan out and hit other enemies.  It should also be noted that this does in fact help to get past things such as Guard Joe's shield, as initial shot will strike the shield, and the spread shots will strike Joe himself, killing him.  The Laser Shot boasts this as well, but the Arrow shot just does it better; it even boasts the same level of effectiveness in taking down the Green Devil.

As far as bosses are concerned, the Arrow Shot doesn't really shine as much as it does normally.  Thanks to the Damage Barrier, bosses will not take the extra damage like a normal enemy would.  I should not that you can fire at the boxes during the penguin boss fight in Wily's first stage; the scattered shots can hit him, although this is a much more tedious way of taking it down.

Overall, this is pretty nice ability that's bordering on broken.  I find it absolutely odd that so many people prefer the Laser Shot over this, as there is much less coverage in terms of range.  As good as this item is, it really makes you wonder why Capcom couldn't come up with a better buster part for the Blade and Max Armors.  Had the Blade Armor (or Max Armor) had something like this, I'd probably use it more often.  At any rate, the Arrow Shot rates a perfect 10 from me!

33
DASH / Rate and Discuss: Blade Arm
« on: October 24, 2009, 02:32:37 AM »
Welcome to the 2nd topic in the Rate and Discuss series! This time it's about a weapon that certainly makes the cut, the Blade Arm!

The Blade Arm is a fairly popular weapon. It's actually the only other close-range weapon outside of the Drill Arm. While getting in close can be risky business, often times the reward can be worth it.

In the first Legends game, the Blade Arm was crafted from two items; a toy Zetsabre won by beating the A-Rank challenge in Beast Hunter, and a Pen Light that you can find by digging around in the sub-ruins (how do these things get down there?). As far as upgrade costs go, you're only going to spend 38000z to fully upgrade it, which isn't too bad considering the fact that most of it goes towards the range anyway.

Using the Blade Arm causes Megaman to do a single slash. A small beam flies out as well, and goes farther depending on the range upgrade. The weapon isn't overbearingly powerful, although it can get the job done. Note that if used close enough, the blade and beam will both hit the enemy, doing increased damage. With this you can take out a lot of minor enemies out in one shot, but larger enemies like Karubun, Skarukurusu, and Firushudot will be able to take the hit. The bad thing about this is that if you don't stun the enemy, they'll still hit you.

One downside to this weapon is that it's startup time isn't too quick. You're liable to get smacked in the face by the thing you were trying to slash, which can be quite frustrating. I strongly suggest mastering tech rolling if plan to use this weapon, because you'll otherwise lose a lot of health if you're not careful. This also isn't the best weapon for taking down enemies in numbers. It doesn't have the fastest recovery, so you're liable to get jumped if you get surrounded; and in that case, you'll want to use your buster anyway. It's not the best weapon for boss fights either, as getting that close to most bosses is hard enough, let alone the fact that you won't be able to hit them with it. You can hit Juno's 2nd form with this, although the damage payoff is not worth it at all, and he'll probably hit you anyway due to the lag it has.

In Legends 2, the Blade Arm received a well-needed overhaul. This variation is made from the Zetsabre and the Beam Blade notes. The Beam Blade notes are easy enough to get; they're in a chest located at the Kimotoma ruins on Saul Kada island. The Zetsabre is another ballgame altogether; no matter how you slice it (sorry! ), it's going to take some work to get it. You either have to take the 100-question quiz or pay 2,000,000z to the mayor of Pokte Village for it. I recommend you take the quiz (with aid of a FAQ, if need be), as you're going to need the cash for upgrading the weapon itself.

The Blade Arm costs a whopping 2,010,000z to fully upgrade, topped only by the Homing Missile, Crusher, and Shining Laser. It's prices were slashed (8D) down to 1,000,000z in the PSP version. The energy is probably what you'll want to upgrade first, as this weapon sucks a lot of it quickly. The attack and range are worth it too.

About the weapon itself, the Blade Arm now allows you do do a 3-hit combo by pressing the button twice. Megaman makes two wide-ranged swipes sideways (better range depending on how much your range stat is upgraded), and then comes down with a leaping slash. Note that you are fully invincible during the 3rd slash; but be careful, you don't want to propel yourself off of a ledge and into something like lava. The weapon also shield breaks, which means that it can take off the shields of Gorubeshu, as well as hitting enemies who are invincible to the buster in certain frames, like Galgalfummi.

The weapon has plenty of attack power, particularly when upgraded. You'll find yourself easily wiping out Tron and Bon at Kimotoma ruins, as well as most reaverbots you meet. Once you get the range upgraded, you'll find yourself hitting enemies at different angles, such as directly beside you. And with infinite energy, there's a lot you can do.

Really, the main weakness of the weapon is the fact that you can't hit anything from a distance with it, like the Gomoncha battle for example. Granted, you have your buster, but otherwise, this weapon simply won't cut it (sorry!). Otherwise, you have a solid close-range weapon which is pretty darn useful!

On a closing note, one other cool feature of the Blade Arm (both versions) is that it makes this cool sound-effect when you swing it. It's pretty unique and separates it from other sword type weapons in the Megaman series (a particular red reploid comes to mind). Overall, I rate the MML1 Blade Arm a 6.5/10, and the MML2 version an 8.5/10

Post your opinions/ratings/thoughts here!

P.S. If you want me to rate a specific weapon next, let me know!

34
DASH / Rate and Discuss: Shining Laser
« on: October 24, 2009, 01:43:02 AM »
Just as a bit of introduction, I've posted these 'reviews' at Legends Station, generally sparking interesting discussions about the games.  Depending on how things go, I may start posting ones based on different series' as well.  That said:



Welcome to the 1st topic in the "Rate and Discuss" series.  This topic is about a weapon that really puts on the hurt, the Shining Laser!

In its first appearance, The Shining Laser is made from three parts, the X Buster (wow), Weapon Plans & Prism Crystal.  It also carries a rather pungent price tag, with upgrade costs set to a total of 835,000z.  This makes it the second most expensive weapon in the game, only exceeded in cost by the Active Buster.  You do get this weapon pretty late, though, so depending on your tastes, you may not end up using or upgrading this thing at all.

The Shining Laser fires a white laser ahead of Megaman.  The laser quickly drains the HP of any foe who is unlucky enough to be in its path.  It has quite the reputation for being able to pretty much school Juno (as well as any other boss), so it really helps when you're having trouble.  It also goes directly through any enemy, so it's entirely capable of taking out multiple enemies who are lined up.  It doesn't penetrate enemies with invincible frames, however, so Gorubeshu is still a pain to take out here.

This weapon actually has impressive range when full upgraded.  I was actually surprised to see it take things out from distances that would normally be unreachable to most weapons (besides the Powered/Active Buster).  It's energy also has the benefit of being able to upgraded to infinite, which really adds to its versatility.  The weapon isn't anything spectacular in the visual department.  This very well may be the most boring weapon in the game, despite the fact that it's power is almost unrivaled.

Come Legends 2, the Shining Laser got a makeover.  In addition to the physical difference, the laser itself got itself a visual upgrade.  The weapon makes a spiffy effect when fired initially, and the laser is now a greenish-white tint.

The weapon is now crafted from the Laser Manual and the Green Eye.  The Shining Laser in this game is known as the single most expensive thing in the series, with upgrade costs that add up to a rather ridiculous sum of 18,249,999z.  In my personal opinion, I really don't recommend upgrading this thing, as you'll probably kill yourself trying.  However, if you have the PSP version where all of the prices are cut, then knock yourself out.

This weapon is just as powerful as (if not more than) the original weapon from the first game.  It actually does pierce shields this time around, and it's also useful for battling Sera (the Crusher's more fun IMO).  It does drain quite a bit of energy, but if you have the time/patience to actually pay the total energy cost of 11,099,999z (it's 9,999,999z for the last section alone 0_0), then that part is actually negated.  The recharge time is pretty fast, though, so that helps.  It's range is pretty nice, too, so you can catch enemies from a nice distance with relative ease.

Really, the Shining Laser is just plain nice.  While I personally rarely use it due to the lack of challenge, I still have to respect it's statistics.  The MML1 version gets a 9.5/10 (losing a half point due to the visual effect), while the MML2 version gets a perfect 10!

Post your opinions/ratings/thoughts here!

P.S. If you want me to rate a specific weapon next, let me know!

35
Gaming / Elements of a Good Compilation?
« on: October 14, 2009, 04:41:32 PM »
In your opinion, what makes for a good compilation (i.e. MMAC, X Collection)?  In my opinion, a good compilation should have the games featured playing flawlessly, as well as a considerable amount of bonus content.  I think Capcom was pretty horrible at this when it came to the MM games, as some of them were butchered (MM8's sound), and the bonus content was done pretty sloppily.  Having to run through the menu screens was more annoying than novelty as well.  And then there was the button configuration issue in the GC version as well.  X collection was better, but I was kinda dissapointed at the lack of voices in X6 altogether.  The bonus content didn't seem too interesting either, and seemed kind of sloppy in arrangement.  Kind of sad really, as CM did a better job at that then both collections combined.

As far as examples of good ones go, the Street Fighter series generally got it right, as the games were arcade perfect and you got some nice bonuses like being able to watch the SFII animated movie.  Alpha Anthology was good as well, with HSFA and Gem Fighter being excellent additions to an already arcade-perfect transition of games.  Sonic Mega Collection and Gems Collection did exceedingly well in this area; filled to the brim with bonus content (Vectorman!).  My only gripe was the game-unlocking method in SMC, which was a lot of time spent just tring to get S3&K; however, it was nice of them to transfer your S3 files over to the new game.  The comic book section in particular was nice, even allowing you to read Sonic Firsts.

36
Rockman Series / Songs that sound like MM tunes
« on: October 14, 2009, 01:43:18 PM »
Here you can post music (games or otherwise) that sounds a lot like Megaman music.  Example: Shishigami Bang's theme from Blazblue sounds a lot like X2's intro theme at 0:21.

37
Off The Wall / Your browser?
« on: October 09, 2009, 03:17:45 PM »
Just curious, what browser is everyone here using? I was a devoted Firefox user until recently; 3.5 seems slow sometimes and takes a rather large chunk of time to open. I've been using Opera for the last couple of weeks and I'm really amazed. Opens in seconds, lightning fast, and has most of the features FFox had. Speed Dial is pretty nice as well.

38
Gaming / What defines 'Hard Mode'?
« on: September 21, 2009, 03:09:42 AM »
Just curious, what does your ideal definition of a game's 'Hard Mode' contain?  You can use examples from video games if needed, be it MM or otherwise.

For me, a game's ideal hard mode makes factors like stages and bosses tougher without messing with the player.  I also like them to use some creativity with this as well; adding extra enemies is not enough, there should also be new attacks.  A good example of this would be Megaman X6, in which you notice some differences straight out of the intro stage.  There were also some key boss improvements, like Scaravich getting new purple and orange boulders, the latter of which causes boulders to fall from the sky, which is pretty interesting in it's own right.  Sonic Adventure 2 is another good example.  Even the basic City Escape is made a lot more difficult with changes that keep you on your toes.  The Kirby games are pretty nice at this as well.  KSSU's True Arena and Revenge of King are pretty much excellent challenges for a die-hard fan.

Bad examples IMO include the MM games worked on by Inti.  While they do make the stages and bosses tougher, they also insist on weakening the player, making you take double damage.  This pretty much has the ability to turn stages like Protectos' (ZX) into nightmares in their own right.  The Zero series took away your triple slash and charge shot, which pretty much dropped the fun factor down quite a few notches.  Megaman Legends 2's Very Hard Mode was actually fun, but the fact that zenny was worth less made it that more painstaking, as it very painstaking to upgrade weapons, making the use of a Gameshark zenny cheat very justified.

39
X / Best and Worst Armors?
« on: September 01, 2009, 04:19:37 AM »
Which armor(s) did you find the most and least useful in the Megaman X games?  For me my personal favorite is the Hermes Armor.  I wasn't a fan of it at first, but it's actually grown on me a bit.  The upgraded movement speed is nice, and Shadow Dashing is pretty doggone useful when taking it to the bosses.  The X-Drive is a pretty unique ability as well; it's invincible on activation, you don't take damage from most attacks (this includes collision damage), and you get a pretty nice charge shot.  I actually don't mind the design too much, as it does have the speed element to it, what with the mask and all.  However, I think the Icarus Armor should have a more offensive look.

As far as the worst, I'd have to say the Max Armor (X3).  It's not that the armor is terrible as a whole, but the Buster part destroys the rest of it.  The overlapping shot is too slow to be of any use, and also makes using the saber that much harder.  It's mobility and defense are nice, but the armor as a whole feels slow due to the terrible offense.

40
Gaming / GGPO Client
« on: August 28, 2009, 05:48:41 PM »
http://ggpo.net/

I wasn't sure if this went here or Emulation, but meh.  GGPO is a client that allows you to play classic arcade games online without lag!  My usernames on there are AquaTeamV3 or Coastal.  You can play the the following games online:

  • Breakers Revenge
  • Dungeons and Dragons
  • Fatal Fury Special
  • Final Fight
  • Garou: MOTW
  • Hyper Street Fighter 2
  • Jojo's Bizarre Adventure
  • Karnov's Revenge
  • KOF 2000
  • KOF 2002
  • KOF '97
  • KOF '98
  • Last Blade 2
  • Marvel Super Heroes
  • Marvel Super Heroes Vs. Street Fighter
  • Marvel Vs. Capcom
  • Metal Slug X
  • Samurai Showdown 2
  • Street Fighter Alpha
  • Street Fighter Alpha 2
  • Street Fighter Alpha 2 Gold
  • Street Fighter Alpha 3
  • Street Fighter II: Champion Edition
  • Street Fighter II: Hyper Fighting
  • Street Fighter III: 3rd Strike
  • Super Gem Fighter: Mini Mix (Pocket Fighter)
  • Super Puzzle Fighter 2 Turbo
  • Super Street Fighter II: Turbo
  • Vampire Savior
  • X-Men Children of the Atom
  • X-Men Vs. Street Fighter

41
Zero / Most Useful Gimmick Weapon?
« on: August 04, 2009, 12:10:02 AM »
Just curious which one of the 'Gimmick Weapons' people got the most use out of.  For me, it was the Chain Rod, as it's a pretty all-around resourceful tool.  There nothing cooler than pulling a Pantheon towards you and firing a charge shot right into it.  Ripping shields off of those pesky Pantheon Hammers was pretty awesome too.  The ability to swing off of walls was nice, and actually saved my life a few times.  Energy Chain was pretty much the icing on the cake for me.

The Z-Knuckle is a close second; I just wish more of the attachments had unlimited ammo.  I like the Ice Buster, but only having 8 shots kinda blows.  That head part doesn't help that much, either.  Recoil Rod would be third, as watching enemies fly across the screen is pretty humorous, as well as the semi-useful pogo function, but that's about it.  I really didn't get much use out of the Triple Rod at all.

42
Original / The 1st Upgrade in Power Fighters?
« on: May 15, 2009, 06:40:18 AM »
Does anyone know exactly what the first upgrade does (in the 'Stop Wily' route)?  I know that the second one give you a more powerful charge shot as well as a longer energy meter, and the third one enables a super jump.  However, I cannot find a use for the first one.  I've heard that it improves your special attack (the SF technique), but it doesn't seem to do anything there either.  Either the item's effect is so pointless that it doesn't matter, or it's Capcom's idea of a joke:|

43
EXE / Battle Chip Challenge?
« on: March 31, 2009, 03:12:23 PM »
Did anyone here besides me enjoy this game?  I know that people criticize it a lot for a lack of movement and such, but it's actually a pretty cool strategy game.  I was playing it earlier, and I realized how well though-out the battle system is.  Basing decks on your character is pretty fun as well, and there's a nice variety of Navis to choose from.  Plus the fact that you can store Navicodes from other people gives it plenty of replay value.  This is actually one of my favorite Megaman games; it's overlooked but fun once you get the hang of it.

Navicode:

Name: ASH5
Navi: NormNavi-A
Code: DTH73P55♦6RPLJJ4X1P19F11

44
Gaming / Worst experience while gaming online?
« on: February 09, 2009, 01:43:11 AM »
What was your worst experience ever in an online game?  For me, it was last night while playing Mario Kart DS (worldwide setting).  I was playing with 2 other people (1 disconnected), and we were on the 3rd stage, which happened to be Yoshi Falls.  I was pretty much whooping them, but they weren't too bad.  I noticed that this one guy would just sit still for a while and wait for me to overlap him.  I simply paid him no mind, until he did something really annoying. 

The guy (using Mario) gets a star, and runs over me.  Normally, it's not a big deal; after all, it's what most people do when they get one.  However, the guy switches into reverse and runs me over again.  Then he pulls forward again and hits me again.  The annoying part was that it was inescapable.  He hits me with this "combo" of his until the effect of the star runs out, and then he pulls off, despite the fact that he was already lapped.  The other opponent took advantage of this and won that race.

Times like this make me wish voice chat was an option in that game.   >_<

45
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.

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