1481
« on: March 03, 2011, 09:52:58 PM »
Here's just a few suggestions.
Iceman: His fire rate helps him out a lot (which he needed badly), but his alt fire is still awkward to use at best. The alt fire could cover from a mid range to the current range, so it will have a bigger hit range. The alt fire could should fire faster (and/or be less random) and use up ammo, instead of the normal fire.
Elecman: First I noticed that 1 Hard Knuckle can kill him, which does not make sense to me. Elecman is weak to the Rolling Cutter, which is a sharp object weapon not a blunt trauma weapon. I would be fine if ya made him weak to the Shadow Blade as well, since that is also a sharp object weapon as well. His Lightning Storm attack only hits targets on the same level as he is, and it will not hit anyone close by in midair. In nature, lightning would hit the highest up target. In short the alt fire would make more "sense" if it was a AoE attack instead of a ground based attack.
Sparkman: Again with the ground sparks. Grounding electricity is bad if you want to use it against someone, so why ground Sparkman's alt fire? While at that, why 6 sparks instead of 8 like in the NES game?
Shadowman: One thing is the the Shadow Blade could have 2 blades thrown instead of one in a Triple Blade fashion where they would alternate in angles. Muramasa is limited to 7 per life, which is fine. It's just an OCD thing for me, but why does it look like ya have enough ammo left in the ammo bar for another shot after ya threw 7 already? It should be an empty bar (28 bars / 7 shots = 4 bars per shot with 0 remainder). One thing I guess that causes this is that anyone who spawns will always fire a shot from their weapon that they last used.
All other Robot Masters: Why can't the robot masters use items like Rush, Tango, or E/M/W Tanks at all? Was this intentional? I don't see how those items are specifically made for Megaman only (though I could understand Rush and Tango). Also Robot Masters could regain weapon energy by picking up weapon capsules, but they should be nerfed/refitted on how much energy they can get for balance reasons. Like Geminiman could only get 1/4 of a bar from a small one and 1 whole bar from a big one. While Gutsman could get 4 bars form a small one and 8 bars froma a big one. Lastly the weakness could be tweaked more. If Magnetman is weak to the Spark Shock, then why not the Thunder Beam too? Same with Iceman, if he's weak to Thunder Beam, then why not Spark Shock? Sparkman can generate twice as much voltage as Elecman! Weaknesses shouldn't be extremely restrictive, but it should be as reasonable as it could be.