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« on: July 23, 2016, 10:13:28 PM »
I'm completely okay with the difficulty in this mod (except for Bomb Man's stage, but I get to that later). Currently, I've done Cutman, Bombman, Fireman, Heatman, Oilman, and Iceman (battle), and there's a lot of situations where you have to take your time or you simply have to remember where enemies are. That's what Megaman is, isn't it? Learning from your mistakes and having the patience to try the stage again is what made clearing the stage so satisfying. Yes, there are several cheapshots throughout the game (those fleas...), but when you start again, you're that much wiser about the stage than you were before. Besides, being very careful about moving forward (usually) prepares you for those surprise attacks. Yet, MMW doesn't chuck loads of instakill bullcrap at you to make for fake difficulty; the difficulty comes from your ability to react to an onslaught of enemies in new areas, and if you fail, then you start again knowing more about the encounter the next time you run into it.
That being said, a couple of things I would change (for the record, I'm playing as Protoman offline when reporting this):
1.) Bomb Man: The elevator gauntlet plus the placement of the checkpoint right before the grueling demolition segment that's before the elevator gauntlet is asinine. The demolition segment is simply too long; you have to spend time blowing up, like, 9 segments of wall going back and forth between switches only to (almost definitely) die 10 seconds into the elevator gauntlet. Personally, I would move the checkpoint to after the wall demolition or just remove the demolition thing completely, and/or nerf the elevator overall. Without my Triple Cutter being able to get under the elevator to hit the cannons ahead of time (TC being my only weapon at this point), I couldn't have beaten it. I cannot do it without killing the cannons long before I pass them. Getting past the Killer Bullets and Beaks was just luck.
2.) The Heatman rising lava segment became nigh impossible as soon as I hit the destroyable blocks. Destroying the first set was easy, but to get past the second set, I had to use Icicle Fall and just let that take care of it. Either that or running back and forth between the safe area and the 2nd set of blocks with a charge shot; it makes this segment way too tedious. I'd recommend removing the second set of blocks at least, maybe the third. There's a difference between requiring caution and requiring obedient, unnecessary patience. The above two points were the latter.
3.) Cutman: There's a couple of segments where a wall drops down in front of you and 1-2 Crazy Razies come out followed by a freaking Big Eye. I know I said caution can avoid cheapshots, but it doesn't solve all of them. Things like and the first checkpoint at Guts Man's stage is over the top. Speaking of which, please put checkpoints in SAFE PLACES. It's not uncommon for me to reach a checkpoint and see some god-forsaken flea jump out and gnaw my face off as I'm touching it, which means that happens every time I respawn. Megaman Deus Ex Machina did the same thing and I hated it.
4.) Boss and stage difficulty is inconsistent, which is one thing I personally look for in particularly in Megaman. Oilman's super is easier to dodge than his normal pattern, but Heat Man and Fire Mans' supers are......terrifying. I genuinely got scared when Heat Man did his super for the first time, and after barely escaping his 1-minute long invincible super, he just did it again right away. If you wish to keep such "survival supers" where the boss is invincible and does something outrageously, please make it much more uncommon to reoccur, if at all.
The stages also vary significantly in difficulty. Fireman's stage was a cakewalk compared to Cutman and Bombman. Bosses and stages should be consistant enough in difficulty so that the player actually feels like they have a choice on who to go after first. I would never, in a million years, try Bombman's stage first.
You guys did and are doing something amazing here, and even though you might just stop after MM1 is complete, recognizing the full scope of this mod's ambition is something that many, many people here would appreciate and enjoy. Just the sheer amount of effort poured into this kind of thing is crazy. If you guys have the time and energy, I want you to know that this kind of work does not go unappreciated. Maybe I can help out sometime? yea we'll see about that... I wish you the best!