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Found 20 Threads, 467 Posts 487 Results Total
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 3rd, 2014 at 2:43am #441 ( Edited : 2014/04/03 at 2:52am )
-

I don't even care about Player Battles anymore when the player in the 85th spot can defeat my team, of MAX stat robots. What is Starforce when you are challenged? :/

Is there any way to opt out of this feature, or if there will be one in the future?
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 3rd, 2014 at 2:34am #442 ( Edited : 2014/04/03 at 2:37am )
I guess that goes to show that perhaps the arcade games aren't a good source for determining weaknesses for RMs. Anyway, I guess this may be common knowledge, but Flash Man actually is weakest against Crash Bomb, but a direct Crash Bomb hit does not do much to him. Make him run into the Crash Bomb explosion instead, though, and I thought a full explosion took away like a third of his health in Normal mode. The explosions also hurt Quick Man quite a lot.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 2nd, 2014 at 2:25am #443
It does split the EXP, but regarding how easy it is to level up robots in this game, I don't suggest taking just a few robots at a time into battle. Once your robots are high enough, you can max the levels out in like 10 matches or so in the final chapters. You get more EXP in quite a few different circumstances...not too hard to max all the robots once you know how! Now getting their stats higher is quite a bit trickier, especially for some robots...
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on April 2nd, 2014 at 2:17am #444
I'm glad for the change in the Field Star menu...just try to navigate mine as it is right now. X_X

Just out of curiousity, is Mecha Support now fixed? I've occasionally had to deal with mechas in Player Battles, and they just do not die sometimes. Also, is it possible for the mechas that players can spawn to have a higher level than 50? There probably is, but I haven't messed around with it too much.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on March 22nd, 2014 at 6:29pm #445
I've been debating on actually recording a playthrough of this game, but I just think it would be fairly boring to watch. Maybe if I just attempt to beat the game without grinding, it may get more interesting then.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on March 2nd, 2014 at 1:33pm #446 ( Edited : 2014/03/02 at 1:36pm )
I have finished my grinding, finally. This guide will continue to get updated later as more robots get added to the game or new discoveries are made. This experience was very interesting to do, to say the least. Now to wait until more robots come in...in the meantime, perhaps I should aim for first place...
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 23rd, 2014 at 11:37pm #447
This isn't a goal that I was expecting to make, but I managed to beat the Demo Mode without using any items. I was trying to save my items for a Demo Mission V, only to find out that IV was the last one. So I managed to beat all four demo missions without using any items. I was honestly expecting to be at a place like Wily's Hideout and face eight RMs at once. I guess I should be glad that wasn't true...
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 23rd, 2014 at 10:00pm #448
@Gigggas, that is a good point. If I were designing this mode (I probably COULD if I knew more about web programming...), I guess I would not allow starforce to be used entirely in the competition to simplify things.

Since there's a slight interest in the idea, though ultimately Adrian would have the final say, I believe, allow me to be a little more specific in how the battles would progress in the competition. I have selected my 8 robots to participate, and I equip my robots with my abilities so that I could be as well prepared as I could for anything that comes my way, so naturally my robots would have an ability or two that damages all enemies, as well as some strong hitters. In my first battle, I come across a fusion stage of Guts and Dust, so I am in this stage and situation:

Battle 1:
Stage: Mountain Scrapheap (I forget the field modifiers...)
Goal: 16 turns

Enemy Team:
PCKT-001 (Picket Man) - Lv. 1
PCKT-001 - Lv. 1
LBLA-001 (Lava Blader) - Lv. 1
LBLA-001 - Lv. 1


The Goal is an important figure in the Battle Museum. How quickly you finish your battles determines what your next enemy team will be. To keep it simple, this is how much the difficulty will increase based on your performance:

1-15: Much harder
Exactly 16: Somewhat harder
17+: Little harder

Here are example teams of what would happen based on how soon I finish the current team, assuming the same fusion stage (the stage is different after each battle):

1-15:

PCKT-001 - Lv. 2
PCKT-001 - Lv. 2
PCKT-002 - Lv. 1
PCKT-002 - Lv. 1
LBLA-001 - Lv. 2
LBLA-001 - Lv. 2
LBLA-002 - Lv. 1
LBLA-002 - Lv. 1

16:

PCKT-002 - Lv. 1
PCKT-001 - Lv. 1
PCKT-001 - Lv. 1
LBLA-002 - Lv. 1
LBLA-001 - Lv. 1
LBLA-001 - Lv. 1

17+:

PCKT-001 - Lv. 1
PCKT-001 - Lv. 1
PCKT-001 - Lv. 1
LBLA-001 - Lv. 1
LBLA-001 - Lv. 1


Eventually the RMs will take over and you will usually fight a team of 4-8 RMs with some mechas for fewer than 8 RMs, and when they hit level 100, their stats (except for Energy), will continue to increase, much like player robots can when they hit level 100. That's how the difficulty will increase during the competition. Unlike in the Demo Battles (now THOSE are hard...), your robots will level up. Although your opponents will hit level 100 before your robots do, you will hit it eventually as well, and stats for all of your robots will gradually increase as you continue to win battles. That's basically what I envision for a "beta" of this idea.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 23rd, 2014 at 4:27pm #449
I thought I heard somewhere that the Did You Know Gaming facts are not that credible...so I don't know what to say about this one.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 22nd, 2014 at 3:27pm #450
Don't forget that players will have access to any items that they collect. Also, the rate of increase of the opponents can always be adjusted if they're too hard at the start. The main problem once you beat the story is that the story matches are too easy, so there needs to be some challenge in the game aside from Player Battles.
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #451
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 22nd, 2014 at 2:10pm #452 ( Edited : 2014/02/22 at 2:10pm )
I think one of the reasons that people do not constantly play the game is because there really isn't enough things to do to keep people interested. Grinding is not exactly the most fun thing to do, of course. So I propose an idea that could interest both the regulars and the ones that pop up every now and then. I even have a name for it, and this could go in the Bonus Chapter portion of the stories, or perhaps as a separate story altogether. My new idea is: Robot Museum.

Since we already can generate random robots and stats via the Bonus Chapter battles, I suggest using the concept here as well. The mode's goal is to do as many battles as you possibly can. Up to 8 robots can be entered into the battle, though for this battle only, the robots will go back down to level 1, though they keep any abilities they have (though they cannot change abilities during the competition), and since items are very easy to accumulate, they cannot bring any items into the battle (though they will still have the items for other story battles). Robots can either earn EXP from the robots they destroy, or they level up a certain amount based on their performance in the battle. Their opponents are randomly generated mechas and RMs (there will be more of the RMs as the competition goes on), which also gain levels as the battle goes on, though to make the competition a little interesting, they level up and gain stats much quicker than the player robots. Players can stop after a certain number of battles have been played. Let's say players can choose to quit after doing 3 battles. If they go on, they get the option again after another 3 battles, but not inbetween. If they leave, they keep any rewards they earned during the trip, but if they lose, then it's like the player didn't enter the competition at all. The battle can even go so far as to include robot data from other Players. This could be the format for how rewards can be given to the player:

1: No rewards
2: New ability (unless they have all of them, in which case nothing happens)
3: Bonus E or W Tank
4: No rewards
5: New Fusion Star (unless they have all of them, in which case nothing happens)
6: No rewards
7: Bonus E or W Tank
8: New ability
9: No rewards
10: Bonus Extra Life
11: No rewards
12: New Fusion Star
13: No rewards
14: Bonus E or W Tank
15: Bonus Extra Life
16: No rewards
17: New ability
18: New Fusion Star
19: No rewards
20: Extra ATK, DEF, and SPD for a RM of your choice (And I mean not to be applied in this battle, more like you just destroyed a robot that had like 20000 ATK in a regular battle)
...
50: Extra Yashichi (instead of Extra Life or extra stats) [This is the only item that stays with you when you leave the competition, assuming you didn't lose a battle]


In addition to some items being rewards, regular item drop rates apply here as well, so you'll get capsules with which to repair your robots. Players also accumulate BP during the competition, but they lose all BP if they lose a battle. When you leave the competition, your robot stats and items are reset back to what they were before you entered. If you earned any of these during the competition, though, you get to keep them:

New abilities
New Fusion Stars
Extra Stats
Yashichis


What do you guys think of this idea? We should add some more modes that don't really involve any grinding, so that players can stay interested a little longer.
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0 BP
0 TP | 0 PP
Posted on January 1st, 2011 at 12:00am #453
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 21st, 2014 at 11:28am #454
The Fight for World Justice Continues!: Complete the same mission 100 times.

Super Fighting Robot: Complete all missions (minus the Fusion Fields) 10 times.

All Evil Must be Purged: Complete all missions (minus the Fusion Fields) 100 times.

What Went Wrong?!: Fail the same mission 100 times.

Roboenza is spreading...: Fail all missions (minus the Fusion Fields) 10 times.

Maybe You Should Find a New Hobby: Fail all missions (minus the Fusion Fields 100 times.

Saving Private Megaman: Defeat one of the Mega Man Killers with Megaman in your team.

You were no match for their power...: Lose a battle against the Mega Man Killers.

Cast into the shadows...: Lose a battle against the Shadow copies of the three Copy Core robots.

Shadow Copy Destroyer: Win a battle against the Shadow copies of the three Copy Core robots.

You Call This Teamwork?!: Win one of the Final Destination III matches using a robot represented in that match (like using Cut Man in Dr. Light's story against the 8 MM1 robots).

You are our Last Hope: In a battle with more than 1 Robot Master on your team, win a battle with the last remaining robot on your team.

You Get Equipped With...: Obtain 30 abilities.

Upgrading Your Arsenal: Obtain 60 abilities.

Where Did You Find That Weapon?: Obtain 90 abilities.

The Ultimate Support: Obtain Roll, Disco, and Rhythm.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 20th, 2014 at 9:48pm #455 ( Edited : 2014/02/21 at 3:07pm )
So I found an ability that helps out early on while training Elec Man. Since it's just one robot, though (until MM3 or MM5), I won't put it in the guide. My Elec Man currently has around 1200 ATK, but when I use Thunder Beam, my ATK increases by over 6000 (I think if Electricity is above x1.0 on the field, then the effect is greater). At that point Elec Man can OHKO low stat robots with Thunder Strike. Not sure about high stat, though, that may still require Bright Burst.

EDIT: So I've been training Roll and I realized something: she is pretty limited in terms of what strategies could be used for her. Having 9999 ATK for her is basically useless, since charged busters do almost no damage to robots with 9999 DEF. The only thing I can think that the support characters would be useful for is causing damage to enemy robot stats, via Breaks and Assaults. Since they have the highest health, Energy Boost and Repair Mode round out the strategy I have to use them. They basically have to serve as tanks unless they later get the ability to use other abilities or if they also get other Neutral abilities like Mega Ball and Mega Slide for Roll. I really wish they could have been more useful than this.
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0 BP
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Posted on January 1st, 2011 at 12:00am #456
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 20th, 2014 at 6:22pm #457
That's an interesting strategy for Roll. Defense is not as important for her compared with other robots since she has higher health than they do. I imagine this strategy would be even easier for Rhythm since her Energy usage of the Swap moves is halved since it's really her abilities. I imagine the grinding is quite tedious, but there may not be a faster way of doing it. I kind of not looking forward to the day I get to grind as Wood Man, where only Search Snake is a decent enough weapon...
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 20th, 2014 at 2:55pm #458 ( Edited : 2014/02/20 at 2:58pm )
Couple more for Negatives:

Suicide: Lose a 1 vs 8 robot match.

Complete Failure: Lose a 8 vs 1 robot match.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on February 18th, 2014 at 5:57pm #459
In an attempt to allow players easy access to some tricky to get abilities, I will be placing some rare abilities like the Experience Breaker on my support characters. I am working hard at the moment to obtain the Damage Breaker and the Recovery Breaker. When I obtain them, they will appear as well. Since people are helping me obtain these abilities, I will return the favor by allowing anyone with the Copy Shot ability to get some abilities not unlockable through normal means. The MM3 weapons can also be obtained through the Bonus Chapters, but I will have my Mega Man and Bass equipped with those special abilities. Because my Mega Man and Bass robots are at max speed, I would suggest using Copy Shot as your first move, and if you don't get the ability you want, restart the mission. This will be temporary while I resume my quest to get all of my robots to max stats. I only ask that people do not grind on my Dr. Light and Dr. Wily teams.
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Found 20 Threads, 467 Posts 487 Results Total
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