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KingYamato | Mega Man RPG Prototype Leaderboard

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KingYamato

KingYamato is a legacy player of the Mega Man RPG Prototype with a current battle point total of 361,271,939 and a zenny total of 42,700. KingYamato created his account on November 3rd, 2013 and has since completed 109 different missions, unlocked 3 playable characters, 38 robot fighters, 101 special abilities, and 60 field stars. KingYamato's most-used playable character is Dr. Wily, and his top 5 most-used robots appear to be Spark Man, Rhythm, Hard Man, Magnet Man and Elec Man.

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KingYamato has created a total of 34 Posts Limit To
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on August 1st, 2014 at 11:08am in "Poll: Who is your doctor of choice?" #1 ( Edited : 2014/08/01 at 11:11am )
Dr. Wily. Speed and Defense don't matter if you have abilities like Bright Burst with perfect accuracy, and Wily's attack boost means your attacks hit that much harder. Most RMs currently in game are somewhat glass cannons as is (Pharaoh Man, Needle Man and Gemini Man are just a few examples), so why not make the cannon as big as possible?
Basically, my battle strategy involves hitting every active robot with Bright Burst, Hard Knuckle, and/or Spark Shock to lower their defenses before hitting them with either weaknesses or weapons that are heavily affected by multipliers. I also have a bad habit of spamming Field Support to be able to use strong, screen-affecting abilities like Rain Flush and Gemini Laser to maximum effectiveness. In short, my strategy revolves around taking the opponent down before they can fire off a shot. Wily's attack boost is essential there.
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 31st, 2014 at 10:24pm in "Prototype Devroom : Game Suggestions" #2 ( Edited : 2014/08/01 at 11:07am )
Just a quick suggestion to game mechanics:
For enemies that get hit with a double weakness (so, for instance, Rhythm getting hit with Gemini Laser, I think they should receive a guaranteed critical hit in addition to weakness damage. Either that or the text shows they took "terrible terrible damage" (i.e. x4 damage yes I want that as the in-game text).
Maybe it's too early to put it in now, but as the moveset and Robot Master libraries becomes larger I think that will be a viable thing since the chance of being able to use the mechanic becomes lower as more character arrive (there aren't too many hybrid moves to begin with either including those that aren't scripted yet). Right now there aren't too many moves that can count as a double weakness, so I think as the list of RMs expands this can be a mechanic that isn't entirely broken.
Also, a question: why do some Robot Masters have larger series of movesets than others? I notice Dive Man has 3 while he only has 2 moves in his boss fight. Crash Man is also another one like this; there's at least 3 moves for him including his Crash Bomber
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 28th, 2014 at 11:39am in "Gemini Laser Glitch?" #3
Yes, Adrian is correct. The Gemini Laser does continually lose power with each hit. If the robot's defense is high enough (and/or the attacking robot's attack is low enough), it can lead to the laser dealing zero damage. I've had this happen while facing opponents with more than 1 level 100 bot. An enemy in the middle of the line will take zero damage but a lower-level bot behind them will still take damage. This also can happen if a robot with Leaf Shield active is switched out.
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 11th, 2014 at 1:41pm in "A guide to grinding (for level 100 robots)" #4 ( Edited : 2014/07/11 at 1:46pm )
Leveling up quickly basically just revolves around excessive overkill (XP wise). All I do is go to the bonus master battle and spam the heck out of field support to OHK every single enemy.
Bright Burst also is really good for overkill boost; lowering enemy defense boosts overkill exponentially. I've had the ability do 9843 overkill after lowering a target's defense to zero and reducing his health to about 50 (level 100 Bright Man).
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 11th, 2014 at 1:39pm in "Unlocking New Robot Masters" #5
Meh, I spam Field Support so much that all the Starforce battles become massacres, so it takes the whole of 5 minutes to get a star twice; once to sell and another time to keep.
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 7th, 2014 at 10:09am in "Unlocking New Robot Masters" #6 ( Edited : 2014/07/07 at 10:16am )
Nah, Starforce farming actually pays pretty well. Need 6 stars for 1 new field, not including inventory items that drop (I sold my whole inventory because it's useless in online battles and none of the offline matches are nearly as difficult) and cores. In 2 days I got all of them.
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on July 4th, 2014 at 12:40am in "Unlocking New Robot Masters" #7
Then off to Kalinka's shop I go...
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on May 3rd, 2014 at 8:04pm in "Official Known Bugs and Issues Thread" #8
There seems to be an issue with the system of Level 100 robots downloading data from defeated enemies. If the robot uses an ability with delayed effect (i.e. Crash Bomber) and is then switched out before the ability takes effect, the robot in the active position downloads the data instead of the robot that cast the ability.
Reisrat, he's right. There is an edit button for your posts only. Top right.
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 30th, 2014 at 10:12pm in "Prototype Devroom : Game Suggestions" #9 ( Edited : 2014/05/01 at 12:15am )
Just a suggestion, since a new text box scrolls onto the feed every time an attack is made or a robot takes a hit, why not add attack/hit quotes for robots? I'm not talking just one here either; I'm talking the multiple responses you get like in MM8 boss battles. Shouldn't be too hard to create an RNG that would just pick one, though it might slow down battles since there's more to load per action.
Technical obstacles aside though, combat-related voice responses were one of the few things I think MM8 got right, and I see a lot of potential for it to be used here. Even if there aren't responses for each attack or hit a robot takes, I think that when some sort of passive ability (beneficial and detrimental passives would have different responses obviously) like Atomic Fire's attack increase or Bubble Spray's increased vulnerability to Electric-based attacks (respectively) is cast on a robot or they're given an item (mostly thinking of when given an extra life) they should at least have a response for those kind of things, even if there is only one.
For some examples of what I'm suggesting, look at my last post in the Make-A-Moveset thread.
Another option would be to script a certain voice response to every move (for example, "You're fried!" would always be scripted to the Thunder Beam if implemented).
@TailsMK4 Crash Bomber deals damage as a percentage of a target robot's health. Thus because your robots probably have more hit points than the enemy's they take more severe damage (10% of 800hp is 80 while 10% of 40hp is 4).
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KingYamato
361,271,939 BP
3 TP | 34 PP
Posted on April 30th, 2014 at 10:09pm in "Official Typos and Misprints Thread" #10
@ToastMan
Except...they don't. Not in IE9 at least. For instance, Freeze still shows up as grey, but Electric doesn't.
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