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Found 3 Threads, 718 Posts 721 Results Total
 
TheDoc
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Posted on July 18th, 2014 at 12:09am #661 ( Edited : 2014/07/18 at 12:11am )
*looks at above posts*

I can't match that.

Happy birthday, SS. :)
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Posted on January 1st, 2011 at 12:00am #662
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TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on July 12th, 2014 at 10:16am #663
What is that thing that Skullman is holding in his Victory pose?
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TheDoc
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Posted on July 12th, 2014 at 10:10am #664
Like everyone's already said, keep going to Bonus Fields and hitting "Back" until you find Field Multipliers that fit your best robots' playstyle, then just unload. I used Fire Chaser in a battle with high Flame and Swift multipliers and got over 250,000 overkill in one shot. If done correctly, you can fully level up a teen-level robot in 3 battles.
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TheDoc
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3 TP | 717 PP
Posted on July 11th, 2014 at 11:21pm #665
@MegaBossMan (You're a Shield, right?): I know what you mean about Cutter Core Robots already having so many types at their fingertips. However, keep in mind that 2nd Cores don't add that many more abilities; they only allow you to equip pure-type abilities. Giving them, say, a pure Swift ability in place of Quick Boomerang isn't that much of an imbalance. Secondly, consider that there are only 8 slots. If there are so many Cutter abilities (which, I won't lie, THERE ARE), then the player will have to sacrifice some abilities if he/she wants to use the 2nd Core mechanic. This prevents an imbalance of loading on an OP amount of abilities.
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TheDoc
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Posted on July 11th, 2014 at 1:25pm #666 ( Edited : 2014/07/11 at 1:57pm )
Okay, so here's the compatible 2nd Cores I've come up with:

Cut Man = Missile and Earth
Guts Man = Earth and Explode
Elec Man = Laser and Time
Bomb Man = Impact and Swift
Ice Man = Wind (unless Blizzard Man gets a Wind 2nd Core) and Water
Fire Man = Shield (idk how this will work out) and Explode
Time Man = Laser and Cutter
Oil Man = Swift and Water

Metal Man = Electric and Swift
Air Man = Electric and Water
Bubble Man = Shadow and Earth
Quick Man = Cutter and Impact?
Crash Man = Cutter and Swift
Flash Man = Crystal and Space
Heat Man = Swift and Impact
Wood Man = Water and Earth

P.S: I am aware that I gave Guts Man one of his weaknesses for a 2nd core, but I can imagine a big guy like him lobbing Hyper Bombs left and right, so that's why. You obviously wouldn't want to use Danger Bomb with him, though...If you have questions on why I chose the cores I did or have suggestions about changes, fire away!
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TheDoc
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3 TP | 717 PP
Posted on July 11th, 2014 at 12:58pm #667
Okay, I honestly did think that was a good idea until I looked at the Database. fire-man Fire Man has RES/AFF to Water and Flame, meaning that the only 2nd Core he could have is Water-type, which might look strange on Fire Man (can you imagine Fire man using Bubble Spray?). However, that same RES/AFF/IMM idea works for some other robots like crash-man Crash Man, who has an Explode/Cutter RES (and I can see Crash Man using Cutter Abilities). How about this: since I don't want to say "Here's my idea now you do all the work", I'll repost with my ideas for 2nd Cores for the MM1-MM2 RMs later, using the RES/AFF/IMM idea when it works.
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TheDoc
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Posted on July 11th, 2014 at 11:41am #668 ( Edited : 2014/07/11 at 11:45am )
Any idea what the topic is?

Wait a second...

...

COOLBIE! You took my avatar. You must change RMs or forever skull-manBURN IN THE WAKE OF MY FURY! skull-man
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TheDoc
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3 TP | 717 PP
Posted on July 11th, 2014 at 11:31am #669 ( Edited : 2014/07/11 at 11:40am )
That would definitely allow for more customization, but that wouldn't diversify the robots as much. Take the Flame Core RMs for instance. They have very similar weaknesses: flame-man Flame Man has Water and Wind, heat-man Heat Man has Water and Freeze, and fire-man Fire Man has Freeze and Wind. Look at how much 2nd Core types they would share; basically any type that's not Water, Wind, or Freeze could be equipped to any of them.
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TheDoc
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3 TP | 717 PP
Posted on July 10th, 2014 at 10:38pm #670 ( Edited : 2014/08/29 at 2:16pm )
I just had an idea sparked by the dual cores that some robots have: What if each robot (or maybe just some robots) had a primary and secondary core?

For example, Heat Man could have a primary Flame Core, which would allow him to equip both single and dual type abilities so long as Flame is in there somewhere. However, because his main attack in the Classic game is him using this fast and hard-hitting Heat Tackle, his secondary core could be Swift, meaning that he can only equip single type Swift abilities for that core. In other words, if Heat Man had a Swift secondary core, he could equip Top Spin, but not Quick Boomerang.

OPTION #1 The devs think up a 2nd core for each RM. This would obviously take a lot of time and effort.

OPTION #2 THIS is the option I like. You could make 2nd Cores be equippable so no robot is confined to one 2nd core. Let's say that Heat Man can have a Swift OR Impact 2nd core attached. This way the player can choose which 2nd core he wants on his RM. Maybe you could make it so that you'd have to buy each 2nd Core you want to attach? This would take time, too but you wouldn't be arguing over which one core fits because this allows for MULTIPLE options.

The goal of this suggestion is to diversify the RM roster. I mean really, without looking at stats, tell me the biggest difference between Needle Man, Cut Man, Ring Man, and Metal Man. Yes, yes, they have different abilities at different costs, but when it comes down to their fundamentals, their cores, what makes these guys special? I think this 2nd core idea would make each and every RM unique and leave more customization option for the player. Except Dual-core RMs like Sunstar. They're pretty darn unique already if you know what I'm saying.

Thank you for listening to my rant. GOOD NIGHT AMERICA!
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TheDoc
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3 TP | 717 PP
Posted on July 10th, 2014 at 6:12pm #671 ( Edited : 2014/07/10 at 6:13pm )
Someone likes Bubbleman. bubble-man
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TheDoc
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Posted on July 10th, 2014 at 1:25am #672 ( Edited : 2014/07/10 at 1:27am )
/me volunteers for MBM's idea skull-man You can count on me. skull-man
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TheDoc
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3 TP | 717 PP
Posted on July 8th, 2014 at 3:27pm #673 ( Edited : 2014/07/08 at 3:29pm )
I was told to put these here because this was already talked about last Friday chat. Sorry that I wasn't aware of the ideas already put out when I made these...

Metal Dash (I might change this)
Type: Cutter/Impact
Power: 30 damage
Accuracy: 84%
Speed: 5
Description: The user recklessly dashes towards the target using blades attached to its feet. If the user misses with this attack, he/she takes 80% recoil damage.

Time Warp
Type: Time/Swift
Power: N/A
Accuracy: 100%
Speed: 4
Description: The user manipulates the boundaries of time so that he/she always makes the first move for the next two turns (with the exception of the turn used to use this ability).

Heat Tackle
Type: Flame/Impact
Power: 75
Accuracy: 50%
Speed: 4(initial)/9(tackle)
Description: The user spends one turn charging the attack, then is forced to fly at the enemy the next turn with a blazing tackle.

Bubbleman already has a 2nd weapon...

Song of Storms(Song of Storms?
Type: Wind/Electric?
Power: 10% Recovery (among other things)
Accuracy: 100%
Speed: 4
Description: The user calls forth a giant storm cloud, acting as a Field Support for the user and boosting all stats by 10% (this includes recovering 10% Energy, not increasing the total capacity). The storm cloud will disappear if the user is defeated. This ability can only be used once per battle.

Wood Wall
Type: Nature
Power: 20% Recovery
Accuracy: 100%
Speed: 4
Description: The user erects a wide wall of wood to protect from incoming attacks. This wall does not follow the user; instead, it raises the defense of the active user by 20% until said character switches out or is defeated.

Crash Avenger
Type: Explode/Shadow
Power: Varies
Accuracy: 100%
Speed: 4
Description: The user avenges his fallen comrade by firing a dark bomb that has the same amount of power that the killing blow to his fallen ally had multiplied by 1.5 /*(For example, if the enemy killed the most recent fallen ally with a Buster Shot with 14 power and someone on the side of the RM who died used Crash Avenger, the power of the ability would be 14 x 1.5 = 21).*/ If no ally has died in the current battle, this ability has a power of 15.

Actually...Imma skip Crash Driller for now.

Quick Mode
Type: Swift
Power: 60% Damage/50% Recovery
Accuracy: 100%
Speed: 4
Description: The user becomes a glass cannon by sacrificing its shields in order to boost weapon efficiency and mobility.

These are subject to change and merely suggestions.
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TheDoc
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3 TP | 717 PP
Posted on July 8th, 2014 at 3:25pm #674
Whooooooops didn't know that was talked about. I'm gonna go post them over there and see what people think.
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TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on July 8th, 2014 at 2:32pm #675 ( Edited : 2014/07/08 at 3:00pm )
I have some ideas for new 2nd abilities for the MM2 RMs (assume Energy to be 8 unless otherwise specified). I do know about the ones that are already planned (i.e Crash Avenger), so I'll do the ones I am aware of (which is just Crash Avenger and Crash Driller. I'll treat them like they both cost 8 WE). If there are any others that I'm missing, those'd be nice to know about skull-man. Anywho...

Metal Dash (I might change this)
Type: Cutter/Impact
Power: 30 damage
Accuracy: 84%
Speed: 5
Description: The user recklessly dashes towards the target using blades attached to its feet. If the user misses with this attack, he/she takes 80% recoil damage.

Time Warp
Type: Time/Swift
Power: N/A
Accuracy: 100%
Speed: 4
Description: The user manipulates the boundaries of time so that he/she always makes the first move for the next two turns (with the exception of the turn used to use this ability).

Heat Tackle
Type: Flame/Impact
Power: 75
Accuracy: 50%
Speed: 4(initial)/9(tackle)
Description: The user spends one turn charging the attack, then is forced to fly at the enemy the next turn with a blazing tackle.

Bubbleman already has a 2nd weapon...

Song of Storms(Song of Storms?
Type: Wind/Electric?
Power: 10% Recovery (among other things)
Accuracy: 100%
Speed: 4
Description: The user calls forth a giant storm cloud, acting as a Field Support for the user and boosting all stats by 10% (this includes recovering 10% Energy, not increasing the total capacity). The storm cloud will disappear if the user is defeated. This ability can only be used once per battle.

Wood Wall
Type: Nature
Power: 20% Recovery
Accuracy: 100%
Speed: 4
Description: The user erects a wide wall of wood to protect from incoming attacks. This wall does not follow the user; instead, it raises the defense of the active user by 20% until said character switches out or is defeated.

Crash Avenger
Type: Explode/Shadow
Power: Varies
Accuracy: 100%
Speed: 4
Description: The user avenges his fallen comrade by firing a dark bomb that has the same amount of power that the killing blow to his fallen ally had multiplied by 1.5 /*(For example, if the enemy killed the most recent fallen ally with a Buster Shot with 14 power and someone on the side of the RM who died used Crash Avenger, the power of the ability would be 14 x 1.5 = 21).*/ If no ally has died in the current battle, this ability has a power of 15.

Actually...Imma skip Crash Driller for now.

Quick Mode
Type: Swift/Neutral
Power: 60% Damage/50% Recovery
Accuracy: 100%
Speed: 4
Description: The user becomes a glass cannon by sacrificing its shields in order to boost weapon efficiency and mobility.

These are subject to change and merely suggestions. Comment, like, and subscribe :D
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TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on July 5th, 2014 at 1:12am #676
Sorry I wasn't able to get on earlier today (and am not able to continue right now), but I plan on doing so next Friday!
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TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on July 2nd, 2014 at 11:54pm #677
Meh, I'd rather do without that. Mechas are a great way to pick up various items because RMs drop cores left and right (albeit you have to use a super effective move, but is it really that tough to use a move they're weak against?) If Core Shards were implemented, more often than not you'd be carrying handfuls of Shards and Cores. Let's leave the variety of dropped items as is instead of limiting said variety with Core Shards.
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Posted on January 1st, 2011 at 12:00am #678
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Posted on January 1st, 2011 at 12:00am #679
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Found 3 Threads, 718 Posts 721 Results Total
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