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Was Mega Buster a mistake?
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Since its inception its made a lot of weapons pointless beyond maybe their effective boss. Kind of ruins the formula if you're not using all those abilities.
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Funny that you use a mm8 image because that game had a pretty damn good arsenal

Flash bomb, flame sword, tornado hold, and frost wave all saw fairly frequent use from me

The problem most of time wasn't that the mega buster was super good it was just that the other weapons were so lackluster or situational
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>>345070805
Most people stick to buster not because it's good, they do because it's free. Metal Blade is not the best weapon in 2 just because you can aim, you'd also have to try to actually run out of it
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>>345070995
>The problem most of time wasn't that the mega buster was super good it was just that the other weapons were so lackluster or situational
Fucking this.
Even worse is when they seem like shit, but it turns out they're pretty useful, but you never bother to use them.
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>>345070805
Using any other weapon than normal buster makes the game way too easy.
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I think MM9 could have worked fine with chargeable buster (well, that's what Proto Man mode is), because the special weapons were great in their own right. The only lackluster one was the one Hornet Man gives, and that's only because it does so little damage to most enemies.

Like how >>345070995 and >>345071242 said, most of the good weapons in Mega Man titles either have absurdly good uses, or are very weapon energy efficient.

However, Mighty no 9 was pretty offensive in how Battalion's special weapon basically breaks the game in half with how good it is.
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>>345071561
This. It's not just a case of just making the bosses easier. The weapons absolutely destroy any fun you could possibly have if you're using their weaknesses, as they die in a few hits and get stunlocked. Might as well not have boss battles.
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Weapon energy is a bitch, especially when lots of items aren't even offensive or worse are time stoppers.

MMX had those cool secondary abilities though. Becoming invulnerable with Sting Chameleons weapon was so cash.
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>>345071431
>>345071561
these to be desu

mega buster was probably too good in 4 where you could hold the charge after being hit, afterwards it was a strong weapon but still rewarded playing well

other weapons were either
>OP as fuck (metal/shadow blade)
>Situational as fuck (Shields)
>Needed for certain shit so you didn't want to use them up (Crash)
>Secretly overpowered garbage (Top)
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>>345070805
oh yeah

thunder claw was REAL USEFUL!
same shit as strike chain, but that was useful
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>>345071431
Prime example is MM6's Flame Shot from flame man.
Seems like bullshit, but it's actually pretty strong, and being able to hit behind-forward or below-up based on how it lands and rises can be pretty useful, especially in some romhacks.

Like other aspects of 7 and 8, I wish that 9 had actually bothered keeping and improving/balancing on different busters (instead of throwing everything away to pander to MM3 memefagots).
Granted, arrow shot was OP as shit, but maybe do something else, like make the shots lessened in effect, such as a normal charge buster shot that also fires 3 spread out normal shots in front of the landed impact (i.e. a shot hits in front of the enemy, but 3 shots shoot out behind the enemy so that it doesn't get hit by the spread shot effect). If you need to balance it further, maybe have the "arrow" equivalent shot's charge shot only do 2 damage, while the normal does 3.
Consider also shit like the mega arm. Maybe don't give it all the fancy upgrades it had in RMW5 (MM5GB), but have it as a more damaging normal shot (maybe 4 damage) that has to return before you can fire even normal shots again.
I think the Mega Uppercut could also work, but have it as more of a desperation move (say maybe only usable at 1/3 or less life), and still needing a full charge to unleash.
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>>345071985
It's kind of funny that Mega Man 4 had Drill Man's weapon, which is basically just a far less cumbersome Crash Bomb. But while it has decent damage for platforming and fairly energy efficient, the two bosses it's good against are stupid (Toad Man and Wily Machine 2).
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>>345071985
fucking besides 2, 9 and 10, the shields mostly sucked

fucking 10's shield, holy shit, what a piece of shit
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Best MM arsenal I ever played with was from some romhack of MM6 called Rockman 6 Skype. Literally every weapon was useful
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>>345072185
Bubble Shield is a great multi-hitting shield, what are you on about? Did you mean Skull Shield?
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>Kind of ruins the formula if you're not using all those abilities.
I love doing buster-only runs though.

That said, it does depend on the game. A lot of weapons just weren't good enough to warrant using them over the Mega Buster.

The charge shot is at its best when it has substantial drawbacks, like recoi or losing the charge when you get hit.

I think the charge shot was better suited for MMX though. Charging up and shooting well-timed charge shots through rows of enemies while dashing through stages really complements the speed of the game.
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>>345071964
MMX was the game where I used the buster the least because the tornado was a lot more efficient.
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>>345072325
it just dies off
i can't farm with it like the other games

imagine if rolling shield died in 1 hit to everything
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>>345072141
>(instead of throwing everything away to pander to MM3 memefagots)
More like MM2 fags. You can't even slide in MM9 unless you're Proto Man.
I liked that MM10 tried to be different while still being "retro", while MM9 kind of annoyed me with how half the game was "Haha! Remember MM2?"
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>>345070805
>its made a lot of weapons pointless

Except in Megaman 7 where some had some affected the levels and opened new paths but none of you niggers played that one, huh?

Fucking bitches missing out on the best megaman, i swear to god.
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>>345072330
>not liking MM and Bass
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>>345072534
>liking Megaman and Bass

Hands down has the worst level design out of classic megaman games. The only redeeming thing was Bass, but that's it.
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>>345072534
There's a positive reaction there for MM&B.
The weirded out one is for the unlicensed "sequel" on the Wonderswan or whatever.
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>>345072534
>see that item? you want that?
>WHOOPS! You picked the wrong character! Too fucking bad!
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>>345072645
>Hands down has the worst level design out of classic megaman games
That would be MM8 with every stage being a stupid, slow-ass gimmick.
At least MM&B was a return to classic platforming.
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>>345072645
>The only redeeming thing was easy mode
Are you some kind of disgusting casual?
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>>345072534
>reading comprehension
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>>345072463
Charged Rolling Shield does die from 1 hit if you hit anything it can't kill, which means most notable enemies in the game. Meanwhile bubble shield does great damage because instead of disappearing each bubble does damage separately, which wrecks things in half. May not be as great to use as Jewel Satellite (which is admittedly the best shield in classic mega man history), but it's great for speedrunning or keeping it as a safety net.

Meanwhile Skull Shield disappears from any single hit and does little to no damage.
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>>345072534
It's the Wonderswan version of it. Which is more just "Why does this exist?"
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>>345072693
Funny, I actually liked that about it. It was a nice little bit of extra motivation to play as the other one when you were done.
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>>345071561
I think that's kind of bullshit in a way.

We've had stages with branching paths before, so I think having stages with alt paths that need or encourage weapon use aren't bad ideas.
Keep all the normal stuff beatable with the buster but have alt paths need creative use of weapons, with some inclination for taking them, such as E-tanks, 3 extra lives, special parts (like making Beat) or whatever.
I think MM7 and MM8 did this decently, with even a few occurances in the NES games.

>>345071902
Over-exaggerating for (some of) the earlier games.
I think weaknesses are good, but shouldn't be too strong or stunlock past the initial hit (and just a small knockback and maybe a surprised expression for show, not for actual stunlocking). Rather, it would be more interesting to see weapons disrupt or counter boss attacks (such as the slash claw countering the gutsdozer's blocks) or even boost bosses (like the thunder cloud on Spring Man). Really, if it's hitting more than 3 or 4 damage out of 28, I think that's a bit overboard. MMX had some stuff like this as well, such as being able to use the boomerang cutter on Flame mammoth to cut off his trunk to prevent his oil slicks.
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>>345072649
Well shit, now I have to check that dumb shit out. Hopefully Wonderswan has a good emulator.
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>>345072734
>Artificial difficulty = fun

I'd rather play easy mode than impossible mode.
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>>345070805
>Since its inception its made a lot of weapons pointless beyond maybe their effective boss
The Buster does different damage in different games, for example, in 4 and 5 is pretty broken, but since 6, it was weaker, hell, in Megaman 7 the charged Buster is probably the weakest.
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>>345072483
Shit. I thought I typed 2.
Oh well.
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>>345070805
People used Metal Blade for 90% of Megaman 2 and no one complained.
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>>345072714
At least in MM8 it was bearable.

Megaman and Bass is unfun all around.
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>>345072891
I've never played it, but I've heard it's kind of mediocre.
Some weird shit about Quint returning as not-Quint to fuck shit up or something.
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>>345072858
>forcing you to play over and over to get all the items from a level

Padding. Into the trash.
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>>345073002
Why though?
I've played through it and it's probably my favorite of the classic Mega Man games that aren't 8-bit.
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>>345073019
>>345072891
The Wonderswan Mega Man & Bass recently got a translation patch, for anyone curious.
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>>345073065
Just play Mega Man and zip around the walls with Dynamo and Cool Man's weapons, then.

You can get 100% from a single playthrough that way.
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>>345072915
Not him, but MM mode was actually decently balanced. While you didn't have 7-way aiming, MM still had quite a bit to work with. He also had his own routes in stages some of the time. More toys to play with via the helper buddies, and some of his equip parts were better too.
Bosses even used some different attacks on him compared to Bass.
I'm not going to say MM's mode was "easier", but it isn't as hard as most people make it out to be.
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That could apply to MM6 the most because there's no reason to not use the charged mega buster, flame blast and power rush adaptor. It only took to MM6 to make the charged mega buster not have any drawbacks, consider the following.
-In MM4, you had an overpowered arsenal that made the mega buster pointless to use unless you're doing buster only runs.
-In MMIV and V (for the gameboy), you had a recoil which imo, fucks your momentum sometimes, and in V, the mega fist only became overpowered after upgrading it.
- in MM5, if you got hit while holding the charge, you'd lose the charge and you have to recharge it again (fucking tigerbots from Napalmman's stage). And while the arsenal of weapons you got was very situational, it worked, specially beat once you assemble him (it fucking makes darkman 4 and the wily capsule easy as shit)

I'd consider MM6 the worst megaman if it wasn't by the fact it has the best level design and robot masters.
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>>345072330
>likes only one GB game
>doesn't like Quint
>no GG mega man
>that list in general

That's some shit taste famalam.
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>>345073404
GG MegaMan isn't worth anybody's time.
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>>345073002
>Megaman and Bass is unfun all around.
Let me guess, King stage 2 right?
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>>345073597
>King stage 2

WHAT WERE THEY THINKING
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>>345073404
MM2 on Game Boy is shit.
The rest of them aren't really anything special for the most part. MMV is the only really worthwhile one, since it's actually an original game.
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>>345070805
>implying anything will be as op as metal blade
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>>345072714
>That would be MM8 with every stage being a stupid, slow-ass gimmick.
R&F is a much more tedious affair.
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>>345073859
>Not doing a Buster only run
It was fun when Quickman blocks your Metal Blades, but I will take the Buster
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>>345073374
Funny you mention that, megaman gets to be the actual easy mode if you get beat and the energy saver upgrades. Think about it, you get to be INVULNERABLE TO ANY DAMAGE for a long time, it makes some parts of King stages easier (can't say the same over the boss fights). Once you master Ice Wall surfing, you're good to go.
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>>345070995
I really liked MM8 arsenal, much more than many other classic games, I actually used the special weapons a lot in this one unlike the others with the exception of 2.
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>>345073821
>shitting on 4
Come on, nig.
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>>345073597
>>345073813

goddamn it took me forever as a kid to get past that stage
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>>345073404
Mega Man GG Is an awful mash up of 4 & 5 made by English speaking people.
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>post yfw
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>>345073813
>WHAT WERE THEY THINKING
I wouldn't say it's the hardest thing on the franchise, not when MM10 Protoman Hard Mode exists.
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Any good Megaman like games? Played all the official games, a few of the better Romhacks, hated Gunvolt. Still got a jump and shoot itch.
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>>345074425
>Hard mode
It's not about how hard it is, it's just bullshit design.
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>>345074486
Contra?
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>>345074570
Good lord I've played the shit out of those games too. Hard Corps is probably my favorite.
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>>345074376
STOP
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>>345074376
>Super Famicom version as Bass
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>>345074486
Metal Storm (NES)?
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>>345074376
>GBA version as Bass
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>>345074376
>Super famicom version as Megaman
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>>345074376
>GBA version as Megaman
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>>345074905
What was bad about the GBA version?
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>>345070805
It depends on the game. You can't just generalize that Buster is good or Buster is bad.

In MM4, it was a small but powerful shot. The weapons in 4 are really good so it didn't feel OP. This is also the only game that it doesn't lose your charge when you get hit which was fixed in every future installment, although I just see it as being less annoying. Overall, the buster was really good in MM4 because just like sliding in MM3, the game introduced it and thus had it more in mind during development.

MM5 is where I think the buster is at its absolute worst. The buster was upgraded to have a much larger radius and most enemies in the game fall to it too easily. On top of that, 5's weapons aren't exactly that great so in this game you really really over-rely on the buster.

MM6 still had the OP buster but you had more at your disposal than in 5 like the Rush adapters and better weapons so it wasn't too bad.

MM7 dialed the buster down from 5 and 6 and it's actually quite underpowered. It only does 2 damage to bosses in this game.

MM8 had upgrades to make it OP as shit but without them, it was about the same as 7's. Same with MM&Bass.

9 and 10 made the buster MM4 size and also restricted it to Proto Man, who took double damage so it was counter balanced hard.

tl;dr, I don't think the complaints people have with the buster are really merited except for in MM5 and 6.
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>>345074486
Magical Doropie is a Famicom game that plays like a knockoff Mega Man title. It's not as polished as a Mega Man game but it feels really similar. Nestopia plays it just fine and there's an English translation out there if that matters to you as well.

It was localized as some bullshit but they took out a lot of stuff from the game like extra lives or something. I dunno. Find the original.
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>>345075149
Screen Crunch
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>>345074486
Little Samson on the NES.
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>>345074376
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>>345076143
>MM7 dialed the buster down from 5 and 6
MM7 buster is so awfully pointless, you're better off using regular shots. Truly the worst.
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