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Found 20 Threads, 467 Posts 487 Results Total
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 5th, 2014 at 4:15pm #421
Buyable Fields? I wonder what this will do...though what purpose really does it serve to give away Field and Fusion Stars? If it's just for Screws...I think I'll hold onto the Stars I collected. For buying abilities, I take it players will finally be able to obtain the Experience, Recovery, and Damage Breakers this way?
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 5th, 2014 at 12:42pm #422
I like the idea of a hidden character, but maybe a different requirement for getting them, like either beating all of the missions at least once or maybe after a certain amount of victories for each game (like say completing MM1's stages 100 times). For me I'm still trying to figure out how Rush and the other support robots could play a role in this game. Perhaps each player can obtain a "defensive" support and an "offensive" support? As in:

Light: Rush (defensive), Auto (offensive)
Wily: Reggae (defensive), Treble (offensive)
Cossack: Beat (defensive), Tango (offensive) (or we could probably put Tango as Light's offensive support and make an original support for Cossack's offensive support? I know Tango isn't really Cossack's, but I'm not sure what else could go here)

Some ideas:

Rush Support: Rush will counter-attack for half damage any damage dealt to the robot Rush is attached to.
Auto Support: Auto will toss screws at the target robot for a 50% chance of disabling a robot's move for three turns (say if the screws hit the Buster Shot move, the affected robot cannot use Buster Shot for three turns).
Reggae Support: Robots that Reggae is attached to will use the next attack they are hit with automatically, even if the attack is normally not selectable for that robot (say Fire Man is hit with Rain Flush while he has Reggae. On Fire Man's next turn, he will automatically use Rain Flush if the player selects to attack, even though he cannot use it normally).
Treble Support: Treble fires 20 shots at random targets on the field, dealing a small amount of damage per shot.
Beat Support: Robots with Beat's shield will take only quarter damage for the next three attacks. The shield expires once the third attack is dealt.
Tango Support: Tango launches itself at the front-line robot, ignoring Defense. Tango COULD hit other robots, but that chance is like Hyper Bomb hitting more than one robot.


The supports are selectable abilities, btw. They can be obtained by BP points just like the Stat Boosters.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 5th, 2014 at 1:14am #423
Adrian, don't push yourself too hard. You don't want to get burnt out by rushing everything this weekend. I'm patient enough since I'll likely be forced to not move around much starting next week for the next few weeks...and playing this game is a great way for me to pass the time without needing much effort to play other games, and pushing myself too hard would really put me in a lot of pain...the fact that the MM3 RMs will finally be playable is enough excitement for me. After that, I guess it's onward to MM5?
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 3rd, 2014 at 9:44pm #424
I think this is probably the best place to put this discovery I made. While we certainly resolved the problem of matches freezing due to item drops, the screen that comes up when the match is being loaded can still hang sometimes. This always bugged me, since I would have to refresh the page and have to do a different version of the same battle. However, I noticed a feature in FireFox that allows you to reload the same match so that you can try again to have the match loaded (and it always loaded the second time successfully for me so far). When a match isn't loading, right click on the screen where the map should appear, and under This Frame, click Reload Frame. It will reload the match without you having to refresh the page. I didn't notice this until just now, so this should be a workable alternative until somehow the hanging at the start of the match gets resolved.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 2nd, 2014 at 5:43pm #425
A better example would be Flash Man in MM2. Despite people using Metal Blade on him usually (then again, Metal Blade is useful on half the group), his actual weakness is the Crash Bomb because you can sometimes get rid of a third of his health if he stays in the explosion the entire duration, whereas I think you need two or three Metal Blades to do that much.

My personal preference for Mega Man X btw...I've found Storm Eagle easier than Chill Penguin, though you need to return to Storm Eagle later for items (same story for Chill Penguin for a Heart Tank).
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on June 1st, 2014 at 3:30am #426
"Most of today was spent adding the Star Force mechanic to player battles and making sure they were both fair and challenging"

As in player robots finally having access to Star Force to defend themselves? If so, it's about time. All of my work getting my robots up to max stats just seems to have more people beating up my robots. It's really annoying to constantly get 10-20 pop-ups of losses (it's also why I usually don't log in my account...I seem to get challenged less if I lurk as a guest). I wish there was a way to opt out of the Player Battles, but as long as robots defending a player have access to Starforce, I'm fine with that, as it'll make my robots super tough to beat.

I also find the timing of the update ironic...I played this a lot while I was recovering from hernia surgery (at the time I was getting Starforce), and I'm actually about to undergo more surgery in a couple of weeks to remove a smaller hernia, but it means I'm not able to move around much, so this game doesn't require me to do much to play. I should hopefully be better once I finish off the newest update to this game. :)
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 27th, 2014 at 6:35pm #427
I honestly think that having a Missile type field would be the best bet. Besides, we only got one Missile Field Star, so why not set up a second, but have electricity be a big factor on the field? To make things even more complicated about electricity, Magnet Man in MM3 is weak to the Spark Shock, so having electricity for him can actually be a bad thing. I think we should stick with the original plans for Magnet Man and make him like Dive Man in a sense.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 25th, 2014 at 5:43pm #428
Always a pleasure to have new players try the game out. I'm not on as much as I used to be, primarily because being offline lessens the chances of my bots having to defend themselves in a Player Battle, but I lurk around the forums. My activity will be back up once the MM3 robots are at large.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 21st, 2014 at 4:53pm #429
I think I'll borrow that speculation device, MegaBossMan.

4. Notice how the Hard Man victory screen says Chapter Two, and the player is Dr. Light? I think that the MM3 robots are fought in Dr. Light's story, which means that extra RMs added to the game later extend at least Chapters 2 and 4. The main question is, will the RM3 robots also be featured in Final Destination? If so, that possibly means that the next few updates will extend Chapter 5 in each story by one battle each.

5. Now for something more opinion-based than fact-based. I believe that Wily will have the MM6 robots next in his story, and Cossack will have MM5 robots. Why? Wily stole the MM6 tournament robots for his own use, and Proto Man was involved a great deal in MM5. As for series beyond MM6...I'm not sure what Cossack might get.

*returns the device to MegaBossMan*
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on May 19th, 2014 at 11:58pm #430
*comes online when he isn't likely to get picked as a Player Battle opponent*

I guess MM3 was the reason we didn't have the new update right away. Ah well, just makes the wait more worth it in the end.

@MegaManBoss, so I guess dual Gemini Men at the top of the leaderboard? :P
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #431
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #432
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 28th, 2014 at 7:15pm #433 ( Edited : 2014/04/28 at 7:21pm )
I actually have one of those Yashichis myself that I haven't used. I obtained it while fighting in the Bonus Chapters, so I assume there's a rare chance of getting one there. I think I obtained it while trying to get the extra weapons. For me, I'm mostly interested in the extra items...I don't know if they are permanent effects or temporary. I kind of wonder what the item limit will be now...

(Hoping permanent so that it'll be much harder to defeat me in Player Battles...logging in to the game only to get 10+ losing screens is something to look forward to. :/ )
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 28th, 2014 at 2:30am #434 ( Edited : 2014/04/28 at 2:38am )
Bah, I guess I'll hop on as well...

Name: TailsMK4
Designation: URN - ???
Class: Elite Guardian
Core Type: Space/Electric (yes, dual-core)

Energy: 110
Attack: 120
Defense: 90
Speed: 80

Quotes-
Start: "...Let's get this over with."
Taunt: "The power I have has no equal!"
Victory: "You were not even worth my time. Come back when you're stronger."
Defeat: "Ah, a worthy opponent...I look forward to next time, (#robot)."

Weaknesses: Earth, Impact, Nature
Resistances: Laser, Space
Affinities: None
Immunities: Electric


Signature Moves-

(Any robots that are "stunned" by his attacks are prevented from acting next turn)

Name: Stun Ray
Learned At: Level 1
Power: 10
Speed: 3
Energy: 1
Range: Front Row
Accuracy: 95%
Description: “The user fires a small spark that has a 60% chance of stunning its target."

Name: Electric Orb
Learned At: Level 5
Power: 25
Speed: 3
Energy: 3
Range: Select Target
Accuracy: 90%
Description: “The user charges up a sphere of electricity and shoots at a target of his choice, occasionally hitting nearby robots for 10% of the original damage. Has a 40% chance of stunning."

Name: Twin Laser
Learned At: Level 10
Power: 20
Speed: 3
Energy: 2
Range: Front Row
Accuracy: 90%
Description: “The user fires three sets of two small lasers side by side straight at the target. High chance of critical."

Name: Asteroid Rush
Learned At: Level 20
Power: 40
Speed: 1
Energy: 4
Range: All
Accuracy: 70%
Description: “The user summons many asteroids to come falling down on the field, damaging all robots. The total amount of damage depends on how many asteroids hit, so some robots will be completely destroyed, while others may only take a small amount of damage...or all can be destroyed."

Field-
Name: Checkpoint Gate
First Appearance: N/A
Primary Core Type: Space
Type Multipliers: Space x1.6, Electric x1.4, Laser x1.2, Wind x0.8, Nature x0.6, Earth x0.4
Description: Located just outside the Earth's atmosphere, a gate is placed at the entrance of a top-secret space station used to test experimental defense weapons. This gate is a three-dimensional maze of energy, and the government places this robot in charge of guiding authorized people through the maze to access the top-secret station, since he is the only robot capable of withstanding the energy.
Super Arm Block: What appears to be a giant Yoku block covered in electricity. Adds Electric element to Block.
Music: Not from a Mega Man game, but ah well.

Mecha-
Name: Maze Sentinel (1st/2nd/3rd Mk)
Designation: SMS-001/002/003
Class: Rapid-Targetting Guardian Mecha
Core Type: Laser

Energy: 75/95/130
Attack: 50/75/100
Defense: 20/45/60
Speed: 45/65/90

Weaknesses: Explode, Water
Resistances: Laser, Space
Affinities: None
Immunities: None

Ability-
Name: Quick Laser
Learned At: Level 1
Power: 10
Speed: 5
Energy: 0
Range: Random Target
Description: “The mecha fires a tiny laser at any robot on the field that it identifies as an enemy. Always acts first."
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 24th, 2014 at 11:12pm #435 ( Edited : 2014/04/24 at 11:18pm )
Crash Bomb is a really weird weapon...whenever I use it, it barely does any damage, yet whenever I go against the AI and it uses the move, the move almost always destroys my robot, even if the Explode modifier is normal. So I looked around to see if there are any stages that I could play on to reduce the effect of the move...and no stage exists that puts the Explode modifier below x1.0. I think this is the only element in the game that stages do not set any unfavorable modifiers for Explode. Think this can be changed in the future (and also maybe try to make the damage more consistent between the player and the AI, or else clue me in on how to make the move stronger when I use it (I let it go off on its own, but it barely does any damage...))?
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #436
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 7th, 2014 at 11:34pm #437
It has to be different missions. Namely, fail two different missions in Dr. Wily's story to get Disco, and three different missions in Dr. Cossack's to get Rhythm.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 6th, 2014 at 5:30pm #438
To add to what MegaBossMan said, the timing of the Copy Shot is critical. If your speed is higher than the robot you are facing, use Copy Shot on the turn following the one where the weapon you want to copy is used. If it's lower, then you'll need to use the ability on the same turn as the ability is used...but, by the time you unlock the Bonus Battles (where the Gemini Laser can be obtained outside of a Player Battle), your speed should be high enough where that last bit isn't a concern. Also, try to keep the target robot's health as high as possible, as you don't want the AI to switch out robots on that critical turn!
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 4th, 2014 at 2:56pm #439
I had a feeling this was all a joke, but when this kept going well past April 1, I started to think it was genuine, cause normally jokes on April Fool's Day do not last this long. Regardless, I still look forward to the Heart Tank...though shouldn't we edit the graphics so it doesn't look like a rip from the X games?
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Found 20 Threads, 467 Posts 487 Results Total
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