Best and Worst Armors?

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Offline Satoryu

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Reply #125 on: September 16, 2009, 09:31:07 PM
He was talking about X5 the sentence before that. Or my eyes are broken...

they may be, cause he was talking about X6.


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Offline Elpis TK31

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Reply #126 on: September 16, 2009, 10:48:12 PM
OIS is fun to use, but I kinda resent the fact that it amounts to quick "insta-flicks" on and off when attacking.  Locking in it (after a charge-up akin to Model A's Giga) would have been more reasonable.

It is entirely fair.  Soultrigger said "after X3", which by definition encompasses multiple consoles.  Xtreme2 was released after X5, thus it fixed the broken air-dash physics of the previous two PS1 games.  That future developments failed to heed such a fix does not undo the fact that the fix existed.

Are you kidding?  Zero's GROUND dash is gimped in X8, much less air.
X and ZX series are made by different development teams.  That ZX games feature superior air-dash physics in no way guarantees that a future X-series title would.
Case in point: X8 was released after Z3.

And on the topic of double-jumping, Z3/Z4 is superior for distance, but it fails in height.  No amount of dashing can fix that.

Very true.  Although I enjoy the proper use of a Double Charge Wave, but that's just me.
To be fair, we don't have dashjump-airdash.  We have dashjump-airdash-hover.  Quite broken, and awesome.
I don't mind if speed and firepower of the shots are sufficient, as they were in X2 (but most definitely NOT in X3).  I'm more concerned with using both arms in a double charge shot, which has never been done since X3.  Inti does some pretty low-frame attack animations, so it really shouldn't have been too hard for them to do alternate buster frames for Model X.

I like the whole on and off thing, but that's just because I like that raw pwnage, and being able to conserve some LME, even if I do agree it would have made more sense if you couldn't cancel it...then again, you wouldn't be able to switch forms becuase you're locked in OIS...no, I'm quite happy they didn't go that way, it would have [tornado fang]'d ZX hard.

I didn't read Soultrigger post, sorry, in that case, I said nothing. even tho HX still beats the crap out of it
As for X8, oh yeah, Zero's dash did suck...but it's still hellz better than PS1 dashing.

No amount of Dashing can fix height, but Recoil Rod propelling can. (as for Z4 /care, who needs heigth there anyway)

As for Model X, I don't really see the need for the two arms in Double Buster thing, but that's just cuz since that didn't work well for X2 and X3...OX does equally worse on ground, not being able to do that in dash...and it's a bloody shame there's no Charge Saber in OIS, just because the DCS takes up both Charge Slots >.>
They went in the right direction with OX, but they didn't quite make it yet.

Because even with OIS, Serpent is somewhat annoying in his second form. (thank god for Hx tornado here)

Its bad because it is overpowering a character from the start. theres nothing wrong with it if you EARN it, but othewise...

Serpent in his second form is only annoying if you get caught in his OH SO ELABORATE attacks, I'm serious, even on Hard, this is not the biggest concern...Serpent's first however is a much bigger threat(on hard).
You earn OIS like you Earn Metal Blade, GTFO, it's only overpowering if you do it right (like I do.)
Also, I cannot stress this enough, it is by far the most speedrun friendly system in MM/gaming.
Besides you don't HAVE to use OIS, I only realized using it after mah 10th playthru orso (I was a saber diehard)

Well, easy = bad when it comes to games, & broken = easy, so broken must equal bad.

Your logic fails.
Easy games can be fun just as much as hard games, people only play "hard" games/modes and talk about it are stuck up bastards, there's nothing wrong with playing something on a difficulty level less than the hardest.

Also, broken doesn't make a game easy, it just gives you an edge, hell I would have never gotten good times on Zero1 without the brokenness of the Z-saber in that game. OIS does make [parasitic bomb] easier, but it's no guarantee for a deathless run on ZX's hard mode, believe me...that being said, it's of less use on Easy, since ZX's Rolling and PX Shuriken are WA-HEY more broken....and I love it.

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Offline Zan

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Reply #127 on: September 17, 2009, 12:38:18 AM
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I like the whole on and off thing, but that's just because I like that raw pwnage, and being able to conserve some LME, even if I do agree it would have made more sense if you couldn't cancel it...then again, you wouldn't be able to switch forms becuase you're locked in OIS...no, I'm quite happy they didn't go that way, it would have [tornado fang]'d ZX hard.

Personally, it would have been better if the systems didn't have every single elemental attack (charge or special skill) as taking up weapons energy. We went through the entire ZERO series without needing it, why now? I can understand why regular attacks are neutral unless linked to weapons energy, but for the charges it's a pain unless they go with ZXA's energy recovery system. Likewise, such manouvers as shadow dash should not be restricted to PX's overdrive, it should be a regular move of both PX and P, as it defines Phantom and balances out his weak attack power.




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Reply #128 on: September 17, 2009, 04:53:46 AM
Personally, it would have been better if the systems didn't have every single elemental attack (charge or special skill) as taking up weapons energy. We went through the entire ZERO series without needing it, why now? I can understand why regular attacks are neutral unless linked to weapons energy, but for the charges it's a pain unless they go with ZXA's energy recovery system. Likewise, such manouvers as shadow dash should not be restricted to PX's overdrive, it should be a regular move of both PX and P, as it defines Phantom and balances out his weak attack power.

I always found that kind of stupid.  I think at least one elemental attack should be free, as well as shadow dashing.  Come to think of it, charge shots should be free anyway; one thing that bugged me in ZXA was the fact that Vent/Aile's charged attacks cost meter.  It was free in ZX as well as the Z' Series, so why is costs anything at all is beyond me.  Model Px particularly felt awkward in the fact that you had to activate something before shadow-dashing. 

The recharging meter was nice, but most of the moves didn't need to cost anything in the first place, barring forms like Chronoforce whose charged attacks are practically broken in some cases.  The fact the it took meter for Queenbee to fly was too much, she's a bee for crying out loud!

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Offline Galappan

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Reply #129 on: September 17, 2009, 05:18:42 AM
one thing that bugged me in ZXA was the fact that Vent/Aile's charged attacks cost meter.  It was free in ZX as well as the Z' Series, so why is costs anything at all is beyond me. 

The recharging meter was nice, but most of the moves didn't need to cost anything in the first place, The fact the it took meter for Queenbee to fly was too much, she's a bee for crying out loud!

No no no no. I think it's like when you move or do something you burn calories/expend energy. Copying requires energy expenditure too.  :D

But yeah I kinda like Queenbee to have free flying but that's the rule I guess. >.>




Offline Elpis TK31

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Reply #130 on: September 17, 2009, 11:16:27 PM
I always found that kind of stupid.  I think at least one elemental attack should be free, as well as shadow dashing.  Come to think of it, charge shots should be free anyway; one thing that bugged me in ZXA was the fact that Vent/Aile's charged attacks cost meter.  It was free in ZX as well as the Z' Series, so why is costs anything at all is beyond me.  Model Px particularly felt awkward in the fact that you had to activate something before shadow-dashing. 

The recharging meter was nice, but most of the moves didn't need to cost anything in the first place, barring forms like Chronoforce whose charged attacks are practically broken in some cases.  The fact the it took meter for Queenbee to fly was too much, she's a bee for crying out loud!

ZX didn't have a LM Gauge, logically, since Grey/Ashe copied ZX, they have to spend LME, it's not like they're using their own buster afterall.

The same thing goes for Kaizemine and Condorock, and ofcourse, to limit overusage I think.

shadow dash should not be restricted to PX's overdrive, it should be a regular move of both PX and P, as it defines Phantom and balances out his weak attack power.

I agree with this, but I do like to note that maybe it was Inti's attempt of limiting it's use, so you couldn't spam like in Zero3...that Siarnaq doesn't have it at all made me mad, they could've use the A button or something to at least keep it in...but NOOO, we get an upward fan of kunai toss and touch kunai, woop-tee-doo >.<
Oh well, at least the whole horror(?) pose and dialogue make Siarnaq worthwhile. It's a shame he can't beat Albert on his own >.>

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Reply #131 on: September 18, 2009, 01:18:23 AM
I like the fan of the Shurikens, the added range helps a lot.  Seeker-Shuriken was a cool move but making it touch-screen only was stupid; should have been a Sub Weapon (it's 1 shot at a time and consumes BME, so it's not like you can go too over the top with spamming it).

Shadow Dashing really ought to be the norm for Model P/PX.  However, ZXA did it a huge favor with Ashe's Mandala Star.  That move rocked.

No amount of Dashing can fix height, but Recoil Rod propelling can. (as for Z4 /care, who needs heigth there anyway)
I consider it a minor annoyance to be locked into a particular weapon for the sake of maneuverability (besides Chain Rod, 'cuz it's so awesome that way).

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As for Model X, I don't really see the need for the two arms in Double Buster thing, but that's just cuz since that didn't work well for X2 and X3...
That's a matter of physics, not of visuals.  You don't need to be immobile to use your other arm for a buster (just ask ProtoMan).

If they can do a walking saber, they can damn well do a walking two arm Double Charge.  In either case it's 2 alternate walking frames.

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OX does equally worse on ground, not being able to do that in dash...
As with X2 the raw firepower is well worth the tradeoff, not that it doesn't take an adjustment.

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and it's a bloody shame there's no Charge Saber in OIS
So incredibly freaking true.  And there's absolutely no reason this should be the case, they could have just had the second shot locked in the green color (there are, after all, only two charge phases of the OIS buster anyway).

That and Double Jump really should have been part of OX, even if it is awesome as-is.  I am, thankful, however, that OX's normal-mode charged saber is the PROPER Z1-3 attack strength.  The nerfing of that move in ZX never made any sense to me.

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Serpent in his second form is only annoying if you get caught in his OH SO ELABORATE attacks, I'm serious, even on Hard, this is not the biggest concern...Serpent's first however is a much bigger threat(on hard).
This truly demonstrates a difference in play styles.  I can rather easily nail Serpent's first form with no damage.  My love of Double Charge Wave encourages me to find safe spots in his pattern, and you don't really need to attack that often when a full combo wipes out half a life bar.

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Your logic fails.
Easy games can be fun just as much as hard games, people only play "hard" games/modes and talk about it are stuck up bastards, there's nothing wrong with playing something on a difficulty level less than the hardest.
I'm glad someone else has some sense.  I play every X-series game on the hardest level.  And I play every Zero-series game on Ultimate, which is [acid burst]-simple.  There's no reason challenge should be the full and sole determining factor in fun.

Personally, it would have been better if the systems didn't have every single elemental attack (charge or special skill) as taking up weapons energy. We went through the entire ZERO series without needing it, why now? I can understand why regular attacks are neutral unless linked to weapons energy, but for the charges it's a pain unless they go with ZXA's energy recovery system.
As I mentioned in an "Aha!" moment some time ago, the easy solution to the weapon energy ordeal is to have Trans Servers restore it the same as they do health (and really, there's no reason they shouldn't).  That would have done the first ZX a huge favor, I think.  The fact that there is no "restore" point for BME really discourages the use of anything that consumes it.  If each form has its own gauge then an auto-recovery isn't really necessary, but SOME recharge station most certainly is.  Any Classic/X game restores your weapons after a stage, and that's what made the weapons accessible.

Also I feel that Zero-series is an extraordinarily bad example of how to handle weapons, simply because its idea of an "elemental system" was palette-swapping your charged attack.  It really cheapened the whole experience for me.  Thankfully even a neutral-element charged saber brings down most bosses in 8 hits, so you can just as easily ignore it.

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Offline AquaTeamV3

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Reply #132 on: September 18, 2009, 03:58:07 AM
It's a shame he can't beat Albert on his own >.>

I really wish you weren't locked into certain forms when fighting Albert.  The cool thing about Serpent was that you could take him with any mode you chose.  I had to laugh at the fact that Albert has an anti-Chronofoce maneuver though; scared the heck outta me the first time I saw him do it.  A very gutsy move by Inti, IMO.

As I mentioned in an "Aha!" moment some time ago, the easy solution to the weapon energy ordeal is to have Trans Servers restore it the same as they do health (and really, there's no reason they shouldn't).  That would have done the first ZX a huge favor, I think.  The fact that there is no "restore" point for BME really discourages the use of anything that consumes it.  If each form has its own gauge then an auto-recovery isn't really necessary, but SOME recharge station most certainly is.  Any Classic/X game restores your weapons after a stage, and that's what made the weapons accessible.

Exactly.  Because of that, I was VERY careful on how I spent BME, because you pretty much had no real way of filling it up again barring a W Tank.  Now that you mention it, it is kind of odd how they didn't refill it after stages at all.  Personally, I didn't like the fact that your WE was refilled when you died in later MM games (8, X4-beyond); it made the Energy Balancer feel a lot less important.

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Also I feel that Zero-series is an extraordinarily bad example of how to handle weapons, simply because its idea of an "elemental system" was palette-swapping your charged attack.  It really cheapened the whole experience for me.  Thankfully even a neutral-element charged saber brings down most bosses in 8 hits, so you can just as easily ignore it.

EX skills remedied that...sort of.  Some of them weren't too handy against bosses (like a good portion of the buster skills), but I sure got plenty of mileage from them during stages.  Poler Kamorous' (I'm pretty sure I misspelled that) skill got me through the entirety of Z2, so yeah.  I admit they could've differentiated the charged-slashes a bit and given them special effects, but I digress.

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Reply #133 on: September 18, 2009, 06:09:58 AM
I really wish you weren't locked into certain forms when fighting Albert.  The cool thing about Serpent was that you could take him with any mode you chose.  I had to laugh at the fact that Albert has an anti-Chronofoce maneuver though; scared the heck outta me the first time I saw him do it.  A very gutsy move by Inti, IMO.

is that  a hard mode (or whatever the hard mode was called) only thing? Because he has never done that to me.

...When Larry the reploid accountant goes maverick of his own accord, he's certainly formidable during tax season, but he isn't going to provide X the challenge needed to make him grow as a warrior and reach his potential.


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Reply #134 on: September 18, 2009, 06:18:12 AM
Exactly.  Because of that, I was VERY careful on how I spent BME, because you pretty much had no real way of filling it up again barring a W Tank.  Now that you mention it, it is kind of odd how they didn't refill it after stages at all.  Personally, I didn't like the fact that your WE was refilled when you died in later MM games (8, X4-beyond); it made the Energy Balancer feel a lot less important.

I liked that because a lot of the time you'd use one weapon, find out the boss was weak to it, and then be screwed over because you had no ammo left to deal with them outside of the mega buster, and I remember in X4, the buster did pitiful damage (zero's skills didn't fair much better).



Offline Zan

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Reply #135 on: September 18, 2009, 02:03:11 PM
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is that  a hard mode (or whatever the hard mode was called) only thing? Because he has never done that to me.

Albert will only counter Time Bomb if the Time Bomb is used after his shield is destroyed. The way to avoid this is to take down his shield with Time Bomb already active.



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Reply #136 on: September 18, 2009, 05:37:07 PM
and I remember in X4, the buster did pitiful damage (zero's skills didn't fair much better).

I don't know what X4 you were playing, cause Zero's skills were incredibly powerful. Not so much Shippuuga, but the shear brokenness of Ryuenjin makes up for it.


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Reply #137 on: September 18, 2009, 09:38:42 PM
As with X2 the raw firepower is well worth the tradeoff, not that it doesn't take an adjustment.

That and Double Jump really should have been part of OX, even if it is awesome as-is.  I am, thankful, however, that OX's normal-mode charged saber is the PROPER Z1-3 attack strength.  The nerfing of that move in ZX never made any sense to me.

This truly demonstrates a difference in play styles.  I can rather easily nail Serpent's first form with no damage.  My love of Double Charge Wave encourages me to find safe spots in his pattern, and you don't really need to attack that often when a full combo wipes out half a life bar.

I'm glad someone else has some sense.  I play every X-series game on the hardest level.  And I play every Zero-series game on Ultimate, which is [acid burst]-simple.  There's no reason challenge should be the full and sole determining factor in fun.

Chain Rod <3

Double Jump would have been sweet, since there's no chip for it >.> DashjumpAirdashDoublejumpHover O_O
That would cover SO insanely much ground/air XD

To be honest, I hadn't even noticed the nerfing of Saber strength in ZX until you mentioned it, I always had a feeling it was slightly weaker, but I never tested it, Z4 was the only case I knew for sure.

Awesome, I play X series games usually on the easier modes, especially for games like X5 and X6.
Not that I didn't beat their Xtreme modes, it's just that I suck too hard at it...and thus don't enjoy it as much...
X7 is strangely the only X game with Hard mode that I runned low% and enjoyed.
I didn't know what I was doing when I started X6, but with sheer playing I eventually beat it.
I WILL NEVER play X6 on Xtreme/X no armor again. I already die enough with all gear >.<

For the Zero series I have a varied approach, Z1 only Ultimate&Hard, Z2 both, Z3 Normal&Hard, Z4 Easy,Normal.
I don't like having to deal with upgrades in mah saber, ALL or NONE for Z1...I don't play Z3 Ultimate because I suck at switching between CommandCharge and Rakusaiga...and I don't like Z4 enough to play Hard, it's Ultimate is the worst of the series, hell even Normal NewGame+ in Z2 beats it.

Weapon energy resortered in Trance Servers would have been awesome...It does however make LME capsules even more insignificant...there's only one spot in all ZXA where I remember picking those up, the second part of the Submarine Volcano.

As for Serpent, I always have a harder battle with him in his first form (hardmode only) Because the second really broadcasts it's attacks and even tho he can give pressure in third phase it's not as annoying as when the first form chains it's attacks so much you can't even get a Saber/Buster charge combo in >.>

I really wish you weren't locked into certain forms when fighting Albert.  The cool thing about Serpent was that you could take him with any mode you chose.

You're not locked, I meant it in the sense of challenge, like doing it with only Model A, or Atlas y'know?
I tried for ages, but Siarnaq just can't take Alberts shield down >.<
I've never said locked, I just said he can't do it on it's own, unlike the other of the Rockman forms.

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Offline Hypershell

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Reply #138 on: September 18, 2009, 11:40:18 PM
Albert will only counter Time Bomb if the Time Bomb is used after his shield is destroyed. The way to avoid this is to take down his shield with Time Bomb already active.
Or to Time Bomb him in the middle of a reasonably long attack, since he won't interrupt what he's doing to counter it.  He waits until the current attack is finished.

I don't know what X4 you were playing, cause Zero's skills were incredibly powerful. Not so much Shippuuga, but the shear brokenness of Ryuenjin makes up for it.
Dammit, Sato beat me to it.  But yeah, Zero's skills in X4 are ridiculous.  Shippuuga is awesome, too, however it's nearly worthless against bosses due to being unable to use it in mid-air (dashing towards General while riding his fist is basically asking for collision damage).

I noticed last time I played the PC version that you can speed up Raijingeki by chaining it to the first or second saber slash (it skips the charge-up animations when you do).  Certainly makes it a lot more useful.

I WILL NEVER play X6 on Xtreme/X no armor again. I already die enough with all gear >.<
Well, that made me feel better. 8)

Yeah, X6 is a beast on Xtreme Mode.  But it's a happy beast for me, since it provides massive mobs for you to plow through once you're tanked up with a max life gauge and UH level parts combos.

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I don't like having to deal with upgrades in mah saber
The entire weapon experience system of Z1/Z2 was wrong...

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switching between CommandCharge and Rakusaiga
I play Ultimate due to my completist nature, but the Command Charge annoys the hell out of me.  ESPECIALLY in Z3 when I'm trying to Throw Blade spam.

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...and I don't like Z4 enough to play Hard, it's Ultimate is the worst of the series
I actually believe the opposite, that it is the best, because it lets you DISABLE the Command Charge and still keep all the other stuff.

Okay, so Elf shots on steroids isn't the most fun way to play, but the double-length life bar makes the game easy enough that leaving the Animal level low doesn't really cost you anything.

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Weapon energy resortered in Trance Servers would have been awesome...It does however make LME capsules even more insignificant...there's only one spot in all ZXA where I remember picking those up, the second part of the Submarine Volcano.
Well, in ZXA you pretty much only find a Trans Server at the end of a mission, when you can just as easily safely stand, so it wouldn't make a heck of a lot of difference besides just streamlining gameplay.

The regenerating gauge works well for ZXA because it counter-balances the fact that all forms share the same BME gauge and that certain non-attacking maneuvers heavily drain it (Queenbee's flight and Vulturon's hover).  In a game such as the first ZX where every form has its own gauge and there is little to no drain outside of attacking moves, a weapon restore at the Trans Server would be enough by itself.

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Offline Keno

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Reply #139 on: September 19, 2009, 02:05:56 AM
The only ladder in X2 where I can possibly think of the double charge shot being remotely a problem is in Morph Moth's stage right before the X-Hunter's room, mainly due to the position of the wall next to it. Otherwise, bitching about the double charge shot dropping you off the ladder is kind of pointless, as others have noted.
Not really. I shot from ladders in X2, so there has to be somewhere it feels natural or comes into play.



Offline Elpis TK31

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Reply #140 on: September 20, 2009, 04:18:32 AM
I noticed last time I played the PC version that you can speed up Raijingeki by chaining it to the first or second saber slash (it skips the charge-up animations when you do).  Certainly makes it a lot more useful.

Well, that made me feel better. 8)

The entire weapon experience system of Z1/Z2 was wrong...

I play Ultimate due to my completist nature

I actually believe the opposite, that it is the best, because it lets you DISABLE the Command Charge and still keep all the other stuff.

Just one slash and Raijingeki's charge frames are skipped, I always thought that was common knowledge, guess I was wrong >.> it also works on GC/PS1 version. I always map the EX attack button to R, so I can play in Zero style :P

Haha, yeah, you play a mean X6 ^^
You also know ALOT about it, more than anyone else around here last time I checked...
So X6 is like your fav MM game? (only other game I can think of is Xtreme2)

Now that I think about it, MMZ is always referred to as being so freaking difficult...but the truth is that only Zero2's hard mode rivals X6's difficulty (in the sense that I deem it to be ruthless for single session deathless play), ZX and ZXA's hard modes also did a great job in difficulty, but still, nothing f*cks me up like X6, and believe you me, I TRIED...on the other hand Zero1's hardmode is arguably the easiest hardmode in a (MM)game ever.
from hardest to easiest hardmodes: X6&X5&Z2, ZXA, ZX, Z4&X8, Z3, X7, Xt1&Xt2, Z1 (my take on them anyways)

Weapon levelling in RMZ = dumbest MM game idea. (that I can think of >.>)
In Zero2 it's become less of a nuisance honestly (even if it is still homo) because they lowered the requirements a bit...I think...like with the Cyberelves...Z1 shows that Inti hadn't the time to work the system out, the LVUP requirements are insane, all elf EC cost combined sums up to MORE THAN THREE TIMES Zero's Max Carry capacity.
WHAT THE F*CK!? Zero2 rectified it in that costs were lowered and better means of acquiring EC were presented, <3 Filter Shield, I never would have gotten below 53 minutes(100% collection) without that.

Oh yeah, I forgot, you like to have it ALL XD

To be honest, my whole gripe with Z4 lies in the fixed-ness of it all...CommandCharge/Rising3rdslash/Saber+1 in Galacta Armor without taking double damage THAT is something worth calling Ultimate.

As for ZXA, streamlining yes, but in ZX it could have saved a minute for sure.
(like if they had allowed you to TRANCE THE HELL back from D-2 after fighting Girouette)
Yeah, stuff that matter XD

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Offline Hypershell

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Reply #141 on: September 20, 2009, 04:54:37 AM
So X6 is like your fav MM game? (only other game I can think of is Xtreme2)
Xtreme2 is.  X6 is my favorite main-series game.

Not like I don't lose my fair share of lives in X6 either, although part of that is lack of practice as my game library grows ever larger (and another part is my insistence on forsaking Life Recover for Overdrive as X).

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MMZ is always referred to as being so freaking difficult...
I basically resent Inti's entire concept of a Hard Mode because they always obtain it by crippling the player.  At least in Z2 there was an attack strength boost to (sort of) counter-balance, but still.  ZX stopped crippling your weapons but made health management ridiculously tedious, since you depended heavily on reserve items.  Frankly I'd have been happier if they kept the Life Ups and axed all recovery items instead, would have made Hard Mode more classic-esque.

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on the other hand Zero1's hardmode is arguably the easiest hardmode in a (MM)game ever.
For me it ties between X5 and ZX.  ZX's Hard Mode is nicely counter-balanced if you've unlocked Model X for the entire game.  Not to mention OIS is death on any difficulty.  And X5 on Xtreme mode...really isn't that hard.  The boss life bars are just tediously tall, but their attack patterns are still simple.  Most of what can be called "hard" in X5 is still there on any level (Ride Chaser, death-beams, and such).

Maybe that's why I refuse to play X-series games on lower levels, X5 spoiled me.

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X6&X5&Z2, ZXA, ZX, Z4&X8, Z3, X7, Xt1&Xt2, Z1
Xtreme2 HAS a hard mode?

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Weapon levelling in RMZ = dumbest MM game idea. (that I can think of >.>)
It's definitely up there, yeah.

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all elf EC cost combined sums up to MORE THAN THREE TIMES Zero's Max Carry capacity.
WHAT THE F*CK!?
Oh jeez, I remember that.  Z1 elves were freaking gluttons.  Is it any wonder I don't want to replay outside of Ultimate when about 3/4 of the game is camping for EC and weapon experience?

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Oh yeah, I forgot, you like to have it ALL XD
Damn straight.

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(like if they had allowed you to TRANCE THE HELL back from D-2 after fighting Girouette)
ZX did have a few wonky Trans Server locations.  That was one nice thing about ZXA; every level had a definitive end, with Trans Server.
« Last Edit: September 24, 2009, 02:48:26 AM by Hypershell »

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Offline Keno

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Reply #142 on: September 20, 2009, 06:46:33 AM
Weapon leveling made sense in Zero 1, as he was groggy & stuff from waking up.



Offline Align

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Reply #143 on: September 20, 2009, 11:04:55 AM
Not a good enough reason compared to how it affected gameplay, though.

MMZ isn't all that difficult, it's mostly that every gamer ever has OCD or something (I know I do) and just can't stand that B-rank.



Offline Keno

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Reply #144 on: September 20, 2009, 05:28:30 PM
I forget, did weapon levels carry over into new game +?



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Reply #145 on: September 21, 2009, 03:29:16 AM
You're not locked, I meant it in the sense of challenge, like doing it with only Model A, or Atlas y'know?
I tried for ages, but Siarnaq just can't take Alberts shield down >.<
I've never said locked, I just said he can't do it on it's own, unlike the other of the Rockman forms.

Locked was a poor choice of words on my part, my bad. What I meant was that you can't take albert down in certain forms (i.e. Buckfire).  I was never too savvy about playing as bosses anyway, as most of them feel clunky (barring Hedgeshock).

I forget, did weapon levels carry over into new game +?

Nope, you had to start all over when you started a new one.

Just one slash and Raijingeki's charge frames are skipped, I always thought that was common knowledge, guess I was wrong >.> it also works on GC/PS1 version. I always map the EX attack button to R, so I can play in Zero style :P

Same here, the Zero series taught me how comfortable it is to dash with the should button.  The Circle button always felt like it was in the way, especially when you wanted to dash-jump and fire at the same time.  I always like the ability to use you special weapon and buster at the same time, as it gives you a lot more freedom.  It also makes armorless X broken in X8...

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all elf EC cost combined sums up to MORE THAN THREE TIMES Zero's Max Carry capacity.

You think that's bad, MML2 did that job a whole lot worse.

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Just one slash and Raijingeki's charge frames are skipped, I always thought that was common knowledge, guess I was wrong

Raijingeki is also jump-cancelable BTW.  X4's arsenal was pretty nice, it's my personal favorite throughout the series.  X8 would be a close second, though, as it has a nice amount of versatility, especially seeing as Zero has actual weapons he can choose between.

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Offline Keno

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Reply #146 on: September 21, 2009, 05:13:27 AM
Nope, you had to start all over when you started a new one.
Now that's retarded. First time through, it's acceptable.



Offline Elpis TK31

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Reply #147 on: September 25, 2009, 06:25:53 AM
Xtreme2 is.  X6 is my favorite main-series game.

I basically resent Inti's entire concept of a Hard Mode because they always obtain it by crippling the player.

For me it ties between X5 and ZX.  ZX's Hard Mode is nicely counter-balanced if you've unlocked Model X for the entire game.  Not to mention OIS is death on any difficulty.  And X5 on Xtreme mode...really isn't that hard.  The boss life bars are just tediously tall, but their attack patterns are still simple.  Most of what can be called "hard" in X5 is still there on any level (Ride Chaser, death-beams, and such).

Xtreme2 HAS a hard mode?

Oh jeez, I remember that.  Z1 elves were freaking gluttons.  Is it any wonder I don't want to replay outside of Ultimate when about 3/4 of the game is camping for EC and weapon experience?

That makes X6 close second?

I've never minded the crippling thing, especially not in ZX, since I never use larger than normal LE gauges anyways (just to prevent laziness) also, it's a blessing in Zero1, dear god do I hate normal mode.

I rarely use X on Hard in ZX, be that as he is horribly outclassed (like PX) by other Models at every point.
(and this may be good of me to add, when speedrunning) There is no instance where X provides a faster method of winning than ZX~LX in any circumstance on Hard. he does make alot of stuff alot easier.
OIS is still murder on Hard, but at least now some bosses make for a decent challenge, in a long survival/speed haul.

I've only played X5's xtreme mode with minimal items/no bosses X...

I was talking about the highest difficulty /hard modes when referring the Xtreme games, meaning their Xtreme modes.
(strangely, I have the most trouble with Zero Mission, Gareth does crazy damage >.< the other two are cake.)

Zero1 is all about the Hard and Ultimate modes, screw Normal.

Yeah, I managed nicely around the stupid planning of server locations, but I don't know why they just couldn't have made the three or four non transporting servers able to do transporting >.>

Same here, the Zero series taught me how comfortable it is to dash with the should button.  The Circle button always felt like it was in the way, especially when you wanted to dash-jump and fire at the same time.  I always like the ability to use you special weapon and buster at the same time, as it gives you a lot more freedom.  It also makes armorless X broken in X8...

You think that's bad, MML2 did that job a whole lot worse.

Raijingeki is also jump-cancelable BTW.  X4's arsenal was pretty nice, it's my personal favorite throughout the series.  X8 would be a close second, though, as it has a nice amount of versatility, especially seeing as Zero has actual weapons he can choose between.

Ever since I played RMZ, and by that I mean Dash L, SubWeapon R, I will NEVER, I repeat NEVER divorce that buttonmapping, it even helps in games that aren't even Rockman, like Cybernator <3
It's so much easier on the fingers too, before this, DashJumpcharging/chargeshot felt stressfull and awkward.

Also, HOLY WTF!? That's insane...I should definately get 100% on Legends2 sometime.

Yeah, X4's Zero skills are badass, but I always seem to have trouble with the triple slash and double jump,
it just seems so lazy compared to X6 somersaullt and zippy(?) slices.
I knew you can jump out of Raijingeki, it saved mah ass back when I was fighting Mushroom in the old days :P
What I always really liked about Zero (random) is that if you turn around after your 1st slash, you automatically do the 2nd slash in that direction, I think it was X5/X6 only but I'm not sure.

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When life is boring, knife some cows in RE4, it's hilarious!


Offline AquaTeamV3

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Reply #148 on: September 26, 2009, 02:06:29 AM
Yeah, X4's Zero skills are badass, but I always seem to have trouble with the triple slash and double jump,
it just seems so lazy compared to X6 somersaullt and zippy(?) slices.
I knew you can jump out of Raijingeki, it saved mah ass back when I was fighting Mushroom in the old days :P
What I always really liked about Zero (random) is that if you turn around after your 1st slash, you automatically do the 2nd slash in that direction, I think it was X5/X6 only but I'm not sure.

You can actually jump out of most of Zero's techniques, especially the ones in X8.  It should also be noted that every attack in X8 can be super-canceled into a DA or switch, which can lead to some very stylish moves.  I also found it interesting that it was the only game to actually give Zero an air-dash slash, which can be fun to mess around with.

The turn-around slash was used in X5-6, and 8 as well IIRC.  Certainly helps prevent Zero from being a sitting duck on the ground.

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Offline Zan

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Reply #149 on: September 26, 2009, 03:22:28 AM
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Ever since I played RMZ, and by that I mean Dash L, SubWeapon R, I will NEVER, I repeat NEVER divorce that buttonmapping, it even helps in games that aren't even Rockman, like Cybernator Heart
It's so much easier on the fingers too, before this, DashJumpcharging/chargeshot felt stressfull and awkward.

The reverse suits me much more, swapping weapons on L and dashing on R. Dash L is far too awkward with the D-pad right underneath.