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报告翻译问题
You have to know, guess or experiment which weapon is good against which boss. You also have to kill the first one yourself. There was a time when we all played that game for the first time, and we didn't know which weapons were good against which robot masters. Subsequent runs, after you know which order is the most optimal one for efficiency, can focus on completion times or any other criteria like a buster-only run for added challenges. There are also other bosses beyond the Robot masters.
Meanwhile, MN9 has only the base robot bosses +1, and they are all a joke with the basic weapon, easily killable from your very first virgin playthrough. Get the difference?
Now that we've cleared that up, hunterd1's point about how weaknesses in MM2 make the bosses a joke too returns to the playing field.
You mean like Round Digger, K9, Nameless and the Trinities ?
Heck, you might also want to include the unique minibosses of ice pong, the Radio Tower helicopter, M.O.M. and Round Borer too.
I really must disagree here. Before working out their patterns I died quite a few times to Battalion in the first beta (when he was easier too), and Cryosphere in the second. I can't remember struggling too much with Dynatron in the third, but Pyrogen got me a couple of times in the special demo.
Because of the amount of content/challenges in the game, the learning process is a very brief portion and I feel you might be downplaying that element.
Or rather, let's focus on the suggestion that MM2 bosses are still challenging buster-only even when you know their pattern. Doesn't that come from having to outlast them? To me that sounds like it falls foul of the main complaint I hear about MN9 bosses ("too much health").
Besides, if you wanted tough bosses, MN9 still delivers since Hard difficulty changes their attack patterns to be tougher. And although not quite the same, Ray's mechanic makes some bosses quite tricky also.
Sure, have your average player go on blind fights against Pyrogen, Cryosphere, Aviator and Brandish and tell me how that goes.
but like you said, varying degrees. I used Brandish and it gets the job done for me with ease because I can deflect most attacks and get virtually no damage, while dishing out a lot of damage with quick slashes.
Yeah everyone has their own way, I just ended up finding my super early.
Yet... five of those powers are regulars in both lists! Pyro, Dyna, Mic, Brand and Shade have all had their weapons considered both amazing and useless by various commentators so far. So it's a little amusing to hear the complaint of polarity is so prevalent when the majority of weapons are in contention.
Really people can only seem to agree on the weapons of Cryo and Bat (both amazing) and Avi (useless). Which sure could have been improved on but that level of balance is hardly worse than most MM games.
Probably nobody, because that's not really a thing you should be doing for any reason.
I know people are upset with the developers promising a lot, and ended up wasting quite a sum of money, but do note that the game originally only asked for 900,000, and ended up with more than 4x that. Hey, the money would probably go to all of our heads a little.
By the way, how much does it REALLY cost to make a megaman game?