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Gigggas | Mega Man RPG World Leaderboard

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Gigggas

Gigggas is a legacy player of the Mega Man RPG World with a current battle point total of 7,910,808,436. Gigggas created his account on November 2nd, 2013 and has since completed 153 different missions, unlocked 3 playable characters, 30 robot fighters, 101 special abilities, and 119 field stars. Gigggas's most-used playable character is Dr. Cossack, and his top 5 most-used robots appear to be Cut Man, Toad Man, Flash Man, Quick Man and Fire Man.

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Gigggas has created a total of 26 Posts
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 23rd, 2014 at 8:25pm in "Prototype Devroom : Game Suggestions" #1 ( Edited : 2014/02/23 at 8:42pm )
I think Tail's idea is excellent. It reminds me of the Battle Frontier in Pokemon Emerald. Since starting back at level 1 after entering puts every player on equal ground, there could even be a leaderboard for it that shows which players have gotten the farthest.

I also love how that game mode would emphasize strategic team construction rather than grinding. You won't be able to easily beat higher-level enemy RMs in this game mode. Robots like Roll would actually be quite good for supporting the team and stalling opponents in this low-level environment. Forming a team that can pull off attack combinations (like Bubble Spray + Bright Burst) would actually be worth doing.

Would the player's star force carry over into this game mode? I think it would probably give an unfair advantage to the player unless the enemy team also gets its own star force. Players without the full star force would also be at a disadvantage as well if so.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 21st, 2014 at 3:24pm in "A guide to grinding (for level 100 robots)" #2 ( Edited : 2014/02/21 at 3:39pm )
Ya, Roll and the other support robots would be a lot more useful if neutral moves received a boost from the star force. With every robot at max stats, all their team-boosting abilities (except energy boosting) become useless. I appreciate that they can be used as tanks that slowly wear down your opponent and stall, which can be a refreshing change of strategy. However, since the addition of the star force, battles go a lot more quickly, even against opponents of equal strength. Roll and the other support robots just can't pull off quick battles.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 20th, 2014 at 6:31pm in "A guide to grinding (for level 100 robots)" #3 ( Edited : 2014/02/20 at 6:36pm )
Ya, I'm still working out a few of the kinks in the stat-swapping strategy. Since Roll's attack is not high enough to OHKO enemy mechas with buster shot I have to start off battles by having a max stat robot defense swap with a mecha and then have her defense swap with that same mecha. Once she has 9999 defense I can start training her attack through attack swapping. I also do speed swapping for training her speed as well since she can endure quite a few hits.

I probably won't start seriously training her until I have 7 other robots with max stats so that I can get her 700 Attack/Speed points per battle.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 20th, 2014 at 6:05pm in "A guide to grinding (for level 100 robots)" #4 ( Edited : 2014/02/20 at 6:19pm )
Thanks for making this guide. Bright Burst is definitely the move that I've been training my Elec Man with. Since the defence decrease percentage is boosted by my starforce, I can usually take out any non-immune enemy in just 2 attacks, since the 1st attack sets their defense extremely low, if not to 0.

I have been training Roll's speed by having my max stat robots use Speed Swap on weak mechas, and then having her defeat these mechas for 100 speed points each. After her speed is high enough, I plan to switch to using Attack Swap instead. She should be able to OHKO the atk-boosted mechas since she'll be faster. After her attack is high enough, I'll do the same for her defense. I think the Swap and Shuffle moves can be quite good for selectively giving stronger stats to weak enemies. This might be the fastest way to train Roll.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 19th, 2014 at 6:16pm in "endless loading glitch caused by having 100 of an item" #5 ( Edited : 2014/02/19 at 6:26pm )
I have finally gotten the endless loading glitch once again. I has Bubble Man use Mecha Support, and had the Snapper try to attack a Killer Bullet when the glitch occured. I'll experiment to see if I can cause it to happen again.

EDIT: It seems that it was caused by the enemy Killer Bullet's attack that would have destoyed my Snapper in 1 hit. Can allied mechas drop items? I had 99 energy pellets at the time when it happened.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 19th, 2014 at 6:01pm in "Goals for you playing?" #6
If I recall correctly, I was originally able to get all the Breaker Moves by getting enough BP for Dr. Wily. I think that was before Dr. Cossack was added, so I guess that has changed now. I'll leave my Disco with all 3 moves for anyone else who wants to grab them.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 17th, 2014 at 8:43pm in "Goals for you playing?" #7
Tails, if you just need those 2 abilities, I'll put both of them on my Disco and you can grab them from her.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 16th, 2014 at 1:03am in "Goals for you playing?" #8
My Goal List:
-Reach 10 Billion BP (43% complete)
-Get all my robots full 9999 stats (3/30 complete)
-Get entire starforce (116/576 complete)
-Defeat entire lv 100 player team with just Roll. (not even close)
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 14th, 2014 at 4:33pm in "The ultimate grinding strategy" #9 ( Edited : 2014/02/14 at 4:48pm )
Tails: I never thought of step #3. Usually I would just win the battle and challenge the same person again and again. Doing it your way would probably be a lot quicker though. Nice idea.

I was trying to experiment with a variation of ronin's method. I would bring an entire team of high stat robots into the intro field and use rhythm's Shuffle abilities to give all my high stats to the enemy mets and then just rain flush them to death. However, the shuffle abilities are a little bit glitched and often only affect 3 or 4 of the enemy mets, so it's not the best strategy.

Edit: Its a little tricky to use Tail's restart-battle strategy while destroying enemy teams with Rain Flush. Often I destroy the entire enemy team in 1 or 2 hits with no single robot survivors. I'll probably just keep using my previous technique for now.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 12th, 2014 at 7:00pm in "endless loading glitch caused by having 100 of an item" #10
Thanks Adrian! We appreciate all your efforts!
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 12th, 2014 at 5:45pm in "endless loading glitch caused by having 100 of an item" #11
I'm glad to see more confirmation that the items are causing the glitch. Hopefully Adrian can fix it whenever he gets the chance.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 7th, 2014 at 11:03pm in "endless loading glitch caused by having 100 of an item" #12
RonanZer0: When did it trigger for you that one time? Today, or several days back?

MegaBossMan: Ah, ok. I guess Adrian could fix the problem by making it so that enemies never drop items that players are already maxed out on. All we can do is try to keep our inventory managed. I try to make sure I don't have more than 90 of any specific item. I still haven't experienced the glitch again.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 5th, 2014 at 4:59pm in "endless loading glitch caused by having 100 of an item" #13 ( Edited : 2014/02/06 at 8:42pm )
Hmm, that's disappointing. I suspect the glitch probably also happens if you attempt to use Rain Flush to defeat multiple enemies if the enemies would have dropped enough of a specific item to bring your total count over 100. I still haven't been able to trigger it again, but i'll continue to try just to make sure I didn't miss some other factor.

EDIT: I still haven't been able to trigger it again. MegaBossMan, do you remember what you were doing the last time it happened to you?
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 5th, 2014 at 4:27pm in "endless loading glitch caused by having 100 of an item" #14 ( Edited : 2014/02/05 at 4:34pm )
Sorry, I should have been more clear. I meant that the glitch occurs after you select an attack that will KO the enemy and cause it to drop an item that you already have 100 of. You don't see the enemy actually get defeated and drop the item. The endless loading glitch happens before that.

I'll edit the main post to make that clearer.

MegaBossMan, is it still happening for you while none of the items in your inventory are maxed at 100?
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 1st, 2014 at 9:38pm in "Prototype Devroom : Game Suggestions" #15
Tails: The Weapons do get boosted by the starforce, so that might be why your Flash Stopper is so powerful. Flash Stopper in particular does have its power vary based on the number of enemy robots, so that might also be a factor.

I agree with you about player battles. Although it is kind of nice to use Rain Flush for some easy stat grinding, that move needs to be nerfed. If Rain Flush did not get boosted by the starforce (or got boosted by a much lower %), then it would be a lot more balanced. At the very least, since enemy player teams gain no defensive nor offensive bonus from their star force, I think challengers shouldn't benefit from their own star force in player battles.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 1st, 2014 at 5:20pm in "Official Known Bugs and Issues Thread" #16 ( Edited : 2014/02/05 at 6:00am )
I've been recording instances of when the endless loading glitch occurs, and I'm not seeing any patterns for the battles that it occurs in. It usually happens after I select my first or second move, but it can also occur near the end of a battle. It can occur whether I select my first move as fast as possible or wait a minute or two before doing so. There doesn't seem to be much consistency. I can start a battle that freezes after my first move is selected, yet when I repeat the exact same battle in exactly the same way, with the same first move selected, it doesn't happen again. Here's an example I recorded:

Arena: Sky Sewers
Team: Oil Man, Ice Man, Fire Man, Bomb Man
Enemy Team: Toad Man, Robo Fishtot, Dust Man, Fan Fiend
Oil Man - turn #1: selected Bubble Lead -> Toad Man
-GAME FROZE-
-RELOADED PAGE-
+Repeated same battle as above exactly, did not freeze; Only difference was order of enemy Team (Dust Man and Fan Fiend swapped places) and the mechas in the background (instead of being all Fishtots, there were now a few Fiends mixed in).

However, despite being inconsistent, the endless loading glitch seems to occur more often when there are more players online or while I am collecting stars. Sometimes, I can play for over 30 minutes without it ever happening, but then after it starts happening, it usually occurs frequently every 1-3 battles (though not always).

If I had to guess, this problem seems to be caused by something that players can't directly see and that has a random nature that occasionally glitches or reaches an invalid state. I have some theories:
1. Perhaps enemy robot masters and/or mechas sometimes glitch and randomly select invalid attacks or options.
2. Perhaps when a player logins, starts up the prototype, or begins a battle, the server's connection to any currently active battles is broken.
3. Perhaps this is primarily a network issue that is mostly unrelated to the contents of the battles. It could be related to the players' web browser caches or the quality of their internet connection.

I'll continue doing research into this issue.

EDIT: As of right now, I have gotten the endless loading glitch 6 times in a row by using Ice Man on Dr. Light's intro field. It usually happens on the first or second turn. I may do additional testing on the intro field sometime later.

EDIT2: I have gotten the endless loading glitch 100% of the time when using powerful ice attacks from Ice Man in Dr. Light's intro field, almost always on turn #1. This has even occured just now, while I am the only person online. The glitch does not occur when I use non-damaging moves, and it seems to take longer to happen if I use attack swap to weaken my Ice Man's attack (I can use several damaging moves before the freezing happens). Based on this, it seems that OHKOs might be contributing to this glitch. I'll continue to investigate.

EDIT3: I have gotten the endless loading glitch several more times in a row while collecting stars. It seems to only happen when an enemy is about to be defeated by the attack I select. This glitch does not seem to happen in player battles. I recall that in the past this glitch would occur occasionally while I did the bonus field 2 battles, so I don't think it is directly caused by mechas.
I have been able to cause the glitch with Ice Man on Dr. Wily's intro field as well. Strangely, it will occasionally let me get in 1 successful attack to OHKO a met, but the next attack causes the glitch. I'll continue looking into it, but it definitely seems that the problem happens during calculations involving dying enemies.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on February 1st, 2014 at 3:48pm in "9999+ Stats???" #17 ( Edited : 2014/02/01 at 3:56pm )
I'm glad Shadownico's Megaman and Protoman has 9999 in all their stats. Rain flushing his team to death yields some very nice stat boosts for my Copy Core and Water Core robots. Though his Megaman's Top Spin is often lethal, so it's not always easy.

Like Ageman said, it is possible for anyone to gain 9999 in every stats. With Player Battles and the Bonus Fields, it is pretty easy for 1 strong robot to gain 50-100 points in every stat in a single battle, if you use it to take down the entire enemy team.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 27th, 2014 at 4:17pm in "Prototype Devroom : Game Suggestions" #18 ( Edited : 2014/01/27 at 4:43pm )
I like Retro Pikachu's idea to have the professor stat boost benefit any robots under their control. Perhaps have the stat boost percentage vary based on which Robot it is and if that robot's battle field is loaded under that professor. To balance it out, the exp bonus could also decrease with higher stat boosts. It could be something like this:

-Robot belongs to professor: 25% boost and x1.0 Exp Gain
-Robot field is loaded by professor: 15% boost and x1.5 Exp Gain
-Otherwise: 5% boost and x2.0 Exp Gain
(only the highest valid % boost would apply)

EDIT:
Also, I don't know if this has already been suggested, but perhaps the enemy player teams we battle in player battles could have that player's starforce boosting that team. I've fought against MegaBossMan's team several times and his Bubble Man's water moves don't seem to be benefiting from his 210% starforce boost. I have enough stars that player battles are not particularly difficult, even full lv 100 teams. It might make player battles a little more challenging if enemy player teams were boosted by that player's starforce as well.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 25th, 2014 at 1:56am in "Prototype Devroom : Game Suggestions" #19 ( Edited : 2014/01/25 at 4:12am )
Reply to Adrian Marceau post #102:

Perhaps each scientist could have a separate counter used for their total bolts. Bolts could be rewarded for winning missions, as well as a possible drop from defeated enemy mecha support. Then the shop could be initially implemented within the Players tab, underneath the Player Fields as an Item section. The Item section could have 8 separate buttons that each show the scientist's current stock of an item and the cost in bolts to buy another. Clicking one of the buttons would deduct the cost from the scientist's bolt total (if he has enough) and increment his stock of that item.

Here's a quick photoshopped Players gui to show what I mean:


However, while this might be alright for the first version of the shop, it probably would not scale well enough to accommodate buyable skins, abilities, robot masters, etc. Though, you could use this layout with buttons for each type of purchase (items, skins, etc), which would show a drop down menu when clicked.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 22nd, 2014 at 7:19pm in "[FIXED] Game Exploit: Can gain a lot of BP with Rain Flush" #20
The loading problem was happening to me too. I usually just refreshed the page when it took more than 15 seconds to load.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 22nd, 2014 at 7:17pm in "[FIXED] Game Exploit: Level up team to lv 100 in 1 battle" #21
MegaProtoBassMan, you can get field support by just beating the Intro level a total of 9 times or more.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 22nd, 2014 at 7:04pm in "[FIXED] Game Exploit: Can gain a lot of BP with Rain Flush" #22 ( Edited : 2014/01/22 at 7:11pm )
MegabossMan, it does indeed take a lot of effort to get the necessary number of stars, but other than that it can be done pretty quickly if you have the game set to the highest text speed. With a decent internet connection, you can also refresh the bonus field 2 (by clicking it and then clicking the back button) within 5 seconds each time. In the last 10 minutes I was able to get around 300 million BP by winning the bonus field 2 battles in 1 or 2 turns each time. I'm even now at the top of the leaderboard.

I may actually end up switching to Bubble Man soon since my Toad Man has excellent stats nearing 5000 in everything. Even if the BP reward is nerfed, this exploit is still very good for training Toad Man and Bubble Man very fast. With enough water core stars, you could probably use this strategy for Megaman, Protoman, and Bass as well.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 22nd, 2014 at 5:17pm in "Endless loading..." #23
Actually, this name is just what I got when I randomly hit different keys on a the keyboard a few years back, and I've been using it ever since.
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 22nd, 2014 at 5:04pm in "Endless loading..." #24
I've begun running into this bug quite a bit as well. Yet, this did not happen to me even once earlier this morning (around 6 am) when it was only me and 1-3 other people playing the game. Perhaps the number of people has some impact on this?
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 22nd, 2014 at 8:08am in "[FIXED] Game Exploit: Level up team to lv 100 in 1 battle" #25 ( Edited : 2014/01/22 at 8:41am )
Alright, I'll report it using the contact form this time.

EDIT: The contact form failed, and my attempts to email info@megamanpoweredup.net also failed. I guess I'll have to just create another thread about this...
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Gigggas
7,910,808,436 BP
4 TP | 26 PP
Posted on January 22nd, 2014 at 7:08am in "[FIXED] Game Exploit: Level up team to lv 100 in 1 battle" #26
Alright, valid points Brorman and MegabossMan. I have also figured out how to gain BP very fast, but would it be better if I just keep it to myself? I'm not sure if it really qualifies as an "exploit", though I could still report it with the contact form.
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