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You guys are nuts. Using weapons as problem solving tools is a great idea and fortress stages are exactly the place to put them as part of the required path. Besides, what would be the point of even making mobility items if not to get past some obstacle later?As to this specific example, why would you waste energy for elec beam, arguably the best weapon in the game, when confronted with one of the few times guts would actually do something besides just sit in your subscreen looking stupid? Guts really needs an alternate attack when no blocks are around, and the block breaking function should be completely exclusive to it to help justify the weapon's existence.As to making minor puzzle elements with the rest: elec for frying security switchboxes that are often in places other weapons can't reach, bomb for triggering switch gates on a delay or pressure switches(or both), and fire... burning something, I guess? Lighting up a dark room works too, sure.
Super Arm was the only way to move the blocks in the beginning of the stage.
Quote from: "Megaman94"Super Arm was the only way to move the blocks in the beginning of the stage. Thunder Beam destroys them too.
But then, this topic turned into ranting about Wily Stage 1 to Mega Man game design in general.
"Gimmick" uses for weapons only are good if they are rarely, if every forced.
What's not a good use of an effect weapon is everything concerning Crash Bombs in MM2.
On the subject of required weapon/equipment with limited energy usage, I'm surprised nobody's mentioned that Rush Jet section in Doc Robot Needle Man's stage yet, in which gives you no opportunity to let you farm Weapon Energy just before it (I think? It's been a long while since I last played 3), and the Weapon Energy pickups themselves don't respawn after you die.Or worse yet, the arbitrary Rush Coil requirement in Doc Robot Gemini Man's stage, where after defeating Flash Man, if you don't have enough energy for Rush Coil, you get stuck and have to RESET the game entirely (there's the player 2 controller cheats, but they're fixed in the ports and remakes, not to mention unavailable in the 3DS Virtual Console version).Mega Man 6 was a lot better about this, which gave you the Rush Adaptors, which could be used an unlimited amount of times.
Quote from: "Beed28"On the subject of required weapon/equipment with limited energy usage, I'm surprised nobody's mentioned that Rush Jet section in Doc Robot Needle Man's stage yet, in which gives you no opportunity to let you farm Weapon Energy just before it (I think? It's been a long while since I last played 3), and the Weapon Energy pickups themselves don't respawn after you die.Or worse yet, the arbitrary Rush Coil requirement in Doc Robot Gemini Man's stage, where after defeating Flash Man, if you don't have enough energy for Rush Coil, you get stuck and have to RESET the game entirely (there's the player 2 controller cheats, but they're fixed in the ports and remakes, not to mention unavailable in the 3DS Virtual Console version).Mega Man 6 was a lot better about this, which gave you the Rush Adaptors, which could be used an unlimited amount of times.The Doc Robot stages as a whole are all designed poorly. Bad checkpoints, unfair bosses, and these cheap utility sections. Then you get the Wily Stages, which are all too EASY to be even considered real fortress stages. Just shows how rushed MM3 was in it's late stages.That's another reason why I love MM6. The utilities don't use energy.
EDIT: I also hate the fact in Wily stage 4, they have you fight 4 robot masters (Bomb Man, Fire Man, Ice Man, and Guts Man) with no health pick ups in between bosses.