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I do not understand your question.
The minimum HP is one, but you still have your customizer to give you some back which it can't take away... at the expense of a major portion of your customizer. Heaven help you if you're then hoping to rely on lifesword to get you through his HP total.
Woah, the thread exploded.
I agree with everything Brickman says. The style grinding in 2 and 3 (especially 3) was absolutely unecessary in a series that puts more emphasis on skill, reaction speed, and strategy rather than stats.
I was glad to see the style system be replaced by the soul/cross system, even if said soul system was quite counter-productive in 4 and 5. At least 6 finally got it right.
(Why do I consider them counter-productive? Messy folder building. You can't really build one around multiple souls. For one, there's that three turn limit that somewhat makes you rely on luck in terms of what battlechips you'll get during the next two turns. Then you have to sacrifice a battlechip in order to activate each soul.
Finally, why in the world could you not Full Synchro while using a soul? I knew lots of people who preferred staying in normal mode due to the lack of Full Synchro alone. 6 does this with its crosses too, but at least the crosses had rather good bonuses, could be used at any time due to the lack of chip sacrifice, and lasted as long as you didn't get hit by an attack that you were weak to.)
Yeah, EXE 6 was pretty easy. Short, but enjoyable. Still, I sometimes like to compare the bosses in 6 to the ones in 3. Major design differences there.
The bosses of EXE 3 either moved and attacked like crack addicts, actually used the field to their advantage, or had some crazy attack/defensive pattern that always kept you on your toes.
While the bosses in EXE 6 had much more HP than bosses in other EXE games, their attack and defensive patterns were very poorly designed. A lot of them were slow, very few of them even had any sort of defense, practically none of them save for Elecman actually used the field, and many of their attacks were very easy to counter.
I'd be willing to bet that if we had a chance to use EXE 6 battlechips against bosses with similar design to the EXE 3 bosses, some of us here would be struggling.
EDIT: Brickman, on the subject of EXE 5, you're probably lucky that you didn't get past the 100-man battle, otherwise you'd probably end up hating EXE 5 even more than you might already do. I consider it to be the worst EXE game.
Battlechip attack design and folder building is terrible in this game, and it becomes VERY apparent during the post-game (which is actually quite long, six areas in total, if only because there are three liberation missions and several gates blocking your way that require a certain number of standard/megachips).
Also, the game's method of upgrading viruses is very annoying (though at least it isn't prone to screwing over the postgame like 'going into the next playthrough without collecting certain battlechips beforehand' in 4). You have to open and close these 'portals of evil' to upgrade/downgrade all viruses in all areas of the internet. Said portals of evil are located in the post-game area, meaning you have to run a very long distance to open/close them. I don't recall being able to evade viruses in the area using Sneakrun/run from many virus battles in the areas too, even with near max base health.
Oh yeah, and then there's that massive difficulty spike at around the time you reach the final 'dungeon', that appears to rise exponentially throughout the post-game. In short, your battlechips and charged shots generally stay weak, while the viruses get upwards of 300-400+ HP and can dish out 150-200+ damage.
The spike is so ridiculous that it basically turns the latter two post-game liberation missions into luck-based missions (that relies too much on what battlechips you get within the three turns, and if the Navi you're currently using has a charged attack that can actually HIT SOMETHING).
If there's one positive that I see in 5, it's that 5 had some rather good virus designs. A lot of the viruses are a lot more complicated than just 'attacking one row/column/panel at a time'. Although some of them are borderline cheap.
(You WILL rage at the Skully viruses, if only because they seem to be deliberately designed to waste your time. If you don't one-hit kill them (which will happen about 80% of the time, given how weak battlechips are in this game), they will crumble into an 'unattackable' state and waste about 4-5 seconds of your time before getting back up to attack again. Oh, and all of the later Liberation missions LOVE using these viruses.)
Because of all of this, 5 is probably the hardest EXE game out of them all.
edited 3rd Feb '10 12:52:07 PM by Alilatias
I rather also enjoyed the EXE series myself. I only played the first 4 game, don't know how the other 2 are. I probably enjoyed 3 the most of the 4 I've played. It just felt more polished to me in my opinion.
Slightly off-topic question here: Anyone else hate Wily Stage 4 from MM 2? Especially the boss of that level? It feels very cheap to me. Especially if you run out of Crash Bomb and therefore you're fucked.
edited 5th Feb '10 5:04:59 PM by Mr.Pastry
And Let's not forget the Final Battle from the same game. I mean, even one shot of the Mega Buster heals him 100%!
Never tried that. Went in knowing the Bubble Lead was the only weapon that could affect him. (It's a 20 year old game, things like that should be common knowledge)
Anyways, has anyone here tried Buster Only Runs on the bosses? If so, which one was the hardest in your opinion? I didn't say easiest because we all know Toad Man is the easiest.
Crash Man was pretty easy doing Buster Only run, but it can be rather tedious. I feel rather ashamed that I haven't Bustered Concrete Man or Hornet Man yet despite having rather predictable patterns, especially in the latter's case.
edited 5th Feb '10 6:04:46 PM by Mr.Pastry
You know, "brick man" would actually make a good robot master. Just sayin'.
I use the X-Buster on every boss. Compared to the levels themselves, the bosses are a cakewalk.
Man, I like the music from Infinity Mijinion's (MMX 6) stage.
It certainly helps my morale.
edited 13th Feb '10 4:32:50 PM by Joshua
So now that the weapons of Mega Man 10 are announced, what do you think?
I've only played BN 1, and I liked the music and the tactical- and action-based battle system.
Though, of the new things I've glanced at in the newer games, I would like *-code chips (i.e. ones that can be combined with anything).
So I've been playing Mega Man 6. It's really awesome but Plant Man's stage makes me RAGE!!! I went in there with eight lives and lost evey single one. And to make things worse, you get the rush flight adaptor from him. :(
Pulling this page back up, I have to ask:
Who here has done the Arm Cannon Dueling Self-Imposed Challenge? In short, beating all the bosses (Including every one that's vulnerable to them in the castle levels) with only the arm cannon?
I find that with many of the bosses, it's quite a fun challenge. The ones that have given me the most grief have both been in Mega Man 3. Specifically Needle Man and Shadow Man. I think Quick Man in Mega Man 2 was also rather troublesome.
I even did it for Mega Man and Bass for the GBA. Damn, Dynamo Man became a Luck-Based Mission when you're stuck with the arm cannon. Especially when he recharges himself...
Surprisingly enough, it's possible to do a complete buster-only run in the Battle Network series too (at least in 4-6, as the first three have viruses that are immune to everything but swords, and you don't have any sword-based charged attacks in those games. The best you can do in 1-3 is complete the main story, but you won't get far in the post-game).
Doing such a run in the EXE games is incredibly time consuming though. I personally did such a run in EXE 6 a few years ago. Expect long boss battles. It's a total breeze if you're playing Gregar version (considering how overpowered the Gregar Crosses' charged shots are), but Falzar is a whole different story (overpowered folder building instead).
There was this crazy guy on Nico Nico who charged shot Gregar to death with only 400 max HP, no buster upgrades, and no cross charges. (That's someone with 10 damage charged shots fighting against a boss with 2500 HP, and can only afford to take 3 hits before dying. His successful fight took him about 25 minutes... Along with 80+ failed attempts. Horray for the 1 minute death montage.)
edited 26th Feb '10 7:33:33 PM by Alilatias
That reminds me, I recently did a minimalist run of EXE 2 to see what the minimum requirements for finishing the main game were. Not a buster-only run, just a starting-folder-only no-upgrades run, and I used emulator savestates to keep from making a mistake and ruining it. Not only do the late-game bosses take forever to beat that way—high HP plus you can't reach Thunder Man, Snake Man, or Freeze Man with swords—but some of the ice-cube enemies in the Freeze Man scenario can totally overwhelm you. Just imagine what I went through to defeat 3 Handy2s, 3 Fishy2s, 3 Null&Voids... In that last battle I was lucky to have an Electric style on hand so I could stop their automatic recovery for a little while. But it was worth it to finally learn that EXE 2 doesn't have any special requirements for progressing through the main game as EXE 1 did with 60 library entries and level 30. And that you're forced to win back the chips stolen from your pack even if you didn't have any, and you can fight the guy who steals your money even if you didn't have any. [appropriateemoticon]
And I was gonna say you could just run from any battles with Shadow if you can't use swords, but I see from a quick search of an FAQ that you fight one in the S License exam, so I suppose that does rule out "buster only" for most of the post-game areas.
Huh. I must admit I didn't ask about the Battle Network/EXE/etc. series since I've never played any of those games and I have no idea how the mechanics work on them. Didn't know if an "arm-cannon" duel would even be applicable to those game. Interesting to hear it is a possible challenge.
Inspired by you, I started doing a buster only run in the first Mega Man using an emulator. Things were all fine and I even considered I could do a buster only+no hit run after this one.
Then I got to Wily's Castle. The first segment didn't cause any more trouble than the robot masters. The second segment... Getting to Cutman was child's play. Cutman himself was even easier than the first time around, and the short platforming after him a breeze.
Elecman... I had previously beaten him without even taking any damage myself, but now I didn't have the convenient elevated platform in the corner to help me out. I spent the majority of my day trying to beat him. I defeated him once after some-teen tries, then made a bad jump and fell to my death right after him. The game put me back to the beginning of the level. So I started fighting him again, going through two platforming sections and beating Cutman on may way to Elecman, so he could then kill me and the level would restart. Over and over and over again. I started to feel sorry for Cutman when I had to kick his ass countless of times. It's hard to say how long I tried to beat this section since I paused the game to take a break quite a few times. I'm positive I spent at least three or four times as much time trying to beat Elecman as it took me to get this far in the first place.
And then I won him again. At this point I had pretty much given up on the no hit run, I don't think I would have the patience to play to Wily's Castle and then restart the whole game when Elecman jumps on me because I guessed wrong and didn't dodge in time. I proceeded to beat my clone in the end of the level, advancing to the next level. Which meant that even if I lost all my lives, I wouldn't have to fight Elecman ever again. Ever.
Then the emulator crashed.
I'm seriously starting to consider saving my emulated games. So far I've played strictly by the NES rules, but I don't want this to happen ever again.
edited 27th Feb '10 1:38:14 PM by SirAd
See if you can copy this video.
I would rather learn it the hard way by playing myself. Someone already tipped me that his behaviour is actually not completely random as it first seemed to me, but there is some logic behind it. I might just give the no hit run a try some day after all.
No hit run? Now that's some hardcore playing! I just stick with not using an energy tank.
I even avoid using an energy tank during the final boss rush in Wily's Castle, where you face off with all eight robot masters. Losing multiple lives is okay, though.
I've done it with #2, with the exception of the turret bosses (Who I can defeat on a single life) and Wily Alien, since those two require a specific weapon.
I actually don't remember if I beat #3. Simply because I recall having one hell of a time with Needle Man, and some of the Wily Castle bosses, especially the Wily Machine.. I'll have to give that a run through again sometime.
Mega Man and Bass, I've beaten all the Robot Masters with only the arm cannon, but I'm pretty sure that aside from the first boss, I couldn't do any of King's machines, or any form of King himself.
I'll have to take on #1 myself sometime.
Oh, and Sir Ad, I find that as long as you use Savestates only as a quicksave (As in, save at the beginning of the level, and only use when you need to turn off the game,) that's perfectly fair. Save after a Game Over for a realistic feel, and you shouldn't have any issues. I certainly wouldn't accuse you of 'cheapening' the challenge.
The buster exists in Battle Network, but it's absolutely pathetic. The weakest chip attack in any of the games is Airshot, which does 20 damage but pushes the victim back a square (useful for some combos, and I think it deals nontrivial damage if you fling a block into someone) and is star coded (which makes it easier to use). The more standard thing to guage cruddy attacks against is the 40 damage Cannon chips you start with, which just about everything you get after the tutorial will be superior to in most every way. The arm cannon does 1 (one) damage. A fully charged shot does 10 (ten). The right powerups can increase that to up to 5 times as much, but by then you'll have chips doing a hundred damage easy plus special effects. The crosses and souls also mostly replace your charged shot with an elemental charged shot which deals more damage and possibly hits more squares or has a bonus effect, but is that really still the megabuster? Regardless, the megabuster in Battle Network is only there so you'll have something to do while waiting for more chips to become available (or so that if you run clean out of offensive chips and the boss has 30 HP left you don't have to test the durability of your gameboy).
edit: And from game 3 onwards, those powerups I mentioned that make the buster actually do some damage take up space in your navi customizer, so using them prevents you from giving yourself extra health or more chips on the menu screen or immunity to harmful panels or whatever. Mostly the health to be honest, since the reality is that you cram in health and buster upgrades to fill in any gaps left over by the programs you really want.
edited 27th Feb '10 8:12:00 PM by Brickman
Hey, Lockon1 does 10 damage! Sure, that's 10 damage per hit, and it shoots 10 times in a row after it locks on... And I'm sure you could get even less damage by manipulating chips like Muramasa and Custom Sword... But I guess your point does apply for 'maximum' damage from one chip.
I think the Mega Buster was a bit better in EXE 1. You had the option of an 8x charge or a 16x charge. With maximum stats, that's 80 damage after just two seconds of charging, or 96 damage with the souped-up version you can only use at the end of the game. Not to mention, the charge shot could stun a few bosses, since the first game's Navis are each assigned an arbitrary damage threshold that stuns them rather than being based on the kind of attack.
But does it make them flash? Because that would be a drawback.
edited 27th Feb '10 10:24:17 PM by Brickman
Sure... It depends on whether you need to interrupt some devastating attack.
To be honest just yesterday I didn't believe I could ever pull it off with the first Mega Man, mainly because of Elecman in Wily's Castle, Fireman and Fireman's stage (specifically that one part where the flames run through this pipe thingy). Not to mention all those parts where I have to struggle a bit more than usually to not take a hit. Executing them all flawlessly during the same run, one ofter the another, would require a perfect performance, just one mistake would reset the whole game.
But just a moment ago I beat Fireman's stage and Fireman without taking any damage, using only the buster. Two times. I can do this!
I still need to practice, of course, the success is by no means guaranteed. It's just an amazing morale boost to accomplish such a feat after all these years of being positive it would be impossible to ever beat Fireman without taking a hit.
To me this has always been the most difficult part of any Mega Man game, beating them all with a single life bar.
edited 28th Feb '10 4:01:52 AM by SirAd
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