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McKarter

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Posts posted by McKarter

  1. Okay so this isn't actually about the Arachnea and Thabes, but i am in Act 3 and have yet to use any of the Lion Wells.

    .

    I've read that Alm's and Celica's parties will become one at the end of the main story, and because of that i have been saving all Lion Wells for when i plan to boost the stats of the late-joining party members. My initial plan was to finish the game first, and then just go back to all the Lion wells for the intended characters, before preparing for Thabes. My question is that would it be possible to backtrack the whole map after Act 5? or will there be certain places i will become unable to access anymore?

  2. (wow, it's been a while since i last posted XD)

    Other game franchises that i like are:

    Series:

    - Pokemon
    - Ace Attorney
    - Megaman
    - Spyro (OG, and the Legend of Spyro remake.... i havent played Skylanders yet)
    - Sonic Rush & Rivals
    - Monster Hunter (though i don't play AS much bcs i'm scared i might break my circle pad)
    - Mario Kart
    - Bravely
    - Mario (the platformers)
    - Five Nights at Freddy's
    - Etrian Odyssey
    - Patapon
    - Dynasty Warriors
    - Azure Striker Gunvolt
    - Kingdom Hearts

    Stand-Alone games:
    - Stella Glow
    - The Alliance Alive
    - Dragonball Fusions
     

    Games that are part of a series:
    - Hatsune Miku: Project Mirai DX
    - Final Fantasy Theathrythm Curtain Call

  3. On 4/1/2019 at 12:47 AM, Interdimensional Observer said:

    Let me assemble a hypothetical character list for fun:

      Hide contents
    • Classic:
      • Classic Mega Man
      • Proto Man
      • Bass
      • Guts Man
      • Roll

    Dr. Wily in his various Wily Machines and Yellow Devil appear as Giant Bosses.

     

    • X
      • Mega Man X
      • Zero
      • Sigma (Which weapon does he get though? He has gone through so many. One ofthem, or is his moveset a blend of them all?)
      • Axl

    Sigma's various giant forms could be used as Giant Bosses.

     

    • Zero
      • Omega (he'd use Zero Zero's moveset, thus allowing Zero himself to be X Zero.)
      • Sage Harpuia
      • Fairy Leviathan
      • Fighting Fefnir 

    Dr. Weil appears as a Giant Boss.

     

    • Battle Network:
      • Mega Man.EXE
      • Proto Man.EXE
      • Bass.EXE

    Admittedly, I'm not familiar with Battle Network, and know even less of ZX, Legends, and Star Force, so I won't touch them so much. This said, we'd obviously need:

    • Omega Xis
    • Mega Man Volnutt
    • Tron Bonne (?)
    • Vent/Aile and Grey/Ashe could be handled like Corrin and Robin in Fire Emblem Warriors. Pick one each to be canon in the story, with the other available as an identical alt. I'd say Aile/Grey, since it appears Grey is the creation of the ZX Advent villain, looking at Mega Man Wiki.

     

    So if add up all my PCs, we get 21. That hits the firm upper threshold of a first game I think.

    For DLC, maybe:

    • Classic Duo
    • Terra (yeah, a longshot, but MMV deserves some recognition) or King.
    • Vile/Colonel/Gate/Red/Lumine- one or two MMX villains of the week.
    • Hidden Phantom
    • Copy X/Elpizo/Craft- one MMZ villain of the week.
    • Prometheus and Pandora
    • Colonel.EXE

     

    Although it might be better to stick with say Classic, X, and Zero for the first game- a robot trinity. Expanding to ZX, BN, SF, and Legends comes later. As does adding Solar Boy Django and Sabata.

     

    I say that suggestion for a three-game starting roster, considering I've not even touched the great number of Robot Masters, Mavericks, NAVIs, EM Beings, and other such boss enemies. We need them, since having Sigma and Dr. Wily appear all the time in battles would make little sense in story, and repetitive in gameplay.

    Who would be chosen? I don't know, most lack any personality. Quick Man or Pharaoh Man are infamously hard, but having both of these sleek Robot Masters sounds a bit excessive. They should provide variety in body type, elemental/weapon association, and fighting style.

     

    I was thinking for the Megaman's and X's (and Axl's) weapons to be part of their combo strings, a different weapon for a different combo. As for Megaman.EXE and Megaman SF, simply make their forms like an Awakening gauge, but they have to equip certain skill slots to their weapons to control which form they use. For Megaman.EXE, we gotta have Style Change and maybe the Cross/Double Soul. As for Megaman SF, Star Break and Tribe On forms will be the ones used. 

    I second the Robin/Corrin idea for the ZX/ZXA protagonists. On top of it, i also want Megaman Zero series' design for Zero to be an alt skin for Zero.

    I also vote to have the H/L/P/F megamen from ZXA to be added as separate postgame playable characters (like Toon Link's section in Hyrule Warriors), with ZX's Aile/Vent versions of PX/HX/LX/FX as the alt skins (with base movements being a mix of both appearances, or simply the ones from ZX since those felt more complete)

    And well i simply didnt want extra DLC for extra characters (i'd prefer just make it harder for them to be unlocked), but if it comes to that i agree with your DLC options (looking forward to Prometheus/Pandora one)

    oooh my idea was different. Do you remeber how Linkle's story was handled in Hyrule Warrior Legends? or how Hoshido and Nohr sections were handled in Fire Emblem Warriors? iw as thinking similar to that. All available games's characters have a starting route, and they all intersect with each other and eventually everyone together at some point along the story.

     

    As for the Robot MAsters and MAvericks, well they can just have 1-2 from each game, maybe a poll of who would be the most popular ones. Any more will, as much as i dont prefer it, gonna have to be added as DLC.

     

    Aaand as for the games' version of Link's fully Unlocked Master Sword from Hyrule Warriors, we're gonna have the following:

    - MEgaman X's Ultimate Armor (Both variants)

    - Black Zero

    - White Axl

    - Megaman's fusion with both Rush and Beat maybe? 

    - Megaman.EXE's Hub Style, Gregar Beast, and Falzar Beast (gonna have to forge separate weapons, which would extend replay value, which goes the same for MEgaman X and MEgaman SF's)

    - Megaman SF's Tribe King, Rouge Noise, Black Ace, or Red Joker

    - Vent/Aile's Model OX

  4. Sonic Rush 3. Sonic Rush has always been one of my favorite Sonic games, and Blaze as playable character is awesome too.

     

    Megaman ZX 3. That cliffhanger at the end of ZX Advent was too much.

     

    Megaman Warriors. Imagine the Roster. certain playable Robot Masters, Mavericks, NAVIs, and EM Wave Change playable characters included. No DLC outside of new maps pls XD 

     

    A rhythm game like Theathrythm FF: Curtain Call (where it's based on game music) but the game this time is Ace Attorney

     

    A Boku no Hero Academia game, in Dragonball Fusions format (except the fusion mechanic ofc)

     

    a MOBA Fire Emblem game.

  5. Ahh stupid me should have made clear, i only meant 3DS releases ((hard to find DS games now, but with your suggestions i will look into V for DS if i ever find one))

     

    Hmm so far everything points out to VIII, i guess i will give that one a shot first

  6. 4 hours ago, Cysx said:

    I'm not denying a similarity in terms of themes, visuals, or even gameplay; I'm just saying that at the end of the day, the games don't play the same and thus ASG doesn't qualify as a spiritual successor to me. This is no way a commentary about the game's quality or anything, I think 1 and especially 2 are very solid games overall.

    Eh, I don't know about that. I think they wanted to create an IP distinct from what they were known from before, to mark a new beginning of sorts, and the result was Gunvolt. The double charged shot in ZX, as you know, is unusable for 99% of the game until you unlock it again, and I did already mention the homing shots from model A. I just don't think that's similar to what Gunvolt does at all. As for Giga crush, it's a screen nuke, and a bad one at that, so I wouldn't say it matters a lot.

    I'd actually say Gunvolt is a considerably more skill-based game if you're going for score, though it's almost effortless if you're not. Zero was less about avoiding everything and more about disposing of stuff before it could hurt you, and the fact that Zero had a buster doesn't make his gameplay similar to the tag then lightning then recharge system of Gunvolt.
    You flew through stages while precisely cutting everything in your path in Zero. In Gunvolt you have to optimize your tags on each group of enemies, then electrify them, then recharge, all of which require you to halt your forward momentum.

    That's nice and all but those are some very broad metrics. Copen's gameplay is about managing to stay in the air for extended periods of time while bumping from enemy to enemy, it's a far cry from anything X or Zero have ever done(afaik), even model H isn't the same at all. He's still super fun to play as though, it makes a lot of sense that he's getting his own game.

    I guess you could say that, as their past works helped shape it in a major way for sure; but at the same time, they went to lengths to make it its own thing I feel, and succeeded, for better and for worst.

    For sure, but I guess people just didn't really like those games. The series' situation is very comparable to Megaman Legend's, yet you never really see people asking about ZX3. And for their defense, the first two were very flawed games for sure.

    Oh i merely explained it to the other guy since he said he hasn't played the ZX series; it was just to give an idea of how the Biometals "work"

     

    i'm not saying GV has elements from them, i just explained how i saw they transitioned slowly to "gunners". I agree on those points though.

     

    I agree. i did say GV doesnt kill like Zero and that the similarity was JUST the skill factor for highest scores.

     

    I agree, Model H isn't the same at all since it is pure aerial mobility rather than Aerial combat. I just said X, Zero, and ZXA(Model A) since those series are what were mentioned, so i did my best to explain how they could have gameplay-element similarities (special weapon acquirement after bosses, closing in to get the best out of weapons, and homing respectively) from them. On Copen's note, Luminous Avenger iX is the first game that actually made me WANT to have a Switch now lol

     

    So far i think it is for the better, but it does put a bit more pressure on them for future installments, if any. At least they have full control over it now unlike ZX series

     

    As far as i have seen before, many people preferred ZX over Advent except for upgrades like Map mechanics, but anticipation for ZX3 was large. Arguably it is now more dead thatn hope for next Legends though lmao

  7. 5 minutes ago, Armagon said:

    Puns

    I wanna point out that Gal*Gun is super different compared to the rest of Inti's IPs seeing as how it's an on-rails shooter with a......very unique premise. The rest of Inti's IPs are all 2D action platformers, with Blaster Master Zero being on the Metroidvania side of things.

    Though it's funny you mentioned that they moved away from "sword"-style games considering their second most recent game, Dragon: Marked for Death, has quite a bit of that "sword"-style you'd see in the Zero games. I mean, at least i think so, i haven't played MFD yet.

     

    Never realized the pun until you pointed it out lmao.

    Yep, done it on purpose to introduce her to the whole IC discussion XD 

     

    Inti Creates also created the game Mighty Gunvolt Burst, in which GV, Beck, Gal*Gun, AND their rivals/sidekicks appear ALL AS playable characters. If you haven't played it, i recommend checking it out, it's like RPG Classic Megaman. You do need to pay for DLC for extra characters like Joule though. And once you've played it a bit you'll discover that a major aspect of its gameplay is customizing your "Buster" Shots. So yeah. They definitely literally brought all the guns in there. If Mighty No. 9 disappointed you, Might Gunvolt Burst is what MN9 should have been, and is like a 60-fps successor to classic MM. It's on both 3DS and Switch (30fps for 3DS though but still great)

     

    Ohhh i didnt know about it. Never owned a Switch yet T_T If that's the case though, i take back my word on it. But as far as pure portable systems go they certainly shifted from sword/gun mix to mainly guns.

  8. On 3/24/2019 at 7:20 PM, Cysx said:

    The feel of the character is pretty much the exact same, which is a big deal for sure. I just don't go through a Zero level the same way I go through one in Gunvolt, if that makes sense. Plus, the X series has a really similar feel too.

    Zx is a bit out there because its levels are all part of an open-world so to speak, and its gameplay focuses on transformations. See the four guardians you fight in Zero 1, 2 and 3? One of the main feature in Zx is that you get them as transformations(altered, but still with the same core ideas) to use at your leisure.

    I guess one of the biggest differences is that there's a lot of close range combat in Zero and ZX, but neither Coppen nor Gunvolt really provide that.

    Inti Creates developed all of them, so there is definitely some inspirations going from one game towards the next ones. 

     

    Yes, the 4 Guardians from Zero series, and Zero & X themselves were Ciel's inspirations for the creations of the Biometals.

     

    On 3/23/2019 at 11:48 PM, Armagon said:

    I haven't played ZX but i did play the Zero collection in-between Gunvolt 1 and 2 and i could definietly see where the inspirstion came from. So while it's not exactly like Mega Man Zero, i did get a similar feel. Though i suppose it helps that Inti Creates worked on Zero and ZX before Gunvolt.

    Nevermind you mentioned IC creating all of them already XD

    To make it simpler to understand coming from an Azure striker player perspective, you know how Copen is merely a human who wears a hi-tech jacket with loads of "programs" you can equip to it? That's the similar essence to the main characters of ZX/ZX Advent. Mere humans, and "Copen's Jacket" is in the form of Biometals, the difference being the Biometals come with preset abilities that can't be modified.

     

    Sometime during these developments i think, Inti Creates decided that they are more adept at "gun"-style action instead of "sword"-style.

    Model X from ZX has a double charged shot that is arguably mroe powerful than X2's double charge shot

    Model A from ZXA has Homing Shots and Giga Crush

    Gal*Gun, a game also by IC, is a shooter

    GV doesn't have the "up-close-and-personal" feel of MMZ Zero, but he definitely has that skill play aspect, since you still have a reason to try and avoid everything (Kudos system from GV1 was painful), plus the aspect that like Zero/ZX, the base gun itself isn't the main source of damage. GV doesnt kill like how Zero does, but he needs to be as skillful as Zero is to achieve those high scores.

     

    Copen on the other hand, "combines" both X and Zero imo.  (with X being the larger influence ofc.) To make the most use out of his weapons, you do need to "get close" to them like Zero by homing in and literally making physical contact with the enemy. Once that "Zero" part of getting close is done, the "X" part (and arguably Model A) does the rest by homing shots AND homing special weapons.

     

    In conclusion i think the Azure Striker series is more like the culmination of IC's contribution to the development of Zero-ZX series, rather than a complete "Spiritual successor".

     

    If ZX needs anything, it's not a successor but rather that third game.

  9. Ahh thank you, i thought all that delaying promotion stuff also includes level 20 Villagers lol

     

    I don't really mind a bit of grinding, and i admit i was surprised AND a bit creeped out when i first encountered a Dracul in the Thieves' Shrine (was playing at 3 AM XD), grinded all the way to level 10 and now will promote all Villagers to their respective Class Changes. 

     

  10. I know the Loop works only on the Mercenary line, and the only reason i saw why people delay promoting to the next-tier class is bcs of postgame stuff. I just wanted to clarify if that applies to the 4 Villagers promoting to whatever they can or if they are ONLY talking about the base classes like Cleric, Mage, Cavalier, etc.

  11. The most common topic i've found online on SoV gameplay is whether to promote ASAP or wait until you reach higher levels, and while i am sure this applies to promoting from a Mercenary to Myrmidon for example, but seeing as i've never found any clarification, does this aspect also apply to the base Villagers? Like, Waiting until the Villagers are Level 10+ to promote to whatever Class they can or Promote as soon as i enter Thieves' Shrine? 

  12. 3 minutes ago, Shadow Mir said:

    If that Elise has the skills that they could learn from Character B's class tree, yes.

    Incidentally, you can get skills at a discount if you win in their castle without a handicap (usually by seizing the throne, which castles that are good for skill farming tend to leave unguarded).

    Thank you ^^

  13. 26 minutes ago, Shadow Mir said:

    Only to the corresponding character, assuming you're playing the right route. (e.g. If you want to buy a skill for Elise, you must buy it from someone else's Elise that has the skill in question) Incidentally, male Kana and female Kana are both treated as separate characters.

    Spoiler alert: You won't get to experiment for very long.

    Aaah. If i understood this correctly:

     

    1. i have Elise Friendship/Partner-sealed with Character A, MY Elise can only learn Character A's class and skills

    2. If i beat someone else with an Elise which was F/P-sealed with Character B, i can buy skills THAT Elise can get from Character B

    Did i get that right? omg sorry for too many questions everybody, i just want to make sure i understand the mechanics clearly so i dont mess things up when i do get to that point of team-building

    13 minutes ago, Ertrick36 said:

    The Unit Logbook, my friend.  You can store a few hundred units into the Unit Logbook (which you can find by clicking Start while in your castle or talking to your retainer there), including copies of units already in the logbook.  Although the copies must come from different saves/castles.

    I amassed an army of Oboros by playing through Birthright on Phoenix mode (makes things really fast) up to Chapter 12, buying the Einherjar Shop with Dragon Vein points, setting my unleveled, reclassed Oboro in that file as the sole defender of the castle, buying her Einherjar Card, and then repeating the process, like, 20-or-so times with her marrying a variety of Corrins throughout.

    I guarantee you that there’s a faster way to do that, but I just felt like doing it for the heck of it.  And now Oboro has access to every skill she could possibly obtain, and my logbook has, like, 27 spaces occupied by nothing but ‘Boros RGaYS2c.png

    Unless they buy the skills early, which is absolutely feasible if they’re willing to grind for the money.

    Though yeah, that’s the thing a lot of people forget about promoted 15 skills; you get them so late, they don’t matter for the large majority of the game.  You want to fiddle around with high level skills for more than, like, three chapters, you have to buy them through the logbook.

    Ahh sounds too long a process but hey it's worth it :D :) I can't imagine the time it would take to do that for everybody else XD

     

    And yes i am well aware that it would take a LOT of time, i just want to make clear what options i will eventually have. Thank you all for being patient with me T_T <3 

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