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Messages - Hypershell

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2951
Gaming / Re: Super Smash Bros. Thread
« on: December 13, 2009, 04:10:39 PM »
Harruhy, don't blame yourself for the lag.  There is always a 99% chance of lag when four players go at it.  Just the way it is.

And man, rough start as it may be, I sure butt-smacked the crap out of you guys as Peach. 8)

You have no idea how much I want to be playing with my infinite replays code on.  All too common we get epic matches that end somewhere in the 3:10-3:40 ballpark.  Trouble is, if I leave that on, my game will eventually crash...

2952
Gaming / Re: Super Smash Bros. Thread
« on: December 13, 2009, 05:41:06 AM »
Hope you guys are still around, 'cuz I'm jumping on in a sec.

2953
Gaming / Re: Super Smash Bros. Bitchslap: What Do You Want To See In It?
« on: December 13, 2009, 05:40:21 AM »
Okay, we all thought about it, and it's about time someone had the brass to do it:


Ridley

B - Triple Fireball
Fires in a spread pattern.  Has a long windup but strong power (each is comparable to a Yoshi Egg).  Can be briefly charged for slightly stronger effect (not terribly significant, akin to Zero Suit Samus's gun), and more importantly, to mess with your opponent's timing.

Smash B - Death Rake
Ridley's rushing attack from Prime.  EXTREMELY powerful, but a long delay complete with signature roar gives your opponent plenty of warning (think Dedede's Smash A).

Up B - Sky Fang
Ridley flies up and snaps with his jaws.  The jaws do powerful damage/knockback, but he doesn't auto-bite when he runs into an enemy, so you need to position it right.  If you hit too early, Ridley will simply knock his opponent aside with little damage.

Down B - Tail Spike
Ridley drops to the floor, tail aimed downwards to lance his enemies below.  After a hit (whether ground or an enemy), Ridley bounces into the air and can perform the move again sans windup.

Final Smash - Meta Ridley
Ridley gets equipped with his gear, spreads his wings, and takes flight Super Dragon style.  Press A to attack with a flurry of seeker missiles.  Press B to rush forward while raining bombs on your enemies below.  Hold A and B at the same time to charge up a powerful beam from Ridley's mouth.

2954
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: December 13, 2009, 04:03:21 AM »
How many Mario games AREN'T that easy in World 1?  Trust me, it'll get up there in due time.

And yeah, platinum stars are fake, but best of luck to ye anyway, Vix.  I'm sure you'll join us 5-sparkly people plenty quick.  However, I reiterate, that along the way:
World 9-7 will hit you like a Piranha Plant to the testicles.

2955
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 10:33:17 PM »
You know, considering how few frames are involved in NES movement, that's a pretty awesome idea.

Question is, do you want it to affect collision detection?  Or are we going to get people playing as an amazing shooting candy in order to be stealthy? 8D

2956
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 10:23:34 PM »
Fine.

But don't they have the other challenges for more than just clear time?  Or are they not posted on the online boards?  (I'm not sure as I never really looked)
There is no achievement for sexy shade-wearers, therefore you are denied your proper place at the top.

Happy now? 8)

2957
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 10:19:04 PM »
Now THAT is how you add replay value. owob

No, honestly the best way to deal with this situation is to not give a [tornado fang] about your time and reputation. People won't even notice you unless you're in the top ten.
Given a long enough time after release, we all hit that point.  It's just frustrating for that initial month or so when you need something to do while you're waiting for the DLC.

This discussion is a snowball on a snow treadmill.  It goes nowhere and yet grows infinitely larger than it ever should have.  Most of what I would respond with I already said two pages ago, so I'll stop.

2958
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 09:58:05 PM »
So if I'm understanding you correctly, your grip with MM9's ranking system is that the developers made it where it posts your ranks on an online board so all can see either how good you are or how much you suck, and thus making it an automatic competition for everyone who plays the game with their online connection turned on?
Turian nailed it.  It feels great when you make it.  I know, I was there.  But there's more to MegaMan than clear time.  If you're going to rank players based on that alone, keep it in Time Attack.  Not the game's default.

It's a minor complaint compared to the game's shop system and blindsided traps, but one which fellow forum-goers seem driven to harp on, hence the unnecessarily long discussion.

2959
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 09:52:29 PM »
For starters because my router is always on.
Besides, there's no difference between that and just pretending it's something else, except you're giving yourself a chore for your own reassurance.  It's a matter of developer intent, and where their focus is.  What challenges the game itself is presenting you with, and whether in doing so they are building or detracting from the experience.

Again, I'm referring to Normal Mode when I say this.  Time Attack exists for that specific purpose and is thus exempt to any question of focus.  Hero, Superhero, and ProtoMan are not applicable to the leaderboards, which is comforting.  But none of them were available on release day, much less the core package.

2960
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 09:33:09 PM »
Replace "time" with "rank" in my response two posts ago and paste it here.

You're ignoring where the game was deliberately designed to create a competition, and I'm getting a little tired of having to reiterate the obvious.  A stat for your own records and a stat automatically loaded onto web servers for the sole purpose of competing against other players are not the same thing.  Your solution is to treat the latter as if it is the former.  I'm not satisfied with that.  If you were not connected to the internet, you'd have a point.  But then you wouldn't be playing MM9 to begin with.

2961
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 09:03:43 PM »

2962
You don't need an evil doppleganger to accomplish that with Misty, not even officially.  You need only imported manga.

2963
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 08:52:44 PM »
I know, I used to be there.  Vix lasted longer than I did, of course, but still.

No one ever said you HAD to pause cancel.
The game by default ranks you on clear time.  You get the best clear time by pause canceling.

Quote
Take RPGs for example.
RPGs do not post that time on a leaderboard, nor does any MegaMan game you mentioned.  In those instances it is a simple matter of record, not competition.  There's a difference.

2964
it will be the best Pokemon movie ever.
I was thinking more along the lines of if they had an evil Misty to bitchslap him.

*shrugs*

2965
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 08:36:27 PM »
Shelly: You do know the Top 10 is a Wii-only thing, right? On XBLA and PSN, they track everything and everyone
You speak as if I own a 360 or PS3.

Still stupid to make that the game's default mode.  No matter how popular speedrunning gets, MegaMan is about blowing stuff up.  When the game attempts to rank you and yet ignores that, there's a problem.  As I said, a Time Attack mode is a different story, since it exists specifically for that purpose.  My gripe is with clear time goals being the default mode.

Quote
I guess you're talking about the pause screen cancelling, but that's not physics. That's more of a game design thing.
Call it what you like.  Physics can apply to literally anything.

"Canceling" is an exploit in my book.  Even though I am well aware that the pause screen cancel is a MegaMan staple,  it's just annoying to see the game designed so that you have to depend on it.

2966
Original / Re: Megaman & Bass - Torture in your hand.
« on: December 12, 2009, 08:19:34 PM »
I think both the SNES & GBA soundtracks of MM&B are pretty terrible.
Well, I think it's average for gaming in general.  But terrible by MegaMan standards, yeah.

2967
March, as in MegaMan 10 March?  Well, I'll have something for home and something for handheld, I guess.

Definitely nabbing Soul Silver.

2968
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 04:29:36 PM »
I think that's a very premature conclusion. After all, we do not know the exact details of these features. The shop could be the exact same, or completely different.
Well, the quotes were from MMN.  The comments followed the yashichi (a healing item) shpiel.  Yes, it's all second-hand, I haven't read the NP article for myself yet, but it just sounds too suspicious to me.  If they're selling E-Tanks again, they're doing it wrong.  That simple.

Quote
Things like achievements and online ranking were never detrimental to the game, they only provoked replay value from those interested in it. If you don't like them, just ignore it.
Achievements, true, although they are annoying to completists who don't like to be told what play styles are and aren't praise-worthy, but that's all.

Leaderboards, at least the way 9 handled them, are a bit different for those of us who pick the game up at release.  Top 10 worldwide is a pretty unrealistic goal, but the more insane among us will try for our fifteen minutes of fame.  The fact that the game rubs your completion time in your face at the end of every play through doesn't help any.  The focus turns to physics-exploiting your way through the game rather than enjoying it, seeings how never before has MegaMan been about speed-running and a great deal of it revolves around pause screen manipulation (a specific time-attack mode is one thing, but this should not be going on in the game's default mode).  This continues until eventually, someone scores an insane enough time (probably through hacking, case in point) that the rest of us no longer care.

The fact that the leaderboards ignore Hero/Superhero/ProtoMan modes is comforting, but their release was delayed too long so you still had to put up with Normal while you waited.  As a matter of focus, the default game mode should not be ranking you based on clear time, especially not clear time alone.  Time Attack, a separate mode devoted to it specifically, works just fine.

Quote
In terms of sliding/charging, I don't consider their lack any different quality wise than their presence.
When auto-spawning enemies very nearly match your walking speed, I disagree.  Sliding was a way to move quickly.  MM9's flower pot missiles made me miss it a LOT.  ProtoMan is some consolation, but the fact that you get the tradeoff of double damage/knockback is far from appealing.

2969
Original / Re: Megaman & Bass - Torture in your hand.
« on: December 12, 2009, 04:37:12 AM »
Boy, this thread makes me feel better about myself.  I mean, I consider MM&B hard, but not impossibly so.  There are worse titles out there (Lost Levels and ActRaiser 2 come to mind).

Oddly enough I actually prefer the GBA version's boss theme.  Never minded the trimmed screen, either.  Lack of a dash button for Bass is the only thing that ticked me off a bit.

2970
Original / Re: MegaMan 10 - More Playable Blues
« on: December 12, 2009, 04:30:15 AM »
-Stock up on items in the shop "just as in Mega Man 9"
-achievements
-online ranking
-no charge/slide for Rock
-no female RM
-more DLC milking

Well, so much for Inti learning from what they [tornado fang]'d up in 9.  Oh well, I know I'll buy it and love it anyway.  It's just a matter of whether or not it'll dethrone 2 and 3.  9 came nowhere close and it doesn't look like 10 will either.  Then again, if they can at least give the helicopter claws the boot, that'll definitely count for something.

2971
Gaming / Re: Super Smash Bros. Bitchslap: What Do You Want To See In It?
« on: December 12, 2009, 04:17:59 AM »
More or less.  Wouldn't be quite as nuts speed-wise as Triforce Slash, but it would have a set range.

2972
Gaming / Re: Super Smash Bros. Bitchslap: What Do You Want To See In It?
« on: December 12, 2009, 03:51:49 AM »
You know, you could have ripped off Omega's Ranbu for the Final Smash...

Anyways, I've been trying to think up a decent move set for this character for quite a while, and I think I've got it.  We all know that Fire Emblem has more than swords to offer.  Save the axes, lances, and tomes, I'm going for claws.  This particular cat has a tongue that cuts just as deep.  She's tough as nails, but still cute enough to woo the enemy into swallowing some laced food should the need arise.  And she's probably the only person besides Mia who actually enjoys sparring with Ike:




Lethe (Fire Emblem: Path of Radiance; Fire Emblem: Radiant Dawn)
*normal form*
Very fast and evasive, but weak in both damage and knockback.
B - Counter.  Doesn't work against projectiles.  If struck by a melee attack, Lethe blocks it and gives her attacker a boot to the head.  Good distance, low trajectory, little damage.
Smash B - Pass.  Lethe dashes forward.  If she hits an enemy, she'll kick them behind her.
Up B - Smite.  Lethe leaps into the air, and if she hits an enemy, automatically head-stomps them.  Does no actual damage.  Does not leave Lethe helpless, and may be repeated after a successful hit.
Down B - Shift.

*shifted form*
Powerful, heavy, and reasonably quick, but also a large target and suffers "stamina" slowdown if maintained over 2 minutes.
B - Roar. Lethe lets loose a roar that stuns nearby grounded enemies.
Smash B - Quick Claw.  Lethe tenses up.  If struck by a projectile, she leaps towards the owner and delivers a powerful blow.
Up B - Resolve.  Lethe leaps into the air, and if she catches an airborn enemy, will grab them and drag them down to the ground.
Down B - Revert.

Final Smash - Rend.  Lethe shifts if she hasn't already, roars to stun and slightly damage all foes, and rushes forward.  If she catches an enemy, she unleashes a furious combo of fangs and claws finished with a somersaulting blow that launches her opponent.

2973
News and Announcements / Re: Nintendo Power announces Mega Man 10
« on: December 11, 2009, 10:09:19 PM »
Well, MM9 was pretty darn strong in the special weapons department, so I see no reason 10 wouldn't be.  My only concern would be, Inti being Inti, the risk of direct rehashes.  Which we'll likely see regardless due to the general tendency to include a shield weapon every other game.  But whatever.

If you're desperate, Flame: HBC. But you decide if you want to go that way.
You can't give him a better reason for HBC than to pirate WiiWare?  You could have at least dangled the dressless-Brawl-Peach carrot or something. >U<

2974
Gaming / Re: The "What are you currently playing?" Thread
« on: December 11, 2009, 08:59:00 PM »
That's because it's only half a game.



Anyways, after 100% clearing NSMBWii, it's back to star-hunting in Mario Galaxy.

Purple coins.  I thought they were cool 'cuz they were introduced at the same time as flying.  Then I played the other stages... O:<

2975
Gaming / Re: Super Smash Bros. Bitchslap: What Do You Want To See In It?
« on: December 11, 2009, 08:47:49 PM »
Forgive the bump, but a little something occurred to me.

PB, remember what you said about the LttP boss music?
I would like this, but it'd probably have to go in some kind of Medley, cause really the theme doesn't really go anywhere really.
Didn't stop these guys:
<a href="http://www.youtube.com/watch?v=IaivHPnJu30" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=IaivHPnJu30</a>


Seriously, how could you not see yourself Smashing to that one?



Also, having thought about my previous Bitchslap moves, I'm revising a Final Smash:
Mewtwo
Final Smash: Psychic
"Do not test the limits of my power!"
Mewtwo charges energy and fires a thin beam in whatever direction the player chooses.  One of two things happen.
If it hits an opponent, he/she is trapped in a blue aura and Mewtwo can freely manipulate them to damage other enemies on-screen, Super Sonic style.  Press an attack button before the Final Smash expires to detonate the aura and send your victim flying (otherwise it'll simply fade).
If the initial beam misses, it becomes a stream of blue fire that can be rotated briefly (similar to Lucario's Aura Storm, just not from the top of the screen).

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