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We all scream for Eyes Cream
The current PS2 run could use some improvment, but chances are the GCN version will get a separate category(Faster load times on that one). A few ideas I thought of

1: Don't get Joker for Spider(Club cards are better) and don't use the AT for him.

2: When Axl becomes available, give him either 2 Gain WE+5 or 1 Gain WE+10 force metals and a Generator. With this, he can instantly use his AT's every turn. Combine with Bait and his recovery time and enemies will HAVE to attack him while the enemies get hurt.

3: Hope to get the key for Absolute Zero at the start of Chapter 10. I think that Deployment is fixed once you send the Mechaniloids out, so I'll keep a save before it, make a save after, and then "cheat" my way to see if I get the key, then reload the old save and record the chapter, get the key, then get Absolute Zero. When I say cheat I mean use an AR just to get through the chapter(On a nonrecorded test).

4: If time is on my side, I'll get Ultimate Armor for X after getting Absolute Zero. Both of these will make the final chapter a lot easier.

5: Mainly an if for 4, but give Zero and X as many Gain WE's as possible for their 2nd hyper's so I can use the AT's faster.


And a possibility

Upgrade Massimo's AT (Critical Hit increase I believe) in Chapter 3. Not sure how I'll do it, but I'll figure it out.


I just downloaded the entire run to watch again to see what can be improved.
Thread title:  
I didn't watch all of the run but the biggest mistake in the first few segments I remember is that final strike isn't used to finish off bosses for a +100% exp bonus (unless that's a GCN only feature).
We all scream for Eyes Cream
Both versions are exactly the same with minor differences(And the loading times/graphics). Only thing is PS2 has a MMX8 demo and GCN has a Treasure Radar to get some extra figurines.
Edit history:
AquaTiger: 2007-10-25 11:41:26 pm
Never give up!
I will say that there was an entire topic about this game (I'll find it in a moment) and I even did try to do an improvement run.

The ONLY reason I didn't send in the improvement run, which was roughly an hour and 12 minutes faster, was because I lost a crucial segment.  (Which pretty much made me drop the idea of doing a segmented improvement run, although I may tempt the idea of an SS in the future.)

The segment I lost, in fact, is the first part of the key to upgrading Massimo's AT in Chapter 4.  You need to get a Radar Killer enemy to drop a Shock Lance, which is a rare drop.  Your first upgrade to the Action Trigger will be on the normal enemies on the first part of the forest path in that chapter.  Your second upgrade needs to come from the Preon-type enemies that are weak to thunder - in both cases, drop their shields several times, go into Hyper Mode, use two Power Charges, wait until the next turn and pray they don't hit Massimo (which often triggers a counterattack, ruining the charge), then let loose with a full-power Berserk Charge.  With luck you'll reach 10,000 damage and get the second upgrade in Chapter 4, making Massimo a powerhouse for the rest of the game.



By the way, you can get Ultimate X probably as early as the start of Chapter 7, when you have Zero back for good.  Give him the Z-Rapier and two Heat Hazes, give Massimo the Interceptor (the best weapon he can get until the endgame - you want the Lagrano Key by the start of Chapter 5, as those Ultra items really help in that chapter), and use Massimo/Zero/Axl against Rafflesian.  Make sure to ONLY attack Rafflesian until she's down.  You might be able to manipulate to get Mettaurcures in Chapter 6 to get some Generators - this would help all later battles immensely.  Don't get more than two though, because X and Zero's second Hyper Modes have specified sub-weapons.


I disagree on avoiding Spider's AT entirely - use it on the last turn of his Hyper Mode and try to get either a Straight, RSF or Straight Flush (in order of least desirable to most desirable - Straight Flush executes faster than RSF).


I should note that if you DO get Absolute Zero, it'd make a mockery of Mach Jentra and Incentas, and it'd definitely help against Redips, but might not do enough against everything else because of the power of Ultimate X and Massimo (especially make sure not to use it against Silver Horn).


....oh, and final-striking a boss isn't really necessary unless it just happens to come up, because your level doesn't matter much in this game.  Proper strategy and equipment will trump levels any day.


Edit: Okay.  Turns out most of the info relevant to a new run happens to be in the "Mega Man runs on newer systems" thread that went defunct with the classification of PS1 as an older console.

Start here, about six posts down:  http://speeddemosarchive.com/yabb/YaBB.pl?board=consoles_newer;action=display;num=1118695323;start=720  Don't go farther than page 55 - any info about strategy is over by then.

Feel free to transfer most of the info to here if you want.

One fair warning I do want to transfer - you'll be doing chapters so fast that your deployment teams might not get back before you're done with the chapter.  I had this happen several times during my improvement run.  If the deployment in question is vital, you might want to find a way to spend the time - I think what I did is send a team to Central Tower at one point just for the Green Scarf, then during breaks in two other areas, switch scarves - but if it's not immediately crucial that you get a deployment then, proceed in the game.
We all scream for Eyes Cream
I remember reading that(I think I made a few suggestions as well) yet had trouble finding the posts so I made this.


I will attempt to get 3000 damage with Massimo before fighting Silver Horn. It may be tough, but I'll do it somehow with a weak enemy(Einhammer's drop their shields when you defeat an enemy I believe).

I'll do what you did for drop hunting the Shock Lance. I may get a Gatling Buster(Is it more useful than one of his current weapons at the time? If not, then if I get one I'll sell it).

I may even try to get Ultimate Armor as soon as Zero is a permanent party member(Meaning I'll leave in the middle of the chapter). Before I do though, I'll be saving in the mines, go to Tianna Camp, save before the Rafflesia fight on a different slot, then go for the fight. I'll start with X, Zero, and Axl(May put in Massimo instead of X though, then change Zero for X) and do what I can. I may start off slow and just use normal attacks first on Rafflesia, unless its useless, or turn Axl into Stealth Mode and use Bait, then use AT and use the little Axl trick I thought of.


Again, I'll be trying to manipulate the Deployment drops. Hopefully I won't have trouble.
Edit history:
AquaTiger: 2007-10-26 12:07:27 pm
Never give up!
Quote:
I remember reading that(I think I made a few suggestions as well) yet had trouble finding the posts so I made this.


I will attempt to get 3000 damage with Massimo before fighting Silver Horn. It may be tough, but I'll do it somehow with a weak enemy(Einhammer's drop their shields when you defeat an enemy I believe).

I'll do what you did for drop hunting the Shock Lance. I may get a Gatling Buster(Is it more useful than one of his current weapons at the time? If not, then if I get one I'll sell it).

I may even try to get Ultimate Armor as soon as Zero is a permanent party member(Meaning I'll leave in the middle of the chapter). Before I do though, I'll be saving in the mines, go to Tianna Camp, save before the Rafflesia fight on a different slot, then go for the fight. I'll start with X, Zero, and Axl(May put in Massimo instead of X though, then change Zero for X) and do what I can. I may start off slow and just use normal attacks first on Rafflesia, unless its useless, or turn Axl into Stealth Mode and use Bait, then use AT and use the little Axl trick I thought of.


Again, I'll be trying to manipulate the Deployment drops. Hopefully I won't have trouble.



Parts I'm answering highlighted in bold.


I believe your posts were in the thread made specifically for this game a long time back, rather than the thread I just linked.  (That one's been dead long enough that a new thread is justified, though.)


For Gatling Buster - it's only any more useful if you give X the Hawkeye.  It's too inaccurate otherwise.


As for Rafflesian?  The only way you can be justified using normal attacks at the start is if you're working towards delivering the hardest series of blows possible within the fewest turns.  You need to have all three party members (I suggest X, Zero, and Massimo, then switch Axl in for one of them once you're down to fighting the two Belladonnas - though depending on the specifics of your Axl trick, you may be able to replace X with him) throw their hardest blows between two of her turns to put an appreciable dent in her - and you need to beat her before she uses Sunburst, as that'll likely tear your team apart.

The reason I suggest waiting for the start of Chapter 7 has to do with the Z-Rapier I mentioned - it's a better weapon because it has an extra attack compared to Z-Saber+.  Combined with two Heat Hazes, Black Zero can do a very large chunk of damage to Rafflesian in a single turn.  (This is VERY likely to be better than Command Arts, because Zero can act sooner after this.)  This, Charge Collider, and Berserk Charge combined should put a massive dent in her - I doubt it'll finish her off outright, but she shouldn't be able to heal most of it immediately.
We all scream for Eyes Cream
Quote:


Parts I'm answering highlighted in bold.


I believe your posts were in the thread made specifically for this game a long time back, rather than the thread I just linked.  (That one's been dead long enough that a new thread is justified, though.)


For Gatling Buster - it's only any more useful if you give X the Hawkeye.  It's too inaccurate otherwise.


As for Rafflesian?  The only way you can be justified using normal attacks at the start is if you're working towards delivering the hardest series of blows possible within the fewest turns.  You need to have all three party members (I suggest X, Zero, and Massimo, then switch Axl in for one of them once you're down to fighting the two Belladonnas - though depending on the specifics of your Axl trick, you may be able to replace X with him) throw their hardest blows between two of her turns to put an appreciable dent in her - and you need to beat her before she uses Sunburst, as that'll likely tear your team apart.

The reason I suggest waiting for the start of Chapter 7 has to do with the Z-Rapier I mentioned - it's a better weapon because it has an extra attack compared to Z-Saber+.  Combined with two Heat Hazes, Black Zero can do a very large chunk of damage to Rafflesian in a single turn.  (This is VERY likely to be better than Command Arts, because Zero can act sooner after this.)  This, Charge Collider, and Berserk Charge combined should put a massive dent in her - I doubt it'll finish her off outright, but she shouldn't be able to heal most of it immediately.


That sounds like what I did. I know I posted but didn't see anything in the Older Systems thread.


Gatling Buster = Money if needed then, or at least useful for Psyche/Mad Nautilus since Massimo will be ATing in GA every change he can.


For some reason I confused 6 with 7(6 is when you get Zero permanently, which I thought was when you get the Rapier). It would make the Incentas battle easier though. I'll probably attempt it, but won't guarantee, otherwise I
will do it in 7 before heading to the Desert.

Sunburst happens every certain turns I know(3 I think). Hyper Modes reduce the damage from 250 to 50(A total of 450 damage for each characters) so I can survive about 2 of them. I'm not sure if Zero's reduces but I know Axl will be fine(Obviously  ::)) and X should be ok in X Fire as well as Massimo. I'll probably start with Zero, Massimo, and Axl though(Maybe X instead of Zero, but Zero will probably do more damage). Axl diverts Rafflesian's as well as the 2 Belladonna's attention, X/Zero AT while in Hyper Mode(I can do Zero's Shoryuken move 11/12 times at 100% WE, but if attacking with 2 Heat Haze's is better, then I'll use that), and Massimo uses a full powered BC.


I'll practice on the first few segments tonight. Currently in class right now(8:28 A.M) and won't get a good chance to play till around 5 PM.
I love YaBB 1G - SP1!
wow, it's been a while since I've been on the board ;p.

something I wanted to add.

I know that it IS possiable to get BC's third level in chapter three... just, it's rather time consuming due to  a few  factors

1:Massive lance's PWR sucks balls.
2:you only have acess to power+1s and Massimo's got two FM slots.
3:Massimo plus loves to screw you over if you keep it equipped.
4:Build Powers are fucking rare at this point.

Honestly, you're really better off just waiting untill chapter 4 before trying for any BC leveling up. it won't save more than a few turns at most with Silver horn*could you give me a figure here Aqua?*, Not really enough to justify the time taken to level it up.
Sides, in all honesty, massy really doesn't take off and become the butt kicker he is untill Chapter 4 anyways.
Are you still working on this? I would like to see an improved MMX Command Mission run.