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Messages - chuggaafan1

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1
I love Ace Attorney, but I'm not huge on some of the later games in the series - I'd even go to say I hate the fourth one, Apollo Justice.
I don't think any of the games are substantially worse than each other in terms of production value, mystery solving, etc., but that game's plot was so nonsensically written that I often forget it's from one of my favorite authors, Shu Takumi.

It's left such a sour taste in my mouth that every game after trying to retcon and overwrite it just feels half-assed and soulless. There's a lot to love about games like Spirit of Justice, but I can't help but feel like the game would've been twice as good if it wasn't shackled down by trying to make up for or appease people who liked past games.

funny thing is i agree with your central point about 5 and 6, but i instead feel that way because i love aa4.

i feel like sonic games always get this weird mix of overhated and underhated, often for really weird reasons. like, sonic forces is a fine enough game with the context of it being a cheaper release, but it also has to deal with sonic generations existing and being cheaper and better. i found sonic colors unremarkable, but lost world i feel like is a hidden gem, on wii u and pc at least. sonic 06 has this representation of being the "worst game in the series", but i'd honestly consider shadow much, MUCH worse. the "classic trilogy" often gets referred to as if 2 and 3 are so close in quality but i honestly find 2 dull and frustrating.

i feel similarly to the rest of the thread about mmx, except i actually find x5 to be, if not worse, then at least less fun than x5. x5 is a game that entirely throws away the charm points of mmx as a concept and punishes you for suboptimal routing and planning, while x6, despite being bullshit hard, actually encourages revisiting and exploring stages.

also, playing zero 1 had me more ungodly frustrated with a franchise i like than any other game, ever. i know zero 1 has a reputation for being rough but this is genuinely shovelware.

2
You can use Concrete Shot or Ice Wall for the barrier section, though Concrete Shot's hitbox is EXTREMELY tight for it.

3
I beat V6 in two nights, and I'm extremely happy with most of it. However, the boss design rubbed me the wrong way in a few spots. Let's go in order.

-Weapons Archive:

While Doc Wood+Heat is a bit obnoxious, Hard Knuckle makes quick enough work of him that I don't really have enough complaints for the first wave. No, my problem here is with the second wave.

Duo is the big problem child, just due to how much time he spends invulnerable. The Meteor attack, combined with retreating into his little hidey hole, on top of just being naturally hardy, makes actually killing him a problem. I feel like King's X Beams do a bit too much damage relative to how difficult they are to dodge, but this one might just be me. Buster Rod G isn't too hard, per se, but you don't have a great weapon for him; contrast to the aforementioned Doc Wood+Heat or Dark 4, who go down easily to the weapons given for the first wave.

I wouldn't comment on Weapons Archive much if the difficulty raised linearly, but I found the third wave MUCH easier.

-Wily Robo Iron Golem

The actual difficulty of the Golem isn't a problem, but I feel like a few of his attacks lack proper conveyance for how lethal they are. The way to dodge the attack where he drags his arm across the ground, that being "jump over his arm", I felt wasn't made obvious enough. His arm has a much smaller hurtbox than the sprite, so I didn't think jumping over it was even possible. The flame-spitting attack is much better in terms of conveyance. The reason this is a problem is because of how punishing it is to take the brunt of the arm drag attack; at best, you can hide in the corner for 15 to 25 damage, but if you get caught close to the hand, you're dead on the spot.

Terra

Honestly, I can't comment much on Terra; while he may be a bit too tough, you have an instant-Win-Button in the form of Dawn Breaker, so it doesn't matter that much.

Sunstar

Sunstar is the reason I made this post. In my opinion, Sunstar is too hard, for the wrong reasons. His big Fuck You Laser requires an extremely specific movement to dodge, yet takes upwards of 70 health off for a flub. It's enough to where taking the hit is enough to ruin the rest of the run, and Sunstar is a long fight. If anything, dodging it becomes easier when he Turns Red, since flubbing a dodge only takes 10-15 off due to constantly moving.

His bouncing move, only done once he Turns Red, also gives basically no indication on how to dodge it. As far as I'm concerned, it's...practically undodgeable. Fuck, I'm convinced that my copy of the game is personalized, since both of the gameplay videos I looked up in trying to learn the fight went entirely without him using that move. Again, there's no conveyance here that makes avoiding or reducing damage practical; your best bet is "use your leftover Skull Barrier and pray."

I'm focusing on these moves in particular, because the rest of his moveset is not a problem at all; if anything, parts of it are too easy. The floor-chaser-flame is fine, the Wave Flame is only difficult because it can nail you more than once but damages you like a move that only hits once, his Desperation Move is a joke, and him grabbing and throwing you is more likely to help you by giving you a guaranteed straight shot. Also, him Turning Red isn't related to his Desperation Move, which feels like an oversight.

All that being said, I really like how he has interactions with Time Stopper and Grab Buster, but Photon Missile goes straight through him. 0/10.

Eclipse

I had trouble with Eclipse at first, but slowing down during the Punch-Out section does wonders. Getting knocked out of the Punch-Out segment is a death sentence, but that feels intentional. All that said, I think the orbs that you need to destroy to get close to him are too strong for how many of them you need to destroy. Also, when he blocks and then counter-punches you, it's basically a split-second reaction for which hand he's going to punch with; it's REALLY easy to get cheap-shot with no way out.

Also, Gamma's movement speed is fine, but a directional dash with a cooldown attached would do wonders.

Once the Maestro Energy segment starts, I like the visual of "losing max health" when you take damage, but the fact that you can still, like...die during that segment is a little silly, it kinda took me out of the moment even if it only happened once. Instead, I think this is the point to put in a "but it refused"-style moment, even if, functionally, Eclipse's health and your progress are still reset.

Ra Moon

Gonna be real? Too easy, for what beating him gets you. Quint gets you absolutely nothing but LORE, yet is much, much harder. Ra Moon, on the other hand, gets you a big shiny "SKIP" button for the rest of the friggin' campaign up through Sunstar. Ra Thor took a few tries, but his shocking allergy to Mega Arm of all things means it won't take long. Ra Devil's biggest problem is weapon management; refighting him through Plug Man's machine gave me literally every weapon, which was a PAIN to scroll through, let me tell you. Going in through the plot and only taking what you need, he's honestly a nonthreat; the only issue is the Lightning Bolt attack, because Concrete Shot can get you to him but not up the corners. Bring in Wheel Cutter and he's toast.

Also, Grab Buster doesn't work on him, 7.8/10.

Oh, and on the topic of Quint

The Stardroids can pick up the hidden Sakugarne in the Wily Star level. Oops.

Protecting Bass to get Ballade Cracker is also significantly harder than Mirror Buster and Screw Crusher, since Treble Boost sucks offensively, primarily, but also because of the selection of Robot Masters. Astro Man can be a problem, sure, but Wind Man and Grenade Man can shred 800 Health in a minute, and your Rush Search efficiency is axed in half if you don't get the E-Tank...which is itself difficult due to being in the MIDDLE of all the action!

4
Bugs/Suggestions / Re: [Suggestion] MM7 Skull Fortress Naming Scheme
« on: November 03, 2020, 12:30:28 AM »
MM1 Wily 1: "Courtyard" is taken by MM3 Wily 1, but you could do Wily Hideout Courtyard vs Skull Castle Courtyard? I also considered "Garden", but that seems a bit too...peaceful.

MM1 Wily 2: Wily Hideout Aqueducts, Wily Hideout Sewer?

Wily Tower 1: Wily Tower Processing? Wily Tower Forge? Wily Tower Smeltery? There's definitely more lava than water there.

Wily Tower 2: Gotta be honest, this one's nigh stumped me. The only possible suggestion is "Wily Tower Atmosphere", what with the space skybox.

5
Events / Re: Cutstuff Mapping Jam 6: Green Eggs and Jam
« on: October 31, 2020, 08:19:33 PM »
You know what? Sure. I'll give mapping a shot.

6
Mega Man Discussion / Re: Useless Robot Master Weapons?
« on: June 17, 2017, 12:44:52 AM »
being good with a weapon doesn't inherently make it not bad, but charge kick is a bad example.

top spin wouldn't be so bad but it suffers from mega man 3 being rushed as hell.
thunder wool absolutely slaughters exactly three things in the entire game and is completely worthless against everything else
water balloon is worse than the mega buster in every way

7
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: April 01, 2017, 12:45:41 AM »
Someone should probably put this under different brightness values, just to make sure Mike isn't hiding anything.

Y'know.
Just to be safe.

8
MM8BDM Discussion / Re: MM8BDM v5b - Weapon Tuning (New Weapons)
« on: February 10, 2017, 06:03:13 PM »
Would like to pop in to say that Laser Trident is a complete chore of a weapon and is simply too unwieldy to see much success with. Too much effort is required for too little payoff, if you ask me.

Third-ed.

Hornets could use some kind of buff, but it's hard to think of one that's both substantial and not-overpowering.


9
Mega Man Discussion / Re: My opinion on the Mega Man series. Yours?
« on: January 07, 2017, 11:23:42 PM »
I love Classic, though I feel like the "standard" best games are actually some of my lesser favorites--2 is probably my least favorite and 9 is somewhere in the middle. My absolute favorites are 7, &Bass, and especially 10. Would love to see something nice done with them, but Capcom seems more intent on progressively lazier ports.

My experience with the X series personally is limited to X1, and it really didn't grab me that much. I know more or less about the other games, I might give them a shot but the first game doesn't exactly set my standards too high. They're good, sure, but they feel less...memorable? Charming?

I have no experience with the Zero games, nor ZX.

I really like Legends 1, but I don't have much experience with Legends 2. I did get a PS3 recently, though...

I love Battle Network to death. I love the combat, I love the Battlechips and the strategy formed around them, I love the music and all the little intricacies, it's just so good. BN1 is miserable to play, though, and 4 is just as bad if you honestly intend on playing it more than once. 2 and 6 are my favorites. 3 is good, but not as much my speed, especially during FlameMan and the postgame. 5DS is honestly excellent, and one of the best ports of any game that I've seen. Now if only Capcom didn't keep so much of this franchise in Japan...

Star Force is pretty solidly "eh" to me. I really like the first game's plot, and how every sub-scenario ties together, even the more filler-y ones like Ophiuca and Scales. On the other hand, 2 and 3 completely undo every character's growth, and 2 is just...bad. I'm also not really fond of the cards in comparison to Battle Chips, I feel like the Chip Codes incentivise varying your strategy, while cards really...don't. Especially in 3, where the Noise mechanic turns the game into "throw the strongest Null cards you can." I like the refinements to the overworld system, though. Plus, I played Star Force 2 before any other Mega Man game, so...that sucks...

10
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - STORY OVERHAUL!
« on: November 05, 2016, 03:00:43 PM »
old skull barrier had to be reworked almost every patch, it needed a revamp

leaf shield and centaur flash both bogged down the code by requiring a "noflash" script on every new weapon that could go through leaf shield, and, by extension, centaur flash. old leaf shield was unfun to fight against because maybe ten weapons could fight it.

atomic fire has a laundry list of problems with it, making the move speed different really doesn't change much.

11
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 08, 2016, 09:12:31 PM »
yellow devil is a battle of tedium, but yeah, dozer and the doc squad are far easier

the met daddy has a literal instakill attack and screwy hitboxes

12
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 05, 2016, 09:12:21 PM »
i take back what i said earlier. don't nerf quint, unless you add a new superboss that requires you to beat quint first.

13
Closed / Re: V5b boss suggestions (spoiler warning)
« on: August 01, 2016, 01:52:20 AM »
bass 2's moving background makes it easy to lose him. not sure how you'd go about fixing that, though.

i get that quint is supposed to be intentionally insane but having a full health refill between each phase and no respawn is a bit much. perhaps a bass-ish style healthbar, refilling between phases and stopping at lower and lower intervals until you finally kill him, with him actually stepping up his game between phases?

protoman feels too tanky for being protoman, but that might just be me sucking.

14
Closed / Re: GAME BREAKING BUGS (AKA Typoes)
« on: August 01, 2016, 01:46:39 AM »
A large amount of the dialogue in the plot could use commas, too, though they're technically not typos.

15
MM8BDM Discussion / Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« on: July 29, 2016, 11:17:01 PM »
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