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SmashBroPlusB | Mega Man RPG World Leaderboard

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SmashBroPlusB

SmashBroPlusB is a legacy player of the Mega Man RPG World with a current battle point total of 591,344. SmashBroPlusB created his account on or before January 1st, 2013 and has since completed 15 different missions, unlocked 2 playable characters, 16 robot fighters, 48 special abilities, and 0 field stars. SmashBroPlusB's most-used playable character is Dr. Wily, and his top 5 most-used robots appear to be Bass, Mega Man, Roll, Bomb Man and Time Man.

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SmashBroPlusB has created a total of 8 Posts
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 29th, 2014 at 3:39pm in "Prototype Devroom : Game Suggestions" #1 ( Edited : 2014/01/29 at 4:11pm )
I didn't see anywhere to talk about abilities so pardon me but I'm going to have to lump it here. Sorry!

Anyway, I feel like certain abilities are pretty much useless late-game due to how they deal their effects. Take Roll's Roll Buster, for instance. Actually, any of the helper Buster attacks works, but I use Roll's because it's the most egregious of the three. It has a base power of 36 and a one-turn charge similar to other Buster skills, and during the charge phase Roll heals herself for 15% of her maximum HP. This part's fine. What's not fine is that the attack always deals exactly 36 damage... to the opposing active robot's Defense.

This pretty much makes Roll Buster's main effect nearly useless in pre-game or early-game when you first acquire her, as even the Metools in Dr. Light's intro stage take three Roll Buster shots to reach Defense Break due to the attack dealing zero damage, and always lowering Defense by 36 points. What's worse, when you get past the early-game and reach the Wily fight against Bass and Disco, now you've reached the point of the game where Roll Buster is literally useless for the rest of the game. Even frailer robots like Quick Man take eight or nine Roll Busters to reach Defense Break, and two or three Roll Busters to at least make a noticeable dent in their Defense and therefore deal better damage with your other moves.

Probably the worst part of it all is that there are skills that literally do what Roll Buster does, except better. Atomic Fire deals damage and bolsters your Attack as long as you keep using it. Defense Break can be aimed at the bench and doesn't require a turn to charge up, and on top of that, it lowers Defense based on a percentage so it scales much better against enemies at higher levels. Defense Assault hits the entire enemy party. Roll Buster would probably be better if the Defense drop scaled with Roll's Attack stat, or if were a percentage-based move similar to the support techs that Roll, Disco, and Rhythm learn through level-up.

On the other side of that same coin, Crash Bomber is entirely counter-intuitive to Crash Man. Crash Man has some insane Attack, and the Crash Bomber is a lovely move in that it can be aimed at the bench and left alone to eventually explode while you do other things. However, most of this appeal is soon lost, as Crash Bomber always deals percentile damage based on the target's max health. Crash Bomber could be more useful against full enemy teams, as the percentage isn't affected by bench resistance and is therefore a prime weapon to use on robots near the back of the bench, but it seems odd that Crash Man's signature move completely ignores his best stat... especially when you consider that detonating Crash Bomber early reduces the damage it deals.

I guess the Crash Bomber could be more useful in end-game and PvP, but as-is it's entirely useless when you get it due to its fixed damage output. Even with weaknesses in play, it takes a minimum of two fully-charged hits and one early detonation to kill anything; I actually had to equip Flash Man with Buster skills and waste turns charging in order to lose to a Crash Man three levels higher than him. That just feels wrong.

Basically, I'd appreciate it if the support girls' Buster attacks either scaled with their level somehow, or dealt damage while also applying their secondary effect (in a similar vein to moves like Time Arrow or Atomic Fire). Also, I'd appreciate if Crash Man's Crash Bomber had a normal damage formula, or if the normal Attack/Defense damage formula could somehow influence the percentage done by the attack, if only so Crash Man's Attack (and, consequently, the Defense stat of enemy robots) would actually feel meaningful.

Thanks.
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 29th, 2014 at 1:37pm in "These bugs... they're simply WILY!" #2
I've heard of the endless loading glitch, but I really don't think that's the problem here. Specifically, it only triggers when I use a specific skill (Wily Buster) on a specific stage (Crash Man), though I haven't tested if it's due to a specific bot (Flash Man) using the skill or if it freezes up for everyone else. I can use Flash Man's Wily Buster on other stages, and I can use anything else on Crash Man's stage, it's just this one combination that's acting up.
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 27th, 2014 at 2:52pm in "VOTE FOR THE NEXT ROBOTMASTER RE-VAMP!!!!" #3
I'm also going to jump on the Oil Man bandwagon. I really like how Time Man turned out in his frames, but Oil Man's always looked a little... off. Really, the only thing I wouldn't like is if Oil Man wore his scarf over his face like in the Archie comics, as with the new official artwork and the Mega Man board game from Jasco coming out, it seems like Oil Man is leaning towards this new "darker and edgier" design... which starkly contrasts against his slapstick nature in MegaMan: Powered Up.

Also off-topic, but is that Dust Man's arena, Adrian? At first glance I mistook it for a boxing arena, like the new stage in Smash Bros. 4... and I gotta say, it looks pretty snazzy!
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 13th, 2014 at 11:20pm in "Guts Man what are you doing" #4
... Oh look, another bug. Oddly enough I'm unable to make any new threads, so pardon me but I'll have to append the issue here.

Apparently when adding the script to the game's start that tells you how to unlock Robot Masters, you've somehow removed or otherwise suppressed the script that gives you the helper robots like Roll and Disco. At first I thought I had to do something special to get Disco unlocked for Wily, but my partner in crime xColdxFusionx said he got Roll and Disco almost immediately after clearing the intro stage with Mega Man and Bass, respectively. I wiped my save (!!) just to check, and sure enough, I've beaten Time Man with Mega and I haven't unlocked Roll.

Is there another bug here, or... :/
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 13th, 2014 at 9:45pm in "Official Frequently Asked Questions Thread" #5
Pardon the bump, but I was playing this with some friends and none of them knew how to recruit other Robot Masters to their party. After you defeat one Robot Master, you're going to have special moves equipped to Mega Man, and due to the enemy parties growing in Level you're going to want to use these moves in the upcoming battles... which, in turn, prevents you from recruiting the other Robot Masters. I think having the game say how to get other Robot Masters somewhere would be a tremendous help.
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 13th, 2014 at 8:05pm in "Bombman Glitch" #6 ( Edited : 2014/01/13 at 8:07pm )
While I'm here, I might as well bring something up. I realize there's a new unlock system that automatically grants you party-wide and character-specific attacks, but out of respect for the older players you left all of the previous unlocks still there. I went into my old file and cleared the intro stage, then moved on to Ice Man's stage. I saw that the enemy parties were more fleshed-out, as Ice Man had a Peng tackle me a couple times before he entered battle. I thought this was really neat... until Mega Man's Copy Shot failed to take Ice Man's moves, he froze me in place so I couldn't switch, and I didn't have enough health to survive charging up a Mega Buster and take him down... and then Roll got two-hit KOed by the big joker.

I have a feeling that the Copy Shot attack is antiquated at this point and is, in effect, completely and utterly useless. Is this the case? If so, why was the Copy Shot still left in the game? Maybe I should restart my save file as well to understand how things were supposed to work, but as the Copy Shot skill was left largely untouched I'm not sure if this is indeed a bug or merely an oversight.
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 13th, 2014 at 7:52pm in "Guts Man what are you doing" #7
Just tried the same strategy as before, and yes, Super Throw lets me switch someone else into battle. Thanks for the speedy fix!
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SmashBroPlusB
591,344 BP
2 TP | 8 PP
Posted on January 13th, 2014 at 7:40pm in "Robot Stats" #8
I actually find this all to be extremely interesting, as you've managed to create a diverse and entertaining game with only four stats to speak of (Energy, Attack, Defense, and Speed) and what is probably one of the simplest damage calculation formulas in RPG history. I will agree, though, that with the current state of field multipliers (and even worse, the Star Force mechanic) Defense has sort of lost its shine.

I've been trying to set up a defensive Roll by accumulating several Light Buster charges in a row, so I can stall enemies out with Energy Charge and Roll Buster's self-healing property, but everything deals so much damage that it's suicide trying to get a stall build up and running unless you have minor enemy minions to set up in front of. Maybe it's just the low levels talking (Roll's barely Lv. 5) but I'd like some sort of increase in viability for defensive / stall teams.

Wood Man was a friggin' beast when I first played the game (back when Proto Man started on Wily's team) and hearing that he's been reduced to a footnote makes me feel... I dunno, I guess kind of relieved at first due to Wood Man being A FRIGGIN' BEAST, but after thinking about it I'm a bit bummed out. I guess I'll have to get Wood Man again to see for myself, but eh.

Regardless, great work on the game so far. I'll always be a distant fan~
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