History YMMV / MegaManBattleNetwork

28th Nov '16 8:55:58 AM DrakeClawfang
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* ThatOneBoss: There's at least one per game. A more thorough list is detailed [[MegaMan/ThatOneBoss here]], but here's a brief list:

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* ThatOneBoss: There's at least one per game. A more thorough list is detailed [[MegaMan/ThatOneBoss [[ThatOneBoss/MegaMan here]], but here's a brief list:
28th Nov '16 8:55:58 AM DrakeClawfang
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28th Nov '16 8:33:08 AM DrakeClawfang
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** [=GridMan=] in ''Battle Network 5''. His support clones will regularly block your shots, charge to attack you, and make it ''very'' difficult to efficiently Area Grab him since even when inactive and dead they take up panels along his front row. [=GridMan=] himself meanwhile has a lot of HP (2000 in his strongest form), is immune to flinching, tends to stay in the back row out of range of many attacks (again, Area Grab is tricky to get off properly), and his attacks, particularly when used alongside his clones, aren't easily dodged.



** [=GridMan=] in ''Battle Network 5''. His support clones will regularly block your shots, charge to attack you, and make it ''very'' difficult to efficiently Area Grab him since even when inactive and dead they take up panels along his front row. [=GridMan=] himself meanwhile has a lot of HP (2000 in his strongest form), is immune to flinching, tends to stay in the back row out of range of many attacks (again, Area Grab is tricky to get off properly), and his attacks, particularly when used alongside his clones, aren't easily dodged.
28th Nov '16 8:31:46 AM DrakeClawfang
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** [=GridMan=] in ''Battle Network 5''. His support clones will regularly block your shots, charge to attack you, and make it ''very'' difficult to efficiently Area Grab him since even when inactive and dead they take up panels along his front row. [=GridMan=] himself meanwhile has a lot of HP (2000 in his strongest form), is immune to flinching, tends to stay in the back row out of range of many attacks (again, Area Grab is tricky to get off properly), and his attacks, particularly when used alongside his clones, aren't easily dodged.
28th Nov '16 4:11:41 AM Gadjiltron
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* GoddamnedBats: Viruses in the later areas of the game (especially the more maze-like ones) will constantly distract you from any task you happen to currently engaged in (e.g. running from the monsters in Netopia Castle network) and will take up far more of your time than they deserve to by rights. The viruses in the later portions of the Undernet and any post-game BonusDungeon are so nasty they ascend right to DemonicSpiders.

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* GoddamnedBats: Viruses in the later areas of the game (especially the more maze-like ones) will constantly distract you from any task you happen to currently engaged in (e.g. running from the monsters in Netopia Castle network) and will take up far more of your time than they deserve to by rights.to. The viruses in the later portions of the Undernet and any post-game BonusDungeon are so nasty they ascend right to DemonicSpiders.


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** Mole viruses in the third game have low HP, but they are immune to everything except from ground-affecting attacks. When they emerge to attack, they always appear behind you, giving you a short window to circle around and attack them.
** The Lark series of viruses - those that drop the Wide Shot chips - fire shots that cover a [[ExactlyWhatItSaysOnTheTin wide area]] in battle. Mercifully, they never attack when they're in the middle row, else their attack is undodgeable. Not so mercifully, the wide coverage of these attacks make them notorious for breaking in-battle Mystery Data, sometimes ''within the very first second of the fight''.
** Appley viruses in the 5th game pretty much serve to ruin a player's attempt at S-ranks or 1-turn Liberations. Most of the time they reside in their shell, only being vulnerable when emerging to attack. The shell makes them ''immune to everything but Fire attacks''. Not even Breaking attacks work on them.
20th Nov '16 11:04:53 AM MayIncon
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** The fanbase is decidedly split between those who think the second and third games are crown jewels, and those who think of the sixth game as such. 3 is beloved due to its storytelling and having the most extensive gameplay in the series, but also criticized for its massive amounts of hidden information that can only be found in out-of-print materials. 6 is well-regarded for removing 4 and 5's {{ScrappyMechanic}}s and improved some other features (compare Cross System to Double Soul for example) but the English version got a lot of detractors for removing every single ''Boktai'' content as well as the chips related to the Cybeasts.

to:

** The fanbase is decidedly split between those who think the second and third games are crown jewels, and those who think of the sixth game as such. 3 is beloved due to its storytelling and having the most extensive gameplay in the series, but also criticized for its massive amounts of hidden information that can only be found in out-of-print materials. 6 is well-regarded for removing 4 and 5's {{ScrappyMechanic}}s {{Scrappy Mechanic}}s and improved some other features (compare Cross System to Double Soul for example) but some of the enemy bosses are regarded as uninteresting and the English version got gets a lot of detractors for removing every single ''every single'' ''Boktai'' content as well as the chips related to the Cybeasts.



** For that matter, the Power Plant, also in the first game. While veterans to the series won't mind the lack of post-battle healing (the later games had it as a facet of the system as opposed to a one-time gimmick) there's the fact that you're on a [[TimedMission limited battery life]], have to solve [[GuideDangIt frustratingly vague logic puzzles]] [[RandomEncounters the random battle rate]] is through the roof and a large part of the level is an ''invisible maze''. Oh, and did we mention that the stage ends with back-to-back-boss fights, with one of them being [[ThatOneBoss [=ProtoMan=]]]?

to:

** For that matter, the Power Plant, also in the first game. While veterans to the series won't mind the lack of post-battle healing (the later games had it as a facet of the system as opposed to a one-time gimmick) there's the fact that you're on a [[TimedMission limited battery life]], have to solve [[GuideDangIt frustratingly vague logic puzzles]] [[RandomEncounters the random battle rate]] is through the roof and a large part of the level is an ''invisible maze''. Oh, and did we mention that the stage ends with three-round back-to-back-boss fights, with one of them being a HopelessBossFight and the other pits you against [[ThatOneBoss [=ProtoMan=]]]?
20th Nov '16 10:58:13 AM MayIncon
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** The fanbase is decidedly split between those who think the second and third games are crown jewels, and those who think of the sixth game as such.

to:

** The fanbase is decidedly split between those who think the second and third games are crown jewels, and those who think of the sixth game as such. 3 is beloved due to its storytelling and having the most extensive gameplay in the series, but also criticized for its massive amounts of hidden information that can only be found in out-of-print materials. 6 is well-regarded for removing 4 and 5's {{ScrappyMechanic}}s and improved some other features (compare Cross System to Double Soul for example) but the English version got a lot of detractors for removing every single ''Boktai'' content as well as the chips related to the Cybeasts.
19th Nov '16 9:59:12 PM BronyoftheOctaves
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** The Liberation Missions in ''5''. At first, they seem pretty easy and still puzzling to do as the games go on, and even offer a "prize" if you complete them at a target number or even ''before'' said target number. This would be all good if it isn't that the target number becomes lower and lover to the point where you just need to do trial and error ''to'' do so, especially when the Nebula/Undernet missions have known Mega/Giga chip that are ''required'' to open said areas.
9th Nov '16 10:22:57 AM MayIncon
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* DemonicSpiders: Now has its own [[GameBreaker/MegaManBattleNetwork page]].

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* DemonicSpiders: Now has its own [[GameBreaker/MegaManBattleNetwork [[DemonicSpiders/MegaManBattleNetwork page]].
9th Nov '16 10:10:06 AM MayIncon
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* DarkerAndEdgier: Two and three are this to the series. Two's first scenario ends with a [[YouHaveFailedMe henchmen meeting his death]] and continues with more attempts at terrorism and indirect murders. Three features the WWW acting in full force once again and making more attempts on peoples' lives.
** LighterAndSofter: 4-6 - they are a PostScriptSeason though.
* DemonicSpiders: Late game viruses tend to involve filling your Navi's half of the arena with area-consuming attacks and harmful panel types, which are meant to throw you into the paths of ''other'' virus attacks. Detailed examples are on the trope page.

to:

* DarkerAndEdgier: Two and three are this to the series. Two's first scenario ends with a [[YouHaveFailedMe henchmen meeting his death]] and continues with more attempts at terrorism and indirect murders. Three features the WWW acting in full force once again and making more attempts on peoples' lives.
** LighterAndSofter: 4-6 - they are a PostScriptSeason though.
* DemonicSpiders: Late game viruses tend to involve filling your Navi's half of the arena with area-consuming attacks and harmful panel types, which are meant to throw you into the paths of ''other'' virus attacks. Detailed examples are on the trope page.Now has its own [[GameBreaker/MegaManBattleNetwork page]].
This list shows the last 10 events of 323. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=YMMV.MegaManBattleNetwork