History YMMV / MegamanBattleNetwork

27th Dec '16 2:43:37 AM MayIncon
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* OlderThanTheyThink: The map function seen in ''Double Team DS'' and ''Operate Shooting Star'' is actually introduced in the Japanese versions of ''6'', although it is located on a signboard in the respective areas instead being accessible to the player via the lower screen.



* RescuedFromTheScrappyHeap: Dark Chips are hated in 4 due to their impracticality, but in 5 they can be used for Chaos Unisons, which gives Megaman a [[GameBreaker powerful charge shot]] based from the Dark Chip used for the Chaos Unison without any drawbacks as long as the charge shot is released with a proper timing, which is easy to do [[PauseScumming anyways]].

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* RescuedFromTheScrappyHeap: Dark Chips are hated in 4 due to their impracticality, but in 5 they can be used for Chaos Unisons, which gives Megaman [=MegaMan=] a [[GameBreaker powerful charge shot]] based from the Dark Chip used for the Chaos Unison without any drawbacks as long as the charge shot is released with a proper timing, which is easy to do [[PauseScumming anyways]].



** Some fans aren't at all fond of Mayl, Dex, Yai, and their Navis on the grounds that they rarely do anything besides send Lan or Mega on errands and get into trouble. It doesn't help that their competence regressed with each installment and their passiveness [[spoiler: in 6 allowed WWW to kidnap [=MegaMan=] and turned him against Lan.]]

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** Some fans aren't at all fond of Mayl, Dex, Yai, and their Navis on the grounds that they rarely do anything besides send Lan or Mega on errands and get into trouble. It doesn't help that their competence regressed with each installment (save for Dex and Guts in ''3'') and their passiveness [[spoiler: in 6 ''6'' allowed WWW to kidnap [=MegaMan=] and turned him against Lan.]]



** While Style Changes are not hated, the element is determined by the number of viruses of each element that have been fought, which is incredibly annoying to keep track of, considering how the main game requires you to run through multiple environments while still leveling up the same Style Change. Elec Styles, which have very little raw power, get hated the most. The {{nerf}}s to the Megabuster since the third game plays a huge factor, since Elec Style is supposed to be the speedy style with an emphasis on continuously stun-locking enemies-which is possible with power-ups but not with the more-limiting Customizer.

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** While Style Changes are not hated, the element is determined by the number of viruses of each element that have been fought, randomly, which is incredibly annoying to keep track of, considering how the main game requires you to run through multiple environments while still leveling up the same Style Change. Elec Styles, which have very little raw power, get hated the most. The {{nerf}}s to the Megabuster since the third game plays a huge factor, since Elec Style is supposed to be the speedy style with an emphasis on continuously stun-locking enemies-which is possible with power-ups but not with the more-limiting Customizer.
19th Dec '16 8:29:53 AM MayIncon
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** [=ProtoMan=]'s (''Blue Moon'') and [=SearchMan=]'s (''Red Sun'') scenarios. Both took place in the Undernet, which can only be accessed initially with the C-Slider ([[GuideDangIt have fun looking for everyone involved with it!]]). This game's Undernet is THE hardest in the entire series, due to its very confusing layout and having some of the worst DemonicSpiders even by Undernet standards: [=CirKills=] (Moves fast and attacks ''the instant'' they are in the same row as [=MegaMan=]), Spidys (Invades your panel quickly and sometimes leaving damaging spiderwebs behind) and [=BomBoys=] (Pushes a bomb that explodes the moment it enters your side of the field, and it blocks direct projectiles). And the later areas of Undernet ''loves'' pairing these viruses together. This is not helped at all by the relative weakness of the chips available to you compared to the increasingly powerful enemies in this game. But that's not counting the scenarios. [=ProtoMan=]'s involve a PixelHunt for a handful of "keys" that will allow Mega to proceed into the depths of the Undernet, which wouldn't be too bad if not for the Undernet thing and BlindIdiotTranslation for the key location hints. [=SearchMan=] has you scour the Undernet while avoiding a sniper that deals a huge amount of damage when hit. All while the random encounters are still on.

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** [=ProtoMan=]'s (''Blue Moon'') and [=SearchMan=]'s (''Red Sun'') scenarios. Both took place in the Undernet, which can only be accessed initially with the C-Slider ([[GuideDangIt have fun looking for everyone involved with it!]]). This game's Undernet is THE hardest in the entire series, due to its very confusing layout and having some of the worst DemonicSpiders even by Undernet standards: [=CirKills=] (Moves fast and attacks ''the instant'' they are in the same row as align with [=MegaMan=]), Spidys (Invades your panel quickly and sometimes leaving damaging spiderwebs behind) and [=BomBoys=] (Pushes a bomb that explodes the moment it enters your side of the field, and it blocks direct projectiles). And the later areas of Undernet ''loves'' pairing these viruses together. This is not helped at all by the relative weakness of the chips available to you compared to the increasingly powerful enemies in this game.game (The EX system means that [=BN4=]'s V2 and V3's are as strong as ''V3'' and ''V5'' instead for example). But that's not counting the scenarios. [=ProtoMan=]'s involve a PixelHunt for a handful of "keys" that will allow Mega to proceed into the depths of the Undernet, which wouldn't be too bad if not for the Undernet thing and BlindIdiotTranslation for the key location hints. [=SearchMan=] has you scour the Undernet while avoiding a sniper that deals a huge amount of damage when hit. All while the random encounters are still on.
17th Dec '16 7:46:42 PM MetalMichelangelo
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** 5 introduced Liberation Missions. You have to liberate Dark Panels by having the usual virus battle. If you complete it in one turn (before the Custom Gauge fills up) you're rewarded by having adjacent Dark Panels liberated as well. However, unlike regular battles, once the Custom Gauge is full, the Custom Screen shows up automatically, which couts as a turn and you only have 3 turns to win. If just one virus has so much as 1 HP, you lose and have to liberate the panel again. Also, the battle field isn't always even. You may start out with only 2 columns as opposed to the usual 3 and worse still, there are surround battles where you are in the middle 2 columns while the viruses have 2 columns to the side and excluding viruses that are stationary or can only move within the same column, they can teleport making it easier for them to dodge your attacks and with attacks coming from both sides, things will get hectic quickly.
** The sheer amount of grinding for zenny especially since items are expensive and virus battles typically only give pocket change or battle chips instead.
** The removal of bug frag grinding after 3. You would just have to be lucky enough to come across them. Some liberation missions in 5 contain bug frags, but its far more tedious than in 3 where you could potentially get them from any random encounter virus battle.
5th Dec '16 7:25:33 PM MarsJenkar
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* GoodBadTranslation: For some reason, the three-Spreader Program Advance in ''Network Transmission'' was translated into English as "[=GigaDeth=]", which LetsPlay/RoahmMythril noted just ''begs'' to be said with a heavy metal growl.
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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Added DiffLines:

** [=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.

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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 {{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=]]]?

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** 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=]]]?
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.MegamanBattleNetwork