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Mega Man
Topic Started: Jan 12 2011, 12:19 AM (18,157 Views)
Crash
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Wheey! I've became a human being!! I am very handsam!

I wouldn't be surprised if such a thing actually existed on the Japanese market, but we know for a fact that Capcom thinks Mega Man is not popular in America in any form. It's a surprise we even got the handful of Mega Man cell phone games we did get!
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Fulminous Witch
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Exdeath
Jun 14 2011, 03:04 PM
.EXE was good.

Except for 4 that can die in a hole.
Quoted for truth.

It was actually confirmed that 3 was supposed to be the end of the series. 4 Suffered from Cash Cow syndrome, 5 got better, but I hated the 1PA limit for folders. 6, however, they did a freaking AWESOME job with it. I really hope they consider making another game that builds off of 6's system.

As for Starforce... it really didn't get good until 3, where it ended with a bang. However, if they keep going after that ending, I'm going to be pissed. It's the same reason I don't want a Zero 5. At least EXE has an opening to continue...
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Peytral
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peytral pls

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Jun 15 2011, 12:26 AM
Exdeath
Jun 14 2011, 03:04 PM
.EXE was good.

Except for 4 that can die in a hole.
Quoted for truth.

It was actually confirmed that 3 was supposed to be the end of the series. 4 Suffered from Cash Cow syndrome, 5 got better, but I hated the 1PA limit for folders. 6, however, they did a freaking AWESOME job with it. I really hope they consider making another game that builds off of 6's system.

As for Starforce... it really didn't get good until 3, where it ended with a bang. However, if they keep going after that ending, I'm going to be pissed. It's the same reason I don't want a Zero 5. At least EXE has an opening to continue...
Q
F
mother[radio edit]ing
T

I don't think I've ever agreed with a post this much before.
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Fulminous Witch
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To be honest, I hope they bring back style changes as well. I liked having unique base forms. I say drop the beast out and have some kind of elemental synchro if you link cross with a navi of the same element. It'd last those three turns and you'd have powered up abilities. Just make it work like in BN2 and level up the buster rather than giving navi cust programs - that 11th chip trick was brutal in 3.

Also, when playing as link navis, can't we have a Mega Cross?
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Gilgamesh
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solbowz Aurarius

My thoughts on the Alternate timeline games:

BN1- Fair for it's time; hell, even FUN for it's time. It was a new idea, the GBA was still pretty young, so the kinks in there were acceptable, even if they were still a bit off putting. Nowadays though? Too basic, clunky, bland, unbalanced, and slow to be enjoyable after playing even 2. Not surprising that the "remake" tanked.

Network Transmission- Good idea, horrible execution. BNverse game in the style of the Classic series? Seemed like an instant hit. Hahahaha no. Difficulty is schizophrenic; Gutsman, the second boss, is harder than a lot of the bosses that come after him. Chips are horribly unbalanced to the point that many are useless. The opposite is also true; as soon as you can pull of Zeta Cannon, all bosses are easy, no exceptions. The Chip system itself wasn't even done well; the way they're limited makes you just use standard things like Cannons and Swords the whole game. Oh, and the MegaManning aspect was done horribly. Letting you use boss attacks as chips? Seems awesome! ...Then you realize that you can only carry five of these chips at max. Only five uses before it's gone? No thanks, I'll stick with the 30 use Cannons. Speaking of bad difficulty balance, the levels have this two. Quickman's level is level 3/4/5 (you can pick what to do next at this point), and it's EXACTLY like the Classic version. Wait no, it's even worse, because there's no time stopping weapon in this game! If you're going to take the Zero approach of having selectable levels in tiers, keep the earlier ones easier, okay? I'm pretty sure I died at a rate of like 10 times per half hour early on in the game. After the halfway point? Maybe 5 times total, not counting bosses/instant death traps.

BN2- Giant step forward, my second favorite in the series. Introducing the style system, reworking the battle system so that you didn't heal after every fight (making common battles MUCH faster), giving different parts of the internet their own look so you actually know where the [radio edit] you are, all of these are just a small sample of how much of an improvement this was. Bonus points for the localization not being Bowdlerized too, what with keeping words like "hell" in there. What the [radio edit] was up with the rap off though?

BN3- I actually don't like this one that much. I am capable of acknowledging that it plays better and is more balanced than even 5 (style system, etc) but 3 did JUST enough things to annoy me to make me prefer 5 despite it's probable higher quality. Forcing you to use only one style at a time instead of 2 like the previous game and nerfing styles by introducing the then clunky Navi Cust system was pretty much what did it. Otherwise? If not an improvement, definitely not a step back.

BN4- I don't need to explain how dumb this one is. But I will for a little bit. Ever hear the statement "one step forward, two steps back"? BN4 was one step sideways and two steps back. The Cross System in 6 is the final polished version of the Soul system, and that still competes with styles as to what is better in the eyes of the fans. So naturally, the Soul system as it was in 4 did NOT make up for the loss of styles. Chips were not balanced to suit the styles at all; ProtoSoul is pretty much useless because the sword chips suck, among other things. Doesn't help that BN4's plot is horrible, especially when 2 and 3 had decent plots. But what really takes the cake is having to beat it three times just to get all the styles. I mean, seriously? What kind of game design idea is that? Not to mention that this makes the game both artificially short and easy (since viruses only "level up" with each playthrough, you'd still be facing first tier viruses by the end game). Unless it improved the Navi Cust system, the only good thing I can say about 4 is that it introduced Dr. Regal as a character.

BN5 -This one took at least one and a half steps forward. Souls in this one had much better balance, and 4's retarded format was gone. I'd actually go as far as to say that, were it not for the 3 turn limit and chip sacrifice, the Soul system in 5 would be definitively better than the Style system in 3. But those limits are there so it's a matter of opinion. Liberation missions seem to be a mixed bag amongst fans, but the mandatory ones aren't hard enough that they should really hamper you in any way. It's pretty cool to play as some of the other Navis though, even though some (Protoman) are obviously more fun than others (Meddy). Bonus points for giving Dark Chips a use too. And I didn't play 4 enough so maybe it did it, but I'm pretty sure the Navi Cust was improved by this game too.

BN6- We're back up with the overall quality of 2 in this one. With the Cross system being much more flexible than the Soul system and possibly even the style system, 6's game mechanics were just a blast to play with. The only problem I have with the Cross system is the fact that each game has a repeat (Fire in Gregar and Crush in Falzar) Adding to that is the ability to play as the other Navis on the net rather than just in liberation missions; about the only problem with this is the fact that their personal chip doesn't increase in power over the course of the game like it did in 5. The plot's also on the level of those in 2 and 3, so whether or not you like this one more than those is just honest opinion. Beast Out was also a pretty cool addition as well.

SF1- Dunno, like 4, I haven't played this. Unlike 4, in this case it's "not at all." From what I've heard it seemed to be an okay game. Not up to par with the better BN games, but certainly not down with 4. Unlike BN1 at least, this one's probably still playable today.

SF2- I wish this one was likable, because NinjaDinosaurs. But really? I don't know if the gameplay improved much from 1, but the plot was a joke. Did they forget that the MM series takes place in the real world? Since they introduced ancient civilizations that used EM waves, I'm guessing not. That said, I didn't mind Solo/Rouge as a character, if only because this MM lacked a rival. As is, this is still no BN4, but definitely no higher than mediocre.

SF3- Letting you pulse in/out anywhere was a BRILLIANT move. More than one different form change available like the BN games is also an improvement, if a bit annoying due to how they're obtained. Actually making Sonia and Bud do things more than once during the game, instead of being side characters that just sit there, to the point of "promoting" Bud from Those Two Guys? Also a smart move. Having the villainous duo channel some parts of ZX's Ensemble Darkhorses, Prometheus and Pandora? Icing on the cake. Having a plot that was actually good? Amazing. The ending was absolutely perfect, there was nothing that was unsatisfying about it. On the one hand, it's a bit depressing that it took them until the end to get it right. On the other hand, it's a good thing, since hopefully the popularity of this series is low enough that it isn't milked like X was.

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Also, when playing as link navis, can't we have a Mega Cross?
I don't see that ever happening (leaving aside that the series is currently finished, of course), if only for the obvious reason: The Style/Soul/Cross systems are this series's version of the standard MegaManning mechanic. Thus, only Megaman (and Bass) should be able to do it.

EDIT: Herp derp, didn't think this post would be that long. Whoops :U
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Fulminous Witch
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4 actually did fix the problem with style-born cust programs, but it wasn't too much better. Navi Cust really got better with 5, and was damn near perfected in 6.

5 to me was three steps forward, 1 step back. It still went forward, but Program Advances became pretty much useless. There was no point to having more than one copy of a PA in a folder since you an only use it once, and some of the most common folders (LifeSword folders, for example) were pretty much rendered useless. While people who focused on chip combos over PA folders weren't really effected much, those like me who who's playstyle included both decent combos and PAs were pretty much screwed over. I know it was supposed to be for balance issues, but it really backfired. Luckily 6 fixed it.

Also, there's not actually repeats in six. One's Object Elemental, the other is Plus Parts Elemental. Just one problem - those are supplemental elements, and don't have opposites. As such, they had to do something to fix it, or they'd be broken. Functionality-wise, however, they're basically Object and Plus Parts Elements.

SF1 you nailed. It looked like a horrible move after BN6.
SF2 you forgot something - Game balance? What's that? You can put in an in-game code to automatically go into one of the game's uber forms at the start of every battle. Even worse, it wasn't disabled for online play. As such, everyone online was using uberhax forms, and if you were playing fair, you were screwed.
But yeah, SF3 was a freaking GEM.

As for BN1 (sorry for going out of order, it's as I think of it), the remake tanked for a variety of reasons. The clunkiness of the battle system they tried to fix... only in a half-assed manner. Instead of reworking chips to flow well such as in BN2+, they still have craptons of timefreeze chips. They did upgrade to BN2/3's custom screen, but that's it. They removed the elemental armors and replaced it with... SF Rockman? REALLY? They added maps, but didn't do anything to distinguish the internet (which they should have done). Even worse? They didn't take advantage of the greater power of the DS - it's still in GBA graphics. As such, it didn't even qualify as an enhanced port. The clunky battle system alone wasn't enough to bomb it - it was a slew of things.

@Mega Cross: I counter you with this - starting in 3, it looks like stuff such as Change.bat became standard for all navis (something that actually did irritate me, since in 2 it's what actually allowed Megaman to use his trademark Megamanning in the first place). As such, we've got an in-universe reason here as to why it can be allowed. Now, that doesn't really mean it'd be useful (they go non elemental and have MM's charge shot...) but it'd be fun to throw in.

What really would be great? When using link navis, if you have their chip in the the folder it's no longer their chip - it'd be "Megaman's" chip so to speak. Since you're already that navi, it's kinda silly to have them summon themselves. But to summon a Crossed Megaman instead of their sprite when you use the chip? That'd be genius. It'd be the same chip, really... just with a Megaman sprite instead of the link navi. No strategy change needed, but awesome easter egg.

Edit: Also, a lot of people don't realize how crazy useful MediSoul can be. Those pill chips you get in it? They're part of some of the most broken combos in the game. If you can area lock someone, Meteors+ParaPill means they get hit with every single meteor. ParaPill keeps them from flinching AND stuns them. With that, and throwing on any attack+ chips you have? Yeah, it's powerful as hell. She's a godsend for people who use multi-hit attacks like that and supervulcan. As such, she's got the best support soul in the game (contrast with Proto, Search, and Gyro Souls, which are some of the best offensive souls in the game).
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Gilgamesh
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solbowz Aurarius

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Also, there's not actually repeats in six. One's Object Elemental, the other is Plus Parts Elemental. Just one problem - those are supplemental elements, and don't have opposites. As such, they had to do something to fix it, or they'd be broken. Functionality-wise, however, they're basically Object and Plus Parts Elements.
Sorry, but can you explain what you mean by this? It's been years since I played this game :U

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SF2 you forgot something - Game balance? What's that? You can put in an in-game code to automatically go into one of the game's uber forms at the start of every battle. Even worse, it wasn't disabled for online play. As such, everyone online was using uberhax forms, and if you were playing fair, you were screwed.
...Hahaha, I forgot all about this. Handy for the Rogue Z, but it should've been disabled online, yeah XD

...That and the "+4 to all stats/800 extra HP" code too.

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They added maps, but didn't do anything to distinguish the internet (which they should have done). Even worse? They didn't take advantage of the greater power of the DS - it's still in GBA graphics. As such, it didn't even qualify as an enhanced port. The clunky battle system alone wasn't enough to bomb it - it was a slew of things.
...Wait seriously, the armors were gone? That means Protoman can (likely, if you didn't grind money for all the expensive HP Memories) two shot you in the Elecman stage! I don't even

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@Mega Cross: I counter you with this - starting in 3, it looks like stuff such as Change.bat became standard for all navis (something that actually did irritate me, since in 2 it's what actually allowed Megaman to use his trademark Megamanning in the first place). As such, we've got an in-universe reason here as to why it can be allowed. Now, that doesn't really mean it'd be useful (they go non elemental and have MM's charge shot...) but it'd be fun to throw in.

What really would be great? When using link navis, if you have their chip in the the folder it's no longer their chip - it'd be "Megaman's" chip so to speak. Since you're already that navi, it's kinda silly to have them summon themselves. But to summon a Crossed Megaman instead of their sprite when you use the chip? That'd be genius. It'd be the same chip, really... just with a Megaman sprite instead of the link navi. No strategy change needed, but awesome easter egg.
...Oh right, I forgot about that. Forget what I said then. That'd be a nice little Easter Egg thing though, yeah.

Quote:
 
Edit: Also, a lot of people don't realize how crazy useful MediSoul can be. Those pill chips you get in it? They're part of some of the most broken combos in the game. If you can area lock someone, Meteors+ParaPill means they get hit with every single meteor. ParaPill keeps them from flinching AND stuns them. With that, and throwing on any attack+ chips you have? Yeah, it's powerful as hell. She's a godsend for people who use multi-hit attacks like that and supervulcan. As such, she's got the best support soul in the game (contrast with Proto, Search, and Gyro Souls, which are some of the best offensive souls in the game).
Indeed, I agree with you. I was talking about playing as Meddy herself though, and she can't do this. I think most people hate on MediSoul because it requires you to sacrifice a healing chip, which the standard player is usually loathe to do, and the pro player doesn't even bother using healing chips.
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Object elemental things were stuff like rock cubes and stones and the like. They were objects on the field. That second crushing cross? The way it actually works is by using those obstacles - but since it has no opposing element, there's no weakness for it. As such, it'd be broken as hell. So they gave it Crushing to DustSoul.

Plus Parts elemental things are stuff like Atk+10. The way that ChargeSoul works? Every turn, you get +1 chip draw, and IIRC, you can charge up chips and they'll gradually increase in power as time goes on - kinda like X charging special weapons. It's really powerful, as it helps both chip combo folders AND power chip folders. If it's non-elemental, it's crazy broken. So they gave it fire element - since water is common, it balances it well. This is actually the cross I use the most. +100 SuperVulcan, anyone? Or not, after looking it up, it only works on Heat Chips. Obviously for game balance, though. +100 SuperVulcan is broken as hell.

@Armor: ...Uh, didn't elemental armors just cut elemental damage by half? Protoman is Sword elemental - and that's not even an element until the fourth game.

@Easter Egg: Yeah, that'd be the only point to Mega Cross and the thing with their chips. I mean, face it, if you're playing as Heat Man, then it just looks stupid to have Heat Man summon Heat Man to attack. This would be a clever way to solve that. And since we use Crosses to power up Megaman, Mega Cross would probably only ever be used to try and negate elemental weaknesses. Heat Man vs a bunch of Arrow Fish guys? Got a bad draw? MegaCross and hope for the best. That's really the only kind of thing it'd be useful for.

@Meddy: Oh, yeah. Medi really has nothing useful going on. Hell, she doesn't even have MagnetMan's super armor, and I see HIM as useless. As for the soul? The pro player likely has a simple healing chip as their regular chip. If they go medisoul on you, that means that they have the parts necessary for a good combo coming up - meaning if you don't end this NOW, you're screwed. God help you if you're area locked.
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Gilgamesh
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solbowz Aurarius

Oh, okay, I see what you mean by Object/Plus now. Of course, Crush Souls are still somewhat broken, since Crush is weak to Cursor...and the only enemy with Cursor attacks is in the other game. Unless you're playing a link battle, you're never going to be knocked out of Ground/Dust Souls.

And no, the armors in BN1 worked pretty much the opposite, actually. They cut all damage in half EXCEPT the element it was weak to. You can have WoodArmor by the Protoman fight, and since his attacks aren't fire elemental, the armor works against him. They DID work the way you were thinking in Network Transmission though.

Also Protoman himself is actually neutral element; his attacks naturally do Sword damage, but he takes no extra damage from Break chips.

Good point on a "Mega Cross" though; it'd be nice to not have to fight an uphill battle just because you ran into a water boss when you were playing Heatman.

Oh, one other thing I remembered that BN6 did awesome: Making MegaClass chips be only boss chips again, instead of moving things like LifeAura and Sanctuary to the MegaClass. I guess they did that to try and tone things down ala the PA thing, but it was more annoying to play with in practice.

EDIT: About MediSoul, wasn't there a rule that you can't fuse using your regular chip? I forget.
Edited by Gilgamesh, Jun 15 2011, 03:25 AM.
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Fulminous Witch
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Ooooh, I see. I've never really had a perfectly working copy of BN1, so I never really understood what they did.

Also, forgot about that with Protoman... though, given his always-on sword, one would think...

MediSoul: ...Actually, I think you're right on that one. Damn, it's been too long since I played... They'd probably have a support chip then. Still, I can see them with some healing chips if they're a combo focus with Proto Team, simply due to Medi's powerful support nature. Of course, after the combo, you can bet they'll immediately switch to a more useful soul, rather than that situational one.

BN6: What they did with the MB limits was brilliant. Having the number of copies of a chip you could have being based on that did wonders on game balance. However, I wish that they'd have come up with the idea to do what SF3 did, where it's not just navi chips, but navi signature moves that are mega class as well. I always liked how they did that.

Edit: I have to give BN4 credit for one thing, though. Vulcan >>>> Shotgun. I always loved that change. The Emotion window as well, though it took a bit to perfect.
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Gilgamesh
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solbowz Aurarius

The emotion window was always a mixed bag for me; since you can't use it with Souls/Crosses, it just seemed weird to me that they'd introduce two features at the same time that can't be used together.

I agree with the MB limit though, that was a much better way to provide balance than simply bumping a few chips to Mega Class since there was the "you can only have five of these" limit.
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Hm? I thought you can still get full synchro with a cross... maybe I got it backwards with beast out? I thought crosses could finally use it, and since beast out is crazy powerful, they didn't allow it for that due to balance reasons (autotarget is more than enough of a reason not to allow it, IMO).

@MB: Not just that, though. This allowed for chips to be balanced on an individual basis. The more powerful, the more it cost, the less copies you can have. In the old system, you could just plain have 10(BN1), 5(BN2), or 4(BN3+) copies of ANY standard chip, no matter how crazyhax powerful it might be.

It was really annoying too. Many of the megachips were just plain useless, while some of the standards were godlike in power. It's like "I can have one copy of this crappy chip instead of something useful like Atk+30 and four other decent ones, OR I can have 4 copies of this crazy awesome Variable Sword B/Snake Y. Gee, I wonder what I'm going to use?"
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Gilgamesh
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solbowz Aurarius

Wikipedia says Crosses still can't. I think the only emotion Crosses can get is the "tired' emotion from using Beast Out.

...And yeah, that's one thing I hated about non Boss chips being Mega Class. Muramasa being a good example. A sword with a range of 1 that can do up to 500 damage, or a much weaker boss attack? Yeah, people aren't going to use any of the Navi chips except Bass (which, by the way I'm fine with him being a Giga Chip, being that he does like 500 damage). So while you are limiting a few Game Breaker chips, you're also making a lot of other ones useless.
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I wouldn't say that. Muramasa requires you to be getting your ass kicked to get that high - most decent players don't get that low outside of hunting Bubbleman V3/4 chips. So it's definitely a doubled edged sword, there...

Contrast with Protoman. Part of not just one, but two program advances in 3. Add on that the other chips in the PA are actually useful on their own? The BluesBlade folder is pretty powerful because of that. Variable Swords can dish out tons of damage, Slasher made pretty much everyone think twice about using things like stepsword. Sure, CustSword is kind of a throwaway chip, but the combo is pretty powerful.

Furthermore, even some of the weaker navis can be crazy powerful... Flashman, for instance. Doesn't do that much damage... but on ice panels that piercing, stunning elec damage is nice. God help you if you're an Aqua style going against a flash folder - even more if it's a V5 eleventh chip (though, you probably have a right to punch your opponent in the face if he's using cheap bullshit like that). While yeah, some navis are pretty worthless, most are at least decent. At least they changed Roll to be capable of being useful, after all.

But as for the non-boss chips... I found that the supplemental ones were usually best. Style-specific ones SUCKED, ZeusHammer is easily countered (especially if they're using a DreamSnake folder), Meteors caused flinching after the first hit rendering it useless until BN5, you had to be much lower on health to make muramasa useful, and had to area lock your foe or catch them off guard just to land it...

All and all, I'd probably say that most of the megachips weren't too good outside of the boss chips. And good lord, bubbleman's chip was... mean. Timestop aquaarrows... that's just plain mean...
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Gilgamesh
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solbowz Aurarius

Well in the case of Muramasa you could just start the battle weak; not possible in Link Battles but it will work for S Rank Navi hunting.

And yeah, that's more or less what I meant; Meteor has no business being a Mega Class chip, it's okay, but not THAT useful since it causes flinching. Like I said, I could understand doing it for stuff like LifeAura, but for the most part it was a stupid move that just cut some chips from being used. I guess I was underestimating the boss chips though. Although granted I still think there's a big chunk that aren't that useful...can't really remember.
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Aye, all my examples were from BN3 since I played it recently.

A lot of boss chips are really useful - it's mostly about the combos. Bubbleman will peg the foe each time thanks to timestop, so power the crap out of him and watch anything heat elemental wither and die. Flashman is well known for being cheap as hell - while it's low in power, it's elec, it's piercing, and it stuns. Protoman has always been good. Learn how the chip works and exploit it!

For shield style users, they often tend to look into Zeus Hammer. My little brother did - but he paid for it dearly. One of the strongest chips you'd never think would be that powerful - SNAKE. Area Grab, Geddon x2 (or Geddon2), Snake, Atk+10, Wood+30, Atk+30... these chips in conjunction with each other, as well as the ever lovely Air Shoes cust program took him out in no time flat. When your strategy revolves around destroying panels, chips that require intact panels to dish out damage become useless. As such, since there's a variety of strategies that involve purging the ground, Zeus Hammer gets a lot less useful in the third game.

Many chips often seem weak, but the right combo will cause them to become gamebreakers. This includes many boss chips. The problem with most other megachips is that very few of them are combo-capable. Some are easily countered - Anti-Sword can cause Muramasa to backfire badly, for example. Meteors had the problem of flinching, while Supervulcan locked you in place while the opponent could move around (both of the previous ones got fixed with White Capsule, though). Super Vulcan actually was capable of TONS of damage in the infamous Silver Bullet combo, but the problem is that this is Megaman Battle Network, a game where terrain control can easily win or lose matches - and everyone knows this. The odds of the necessary area lock are slim to none. It wasn't until PalsyLock became feasible that people really started using them.
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Gilgamesh
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solbowz Aurarius

I'm aware of stuff like Snake, yeah.

I'll admit that I didn't rely much on that kind of stuff though. In BN2 my folder revolved around abusing grass panels and fire attacks in general, in BN5 I ran a ProtoSoul folder in which I'd charge those Katana chips and the Z Saber (Slasher kind of [radio edit]s with this though) after using that one chip from the Kunai enemy for an undodgable HP bug attack, and in BN6 I worked around GroundSoul, I think. But yeah, boss chips that do things like paralysis are much more useful than standard ones solely because they can start a combo.
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BN2 I had a GateMagic (Gater Spam and tons of Plus chips) in-game folder, and my main competitive folder was a ThirdDream (LifeSword3, Terrain Control chips) folder.

BN3 I had my DreamSnake (3 Life Swords, 3 Snakes, terrain control, Plus chips) folder, and my BluesBlade folder (Protoman, Slasher, Variable Sword, CustSword, and others). Occasionally, when lazy in game, used a 11th Chip FlashFreeze (FlashmanV4/5 and plus chips - all turn, every turn!).

BN4 I need to force myself to finish.

BN5... I don't even remember. Been too long.

I'm replaying BN6 now, so I'll get to you when I find what I like.
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solbowz Aurarius

Yeah, I prefer style/Soul/Cross based folders to that kind of thing, since I just feel like I'm wasting them if I'm using combos that just work with anything. Of course, basing a folder on just one Soul requires you to finish the battle pretty quickly...

I mean, like in BN2, I could use a Life Sword based folder, but what did I have the style for in that case, you know?

Granted, I could never play with anyone else except my brother, who also did this kind of thing, so it's not like I needed to use the more hax folders.
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Fulminous Witch
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Remember, styles didn't take advantage of things the way souls and crosses do. You get no chip benefits based on element. The ones I listed are style-based ones, where I'm either Hub Style or WoodCust style.

Styles only really gave you a different charge shot and a supplemental ability - Guts gave you superarmor, Team gave you an extra Mega Chip, Shield gave you a FirstBarrier and a ←B Shield, Custom Style gave you 1/2 extra chips in the folder.

And you can complain all you want about it not working with my style... but I just area locked you. Eat WoodTornado. And my folders? Both of them are set up with terrain control - meaning I can break that attempt at 4x damage by geddoning out of it and flying around. Add on the fact that GaiaBlade exists, and terrain lock is a priority on my folder...

:trollface:
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