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Found 31 Threads, 757 Posts 788 Results Total
 
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14,708,847 BP
31 TP | 769 PP
Posted on June 6th, 2016 at 2:13pm #321
@Beta Man : I think now would be a good time to update the decks in the main post.
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14,708,847 BP
31 TP | 769 PP
Posted on June 5th, 2016 at 10:31pm #322 ( Edited : 2016/06/25 at 8:21pm )
Now that the limit has been raised to 50, I need to add a few cards from my storage:

- Crystal Core
- Laser Core
- Shadow Core
- Impact Core
- Swift Core
- Omega Stage
- Bill Cipher
- Death
- Enker [Retro]
- Weakness Policy

That's 10 cards for my deck. Now for a few more.

Name: Bass.exe
Core: Neutral
Health: 160
Attack 1: Shooting Buster
Attack 1 Description: This attack does 80 neutral damage. Flip a coin. If heads, this attack does 30 more damage.
Attack 2: BassAnly
Attack 2 Description: Flip 4 coins. For each heads, this attack deals 40 shadow damage.
Attack 3: Earth Breaker
Attack 3 Description: Flip a coin. If heads, this attack does 120 neutral damage. If tails, this attack does nothing and Bass.exe cannot attack next turn.
Resistance: Shadow
Weakness: Copy

Name: Colonel.exe
Core: Missile
Health: 180
Attack 1: Screen Divide
Attack 1 Description: Flip 2 coins. For each heads, this attack does 50 Cutter Damage
Attack 2: Induct Missiles
Attack 2 Description: Roll a die. Whatever the number is, multiply that number by 20 missile/flame damage. (i.e. Roll a 3, 60 damage).
Attack 3: Giga Chip
Attack 3 Description: Flip a coin. The attack is decided by what the result is.
- If heads, Colonel Army is used. Flip a coin until you get tails. For each heads, this attack does 30 missile damage.
- If tails, Aspire Break is used. If the opponent has 100 or less HP, this attack does 100 cutter damage and ignores resistance. If the opponent has more than 100 HP, than the attack does nothing.
Resistance: Wind
Weakness: Impact

Name: Protoman.exe
Core: Cutter
Health: 140
Power: Surprise Sword
Power Description: Whenever Protoman.exe takes damage, flip 2 coins. If both are heads, Protoman.exe takes 10 less damage and the opponent takes 30 cutter damage.
Attack 2: Sword Techniques
Attack 2 Description: Roll a die. The effect changes on the number rolled.
- If 1, 2, or 3 is rolled, Step Sword is used. A simple 60 cutter damage is dealt to the enemy.
- If 4 or 5 is rolled, Sonic Sword is used. A solid 90 cutter damage is dealt to the enemy.
- if 6 is rolled, Trance Move is used. A massive 130 cutter damage is dealt to the enemy.
Attack 3: Delta Ray Edge
Attack 3 Description: Flip 3 coins. For each heads, this attack does 50 cutter damage.
Resistance: Wind
Weakness: [Break]{break}

Name: Megaman.exe
Core: Copy
Health: 130
Attack 1: Charge Shot
Attack 1 Description: This attack normally does 70 copy damage. If the target has a weakness to Flame, Nature, Water, or Electric, then this attack does 30 more damage.
Attack 2: Buster Up
Attack 2 Description: Charge Shot does 10 more damage for the rest of the battle. This effect may stack up to 5 times.
Attack 3: Hub.BAT
Attack 3 Description: Flip 2 coins. If heads, Charge Shot does double damage next turn.
Resistance: Neutral
Weakness: Shadow

Name: LifeAura
Core: Shield
Description: Your robot is surrounded by a LifeAura. With the LifeAura, all attacks do 10 damage to you while the rest of the damage is sustained by the LifeAura. The LifeAura has 100 HP.

Name: Endure
Core: Shield
Description: You cannot be taken out by any attack. Fatal blows leave you with 10 HP. Effect lasts until your next turn.

Name: Green Soul
Core: Shield
Description: Whenever you take damage, flip 2 coins. If both are heads, the damage is reduced by 50 (but cannot go below 10). Effect lasts for 3 turns or until your robot is defeated.

Name: Yellow Soul
Core: Laser
Description: Whenever you take damage, flip 2 coins. If both are heads, the opponent takes 30 neutral damage. Effect lasts for 3 turns or until your robot is defeated.
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on June 4th, 2016 at 1:13pm #323
Sorry for the Double Post, but I ran out of space.

FLAWS (cont.)

- Why did you need to up the prices of items right before the Final Area? There is no story explanation, and it kinda bugs on why I need to pay more for items I just got for a lot cheaper.
- MegaBossMan's damaging special abilities are kinda useless compared to his REGULAR ATTACK. I can forgive Charge Shot, but the law is just a waste of WP. It does ~1/2 the damage his regular attack does and consumes 25 WP. There isn't any reason to use this attack. To fix this make this useful, I would recommend either A) reducing his Regular Attack damage and buffing The Law's damage, or B) make The Law deal damage to all foes.
- The Quiz Game in Wily Castle uses some obscure information. If you get the question wrong, you have to face some of the toughest enemies in the game.


OVERALL
It's a great game with some flaws. I recommend it to anyone who knows enough of the community! I look forward to the next update! Good job N, you did a great job with the game!
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on June 4th, 2016 at 12:22pm #324
Yesterday, I downloaded and played through the entire game. While I had a lot of fun playing through the game, there are numerous flaws that I couldn't help but notice. As such, here is an in-depth review of Mega Man RPG Battlefield.

This review has spoilers covered by the {spoiler} tag. I highly recommend you beat the game before revealing spoilers.

POSITIVES:
- The game has a very nice overall look, even with the minor bit mixing.
- Basically every track in the game sounds nice and fits the atmosphere, especially the theme against the Final Boss.
- The effects in the game look really nice and help compliment the overall graphics of the game
- The boss battles of the game were mostly well handled. Most of them had their own unique skills that helped differentiate them from most enemies.
- The usage of 2 types of "Weapon Energy" was a creative mix into the battle system, even if it did come with some minor flaws...
- The classes of the characters were really clever, especially StupidStudiosN's class, "The Phantom"
- The quiz game show in Wily Castle was a really unexpected and hilarious idea. Even if it was flawed.
- The integration of the Club of Wily, the Heart of Light, and what I assume is the Diamond of Cossack was a clever story tool that caught me off guard at first.
- The game is mostly bug free, with the only glitch I could find being what happens if you interact with Megaman in the Crystal from any direction except North. Pat yourself on the back N!
- The dialogue, while cheesy at some points, does its job. It's clever and gets straight to the point. Pat yourself on the back Musical!

Now for the things that were flawed. Prepare for quite a long list.

FLAWS
- There is no way to know that [Shift] allows you run, unless you randomly mash buttons like I did. Perhaps include some sort of README in the file that allows us to see the controls.
- The dialogue before fighting ZeroDXZ, MegaBoyX7 (for the first time), and MegaBossMan makes little to no sense. I mean, come on guys! A player has been KIDNAPPED! Now is not the time for a sparing match! I'm not sure how to fix this without heavily editing the plot however, and it's not that big of a deal.
- There's no way to tell if an attack uses both TP and WP. Then again, it only affects Meta and N, but it would be nice to have some way to find out if it uses both.
- Most attacks don't have accurate descriptions. It would be nice to know that ???'s Buster has a chance of stun, Starforce Beserker has a chance to blind and stun foes, Raijingeki can miss, etc..
- Animations that affect all foes/allies take a little too long to activate. I don't need to see the same animation 9 times because all 3 Sniper Joes protected the party. The best way I can think of fix this would be to make the animation slightly bigger and cast it in the center, or make all animations play at once.

The above flaws are minor. The big stuff is everything below.

- Status Conditions. While most of them are easy to deal with, the "Burn" status is complete jerk. It does a lot of extra damage, but the kicker here is that it's permanent unless you die. Not helping this is that there is NO item that heals status conditions, meaning that the only way to get rid of it is to purposely kill yourself then revive yourself with an Extra Life, or heal yourself at the Chat Room. The second option isn't really viable since the only enemies that Burn are in the Underground Laboratory and I THINK the Castle's Dungeon.
- Enemies. While I could complain about a lot of them, I think there are two enemies that take the cake on nuisance: the Changkey Makers and Sniper Joes. Changkey Makers can inflict burn and I've already explained why that's annoying. As for Sniper Joes, they run into the Animation Problem, but they also have a skill that halves ALL damage done to the ENTIRE party. Considering that they just LOVE to spam this, you can see how this can become annoying. Best way to fix both? Nerf the Burn Status for the Changkey Makers, and either nerf how much damage Sniper Joes reduce from defending the party, or have them only protect one ally.
- MegaBoyX7. The first fight with him is basically a Copy Robot fight with the ability to guard, which makes him EASIER to fight than a Copy Robot since they don't waste turns. Not helping this is that you have to refight him in the boss rush. EVEN THOUGH you just rematched a MUCH better version of him.

Continued in next post
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #325
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on June 2nd, 2016 at 8:50pm #326
Happy Birthday MegaBoy!
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on June 1st, 2016 at 8:00pm #327 ( Edited : 2016/06/01 at 8:02pm )
Move 1 Down then 1 Left

Moves 2 down and ambush the Sniper Joe!
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 31st, 2016 at 11:44pm #328
Stay in position to prepare for the Sniper Joe.
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 29th, 2016 at 6:53pm #329
Now to attack the met with Electric Spark!
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 29th, 2016 at 12:52am #330 ( Edited : 2016/05/29 at 2:57am )
Move 2 spaces down and ambush the Mettaur with Electric Shot!!
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 28th, 2016 at 6:21pm #331 ( Edited : 2016/05/28 at 6:25pm )
proto-man_electric I'm going to need reinforcements... Call in the ProtoMooks!!

Retro Pikachu is attempting to summon 5 "ProtoMooks" (elec-n-2).
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 28th, 2016 at 6:15pm #332
ProtoMook will move one space up to avoid an ambush from the Mettaur, but ready to attack it when ready.
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 28th, 2016 at 11:14am #333
@TailsMK4Omega : Sure, let's play Mecha mode!
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 28th, 2016 at 2:27am #334
@TailsMK4Omega : Could you elaborate a little bit? Would the "Mecha Route" change my options or anything out of curiosity? Or is it just a title of some sort? If it doesn't change anything in the game for me, then I'm sure.
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14,708,847 BP
31 TP | 769 PP
Posted on May 28th, 2016 at 2:01am #335
--Retro Pikachu didn't feel like going here himself, so he sent a prototype minion to fight---

ProtoMook Enters the Battle!
elec-n-2 Electric
LE: 6
AT: 6
DF: 2
SP: 6
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Retrop
14,708,847 BP
31 TP | 769 PP
Posted on May 6th, 2016 at 4:06pm #336
@uraccountcrashed : Hope you're okay
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14,708,847 BP
31 TP | 769 PP
Posted on May 3rd, 2016 at 11:58pm #337
proto-man_electric Let's see what the Destructor has to say about this... Thunder Blast!

A powerful ball of electricity is fired at the destructor. Said blast pierces through shields, reflectors, et cetera.
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14,708,847 BP
31 TP | 769 PP
Posted on May 3rd, 2016 at 6:03pm #338
proto-man_electricIt feels great to be crazy prepared for situations like this. Case in point: CONTROL RIOT

Retro is attempting to break the Destructor's Mind Control of Bass XIV!
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14,708,847 BP
31 TP | 769 PP
Posted on May 2nd, 2016 at 1:02pm #339
Charging storm clouds in the sky, Retro unleashes the Retro Thunderbolt on all enemies!
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Found 31 Threads, 757 Posts 788 Results Total
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