I'm surprised they can think of that many variations. I would assume something like:
-Mode where you're virtually invincible, infinite weapon energy, infinite gear energy, and all spikes and pits are covered with special blocks.
-Just the covering of spikes and pits. And in lieu of them using special blocks to cover them, maybe then spikes are simply not OHKO's, and Beat always saves you from pits.
-Normal jump n shoot man.
-Bog standard 0.5x multiplier across the board. Perhaps bosses also get a special attack they only use in this mode too.
...Actually I guess that is 4. Dunno how you'd squeeze a 5th in there though.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
I'm surprised they can think of that many variations. I would assume something like:
-Mode where you're virtually invincible, infinite weapon energy, infinite gear energy, and all spikes and pits are covered with special blocks.
-Just the covering of spikes and pits. And in lieu of them using special blocks to cover them, maybe then spikes are simply not OHKO's, and Beat always saves you from pits.
-Normal jump n shoot man.
-Bog standard 0.5x multiplier across the board. Perhaps bosses also get a special attack they only use in this mode too.
...Actually I guess that is 4. Dunno how you'd squeeze a 5th in there though.
I'd want the higher difficulty levels to work like they do in 9 and 10, by changing the hazards rather than just adding multipliers. We don't yet know what all else 11's easiest mode will change, but Beat saves you from every pit.
I played two full stages of Mega Man 11 (out October 2 for PC and consoles) at Capcom’s E3 booth yesterday, starring Block Man and Fuse Man, and am pleased to report that the game feels wonderful to play. It’s challenging but doesn’t seem cheap, taking the tough platforming that worked so well in old-school Mega Man and adding a level of polish that you’d expect from a 2018 game. When I did die, it wasn’t because of clunky physics or a death-trap that I’d have no way of knowing about, it was because I wasn’t good enough.
Yes, please, for the love of god. I feel like this is a sweet spot a lot of the Mega Man games miss (other than some of the very best ones). MM9 I thought was very good about it, but then MM10 just shit all over you like this. I want challenge that isn't because the game is unfair or cheap. I hope the rest of it lives up to this.
I played two full stages of Mega Man 11 (out October 2 for PC and consoles) at Capcom’s E3 booth yesterday, starring Block Man and Fuse Man, and am pleased to report that the game feels wonderful to play. It’s challenging but doesn’t seem cheap, taking the tough platforming that worked so well in old-school Mega Man and adding a level of polish that you’d expect from a 2018 game. When I did die, it wasn’t because of clunky physics or a death-trap that I’d have no way of knowing about, it was because I wasn’t good enough.
Yes, please, for the love of god. I feel like this is a sweet spot a lot of the Mega Man games miss (other than some of the very best ones). MM9 I thought was very good about it, but then MM10 just shit all over you like this. I want challenge that isn't because the game is unfair or cheap. I hope the rest of it lives up to this.
What I saw of Block Man's level seemed a touch easy, but that just means I'll probably go with the highest difficulty level. I'm thrilled by how accessible they're making the game.
All I remember from MM9 is doing one cool thing in a level of Wily's Castle. Instead of freezing the lava jets with Concrete Shot I used Rush Spring to jump on the ladder above. Course the one directly above just leads to an E-Tank so you would have to drop back down to the lava jets and use Rush Spring quick enough to get to the ladder on the right before the lava kills you.
I played two full stages of Mega Man 11 (out October 2 for PC and consoles) at Capcom’s E3 booth yesterday, starring Block Man and Fuse Man, and am pleased to report that the game feels wonderful to play. It’s challenging but doesn’t seem cheap, taking the tough platforming that worked so well in old-school Mega Man and adding a level of polish that you’d expect from a 2018 game. When I did die, it wasn’t because of clunky physics or a death-trap that I’d have no way of knowing about, it was because I wasn’t good enough.
Yes, please, for the love of god. I feel like this is a sweet spot a lot of the Mega Man games miss (other than some of the very best ones). MM9 I thought was very good about it, but then MM10 just shit all over you like this. I want challenge that isn't because the game is unfair or cheap. I hope the rest of it lives up to this.
Really? I felt like 9 was the one that was worse about this, seeing as it's got those things that literally drop down, grab you, and pull you into spikes and pits and such.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
I played two full stages of Mega Man 11 (out October 2 for PC and consoles) at Capcom’s E3 booth yesterday, starring Block Man and Fuse Man, and am pleased to report that the game feels wonderful to play. It’s challenging but doesn’t seem cheap, taking the tough platforming that worked so well in old-school Mega Man and adding a level of polish that you’d expect from a 2018 game. When I did die, it wasn’t because of clunky physics or a death-trap that I’d have no way of knowing about, it was because I wasn’t good enough.
Yes, please, for the love of god. I feel like this is a sweet spot a lot of the Mega Man games miss (other than some of the very best ones). MM9 I thought was very good about it, but then MM10 just shit all over you like this. I want challenge that isn't because the game is unfair or cheap. I hope the rest of it lives up to this.
Really? I felt like 9 was the one that was worse about this, seeing as it's got those things that literally drop down, grab you, and pull you into spikes and pits and such.
9 is my absolute favorite of the series, but I'd be lying if I said it wouldn't have been better if they had implemented sliding and charging.
Sliding, at least, if not just for the aforementioned grabbycopters. Charging isn't my favourite mechanic; I think it encourages the player to not use acquired weapons.
9 is my absolute favorite of the series, but I'd be lying if I said it wouldn't have been better if they had implemented sliding and charging.
Sliding, at least, if not just for the aforementioned grabbycopters. Charging isn't my favourite mechanic; I think it encourages the player to not use acquired weapons.
Some players like to experiment with different weapons, some people tend to stick with the default. I don't think buster charging is going to have a big impact on either player preferences. At least with charging, you have a weapon that's a little less shit while you wait to obtain the better ones.
The bigger offender for me are those early games without trigger switching. Especially when there were two pages to switch between. Sometimes I would suffer a weapon that wasn't ideal just to avoid hopping over to the menu again.
The problem I have with charged shots is it slows down the pace. It feels like less of a shooting game and more of a waiting game.
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Kai_SanCommonly known as Klineshrike!Registered Userregular
It also forces you to abc (always be chargin) which can be annoying.
I personally just about never use weapons for the challenge, and I still prefer no charge. Slide though adds a ton of skill play to the game so I enjoy that
Well that's the other great thing about charging. If you put it in, anyone who wants it, can use it, and everyone else can just not. That doesn't work the other way around.
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H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
edited June 2018
If they bring back charging, I want a passive autocharger so I don't have to constantly hold the button whenever I'm not shooting. Also, please make the sound effect subtle cause it gets pretty annoying in some of the games.
If they bring back charging, I want a passive autocharger so I don't have to constantly hold the button whenever I'm not shooting. Also, please make the sound effect subtle cause it gets pretty annoying in some of the games.
Some of the later X games had the auto-charge feature.
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H3KnucklesBut we decide which is rightand which is an illusion.Registered Userregular
edited June 2018
I beat X4, and I know I tried X7 but lost interest in it pretty quickly. I don't think I played 5, 6, or 8 though.
So I've heard. I'd like to give it a shot, but I missed the boat on the original release and haven't gotten around to picking up one of the MMX collections yet.
If they ever get around to doing X9 (they haven't yet, right? I didn't miss it?), I hope they lean even harder into Axl's Kirby-like gameplay for secrets. I felt like a super genius when I figured out what to do with the ability to salute.
So I've heard. I'd like to give it a shot, but I missed the boat on the original release and haven't gotten around to picking up one of the MMX collections yet.
If they ever get around to doing X9 (they haven't yet, right? I didn't miss it?), I hope they lean even harder into Axl's Kirby-like gameplay for secrets. I felt like a super genius when I figured out what to do with the ability to salute.
X9 is not an official thing yet, no. Hopefully sales of Mega Man X Legacy Collection will be good enough to do for it what MMLC did for MM11.
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I plan on getting both X collections on the Switch when hey arrive next month. I already have the PS2 collection, but it doesn't have X8 and it's not as easy to setup and use as the Switch is now. Plus, I already have the original Mega Man collections on the Switch now and the portability factor really adds a lot to my enjoyment of the series. The controls in portable mode work really well for the NES originals and I'm looking forward to seeing how they work for the X saga of games.
I plan on getting both X collections on the Switch when hey arrive next month. I already have the PS2 collection, but it doesn't have X8 and it's not as easy to setup and use as the Switch is now. Plus, I already have the original Mega Man collections on the Switch now and the portability factor really adds a lot to my enjoyment of the series. The controls in portable mode work really well for the NES originals and I'm looking forward to seeing how they work for the X saga of games.
Yeah thankfully handheld mode doesn't appear to have the latency that seems to present when playing them on the TV + Pro Controller (and I do have my setup configured to eliminate input/visual lag between the tv/receiver, only seems to crop up on the 8bit games maybe due to how they're emulated).
I only noticed it when I couldn't get past Bubble Man's platform section at the start of the level after like five attempts, but then banged it out as if it was nothing in handheld on the first try.
I plan on getting both X collections on the Switch when hey arrive next month. I already have the PS2 collection, but it doesn't have X8 and it's not as easy to setup and use as the Switch is now. Plus, I already have the original Mega Man collections on the Switch now and the portability factor really adds a lot to my enjoyment of the series. The controls in portable mode work really well for the NES originals and I'm looking forward to seeing how they work for the X saga of games.
Yeah thankfully handheld mode doesn't appear to have the latency that seems to present when playing them on the TV + Pro Controller (and I do have my setup configured to eliminate input/visual lag between the tv/receiver, only seems to crop up on the 8bit games maybe due to how they're emulated).
I only noticed it when I couldn't get past Bubble Man's platform section at the start of the level after like five attempts, but then banged it out as if it was nothing in handheld on the first try.
I used to think that complaints about HDTV signal delay was the gaming equivalent of audiophile nonsense until I tried to replay Mega Man 2 on Wii's virtual console. I could not get across the high single-square platforms to the E-Tank in Flash Man's stage for the life of me. Messed around with the TV's settings and turned a bunch of stuff off, tried again and it was a cakewalk. I've kept a "games" settings profile for any console inputs on my HDTV ever since.
So, does anyone have experience with the Steam versions of the legacy collections? Any input lag/screen delay there?
Those fights look fun, but they also look like a clusterfuck. Since I doubt they tweaked the attack AI that much, so it'll just be dealing with 2 bosses each doing their own thing with zero room to breathe.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
I plan on getting both X collections on the Switch when hey arrive next month. I already have the PS2 collection, but it doesn't have X8 and it's not as easy to setup and use as the Switch is now. Plus, I already have the original Mega Man collections on the Switch now and the portability factor really adds a lot to my enjoyment of the series. The controls in portable mode work really well for the NES originals and I'm looking forward to seeing how they work for the X saga of games.
Yeah thankfully handheld mode doesn't appear to have the latency that seems to present when playing them on the TV + Pro Controller (and I do have my setup configured to eliminate input/visual lag between the tv/receiver, only seems to crop up on the 8bit games maybe due to how they're emulated).
I only noticed it when I couldn't get past Bubble Man's platform section at the start of the level after like five attempts, but then banged it out as if it was nothing in handheld on the first try.
I used to think that complaints about HDTV signal delay was the gaming equivalent of audiophile nonsense until I tried to replay Mega Man 2 on Wii's virtual console. I could not get across the high single-square platforms to the E-Tank in Flash Man's stage for the life of me. Messed around with the TV's settings and turned a bunch of stuff off, tried again and it was a cakewalk. I've kept a "games" settings profile for any console inputs on my HDTV ever since.
I tried doing that with my new TV, but it seems like the game mode setting causes occasional screen tearing. I should try it again and see if it still happens.
They were planning on doing something similar with the PS2 X collection. Go back and tweak the dialog, change the maverick names in X5, fix the jank controls in X6, and maybe even give the entire collection a dubbing. Then they backpedaled on it for whatever reason (rumor is they actually did program in fixes to X6's controls, but then some bug or something switched them back).
I'm not expecting a dub. But if they're changing names, then I hope they finally fix X6. Up and attack should not be the command to nose dive into the ground. Especially when there's a mechanic where you need to hold up to grab onto rails. Rails over pits I might add.
X7... you can't fix X7, so I'm not really expecting anything.
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
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Reportedly four difficultly levels: "Newcomer, Casual, Normal, and Superhero."
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-Mode where you're virtually invincible, infinite weapon energy, infinite gear energy, and all spikes and pits are covered with special blocks.
-Just the covering of spikes and pits. And in lieu of them using special blocks to cover them, maybe then spikes are simply not OHKO's, and Beat always saves you from pits.
-Normal jump n shoot man.
-Bog standard 0.5x multiplier across the board. Perhaps bosses also get a special attack they only use in this mode too.
...Actually I guess that is 4. Dunno how you'd squeeze a 5th in there though.
I'd want the higher difficulty levels to work like they do in 9 and 10, by changing the hazards rather than just adding multipliers. We don't yet know what all else 11's easiest mode will change, but Beat saves you from every pit.
Steam: TimIsOnSteam
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Should've been that.
Yes, please, for the love of god. I feel like this is a sweet spot a lot of the Mega Man games miss (other than some of the very best ones). MM9 I thought was very good about it, but then MM10 just shit all over you like this. I want challenge that isn't because the game is unfair or cheap. I hope the rest of it lives up to this.
What I saw of Block Man's level seemed a touch easy, but that just means I'll probably go with the highest difficulty level. I'm thrilled by how accessible they're making the game.
Fuse Man's looked a bit harder.
Steam: TimIsOnSteam
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Switch: SW-7012-4788-7410
PSN: TimIsOnTheNet
10 was solid except for the weapons. 9 is the best game in the series.
Steam: TimIsOnSteam
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Really? I felt like 9 was the one that was worse about this, seeing as it's got those things that literally drop down, grab you, and pull you into spikes and pits and such.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
9/10 both suck cause they don't have sliding though.
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charging is something that I can take or leave, but sliding is just so useful and fun and adds more gameplay options.
FFXIV: Tchel Fay
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Yeah, I felt 10 was more forgiving than 9.
Steam: pazython
Sliding, at least, if not just for the aforementioned grabbycopters. Charging isn't my favourite mechanic; I think it encourages the player to not use acquired weapons.
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Some players like to experiment with different weapons, some people tend to stick with the default. I don't think buster charging is going to have a big impact on either player preferences. At least with charging, you have a weapon that's a little less shit while you wait to obtain the better ones.
The bigger offender for me are those early games without trigger switching. Especially when there were two pages to switch between. Sometimes I would suffer a weapon that wasn't ideal just to avoid hopping over to the menu again.
I personally just about never use weapons for the challenge, and I still prefer no charge. Slide though adds a ton of skill play to the game so I enjoy that
Some of the later X games had the auto-charge feature.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
So I've heard. I'd like to give it a shot, but I missed the boat on the original release and haven't gotten around to picking up one of the MMX collections yet.
They're not out yet -- next month.
X9 is not an official thing yet, no. Hopefully sales of Mega Man X Legacy Collection will be good enough to do for it what MMLC did for MM11.
Like Mega Man Legends? Then check out my story, Legends of the Halcyon Era - An Adventure in the World of Mega Man Legends on TMMN and AO3!
Yeah thankfully handheld mode doesn't appear to have the latency that seems to present when playing them on the TV + Pro Controller (and I do have my setup configured to eliminate input/visual lag between the tv/receiver, only seems to crop up on the 8bit games maybe due to how they're emulated).
I only noticed it when I couldn't get past Bubble Man's platform section at the start of the level after like five attempts, but then banged it out as if it was nothing in handheld on the first try.
https://www.youtube.com/watch?v=BT1bo9KxtP0
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I used to think that complaints about HDTV signal delay was the gaming equivalent of audiophile nonsense until I tried to replay Mega Man 2 on Wii's virtual console. I could not get across the high single-square platforms to the E-Tank in Flash Man's stage for the life of me. Messed around with the TV's settings and turned a bunch of stuff off, tried again and it was a cakewalk. I've kept a "games" settings profile for any console inputs on my HDTV ever since.
So, does anyone have experience with the Steam versions of the legacy collections? Any input lag/screen delay there?
Some of those look incredibly difficult.
I tried doing that with my new TV, but it seems like the game mode setting causes occasional screen tearing. I should try it again and see if it still happens.
Steam: pazython
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Steam: TimIsOnSteam
Battle.net: TimIsOnBnet#1745
Switch: SW-7012-4788-7410
PSN: TimIsOnTheNet
I'm not expecting a dub. But if they're changing names, then I hope they finally fix X6. Up and attack should not be the command to nose dive into the ground. Especially when there's a mechanic where you need to hold up to grab onto rails. Rails over pits I might add.
X7... you can't fix X7, so I'm not really expecting anything.