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Messages - AquaTeamV3

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26
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.

27
I like how people are already complaining that the game isn't 2D sprites, because they obviously don't realize what the Unreal engine can actually do.

28
X / Re: Command Mission: what reploids were in the other 4 pods?
« on: September 30, 2013, 07:20:01 AM »
The Cadres are found in different pods on the next floor.  X finds Scarface and Epsilon's pods, and the 2 that Zero and Shadow find are presumed to be Ferham and Botos.

Posted on: September 30, 2013, 01:15:57
Out of all the theories, I have to admit that I find the "Zero killed the rest" one to be the most intriguing, even if the likelihood isn't that great.

29
X / Re: Command Mission: what reploids were in the other 4 pods?
« on: September 29, 2013, 09:03:23 PM »
See, I can buy Rafflesian, but how you can create Ninetales and not have him in the "High Performance" class kinda baffles me.  I guess in theory he could just be ramped up on Supra Force Metal, but still.

30
X / Re: Command Mission: what reploids were in the other 4 pods?
« on: September 29, 2013, 08:50:18 PM »
Might be Ninetails and Rafflesian, if Duckbill Mole was included. Although I have my doubts on Ninetails being one of them, but I could be wrong.

Both Ninetails and Rafflesian had no Rebellion insignia on them, so it's pretty unlikely that they were even affiliated.  DuckMole has the symbol clear on his forehead which is why I mentioned him.

I just imagine that Zero killed the other 2.

That would be interesting, although given his performance in other fights (getting bopped my Jentra solo) I can't help but wonder if he could have had the power to actually do it.  It'd be cool if we could actually play Zero while during his "left-the-party" adventures, just to see what he was getting himself into.

31
X / Command Mission: what reploids were in the other 4 pods?
« on: September 29, 2013, 08:35:52 PM »
Just started a replay of CM recently.  In Lagrano Ruins, there's a segment where X examines 4 pods that are now vacant:

Quote
[X travels deeper into the Ruins, when ZERO contacts him again.]
ZERO: X, do you read me? Go to the middle floor. I have a feeling you'll find
something there.
[X goes to the room ZERO indicated and finds four empty capsules. X inspects the
documentation on the first pod.]
NARRATOR: "Ultra Mobile Bobcat Reploid" Wild Jango. FM Modification System
Production process: ALL GREEN Roll out: OK
[X examines the next pod.]
NARRATOR: "Computational Humanoid Reploid" Dr. Psyche. FM Modification System
Production process: ALL GREEN Roll out: OK
[X examines the next pod.]
NARRATOR: "Super Heavy Cannon Reploid" Silver Horn. FM Modification System
Production process: ALL GREEN Roll out: OK
[X examines the next pod.]
NARRATOR: "Reinforced Light Armor Aerial Reploid" Mach Jentra. FM Modification
System Production process: ALL GREEN Roll out: OK
[ZERO contacts X.]
ZERO: X, how did it go? So, there was one there also?
X: These must be the Reploid production pods Zero mentioned... There are 4 pods
here. They've all finished production and the Reploids have already left the
pods.
ZERO: Shoot, I knew it. There are four pods on my side, too. Of course, all
the customization was finished.

SHADOW: This was my first detail with you, and I’m not optimistic about the
future!

Which opens my question...who or what the heck was in the pods that Zero and Shadow saw?  Incentas is probably a given for one of them, and Duckbill Mole would be a stretch for number 2.  That still leaves at least 2 more, though.  I just can't help but wonder if said reploids were killed before X and co got there, or if they are still wandering Giga City somewhere.

32
X / Re: Would a Maverick Hunter X2-6 have turned out well?
« on: September 17, 2013, 07:24:11 AM »
He already had those.

Those were his primary attack form, actually. The shoulder cannon is mostly for show outside of stunning you.

Ah right.  I have the X8 battles burned into my head so much that I forgot how his X1 incarnation fought. XD

33
X / Re: Would a Maverick Hunter X2-6 have turned out well?
« on: September 17, 2013, 05:32:30 AM »
Colonel would play like Zero and Iris just has that crappy ride armor.

Assuming they go the same route they went with Vile, Colonel could go a long way in becoming a playable character that's distinctly different from Zero.  Even though Vile primarily used his shoulder cannon in the X series boss fights, MHX's Vile mode gave him stuff like finger shot weapons and knee bombs.  Likewise, Colonel could be given a couple of other tricks aside from his saber (which he already uses as a close/long range hybrid weapon, separating him from Zero).  In anything else they can reverse-engineer his Battle Network self and hand him a spare cannon or some other typical military weapon.

34
X / Re: Would a Maverick Hunter X2-6 have turned out well?
« on: September 16, 2013, 07:34:30 PM »
That and the fact that Zero's dash in X8 royally sucked, even compared to the other characters in the same game.

I think it kinda worked for Zero, though.  They were trying to push him as more of a power character than X; sacrificing a little mobility for a greater ability to cover the space around him with hitboxes.  Plus by canon (if CM's stats are any indication) Zero's a little slower than X, but he hits harder.  I felt like X8 was one of the better playable Zero representations we got.  He was pretty flexible in that he could cancel in and out of a lot of his moves.

35
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: September 16, 2013, 06:43:40 AM »
Just saw the new DBZ movie:


36
X / Re: Would a Maverick Hunter X2-6 have turned out well?
« on: September 16, 2013, 06:42:38 AM »
Wasn't Zero already (sorta) playable in X3?

Yeah, but he was implemented so terribly that it almost doesn't count.  It's pretty sad when your best use in the game is as a physics exploit.

I'd rather Zero be fully playable so the game designers won't feel the need to cut every stage into 3rds.  Maybe give him some unique moves, like a mix of some new stuff and his Xtreme 2 moves.

Quote
One thing I would like to see in a remake of X3-6 is not just making the boss A.I. better, but give them some new attacks. Something that make old boss fights from the originals feel new to veterans while making them more exciting to new-comers. Here's an example from DuckTales and DuckTales: Remastered: The boss at the Amazon level really only had one major attack, and that was thwamping Scrooge McDuck. In DuckTales: Remastered, not only did it still have the same attack pattern from the original, but also an earthquake attack and it tries to use the shifting pillars in the room to make pancakes out of you.

That was one of the things I liked the most about MHX.  Old bosses had new variations on old attacks, or in some cases new moves altogether.  I think X3 in particular needs this the most, since the bosses themselves have very little variation in their attacks and are extremely easy to manipulate.  Vile in particular was a huge dissapointment with his simple self.

Quote
Having the ability to play Colonel sounds interesting and hopefully could shed some light on what going through Repliforce's heads, though how's Colonel side of the story going to end? I'm not sure if Iris will take losing Zero as well as losing her brother, but that could make for an interesting "what if" scenario.

I was thinking that it could be a what-if like Vile's.  Maybe either you kill Zero, or there's some twist ending where Zero/X kills you and Colonel realizes that Repliforce was wrong before he dies...there's a lot of places you could go with it.

Remakes are always a balancing act in terms of what to "fix" and what to leave alone.  MHX committed the cardinal sin of watering down your main weapon (after capsule upgrade, that is) and thus competes with rather than compliments its predecessor.  But at least it handled the screen ratio shift better than Powered Up did.

Eh, to me that was a small price to pay for how broken you become otherwise.  Having access to the buster while having a special weapon is a huge buff to X's game.  Having access to the Hadouken while under the protection of charged Chameleon Sting is even sillier.

Quote
I'll touch on X6 just because I'm sure it'll be a hot-button issue: I'd leave the core level design EXACTLY as it is.  However, I would make the following changes: Numero uno, you are able to freely exit any stage, any time.  Also, venturing into an alternate route comes with the option to return to the point at which the stage splits, so that if you get stuck you don't have to start over.  At first, Nightmare effects are triggered by simple stage visits as usual, but if applicable there would be an option to override them at the Stage Select screen.  You can choose from the Stage Select screen to enable a Nightmare Effect stemming from any level you have already beaten, or if you are returning to a level that you have already beaten, you can choose to play it in its "neutral" state with no effects active (note that by "beaten", I am referring to defeating its Investigator, not the alternate route).

I dunno, at least a couple of stages could stand to be looked into.  The donuts of doom in Blaze Heatnix's stage need to go (or have their boss fights re-worked), likewise they could do without the impossible-to-cross-with-Normal X pit in both the Museum and Gate's Lab.  Speaking of Gate's Lab, I'd actually be okay if the pit was still there on the condition that you can go to the stage select screen after defeating High Max.  X6 is kind of a nice game as-is, but I just think a few tweaks here and there would make it at least a little more accessible.

37
X / Would a Maverick Hunter X2-6 have turned out well?
« on: September 16, 2013, 03:13:35 AM »
So I recently played through Maverick Hunter X, and I thought it was great.  Though it screwed with a few elements that made the original great, it was for the most part an amazing remake.  Plus playing as Vile was tons of fun; he's arguably the most technical character in a Megaman platformer I've played.  That said, I remember it being said somewhere that Inafune planned to remake the series up to X6 originally.  I often wonder how that would have worked out for multiple reasons:

- X1's a pretty straightforward game with well-designed levels, so a remake merely involves some polishing.  With games like X3 and X6, it gets tougher in that you'd have to outright rebuild the crappier stages from the ground up.  I've always wondered what they'd do with those titles if they had more time to make the levels actually fun.

- Speaking of redesigns, the bosses would go through a change too in that they'd have a much better AI.  It's fun to speculate how X3 bosses would be to fight against if they were actually smart.  Maybe they can do more than ram themselves at walls aimlessly.

- One of the huge draws to MHX is having Vile playable.  Inafune outright stated that they went with Vile because Zero would have been the obvious choice.  With the other games, I can't help but wonder who else you'd draw from aside from Zero in terms of playable characters.  In theory you could have a Dynamo Mode for X5-6, and fix the empty room syndrome of X3 by making Zero playable, but where does that leave X2/4?  You could pull from the X-Hunters (Agile Mode?) in a search for Zero's parts, and maybe have a 'Colonel Mode' where you get to see the Repliforce side of things closer.

- Possible redesign of Armor functions?  Could have X3 Dust Buster not suck, give the X5 Force Armor a weaker charge shot, and the Blade Armor would have an actual offensive presence.

- The Xtreme games would benefit greatly from the MHX treatment.  In particular I thought XTreme 2 was already good, so an updated presentation would breathe some new life to the game.

IMO a MHX2-6 could have turned out well, and it's fun to speculate what changes Inafune would implement.  Do you think remakes for the following X games would work, and what changes do you think would be feasible?

38
Gaming / Re: PS Vita TV
« on: September 13, 2013, 02:30:37 AM »
...

Oh.  Well that kinda sucks then.  I was hoping to have a means to play MMPU along with a few other games.  I was under the initial impression that the Vita played physical copies of PSP games.  :|

39
Gaming / Re: PS Vita TV
« on: September 13, 2013, 01:30:31 AM »
I'm definitely gonna pick this up when it drops.  I can finally pick up copies of MMPU/MHX and play them on the big screen!

40
X / X3: The Gravity Beetle/Blast Hornet Connection
« on: September 13, 2013, 01:27:39 AM »
So I'm watching one of HideofBeast's vids, and I picked up on a small detail about X3 that I never noticed beforehand.  I always knew that defeating Blast Hornet opened up the wall to grabbing Gravity Beetle's heart tank, but apparently there's a lot more to it than meets the eye.

  • Gravity Beetle's aircraft is delivering a shipment of containers to Blast Hornet's area (I'm assuming it's a weapons facility of some sort).  If Gravity Beetle isn't dead when you get to Blast Hornet's stage, you'll have a miniboss segment that has X destroy the contents of said containers.  These containers more than likely held the parts/weapons for a few enemies throughout the game.


  • Recognize these guys?  Its name is Head Gunner Customer, and it appears as a recurring enemy throughout the game.  After defeating Blast Hornet, all instances of it aside from Doppler's Lab get replaced with it's lesser cousin, Head Gunner masspro:



    It can be assumed that after destroying Blast Hornet's operation, they don't have the funds/manpower to keep producing the more powerful, customized version of Head Gunner, so the mass-produced version will have to do.


  • These guys also leave Hornet's Stage after his operation is shut down.
  • Oh yeah, the boxes that get in your way in Gravity Beetle's stage?  Those are more than likely shipments that had yet to be delivered.  After defeating Blast Hornet, the packages had already been shipped off so your path to the heart tank is now clear.

For all I know I could be extremely late with this and everyone else knew this stuff, but I thought it was pretty interesting how the two stages tie into each other like that.  X1 had something similar, but it wasn't as subtle.  I always liked how the plot elements in the earlier X series games weren't necessarily spelled out for you.  I'm still not a huge fan of X3, but I can appreciate some of the details the game has a little more now.

41
Off The Wall / Re: Reposted Picture Thread (56K Warning)
« on: September 10, 2013, 11:31:20 PM »
I went to that "press the button" site and this was the first one that popped up:



Welp, been there done that.  :P

42
Original / Re: If you could improve ONE weapon of each classic game...
« on: September 10, 2013, 10:13:06 PM »
Not gonna do all of them right now, but here's a few that I would change.

Hyper Bomb: Can alter trajectory of bombs being tossed. Think Bomb Kirby from KSS.  Also explodes on impact.

Spark Shock: Can switch weapons while an enemy is stunned.

Thunder Claw: Can use it to grab items from a distance.

Copy Vision: Can place more than one at a time.

Thunder Wool: Cloud is outright indestructible until it reaches its peak height and unleashes lightning. Lightning's horizontal range increased.


43
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 09, 2013, 11:57:08 PM »
I couldn't tell if X was charging up his X Buster or a using vacuum cleaner in the CD version. -u-'
And now I have this mental image of X dressed as a French maid.

It doesn't help that X3's buster upgrade already looks like a dust buster...

44
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 09, 2013, 03:04:04 AM »
That must be sarcasm. Charging alone sounds so dumb.

The PSX charging sound is terribad.

"VRRRRMMMMMMMMMMMMM!"

45
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 08, 2013, 07:15:41 AM »
Im one of the few people that prefer the PS1 X3 soundtrack.

I just like some tracks better there.

I actually like the easygoing feel of the PSX Intro Stage theme, even if it's a little out of place given the in-game events:

[youtube]http://www.youtube.com/watch?v=-Am1XppfNos[/youtube]

46
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 07, 2013, 07:04:29 AM »
X3's music suffers from "Bad Instrument Syndrome".  I feel like the base melodies would be good if they were just played on different instruments or something.  Expect for the boss theme though, that cannot be salvaged unless they completely remix.

X3 is the only X game where I don't complete the armor most of the time. I get the air dash, then the foot chip, and that's it. Everything else is either too far or just crappy. And also, not getting the X-Buster upgrade means that the Z-Saber will charge much faster.

Yeah, I NEVER go for the entire armor anymore, for the same reason.  Without the buster part you can't get anything but the foot parts, so I end up just using that unless I use a password to get around that limitation.  It's a shame too, because X3's armor has the potential to be one of the most broken of all time.

47
It would appear that people on the devroom want Capcom to emulate the success of Inafune's Mighty Number 9 for Legends 3. That really seems futile to me.

As much as I want MML3, expecting it to come from Capcom is plain ignorance.

48
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 06, 2013, 01:11:05 AM »
Agreed.  Megaman X without a dash button struggles really hard to be Megaman X.

49
X / Re: Why do some people hate/dislike the PSX-era Rockman X games more?
« on: September 05, 2013, 03:57:44 AM »
I will say this about X6:

- I feel like aside from X1, this is the only game that properly captured the feel of scope.  In the intro stage you get bopped by High Max, and it's clear that Gate's creations are much stronger than you.  Throughout the game, you rescue numerous reploids and collect armor just to give yourself a fighting chance against all the crap in this game that's trying to kill you.  What makes it so different here than in the other non-X1 games is how much variety X6 has in its upgrades.  By the time your character collects enough items/parts/armor you're on a completely different level than when you first started the game.  Once you hit Gate's lab things come full circle and you get to curbstomp High Max and later step on Sigma's toes with your overpowered self.

For this very reason I feel like X6 is better played without rescuing Zero, just because there's something satisfying about hoarding all of the items for X and watching him grow little by little.  You can do it with Zero too, but it just doesn't have the same effect.

- Also, X6 is one of the few games that completely got the concept of "Hard Mode" correct.  Not only is the game's difficulty increased in a non-cheap manner, the game feels...more enhanced.  Bosses get new moves, enemy patterns are more challenging, and you feel like you have to actually plan your movements now.

50
Gaming / Re: Talk about Sonic
« on: September 05, 2013, 01:22:59 AM »
Generations had the most underwhelming boss ever.  Horrible design, boring fight ("THAT LOOKS LIKE A HOMING SHOT"), and overall terrible presentation.  Generations is a great game but that boss was just...ehh.

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