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Brorman | Mega Man RPG World Leaderboard

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Brorman

Brorman is a contributor and a legacy player of the Mega Man RPG World with a current battle point total of 909,797,716 and a zenny total of 34,600. Brorman created his account on or before January 1st, 2013 and has since completed 98 different missions, unlocked 4 playable characters, 32 robot fighters, 103 special abilities, and 70 field stars. Brorman's most-used playable character is Dr. Wily, and his top 5 favourite robots appear to be Magnet Man, Spark Man, Guts Man, Proto Man and Elec Man.

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Brorman
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Posted on July 6th, 2014 at 6:28pm in "Official Known Bugs and Issues Thread" #1 ( Edited : 2014/07/06 at 6:36pm )
@MegaBossMan : Of course, I knew I'd mess up at some point, well... Cutter was supposed to be Gemini Man's weakness just because of balance reasons, and because he gets some extra damage from Shadow Man's weapon, so kind of a nod to that direction too.

I'd say change the weakness to Flame, no messing with weakness cycles yet the type is really common. This does remove his Flame resistance, and goes a bit against Adrian's original idea, but I'd really prefer it this way.

And really, no, I am not the best at what I do lol, also sorry for late responses, been away for a few days.
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Brorman
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Posted on June 18th, 2014 at 3:05am in "Prototype Devroom : Game Suggestions" #2
I remember there being some talk about different ways to distinguish "copy" robots from the real deals, for example how to unlock RM3 robot masters. How do I know it is the real robot I'm killing now.

Well, as a huge MMBN fan, I have a suggestion. I recall making this same kind of suggestion in a different shape over a year ago. Either way, MMBN uses Greek alphabet to distinguish different versions apart, in a way like this:

MetalMan
MetalMan α
MetalMan ß
MetalMan Ω

Version with no letter is the weakest, Omega is the strongest. So, how about marking the copies with letters like this? And if expanded more, this could add more difficulty in the game, Alpha bots having 1.5x stats, Beta bots having 3.0x, Omega bots with a multiplier of 6-8x. Then again, maybe this wouldn't bring much challenge to the game after all, since Starforce is there, and many players already have robots with max stats. Well, I dunno, I like MMBN and Greek letters.
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Brorman
909,797,716 BP
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Posted on June 14th, 2014 at 11:57pm in "Prototype Devroom : Game Suggestions" #3
An easier way to sell/buy stuff would be really nice, instead of having to click each time you want to add an item. I don't want to mash 80 times again if I want to sell all the Energy Capsules I've racked up. Also the ability to sell/buy different items at once would be cool.
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Brorman
909,797,716 BP
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Posted on June 14th, 2014 at 11:18pm in "Constant Freezing Problems with Menus..." #4
@TailsMK4 : Huh, seems that I have been really lazy with reporting bugs for the past few months. :/

Well, time to be a better contributor then and actually contribute (again) from now on.
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Brorman
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Posted on June 14th, 2014 at 10:55pm in "Spring Update Preview : Mega Man Goes Shopping" #5
@CHAOS_FANTAZY : Adrian did talk about stuff getting cut and added later, as a filler update. So maybe it belongs there?
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Brorman
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Posted on June 14th, 2014 at 10:45pm in "Constant Freezing Problems with Menus..." #6 ( Edited : 2014/06/14 at 11:33pm )
Yeah I'm pretty sure it's a thing with Firefox since I have been getting these problems since the start of time as well. Also don't use reload frame please... Using it may result in glitches, and in past it has been used to exploit score, since it used to reset the turn counter, and I'm not sure, but it still may be possible to reset even a won battle, which is a bit exploitable for reasons. Iirc I have reported these problems (The ones Tails reported) at least once already, but it might just be Firefox, since Chrome is used to test new things out afaik.

But yes, these problems are rather pesky, and I'm sure all FF users would highly appreciate if the problems were solved.

edit: Problem 2 is why I have stopped trying to get more Starforce
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Brorman
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Posted on June 14th, 2014 at 7:02pm in "June 2014 Update : Mega Man Goes Shopping" #7
@Adrian Marceau : Yeah, I noticed we can edit our own credits section, but really, I can't "thank myself", just rather let the whole thing be outdated than credit myself :P Maybe I'll just add my own little comment there.

Thanks a lot for the energy capsule by the way, I appreciate it. And of course I understand that you wanted the update out as fast as possible, sorry for being hasty.

Also, really liking the new formatting stuff, just if it was a bit easier to use, possibly some kind of menu for core type text and so on?
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Brorman
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Posted on June 14th, 2014 at 6:39pm in "Prototype Devroom : Game Suggestions" #8
@MegaBossMan : That would really easily lead to spammers abusing it, spamming their links in stealth mode.
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Brorman
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Posted on June 14th, 2014 at 11:50am in "June 2014 Update : Mega Man Goes Shopping" #9
Thank you Adrian, the update is really great. You've been working hard, have your rest. One thing though, nothing urgent, but the MM3 RM stat adjustments that I made don't seem to be in the game. They are really minor though, so I'm not sure if they are even necessary.
flash-man Regardless, amazing work!
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Brorman
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Posted on June 12th, 2014 at 12:45pm in "The E3 Discussion!" #10
As sad as it is, Mega Man didn't really look like a top tier character. On the other hand, FFA tournaments with items are just for fun anyway. I was disappointed in how Mega Man seemed to play, quite clunky and slow, which I suppose is staying true to the classic series.

I have 'some' experience of professional smash as a viewer (watched some Melee tournaments and so), and Final Cutters and Stone are just bad. Both attacks are slow, and if they miss, you will be left open for a good while. But I suppose it could have worked a bit differently in FFA, can't say much. Hungrybox (Kirby) only got so far because he stayed away from the battle as much as he could. Also, some items in the game seem very awful, like that OHKO item.

Overall, I'm pretty hyped after E3: Xenoblade, Pokemon and Smash are all definite buys. STEAM and Splatoon seem nice as well, but I need more information on them. As for Sony and Microsoft, didn't really care cause I don't own - or plan to own - their consoles. The only game that looked even a bit fun was Sunset Overdrive(?).
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on June 8th, 2014 at 6:51pm in "Spring Update Preview : Mega Man Goes Shopping" #11
He's just human and he has to do other stuff than work on the game too (believe it or not). Give him his time to finish the update in peace, iron out the bugs and polish up all the content.
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Brorman
909,797,716 BP
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Posted on June 6th, 2014 at 12:28pm in "Spring Update Preview : Mega Man Goes Shopping" #12
Looking really nice, even though yeah I'm quite thrown out of the loop.

Not to be pushy, but did anyone happen to notice that I said I would make some adjustments to the stats? Unless they are considered unnecessary of course...
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Brorman
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Posted on June 2nd, 2014 at 3:20pm in "Spring Update Preview : Mega Man Goes Shopping" #13
But that is the usual casual route anyway...

One point though. The weaknesses are based on what the Robot Masters get most damaged by, as in their real weakness. There are multiple easy and less easy ways to get inside the weakness cycle and beat the game than just the main weaknesses, but that's how they are "meant to be" in the games. And the idea was to be as close to the official stuff as possible, correct? Though sure there have been many exceptions already...

And there really can't be an intended way of doing things in a game where you have a free choice of 8 Robot Master to pick from. Sorry if I'm offensive, but these are just my views.
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Brorman
909,797,716 BP
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Posted on June 1st, 2014 at 11:30am in "Spring Update Preview : Mega Man Goes Shopping" #14 ( Edited : 2014/06/01 at 11:41am )
Oh damn, things are looking nice here. Finally got some time on my hands again, and apparently I soon have an update to play through. Great stuff. Guess I should have popped up earlier to get involved with this update a bit more, but looking really amazing regardless.

Soon I'll finally have my hands on the MM3 RMs, without having to break the game into billion pieces first of course :P

I suppose I'll take a quick look at the stats just in case there is something I have changed my mind about, but I highly doubt so.

EDIT: Okay, looks like there are some changes coming to the stats, just a bit of adjusting. Adrian, please check the spreadsheet when you have time. (Just if you're fine with near-last-moment changes)
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Brorman
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Posted on February 9th, 2014 at 6:47am in "Official Known Bugs and Issues Thread" #15
This is why a "keep me logged in" button would be nice. I got wrecked by this thing once, and from that on I always just copied my message first before sending it, just in case this happened.
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Brorman
909,797,716 BP
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Posted on February 5th, 2014 at 3:38pm in "Robot Stats" #16
Ah... You think I might've overlooked that? In fact, I did not. Or maybe just a bit, heh. You're saying that his defense should be lowered? His defense is currently at 111, and lowering it would basically mean that this little armor he has, is completely meaningless. His speed though, 68, is something that could be raised. Sacrificing the few defense bonus points he has, or taking away from his attack stat, which I don't really like. But I'll see about it later.
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Brorman
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Posted on February 2nd, 2014 at 3:36pm in "Fan Character Inclusion?" #17
The biggest work is the sprites and even more so, stages, and then coding. Stats (for robots, abilities are a different thing) and weaknesses take very little time compared to spritework or coding. I'm totally sure if someone presented a ready-to-go set of sprites and everything, it would be included in the game soon (after a short moment for revision), just if they met the requirements of course. But if you only present some ideas of how things could look, and fully thought out stats, it's still not much.

I'm very sure that permissions are easy to get because every MM fan-game dev is a fan of MM anyway, and of course they would love to see their robots in another fan-game.

But an answer to this: "My curiosity is more towards whether if someone submits say a full roster of RMs with thought out strengths, weaknesses, etc that would help include them into the game, if they would be given consideration?"

(This reminds me, a quote button would be really nice)

Thoughts are always nice, ideas can be thrown around freely, sure they probably would get some consideration. But then there is the process of actual materialization of these ideas, and that process takes time. Just if we had a person who was making stages, the process would be at least a bit faster. This is all from what I've understood how the creation process goes, I'm just one small part of it and most of this is based on from what I've read, and simple logic. So there might be errors.
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Brorman
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Posted on January 26th, 2014 at 8:49am in "My Suggestions: Secondary Robot Master Weapons and Abilities" #18
I was thinking of abilities like Gyro Ball and Electro Ball from Pokemon, which use speed in the damage calculation.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 26th, 2014 at 6:58am in "Prototype Devroom : Website Suggestions" #19
Ahem.

"Comment guidelines are pretty easy to follow - stay on topic, don't be rude, don't double-post when you can easily edit, and don't create 100 topics in a row just because it's fun. Oh, and no adult stuff or bad language. Ever. This is a kids' game, people! ;)"
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 25th, 2014 at 8:12pm in "Official Typos and Misprints Thread" #20
The lower line is quite asymmetrical, probably cause of the new Personal box.

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Brorman
909,797,716 BP
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Posted on January 25th, 2014 at 6:19pm in "Fan-game talk!" #21
I haven't played a single fangame, but I'm a fan of speedrunning and I've watched runs of MMU and MM4MinusInf. I was also really keen on this one project Mega Man 72, there is some info available of it but the project itself died a good while ago, sadly. I'd really love to see some of the RMs from that game in MMRPG. More info, most of the info seems to be gone but whatever. But at least a full OST is available here, it's really great.

I wonder if this topic is for all fan-games or just Mega Man? Well I've played some Pokémon romhacks, and Pokémon Quartz is one of the better ones out there, just because it brings something new to the table with completely new mons.
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Brorman
909,797,716 BP
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Posted on January 25th, 2014 at 6:09pm in "How did you hear about MMRPG" #22 ( Edited : 2014/01/25 at 6:12pm )
Well, I'm not a newcomer, but a friend linked me here, back in Jan2013/Dec2012.
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Brorman
909,797,716 BP
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Posted on January 25th, 2014 at 3:14pm in "Robot Stats" #23
I really wonder what was I doing with Magnet Man... He should have higher speed. Today, I spent around 4 hours playing Mega Man 3, and Magnet Man isn't really hard to hit at all. Just do a half-height jump and shoot while he's moving and you should hit every time.

Magnet Man
A: 84
D: 122
S: 94

That is around how much I'm willing to give in. I still want Magnet Man to remain as a tough, defensive Electric robot. Though he receives double damage from Buster, along with Top Man. His movement patterns and attacks are easy to avoid.

Flame Man... I haven't played a lot of Mega Man 6. In fact the only thing I can remember from his fight is that it's annoying. Or maybe I'm just bad.

Flame Man
A: 82
D: 106
S: 112

It's not much, but it is something. Fine-tuning is what the stats are missing right now anyways.


Cloud Man I'm sure I want to keep the same, iirc, his attacks are incredibly easy to avoid. Turbo Man I can agree on, it's barely anything. And from MM7 to MM10 I'm having problems with that I haven't played the games. So the stats aren't probably as good as they could be, because I'm doing the work just from (sometimes not so high-quality or diverse) video footage, MMKB surely helps here though. Ground Man looks like a tank though... -Just looked at a video of the fight- He functions like a faster Drill Man. Therefore there shouldn't be really problems with his stats. I'm fine with them.

Tornado Man, I feel like I rushed him a bit. I know how destructive tornadoes are, but they are faster than they are destructive. As of now, Tornado Man is the second fastest robot in the game, after Quick Man. But dropping his speed with only 3 points would mean that he's slower than Gemini and Nitro Man, who share the speed of 137. I'd like Tornado Man to retain his place as the speed prince. His battle works basically like a vertical Air Man battle, and after watching some footage again, I'm pretty sure that I want to keep the stats the way they are. His attacks in the end aren't that damaging.

About Genesis Unit, I haven't thought of anything yet cause I don't know these guys at all, but while I'm at it I might as well make up some stats here. Also all your stats are under the base sum of 300.

Let's start with the leader, Buster Rod. Said to be swift...

Buster Rod G
A: 108
D: 68
S: 124

Mega Water S, in charge of brain work. Also very resilient, he only gets 3 damage from his weaknesses...
A: 87
D: 123
S: 90

Hyper Storm H, in charge of the muscle work. The only robot in the series to have 2 health meters. So this is something special. This guy seems to be really powerful, in all fields.

E: 115
A: 118
D: 105
S: 62

For the whole Genesis Unit, I didn't look up any video footage, but just MMKB stuff. So the stats might not be "correct" at all.


As for the rest, Uranus is fine as is, I did some really hard thinking with Stardroids cause I like them a lot. Solo, Duo, Trio stats I didn't make. Thanks for the feedback, I wasn't offended at all.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 24th, 2014 at 7:18am in "Queen of Busters (AKA Oops, I Wrote a Fanfiction)" #24
Great job with the writing, I just felt kinda weird about Roll being so blinded by the power, I thought she would be more careful and caring... But I don't know much about any Mega Man storylines anyway. The read was really enjoyable (even with mixed feels) and looking forward to seeing some more writing by you.

Afaik Adrian doesn't log in every day, but he still visits the site every day and reads the posts. Considering that the experience exploit was fixed the next day it had been reported on. He hasn't probably been very happy with all the bugs and exploits found this week, also work.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 23rd, 2014 at 4:40pm in "Field Switches?" #25
Click here for a guide to help you with formatting.

No external programs are needed for posting pictures, all you need is a place to upload the image on.

This one bug sounds really interesting, seeing that the game went completely crazy for no apparent reason.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 22nd, 2014 at 5:46pm in "Endless loading..." #26
Don't try to make me feel bad, instead you could be asking for a chatroom in the suggestion threads or making a general chat thread. I guess trying to moderate such a small community is pretty dumb anyways.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 22nd, 2014 at 5:25pm in "Endless loading..." #27
Megaboss, I know you're having fun and all that stuff, but please out of all places, bug reports forum isn't a general chat.

And it's written "Gigggas" anyway.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 22nd, 2014 at 11:48am in "[FIXED] Game Exploit: Can gain a lot of BP with Rain Flush" #28
I personally have used this exploit, not for BP, but for easy and effort-free exp. gain. You can just outright hide me from the leaderboards or just put me back to 0 BP, don't really care.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 22nd, 2014 at 7:57am in "[FIXED] Game Exploit: Level up team to lv 100 in 1 battle" #29
I know the way you do it, and you should report it (if you won't, I'll do it). It will probably result in rebalancing of a certain ability, or mechanics will get tweaked.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 22nd, 2014 at 2:41am in "What About When We're Not a Prototype?" #30
Once the game is out of prototype - which should take a good while - some of the things should be wiped, including leaderboards, since they matter the least gameplay-wise, and fresh leaderboards for a fresh new game sounds like a good idea. As a token of gratitude, every "veteran" as you say, should get a badge on their profile, and some minor benefits maybe.

I really like the idea of storaging collected stuff and unlocking it again once post-game, such as Star Force, collected stat ups, abilities and so on (depending on if these features change a lot during development, then a wipe would a better idea of course). This way everyone could get to experience the full game completely, from square one. Getting your game progress wiped isn't bad if you like the game. I dunno, the full release is still far far in the future so you shouldn't even bother thinking about this.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 21st, 2014 at 7:19pm in "Official Typos and Misprints Thread" #31
Back when I joined, I felt like I wasn't gonna help much... My intention was to just make one or two bugs reports and that's it. And here we are. Once you get into the swing of things, you'll be helping in more ways than you thought you would.

Also yay for contentless posts.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 21st, 2014 at 5:23pm in "[FIXED] Game Exploit: Level up team to lv 100 in 1 battle" #32
For future reference, if you happen to find an exploit, you should rather use the contact form than bug reports forum because otherwise everyone will get to see how to exploit. Which is no good.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 20th, 2014 at 8:04am in "Official Typos and Misprints Thread" #33 ( Edited : 2014/01/21 at 9:04am )
Oh uh... I meant the part where the text "FIELD MULTIPLIERS" gets overlapped by the black box.


EDIT:

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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 19th, 2014 at 12:06pm in "Important Announcement : Server Migration, More Temporarily Downtime" #34
Question, sometimes when I try to access the page, I get greeted by this message:



What does it mean?
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 19th, 2014 at 5:15am in "Holiday Weapons" #35
Aren't you going a bit ahead of your time? Adrian didn't even get to respond to the ideas and you guys are already making threads for your own suggestions.

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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 19th, 2014 at 5:11am in "Official Known Bugs and Issues Thread" #36
That isn't a bug, it's a feature of the ability. Secondary type changes according to the type the stage is.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 18th, 2014 at 8:30pm in "Prototype Devroom : Website Suggestions" #37
One word, or two, whatever.

Personal messaging.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 18th, 2014 at 8:12pm in "Official Question and Answer Thread" #38
If you're about to ask me how the resistances and weaknesses for copy core robots were decided, I'm not your man. Adrian did all the work for copy core robots, including resistances and weaknesses afaik.

But mostly the resistance and weakness balancing worked with a simple system:

1. Stick to the facts
2. When you don't have enough facts to get attributes, just think of something fitting.
3. Point system:

weakness = 1 or 2 (cutter would be 2, crystal would be 1 or less, shadow would be a 1)
resistance = -1
affinity = -2
immunity = -2 or -1

Goal was to reach a 0 on every robot (preferably 2 weaknesses, I was told), but there are some cases where leaving something out would be against logic, and then you just have to deal with the results. I agree, there are some things I'd like to fix, and I'll take a look at the W/R tables at some point again.
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Brorman
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Posted on January 18th, 2014 at 7:55pm in "Official Typos and Misprints Thread" #39


This has been bugging me for a good while, time to report.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 18th, 2014 at 7:45pm in "Prototype Devroom : Game Suggestions" #40
Also skins could be bought at the shop, and maybe some special robot masters that are event exclusive? (Because everyone loves holiday events and limited-time stuff)
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 18th, 2014 at 7:40pm in "Important Announcement : Server Migration, More Temporarily Downtime" #41 ( Edited : 2014/01/18 at 7:44pm )
Welcome back, liking how the new coloring system works, but maybe you could apply it to threads as well?



For reference cause I'm bad at words




It is also really great to see how lively this place has become, usually always when I visit here these days, there is at least 5 people online at the same time.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 16th, 2014 at 10:49am in "Demo Mode : Completion Bonus" #42
Just please stop posting to months old threads. There are threads meant for questions like these.
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Brorman
909,797,716 BP
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Posted on January 15th, 2014 at 1:46pm in "VOTE FOR THE NEXT ROBOTMASTER RE-VAMP!!!!" #43
Any of the MM1 RMs
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Brorman
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Posted on January 15th, 2014 at 11:28am in "Player Fields being laggy + other stuff" #44
I don't know what to say.

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Brorman
909,797,716 BP
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Posted on January 15th, 2014 at 10:27am in "Official Question and Answer Thread" #45
Done and done.
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Brorman
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Posted on January 15th, 2014 at 7:41am in "Robot Cores" #46
More fitting for Turbo Man's stage as well, considering that the stage barely has any fire-related stuff aside from the oh-so-annoying insta-kill fire bars.

Sword Man though, he could be both. If one was to only see how he looks and his name, he would definitely be a cutter core robot. However, he does have Flame Sword as his ability iirc. But in the end, he's a master of swords, not flames.
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Brorman
909,797,716 BP
15 TP | 138 PP
Posted on January 15th, 2014 at 7:40am in "Official Question and Answer Thread" #47 ( Edited : 2014/01/15 at 7:52am )
A proper formatting help guide/thread thing would be greatly appreciated indeed, many people (including me) seem to have problems with formatting different kinds of stuff. And even though you added back the formatting help lines under the reply box, some explanation would still be nice. Because even I can't remember how dual-type text works.
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Brorman
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Posted on January 14th, 2014 at 7:47am in "Robot Stats" #48
Thank you SmashBro, I figure this all just really being a lack of proper defensive/status moves, like for example Pokémon has actual moves for stalling and just messing with the opponent. Currently, because the game is still in a very early phase, and how the progress is now, defense is kind of an underdog here. Wood Man sure isn't what he used to be back in the day, but I'm very sure that Wood Man will go back to his glory later on, with Oil Man (and other "weaklings" getting a chance to shine as well). Maybe go back to the robot specific moves to give weak bots a niche? Anyways, this isn't really stat discussion, just overall balance discussion.
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Brorman
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Posted on January 13th, 2014 at 4:03pm in "Hello, the new and "improved" MMRPG Prototype!" #49
First of all, as earlier stated, please refrain from making "bug reports" that are clearly just insults. As you can see, Adrian is trying way more than he should to keep the game online, even sacrificing his sleep. You guys come around doing this mindless complaining, and honestly I'm not sure if you are just some forum trolls. If I had the power, I would've already banned you, no doubt.

Just give Adrian some time, and he will provide more info on the project's direction. Until that, please try to find other activities instead of just complaining on the forums about why the game isn't working.
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Brorman
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Posted on January 12th, 2014 at 7:12am in "Temporary Downtime, Hosting Provider Being Jerks" #50
Oh well... Let's hope that you can get this fixed soon. I was just playing 7 hours ago and the game was running smoother than ever, so I honestly don't know what is going on, or is your hosting provider just being a real jerk.
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Brorman
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Posted on January 10th, 2014 at 7:30pm in "Temporary Downtime, Hosting Provider Being Jerks" #51
Boo for unplayability, but hooray for optimization!
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Brorman
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Posted on January 9th, 2014 at 1:59pm in "Robot Stats" #52
Heh well, you're kinda late on that train... Every classic series robot master already has stats. Stardroids have stats as well... So there isn't much to discuss if you want to talk about unfinished stats.

But criticism is always very welcome.
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Posted on January 9th, 2014 at 7:37am in "Robot Stats" #53
Oh, you aren't offending me one bit, I'm actually enjoying the chance to get to discuss about stats.

Well, this might sound like an insult towards Adrian, but the game has a very simple idea. With 3 stats, there isn't much room to move with. (I'm not saying we need any more!) Seeing how the damage mechanics work, and how ridiculous the damage easily becomes with multipliers added on it, it's no wonder that attack is pretty much the only stat worth anything.

With the recent additions of more and more damage multipliers to make the game faster and easier, defense almost completely lost it's meaning, in the post/late game at least. (Post game is a fun mode anyways, and should be ignored in terms of balance.) Defensive robots just don't get to shine, neither do speedy ones. Oil Man for example, has never been a good robot, in my opinion. Quick Man at least has Cutter/Swift to his advantage. But with a little addition to attack, every robot becomes good. I find it to be a little problem in the game's balance, because there is 3 stats after all, but if there is only one stat that is worth a ton, and others have little meaning... It's quite easy to know which robots get love and which don't. /endrant

The whole problem is just a result of multiple little things being a little wrong and needing to be fixed or rebalanced. Some abilities are a bit overpowered/underpowered compared to others, totally understandable, not every ability can or should be equal, but rebalancing might help a bit.

Also I'm not sure how well you understand the way base stats work, but adding a hundred to Wood Man's base attack would mean that he'd have the highest base attack of all time (166).

I'd say that this is all just because of that the game is still in a fairly early phase of development, this will probably be fixed soon once more progress is done. In my opinion the game isn't very well balanced right now, and is missing a lot of the depth it could have. But knowing that Adrian does a whole lot for the game already, including all the code and new content, I can't really blame him. He's a human too, after all.

tl;dr No, I'm not going to buff Wood Man. Just wait and see as more updates come, things will be fixed... Or then Wood Man can be the Shuckle of MMRPG.
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Posted on January 8th, 2014 at 2:46am in "Robot Stats" #54
Wood Man's massive defense really makes up for his lacking attack. He is the tankiest RM in the whole game, if you don't count in Hard Man (because of his resistances), who is unobtainable as of now.

I can't really start presenting any evidence that really supports my theory, since stats are based on my, or in this case, Adrian's opinions (even though I did some "rebalancing"). Ever since I played the game for the first time, Wood Man was really horrible to deal with because of him being such a huge damage sponge. But yes things have changed a lot in the gameplay department, and not everyone likes to play "defensively" against AI. But Leaf Shield is still a very powerful move for Wood Man, as it supports his best stat, and he can still use recovery moves, too.

With what all the multiplier stuff happening these days and so on, I don't really know how the game behaves these days since I'm not actively playing it. I'll definitely try to get some time and play some more (on a more stable browser, pretty much the only reason why I stopped playing was all the freezing, but seeing as that has been somewhat fixed...). Doesn't sound really great if the balancing guy doesn't even play the game he's making stats for. But I'll look into the matter and see what will happen.
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Posted on January 5th, 2014 at 7:07pm in "Mega Man Starforce : The January Update" #55
Great stuff.

On the note of freezes and browser crashes, if you're using Mozilla like me, you're kind of screwed. Sometimes the battles like to freeze (usually only battles with a lot of robots), and changing tab during battle animations being active freezes the whole browser and crashes it. I've reported this earlier, but things are difficult to solve.
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Posted on January 3rd, 2014 at 4:51pm in "Mega Man RPG prototype wiki page" #56
There are already existing Let's Plays of MMRPG afaik, try looking up the forums, there should be a thread somewhere about it.
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Posted on January 2nd, 2014 at 3:40pm in "Official January Update Preview" #57 ( Edited : 2014/01/02 at 3:43pm )
It certainly isn't a bug, but Adrian never really releases robot masters as playable that can't use their own signature abilities. I think he just might be hinting that MM9 robots are coming soon-ish. I may be very wrong here.
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Posted on January 2nd, 2014 at 3:32pm in "Official January Update Preview" #58
Soon™

Also I really wonder if Jewel Man will actually be playable, since I did some checking and there is no graphics for Jewel Satellite, yet at least. Also no new stages have been added. Might be that Adrian is using his own build though. We will see, we will see.
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Posted on January 2nd, 2014 at 7:30am in "Prototype Devroom : Game Suggestions" #59
Making a trade system like that would just be a waste of time since there is really nothing trade-worthy, as of now at least.
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Posted on January 2nd, 2014 at 7:30am in "The Survey on MMRPG (Prototype)" #60
What is this? Cannot vote for Metal Man?

Favorite RMs:
Magnet Man, Galaxy Man, Solar Man

Favorite Core Type:
Flame, Space, Shadow

Favorite Classic Series Weapon:
Shadow Blade, Top Spin, Concrete Shot

Favorite Ability:
Shadow Blade, Air Shooter, Hyper Bomb

Favorite Classic Series Stage:
Spark Man, Snake Man, Top Man
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Posted on December 31st, 2013 at 12:07pm in "Official January Update Preview" #61
Looks promising, like always.

Also it's been over a year since I first played this game :O
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Posted on October 20th, 2013 at 1:24pm in "Pokémon X/Y General" #62
Added you back Adrian, I'm totally up for a battle sometime. I also selected Chespin, sorry NinjaLink.
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Posted on October 13th, 2013 at 4:31pm in "Mega Man 4 : The Meganificent Update" #63
And some more:

Also, the support robots are unlocked after x number of failures now. One for light, two for wily, three for Cossack.
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Posted on October 13th, 2013 at 2:01pm in "Mega Man 4 : The Meganificent Update" #64
So yeah, I just received a nice little piece of info from Adrian:

Hey, could you let everyone know in the comments that you have to beat a boss with only neutral abilities (not just the buster shot) to unlock them and you can still use other abilities on the mechas, just not the boss. Also OHKOs increase item drop chance. Thanks!

Now they/we know.
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Posted on October 13th, 2013 at 11:16am in "Mega Man 4 : The Meganificent Update" #65
Oh ok thanks, I don't even know how I unlocked Rhythm, but it was something to do with the first mission, iirc.
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Posted on October 13th, 2013 at 9:43am in "Mega Man 4 : The Meganificent Update" #66
How do I unlock the MM4 robot masters? I've been trying for so many hours now and nothing seems to unlock them. I'm really lost here.
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Posted on October 12th, 2013 at 8:47am in "Mega Man 4 : The Meganificent Update" #67 ( Edited : 2013/10/12 at 9:42am )
Absolutely amazing. Loving it so far, and I'm only done with chapter 3 in all campaigns. It's all around so very great that I won't list all the things I like. Thank you for all the hard work you have put into this, the result is really amazing.

But hey, you'll get a bug report and a balancing suggestion. Sorry :P

So the bug, you can break the mission unlocking sequence:



Might have something to do with me unlocking Cossack instantly, and then I did his missions first so I'm kinda progressing in reverse? Oh well.

And Skull Barrier is just quite overpowered, in my opinion.

i[/i]

EDIT: Of course, a replay button for completed missions would be pretty great.
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Posted on October 11th, 2013 at 8:26am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #68


And enjoy, tomorrow is the day. No more teasers though.
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Posted on October 10th, 2013 at 2:23am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #69


I'm quite sure everyone knows that the update is very close, but I still got 1 more pic after this one.
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Posted on October 9th, 2013 at 2:43am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #70 ( Edited : 2013/10/09 at 3:00am )


Teasers, so sweet teasers.
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Posted on October 8th, 2013 at 11:26am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #71


Yup, something like that. The smartest fans can already start guessing which day the update will launch on.
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Posted on October 7th, 2013 at 9:09am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #72


Hoo-boy, anyone else starting to see a pattern here? ;)
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Posted on October 6th, 2013 at 6:34am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #73


"Dear passengers, the train will be reaching its destination in--Zzrzrrttt"

Oh darn the message got cut off :/
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Posted on October 5th, 2013 at 5:50am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #74 ( Edited : 2013/10/05 at 5:51am )

Choo-choo!
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Posted on October 4th, 2013 at 12:13pm in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #75


Fasten your seat belts, boys and girls! Hype train is leaving the station!
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Posted on October 3rd, 2013 at 2:53am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #76 ( Edited : 2013/10/03 at 3:01am )
I don't know how late I am, but Slur has been recently added to the database. So I think we'll be seeing some actual story progress after the update.

And a quote from Adrian just in case you people don't read all the forum posts

'...the next update which should be coming any weekend now. I can't give an exact date when it'll be done, but I can tell you guys it will be on or before October 12th. After that, I'm going to be MIA for a little while playing the new Pokémon games.'

Well I'll be playing some Pokémon as well, so maybe we should start a thread for it soon enough.
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Posted on October 3rd, 2013 at 2:24am in "Where does wood man learn an attack?" #77
Please look around the forums first before just posting in the first thread you see, since we already have thread for fan-made RM stuff. But yes, fan-made content is going to be part of the game sometime in the future. I mean we already have Disco.
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Posted on September 26th, 2013 at 7:56am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #78


Prepare guys, I think the update is pretty close to release. I might be wrong though.
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Posted on September 15th, 2013 at 12:23pm in "Roll and Disco missing from in-game database" #79
The in-game database is very outdated as you may have noticed. This isn't really a bug, but something that Adrian has to respond to because I have no idea what he has planned for the in-game database.
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Posted on September 13th, 2013 at 1:43am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #80
Oh baby, say goodbye to Mets!




And @MMX, Adrian stated somewhere (Facebook?) that he really tries to push the update out before the end of the month. So, I'd say that give it 2-3 more weeks.
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Posted on September 6th, 2013 at 8:07am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #81
More teasers posted on the FB wall:



Also, I just might have spent a few nights doing something for the update. It should spice things up nicely ;)
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Posted on August 30th, 2013 at 6:37pm in "Prototype Devroom : Robot Quotes" #82
Oh yeah I'm just being dumb, oh well.
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Posted on August 30th, 2013 at 3:14pm in "Prototype Devroom : Robot Quotes" #83
Iirc, Freeze Man is a narcissist. I'm not totally sure, check MMKB for that. So at least some of the line should be related to that.
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Posted on August 30th, 2013 at 3:14pm in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #84
It's coming out in a week or two.
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Posted on August 28th, 2013 at 9:17am in "Regenerating enemies?" #85
Oh man, five days? I really hope it's gone for good, then.
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Posted on August 28th, 2013 at 9:03am in "Sneak Peek: Mega Man 4: "The Meganificent Update"" #86 ( Edited : 2013/08/28 at 9:25am )
Ah, I should've guessed that no MM3 content because none of the teasers had anything related to it. And I don't mind having to post stuff manually here, means more time for you to spend on making the update. Also this is a place for discussion for those who don't have Facebook, like I mentioned in the OP.

I'm a bit sad about no Mega Man 3 tho ;_;
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Posted on August 7th, 2013 at 11:12am in "Prototype Devroom : Game Suggestions" #87
Seeing how playing against other players is now actually quite rewarding and fun, I'd like the player robots to have their "correct" stats. I don't know how difficult this would be to implement.
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Posted on August 5th, 2013 at 8:13pm in "Make-A-Moveset: What If..." #88 ( Edited : 2013/08/05 at 9:49pm )
Oh baby, guess I'll try to put some effort into this.

Name: ToadMan.EXE (Mega Man Battle Network 2)
Core Type: Water/Electric
Signature Move/s:
Shocking Melody: Deals moderate damage and has a slight chance of stunning the opponent
Toad Smack: Smacks the enemy with a toad in the face Deals moderate damage and has a chance of lowering the opponents attack and defense by 5%

Attack: 84
Defense: 107
Speed: 109

Weakness/es: Nature, Missile
Resistance/s: Electric, Impact
Affinity/ies: None
Immunity/ies: Water

I'm bad at designing something else that isn't for gameplay, so this kinda ends here :^(

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Posted on August 5th, 2013 at 7:29pm in "Mechanics Update : Weapon Energy!!!" #89
I've been waiting for this so long, thank you Adrian.

(Giga Crush is now a possibility, amazing.)
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Posted on August 4th, 2013 at 9:34pm in "Mechanics Update : Player Battles" #90
Looks very great, can't wait to test it out!
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Posted on August 2nd, 2013 at 4:15pm in "Prototype Devroom : Game Suggestions" #91
Tile Studio huh? Have to check that out someday.

Thanks a lot, I don't mind at all if you use them. I'm glad if I could help.
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Posted on August 2nd, 2013 at 3:29pm in "Prototype Devroom : Game Suggestions" #92
Yeah I have Gimp and Paint.NET, which works just as well. But I was just dumb and began with doing things in the wrong order. Threads about artist's work would be interesting though.
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Posted on August 2nd, 2013 at 6:18am in "Prototype Devroom : Game Suggestions" #93 ( Edited : 2013/08/02 at 6:34am )
So uh, once in a while I get artistic, usually with catastrophic consequences. This time I was trying to "fix" Metal and Quick Man's coloring. I ended up having them with a black background because MSPaint doesn't support transparency (and I'm dumb for using it in the first place). Fixing the whole thing would take a million years so I just decided to come on the forums and write about it. I know all the spriters are busy and so is Adrian, and this can wait, but please give some love to the MM1-MM2 robots too.

Just in case someone wants to see the recolors.




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Posted on July 30th, 2013 at 7:50am in "New Robot Sprites : Enker, Punk, and Ballade" #94
You guys always make such great sprites.
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Posted on July 28th, 2013 at 9:33am in "Stat & Weakness Updates : Mega Man 2 Robots" #95
I actually found the fact on MMKB. I really wish I could read the Archie comic, it looks great. So yeah, I've never read the actual comic itself.
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Posted on July 28th, 2013 at 9:33am in "Stat & Weakness Updates : Mega Man 3 Robots" #96
Spark Man's attacks are actually very weak. As a clarification, when I'm talking about a tank, I mean something that just has very big defensive properties, nothing else. Hard Man for example is an offensive tank.

It would be better if Needle Man was weak to Laser instead of Space, and I'll change it pretty soon. Just if it's ok with Adrian. And yes, Needle Man could do any of the roles, high offense, high defense, moderately high speed or something mixed. I decided to go with high offense because Needle Man isn't as tank-y as he looks. His speed is mostly in his jumps, which he really greatly uses in his advantage when attacking his enemies. It's quite difficult to evade the whole needle volley he shoots at you, because of the angle. His melee attack is very powerful, and he is one of the few robot masters to actually use melee attacks.

Hope that clears up why I did what I did. Making stats is fun, though sometimes there are robot masters like Pharaoh and Spark Man. There aren't many RMs without stats left, so I guess I'll be fine.
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Posted on July 26th, 2013 at 2:59pm in "Gutsman Over-powered?" #97
This is rather a game balance thing than a bug. I don't know if Guts/Hard Knuckle is unbalanced even though I replayed the whole game quite recently. Bring enough robots with you and just grind if anything else doesn't seem to work.
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Posted on July 24th, 2013 at 4:17am in "Prototype Devroom : Game Suggestions" #98 ( Edited : 2013/07/24 at 5:15am )
From your to-do list:

- Source robot boost? Make robots better at using their own weapons (than someone else) in some way...
- Implement weapon-energy and make sure every ability requires some if core does not match

My suggestion is that even the same core abilities, except for signature abilities consume at least some of weapon energy. Why? Simply because that's something the robot wasn't built for. I mean Bomb Man sure can throw Hyper Bombs with no effort, but somehow I see him having a bit of a hard time with Crash Bomber or Napalm Bomb.

Also, some kind of indicator showing that a robot has been rebooted at level 100. Even if it serves no purpose, it'd be pretty cool.
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Posted on July 23rd, 2013 at 9:58pm in "Music Update : TheLegendOfRenegade Sega Genesis Remixes" #99
I just love this guy's remixes, a really nice addition.
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Posted on July 23rd, 2013 at 5:33pm in "the sprites are BLAND!" #100
Just a reminder that the game is still in prototype and there are a lot more important things being worked on than just attack sprites.

I have nothing to complain about the sprites though. They look official and fit very well.
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Mega Man and all related names and characters are © Capcom 1986 - 2024.
This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)