MegaTagmension Blanc + Neptune VS Zombies

MegaTagmension Blanc + Neptune VS Zombies

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devlkore Jan 2, 2018 @ 8:33pm
MegaTag or Action U (detailed questions)?
Hey all,
I know there are a few threads about this, and I have read them, but still have questions.

I have no intention of playing online, please consider that with your recommendation.

I've seen that there are less enemies in MegaTag, but how much of a big deal is it? Do you still get surrounded by mobs? The Dynasty Warriors experience of mowing down hordes is what I'm looking for.

Combat:
This is one of the things that seems to get the most conflicting opinions. It seems that supers are spammable in Action U, but have timed cool downs in MegaTag, how does this really affect game play? I don't mind if I can't cast supers every 2 seconds, but I don't want to feel really limited. Then I hear that MegaTag has better combos, but other people say Action U has better combos, what's the deal, how are they different? Also I read that air combos are basically non-existent/useless in MegaTag, is this true or do they just require playing differently or something?

Story:
The story of MegaTag is more appealing to me than the complete non-story of Action U, but I don't care too much. This isn't a deal breaker or major factor for me.

Characters:
I know MegaTag has more characters, but how varied are the extra ones?

Customisation:
How much customisation is in each game? Do weapons have any unique effects or is there just a best weapon to get and then stick with? Regarding cosmetic customisation, can you actually change outfits or just add bonus things like hair clips and hats? Are there a good number of things to customise, can you change colours, etc.?

Challenge:
Now I know both of these games are supposed to be easy, but what are the ways you can make each game harder? Are there difficulty levels, endless modes, modifiers or items that can change this? Reminder: I'm not going to play online (with other people). If the difficulty comes from online mode, can it be played solo?

Enemies:
I actually do like zombies, so MegaTag has the edge here. However, I value variety in terms of type and scale more. Of course hordes would be nice too.

Mods:
Are there any worthwhile mods for either game? Any mods that change the answers to any of the above questions are ok, for example if there are mods to increase the difficulty or add extra costumes, etc.

Thanks in advance for any help with this.
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Showing 1-3 of 3 comments
spigot Jan 3, 2018 @ 1:35am 
My thoughts, disorganized and spontainious and very little editing or care for readability.

As a person who has played both games to 90% achievements and has beaten roughly 95% of the content. My megatagmension is written from the perspective from a multiplayer player.

There is roughly a 50% reduction in the amount of enemies in megatagmension it feels, I'm not sure, since I play the multiplayer constantly, which consist mostly of attacking bosses. The bosses feel like they have 200K - 1.3M HP (judging by how many EXE it takes to kill them).

You don't really get surrounded by mobs, the enemy's AI has been altered, they only recieve "commands" by the game every 1-5 seconds (Yes, I'm not kidding), so while they'll be in groups, they won't surround you, they'll just stay in their "blob" shape until they are disrupted or when you enter into it due the forward momentum of your attacks.It feels like they were lazy in the AI department, since it's very likely the used a single set of "AI update" frequency to EVERYTHING.
However, I do notice, some of the bosses do alter their attacks depending on the distance you are from them, (like the 2-swords guy doing a massive lunge if you're far away enough).

Nep-U's AI the update frequency is much higher, and they chase you much more aggressively (it takes a newly spawned enemy roughly 1-4 seconds to enter into the "blob" that nearly perpetually surrounds the player), with bigger enemies thrown in, nesessitating your caution (thankfully they have slow predictable attacks). Since you're near-continiously surrounded, merely moving in a direction for a second or 2 will show all of the enemies behind you in their "blob" which is then vulnerable to special attacks.

Hmm, supers in megatagmension (which I'll determine to be weaker than ultimates) are largely used to avoid boss attacks and to continue the offence, since you're invulnerable to cast them, while in Neptunia U, supers are kind of a easy "get out of jail free" card or a means of just clearing things out, Megatagmension's supers feel like they're more about avoiding damage, while Neptunia U's is more about, well avoiding damage, and dealing damage, and giving "breating room", and since they're also spammable in nep-U, you'll use them alot more, (and also due to the fact that the ultimates in Nep-U are not worth the cost, since EXE drive is much better spent maintaining "super mode").

Most combos in megatag feel pointless, merely vectors of dealing damage they don't inflict any neato status on your enemy, nor give you that much mobility , in fact mobility (for dealing with bosses) is a huge down-side, since you don't want to move that much once you've entered into a good spot for wailing on your boss/enemy. Some of the moves will give you more ultimate charge (EXE fuel) since they'll attack more often, so you'll want to spam them, (this is a point of inbalance, some characters are simply better than others, and/or have moves that are much better than the other ones).

Combos in neptunia U are much more meaningful, since your nearly perpetualyl surrounded, you want some mobility so enemies (who often have to be stationary to attack) won't be able to land their hits, and some combos will launch you and your enemy into the air where you can (with more safety (since the enemies will mysteriously be able to reach you up there)) deal damage to them, however oftentimes just staying on the ground and doing that is better. (in fact it obsoletes air atacks) but it's there, and it's much more (in my option) worthwhile than in megatagmension.
Air attacks in megatagmension are kinda pointless, like nep-U but more so, hypothetically you'd be safer in the air against bosses, (the main thing you'll fight) but the size of their "attackbox" is huge, so they'll hit you in the air, only a few characters (orange heart, plutia, tamsoft) have any worthwhile aireal moves and even then, it's obsoleted by ground attacks they have which are usually better. (well maybe plutia's air ability (which is the best in the game) might be competative with her ground game).

To even really use air combos in megatagmension, you need to know specific spots on the boss that SOME (yes SOME) of the bosses moves won't reach when you do it, but if your going out of you way to do that, and losing your ability to reactivly press the block button, (which is a manditory mechanic if you want to get good) why not just use ground moves? (and why give up your ability to block for ariel attacks?)
And even against the bog-standard enemy in megatag, the lesser enemies (not bosses) don't get knocked around, or stay within range as much, for example, famitsu's rising kick ability in megatag I feel will just launch enemies further away instead of permitting follow-up ariel attacks against the enemies, unlike in nep-U, where you can follow-up.

But in terms of what game has "better" combos, it's neptunia U's combos the mechanics given to them are more worthwhile. Megatag's combos just look better but it's kinda mechanically barren (due to the boss fighting).

STORY
Uhh, the story is a LITTLE bit more convincing of a "slice of life" story, although I felt the inclusion of a "big-bad" was a bit more intrusive on the humor, it's less like a comedy; a little more serious compared to nep-U (if you want to think that, it's debatable).

NEW CHARACTERS
They feel, better, well, Tamsoft, indeed she feels like a prototype of a straight better, more mechancially in-depth character (and BTW, she's not the best character in the game, it's super-mode ram), with the other new characters trying to "catch up" mechanically, and with the old characters hopelessly in "mechanic zone 1.0" anyways, since I've yet to destribe.

Uzume
She feels, meh? The charge-up gimmick on her attacks is there? her air moves are meh. Her "sound orb" move that she does at the end of her combo is her best move, (since it'll strike repeatedly to accumulate "ultimate fuel") I just, don't have any opinios about her.

Uzume (super)
Her main-line moves are Meh, they deal damage? They move your character forward? But she has 2 redeeming things.
1. She has an attack that can launch her into the air, and high enough to avoid some of the attacks that the bosses will use (in fact, she was one of the canidates that actually has a worthwhile air moves).
2. She has a spammable homing "sound orb" that will hit the enemies for more damage than her main-line kicks, and accumulates "super fuel" better than anything else, (an example of the unbalanced moves).
She just feels, ok, I like how they sexualized her (like they do with all of the characters, with the exeption of peashy) as she kicks her enemies, as if to show off their length super/model proportions to the viewers/players.
Her ultimate move is her being stationary, and doing melee attacks (but being able to rotate) she'll then fire some lazors which deal 60% of the ultimate's damage, and then a finishing melee (or not if using regular uzume).

Plutia
One of the more unique new charaters, she has 2 built in buffs, one where she gets a attack bonus if she completes her air attack combo, and one where she gets a defense bonus if she completes her ground attack combo (an example of crude proto-type 2.0 mechanics). She has arguably the BEST air moves in the game, it's easy to do, you jump really high (so you can avoid bosses attacks), and they have the best range (with her enlarged puppet).
I guess that they tried to make her the "do something else to boost something else" character; enforced diversity with the interplay between ground and air but you'll probably just ignore all of that and abuse ultimate moves with the "ultimate fuel" item. An example of how easily undone these considerations are made.
All of her attacks damage wise are meh? nothing special about them, however her puppet-spin move is cute, I like that one (and I have a hunch they just re-used the animation from one of the tamsoft's senran kagura characters.
her ultimate is her emitting a bunch of melee attacks 7Meters ahead of her, while moving forward.
She has one of the longest-duration Special move in the game, if your into being invulnerable, and stationary.

Plutia (super)
Pretty much, good range, multi-hit, some movement (with her heavy move), a worse ultimate, gutted buffs (she can't do that anymore), much reduced air jump height but air moves are very good, ehh, I guess you use her attack-movement-moves to keep up the damage?
Just an improved plutia, less mechanics to deal with, less complexity, more satisfying.
Kinda like "vauban" in warframe compared to "Saryn".
Her ultimate is a series of set melee attacks, followed by a large "orb" thaht deals damage and then explodes. You cannot control anything.

Peashy
Merely has mediocre moves overall, it's just meh, she does have one move that can launch her into the air "a bit" but her jump move is irrelevant for the most part. I can't think of anything about her.
Her ultimate is a wacky serious of melee attacks with ability to turn (around) and forward movemnet.

Peashy (super)
I thought there were clever here, they tied into her mechanics simple-minded moveset, merely mash attack to attack, no frills, no mechanics, just, attack with forward movement air attacks are meh, just like the rest of her attacks.
Her ultimate is alot like her regular mode, but dealls more damage and lasts longer.

Tamsoft
Now, here, the most mechancially complex character out of all of them, as if tamsoft (arguably the real "developers" of this game) knew their "representation" was going to be in it, and saved all of their best stuff for her.
Pretty much, she has the most options to vary her attacks, she has 3 "combo paths" that can branch into some other moves, and all 3 paths have something neat about them (which I forgot about, (I should play her more)), she has the possibility of reactively (or proactively) teleporting out of danger as one of her moves (which none of the other characters can do), has good mobility attacks, has good ultimate fuel buildup with her attacks.
She has the ability to get high up into the air, and use it to (that is by attacking stuff.
Just, Play her when you get her, she's just, a more fun character to play us (just don't overpower her stats when you use her the story, and remove the challenge).

Her ultimate is pretty much a giant sword that she spins in front of her.

CUSTOMAZATION

COSMETIC
All of the characters have their starter school uniforms, and if they were included in nep-U, then they have that costume too, all HDD forms have only 1 outfit, with 2 variations: normal, revealing/torn/damaged. You can change the "main" or "recycled" outfit colors to one of 3 or so presets (once you unlock the outfit) You have the option of parenting 3d objects to their bones, like a wristwatch to their forearm, a hat on their head, a shoe... For their face (actually there are no shoes in this game). And you can select a pose option, where you can see them "breath" (again, fanservice).

Weapons pretty much come in 2 categories, 1. starter/endgame and 2. intermediant; Why is the starter weapon the end-game weapon you ask? because it has more capacity for attachments to be added to it, and once you get enough attachments the starter weapons outclass the intermediant weapons. The attachments are quite simple really, they mainly are 1. attack bonus, 2. defense bonus, 3. damage type change (so you deal more damage), 4. a 20-60 second bonus including: invunerability, big attack bonus, big defense bonus. 5. starting ultimate fuel, 6, special affects (which are useless, and weak, and often nullified completely but mechanically unique).

The 3d objects that you can parent to the characters are mostly headgear.
You have
4 hats
headphone
head with mic
5 types of glasses
2 masks
4 headbands
8? "cowlicks"
tiara
5 "head props"
3 bizzaro things?

In fact, here are some of my more unqiue things
https://imgur.com/EWEAqLH
https://imgur.com/PQGtEFd
https://imgur.com/QQoFYRv (my personal favorite)
https://imgur.com/g6jaLEZ
https://imgur.com/X023lZo
https://imgur.com/1MvUhjP
You cannot change the objects colors, they have pre-set colors, but you can change the size (in one or more of 3 dimensions) position, which bone to parent it to (head, boobs, forearms, butt), and it's rotation.
You cannot make the object perpetually rotate, change color, change shape ETC.

All weapons have their own models, but they don't have differant melee attacks associated with them, tamsoft will always swing her sword the same way no matter the weapon.
All weapons just deal more or less "base damage" tied to that weapon, with no unique innate affects (you use attachments for that).


CHALLENGE
You cannot really make the game harder through any setting, you just, have to not use the OP stuff, like what I did (which is how I discovered all of this stuff), there are no endless modes, modifiers, mutators, or items.
HOWEVER you can lower your stats, so lets say if you want to play with your underlevel friends without "Supermanning" the game, you can do that, and you can unequip attachments and use weaker weapons.

Online mode can be played solo, and the bosses scale, so they won't be a health shield that takes an hour to go through, (this kinda nullifies the benefit of multiple players however) and if you wait about 10M-2H you'll get into a room (sounds pretty bad doesn't it), which is what I do, which is why I uhh want the new game "cyberdimension" to NOT neglect it's multiplayer (it's in fact worse than this game's fuctionally).

ENEMIES
Actually, the game has what I feel is a reduced roster of enemies, AKA they didn't recycle everything (I don't know why) I personally don't remember seeing that whale in this game, the "orchestra" enemies, the flower peopel, or the clam-men. The recycled enemies often have a haloween-theme with them, like tho dogoo will be a more ghastly blue color, with cartoony stiches and bolts out of it's side. Howeveer, the new lesser non-boss enemies are mostly custom built zombies for this game. The enemies in the multyplayer mode arn't zombie themed for some reason however (maybe except for the final boss).

There are very few mods for this game, (1-3) I only know of one personally, it's the one that changes those BS "happy 1-3" and "EX word 1-10" and "sad 1-3" with actually readable descriptions of what is being stated (but I've yet to install it due to fear of virus).
I doubt that there are any difficulty enhancing or reducing mods, sorry, your out of luck.



In short megatagmension is less about fodder enemies and much more about single bosses (they never come 2 at a time) while neptunia U is more about defeating armies of enemies that continiously replenish (until you deplete their spawns) and continiously surround you (negating sense of progress).

Both games have balance problems, with neptunia U having much worse, and megatag being better. I'd rate neptunia U a 80/100 in terms of bad balancing (overpowered moves, overpowered super mode, overpowered end-game stats), and megatag about 60/100 (overpowered characters, overpowered items, overpowered end-game stats)
Last edited by spigot; Jan 3, 2018 @ 1:36am
devlkore Jan 3, 2018 @ 2:21am 
Originally posted by Spigot:
My thoughts, disorganized and spontainious and very little editing or care for readability.

As a person who has played both games to 90% achievements and has beaten roughly 95% of the content. My megatagmension is written from the perspective from a multiplayer player.

There is roughly a 50% reduction in the amount of enemies in megatagmension it feels, I'm not sure, since I play the multiplayer constantly, which consist mostly of attacking bosses. The bosses feel like they have 200K - 1.3M HP (judging by how many EXE it takes to kill them).

You don't really get surrounded by mobs, the enemy's AI has been altered, they only recieve "commands" by the game every 1-5 seconds (Yes, I'm not kidding), so while they'll be in groups, they won't surround you, they'll just stay in their "blob" shape until they are disrupted or when you enter into it due the forward momentum of your attacks.It feels like they were lazy in the AI department, since it's very likely the used a single set of "AI update" frequency to EVERYTHING.
However, I do notice, some of the bosses do alter their attacks depending on the distance you are from them, (like the 2-swords guy doing a massive lunge if you're far away enough).

Nep-U's AI the update frequency is much higher, and they chase you much more aggressively (it takes a newly spawned enemy roughly 1-4 seconds to enter into the "blob" that nearly perpetually surrounds the player), with bigger enemies thrown in, nesessitating your caution (thankfully they have slow predictable attacks). Since you're near-continiously surrounded, merely moving in a direction for a second or 2 will show all of the enemies behind you in their "blob" which is then vulnerable to special attacks.

Hmm, supers in megatagmension (which I'll determine to be weaker than ultimates) are largely used to avoid boss attacks and to continue the offence, since you're invulnerable to cast them, while in Neptunia U, supers are kind of a easy "get out of jail free" card or a means of just clearing things out, Megatagmension's supers feel like they're more about avoiding damage, while Neptunia U's is more about, well avoiding damage, and dealing damage, and giving "breating room", and since they're also spammable in nep-U, you'll use them alot more, (and also due to the fact that the ultimates in Nep-U are not worth the cost, since EXE drive is much better spent maintaining "super mode").

Most combos in megatag feel pointless, merely vectors of dealing damage they don't inflict any neato status on your enemy, nor give you that much mobility , in fact mobility (for dealing with bosses) is a huge down-side, since you don't want to move that much once you've entered into a good spot for wailing on your boss/enemy. Some of the moves will give you more ultimate charge (EXE fuel) since they'll attack more often, so you'll want to spam them, (this is a point of inbalance, some characters are simply better than others, and/or have moves that are much better than the other ones).

Combos in neptunia U are much more meaningful, since your nearly perpetualyl surrounded, you want some mobility so enemies (who often have to be stationary to attack) won't be able to land their hits, and some combos will launch you and your enemy into the air where you can (with more safety (since the enemies will mysteriously be able to reach you up there)) deal damage to them, however oftentimes just staying on the ground and doing that is better. (in fact it obsoletes air atacks) but it's there, and it's much more (in my option) worthwhile than in megatagmension.
Air attacks in megatagmension are kinda pointless, like nep-U but more so, hypothetically you'd be safer in the air against bosses, (the main thing you'll fight) but the size of their "attackbox" is huge, so they'll hit you in the air, only a few characters (orange heart, plutia, tamsoft) have any worthwhile aireal moves and even then, it's obsoleted by ground attacks they have which are usually better. (well maybe plutia's air ability (which is the best in the game) might be competative with her ground game).

To even really use air combos in megatagmension, you need to know specific spots on the boss that SOME (yes SOME) of the bosses moves won't reach when you do it, but if your going out of you way to do that, and losing your ability to reactivly press the block button, (which is a manditory mechanic if you want to get good) why not just use ground moves? (and why give up your ability to block for ariel attacks?)
And even against the bog-standard enemy in megatag, the lesser enemies (not bosses) don't get knocked around, or stay within range as much, for example, famitsu's rising kick ability in megatag I feel will just launch enemies further away instead of permitting follow-up ariel attacks against the enemies, unlike in nep-U, where you can follow-up.

But in terms of what game has "better" combos, it's neptunia U's combos the mechanics given to them are more worthwhile. Megatag's combos just look better but it's kinda mechanically barren (due to the boss fighting).

STORY
Uhh, the story is a LITTLE bit more convincing of a "slice of life" story, although I felt the inclusion of a "big-bad" was a bit more intrusive on the humor, it's less like a comedy; a little more serious compared to nep-U (if you want to think that, it's debatable).

NEW CHARACTERS
They feel, better, well, Tamsoft, indeed she feels like a prototype of a straight better, more mechancially in-depth character (and BTW, she's not the best character in the game, it's super-mode ram), with the other new characters trying to "catch up" mechanically, and with the old characters hopelessly in "mechanic zone 1.0" anyways, since I've yet to destribe.

Uzume
She feels, meh? The charge-up gimmick on her attacks is there? her air moves are meh. Her "sound orb" move that she does at the end of her combo is her best move, (since it'll strike repeatedly to accumulate "ultimate fuel") I just, don't have any opinios about her.

Uzume (super)
Her main-line moves are Meh, they deal damage? They move your character forward? But she has 2 redeeming things.
1. She has an attack that can launch her into the air, and high enough to avoid some of the attacks that the bosses will use (in fact, she was one of the canidates that actually has a worthwhile air moves).
2. She has a spammable homing "sound orb" that will hit the enemies for more damage than her main-line kicks, and accumulates "super fuel" better than anything else, (an example of the unbalanced moves).
She just feels, ok, I like how they sexualized her (like they do with all of the characters, with the exeption of peashy) as she kicks her enemies, as if to show off their length super/model proportions to the viewers/players.
Her ultimate move is her being stationary, and doing melee attacks (but being able to rotate) she'll then fire some lazors which deal 60% of the ultimate's damage, and then a finishing melee (or not if using regular uzume).

Plutia
One of the more unique new charaters, she has 2 built in buffs, one where she gets a attack bonus if she completes her air attack combo, and one where she gets a defense bonus if she completes her ground attack combo (an example of crude proto-type 2.0 mechanics). She has arguably the BEST air moves in the game, it's easy to do, you jump really high (so you can avoid bosses attacks), and they have the best range (with her enlarged puppet).
I guess that they tried to make her the "do something else to boost something else" character; enforced diversity with the interplay between ground and air but you'll probably just ignore all of that and abuse ultimate moves with the "ultimate fuel" item. An example of how easily undone these considerations are made.
All of her attacks damage wise are meh? nothing special about them, however her puppet-spin move is cute, I like that one (and I have a hunch they just re-used the animation from one of the tamsoft's senran kagura characters.
her ultimate is her emitting a bunch of melee attacks 7Meters ahead of her, while moving forward.
She has one of the longest-duration Special move in the game, if your into being invulnerable, and stationary.

Plutia (super)
Pretty much, good range, multi-hit, some movement (with her heavy move), a worse ultimate, gutted buffs (she can't do that anymore), much reduced air jump height but air moves are very good, ehh, I guess you use her attack-movement-moves to keep up the damage?
Just an improved plutia, less mechanics to deal with, less complexity, more satisfying.
Kinda like "vauban" in warframe compared to "Saryn".
Her ultimate is a series of set melee attacks, followed by a large "orb" thaht deals damage and then explodes. You cannot control anything.

Peashy
Merely has mediocre moves overall, it's just meh, she does have one move that can launch her into the air "a bit" but her jump move is irrelevant for the most part. I can't think of anything about her.
Her ultimate is a wacky serious of melee attacks with ability to turn (around) and forward movemnet.

Peashy (super)
I thought there were clever here, they tied into her mechanics simple-minded moveset, merely mash attack to attack, no frills, no mechanics, just, attack with forward movement air attacks are meh, just like the rest of her attacks.
Her ultimate is alot like her regular mode, but dealls more damage and lasts longer.

Tamsoft
Now, here, the most mechancially complex character out of all of them, as if tamsoft (arguably the real "developers" of this game) knew their "representation" was going to be in it, and saved all of their best stuff for her.
Pretty much, she has the most options to vary her attacks, she has 3 "combo paths" that can branch into some other moves, and all 3 paths have something neat about them (which I forgot about, (I should play her more)), she has the possibility of reactively (or proactively) teleporting out of danger as one of her moves (which none of the other characters can do), has good mobility attacks, has good ultimate fuel buildup with her attacks.
She has the ability to get high up into the air, and use it to (that is by attacking stuff.
Just, Play her when you get her, she's just, a more fun character to play us (just don't overpower her stats when you use her the story, and remove the challenge).

Her ultimate is pretty much a giant sword that she spins in front of her.

CUSTOMAZATION

COSMETIC
All of the characters have their starter school uniforms, and if they were included in nep-U, then they have that costume too, all HDD forms have only 1 outfit, with 2 variations: normal, revealing/torn/damaged. You can change the "main" or "recycled" outfit colors to one of 3 or so presets (once you unlock the outfit) You have the option of parenting 3d objects to their bones, like a wristwatch to their forearm, a hat on their head, a shoe... For their face (actually there are no shoes in this game). And you can select a pose option, where you can see them "breath" (again, fanservice).

Weapons pretty much come in 2 categories, 1. starter/endgame and 2. intermediant; Why is the starter weapon the end-game weapon you ask? because it has more capacity for attachments to be added to it, and once you get enough attachments the starter weapons outclass the intermediant weapons. The attachments are quite simple really, they mainly are 1. attack bonus, 2. defense bonus, 3. damage type change (so you deal more damage), 4. a 20-60 second bonus including: invunerability, big attack bonus, big defense bonus. 5. starting ultimate fuel, 6, special affects (which are useless, and weak, and often nullified completely but mechanically unique).

The 3d objects that you can parent to the characters are mostly headgear.
You have
4 hats
headphone
head with mic
5 types of glasses
2 masks
4 headbands
8? "cowlicks"
tiara
5 "head props"
3 bizzaro things?

In fact, here are some of my more unqiue things
https://imgur.com/EWEAqLH
https://imgur.com/PQGtEFd
https://imgur.com/QQoFYRv (my personal favorite)
https://imgur.com/g6jaLEZ
https://imgur.com/X023lZo
https://imgur.com/1MvUhjP
You cannot change the objects colors, they have pre-set colors, but you can change the size (in one or more of 3 dimensions) position, which bone to parent it to (head, boobs, forearms, butt), and it's rotation.
You cannot make the object perpetually rotate, change color, change shape ETC.

All weapons have their own models, but they don't have differant melee attacks associated with them, tamsoft will always swing her sword the same way no matter the weapon.
All weapons just deal more or less "base damage" tied to that weapon, with no unique innate affects (you use attachments for that).


CHALLENGE
You cannot really make the game harder through any setting, you just, have to not use the OP stuff, like what I did (which is how I discovered all of this stuff), there are no endless modes, modifiers, mutators, or items.
HOWEVER you can lower your stats, so lets say if you want to play with your underlevel friends without "Supermanning" the game, you can do that, and you can unequip attachments and use weaker weapons.

Online mode can be played solo, and the bosses scale, so they won't be a health shield that takes an hour to go through, (this kinda nullifies the benefit of multiple players however) and if you wait about 10M-2H you'll get into a room (sounds pretty bad doesn't it), which is what I do, which is why I uhh want the new game "cyberdimension" to NOT neglect it's multiplayer (it's in fact worse than this game's fuctionally).

ENEMIES
Actually, the game has what I feel is a reduced roster of enemies, AKA they didn't recycle everything (I don't know why) I personally don't remember seeing that whale in this game, the "orchestra" enemies, the flower peopel, or the clam-men. The recycled enemies often have a haloween-theme with them, like tho dogoo will be a more ghastly blue color, with cartoony stiches and bolts out of it's side. Howeveer, the new lesser non-boss enemies are mostly custom built zombies for this game. The enemies in the multyplayer mode arn't zombie themed for some reason however (maybe except for the final boss).

There are very few mods for this game, (1-3) I only know of one personally, it's the one that changes those BS "happy 1-3" and "EX word 1-10" and "sad 1-3" with actually readable descriptions of what is being stated (but I've yet to install it due to fear of virus).
I doubt that there are any difficulty enhancing or reducing mods, sorry, your out of luck.



In short megatagmension is less about fodder enemies and much more about single bosses (they never come 2 at a time) while neptunia U is more about defeating armies of enemies that continiously replenish (until you deplete their spawns) and continiously surround you (negating sense of progress).

Both games have balance problems, with neptunia U having much worse, and megatag being better. I'd rate neptunia U a 80/100 in terms of bad balancing (overpowered moves, overpowered super mode, overpowered end-game stats), and megatag about 60/100 (overpowered characters, overpowered items, overpowered end-game stats)

Wow! Thanks for taking the time to write this. From what you say it actually sounds like I'd like Action U more since it has air combos (love that stuff) and more enemies to kill. Nice use of the Warframe reference, I love Vauban and Saryn :)
spigot Jan 3, 2018 @ 2:43am 
glad to see your appreciation, it was quite the unedited splurge to do, something I enjoyed somewhat.
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