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Found 4 Threads, 26 Posts 30 Results Total
Pages 12
 
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Posted on January 1st, 2011 at 12:00am #1
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Posted on January 1st, 2011 at 12:00am #2
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Posted on January 1st, 2011 at 12:00am #3
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Posted on January 1st, 2011 at 12:00am #4
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Gigggas
2,886,657 BP
4 TP | 26 PP
Posted on February 23rd, 2014 at 8:25pm #5 ( 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
2,886,657 BP
4 TP | 26 PP
Posted on February 21st, 2014 at 3:24pm #6 ( 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
2,886,657 BP
4 TP | 26 PP
Posted on February 20th, 2014 at 6:31pm #7 ( 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
2,886,657 BP
4 TP | 26 PP
Posted on February 20th, 2014 at 6:05pm #8 ( 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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Posted on January 1st, 2011 at 12:00am #9
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Gigggas
2,886,657 BP
4 TP | 26 PP
Posted on February 19th, 2014 at 6:01pm #10
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
2,886,657 BP
4 TP | 26 PP
Posted on February 17th, 2014 at 8:43pm #11
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
2,886,657 BP
4 TP | 26 PP
Posted on February 16th, 2014 at 1:03am #12
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
2,886,657 BP
4 TP | 26 PP
Posted on February 14th, 2014 at 4:33pm #13 ( 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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Posted on January 1st, 2011 at 12:00am #14
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Posted on January 1st, 2011 at 12:00am #15
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Posted on January 1st, 2011 at 12:00am #16
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Posted on January 1st, 2011 at 12:00am #17
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Posted on January 1st, 2011 at 12:00am #18
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Gigggas
2,886,657 BP
4 TP | 26 PP
Posted on February 1st, 2014 at 9:38pm #19
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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Found 4 Threads, 26 Posts 30 Results Total
Pages 12
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