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PeanutTechno2 — Wilyboom11

#megaman #peanuttechno #wily_capsule #buster_only #megaman_11
Published: 2020-04-19 23:27:17 +0000 UTC; Views: 594; Favourites: 18; Downloads: 0
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Description FINALLY!
During my first playthrough of Megaman 11, I decided to beat the fortress buster only, no chargeshots, no E-Tanks, and no gears. It was super difficult, but I managed!
Not sure I'm going to try it again anytime soon, though.

Anyways...here's my thoughts on the Fortress:

The first stage is slightly annoying at worst. All I'm going to say about the Yellow Devil is that he requires precise timing. What doesn't help is that you only have a split second to hit his eye this time, and if his shot hits you...kiss that chance goodbye. Oh, and he kills ya in 4 hits. Once you memorize the patterns, it almost becomes too easy. They couldn't give him the laser and melee attacks from Powered Up? Give him the ability to summon Petit Devils from 9? Have the mini Devils harass you from the floor and ceiling like in Power Battle? Have the eye separate from the body (like in Megaman 9) and act like the Wily Capsule from 7 after reaching half health, while the body attacks separately? This is apparently version 3 of the Yellow Devil (if the enemy gallery is to be believed) and all Wily did was make him a bit faster...oh and split into mini Devils, but the worst they do is run at you and corner you.

The second stage is like an obstacle course but with Skull Dozer things, and it starts with you warping in right next to one
The thing is, midway through the stage there are these Skull Pillars that act like a miniboss of sorts and an obstacle and a few of them appear while you're being chased by a Skull Dozer.
By that point if you take too long on the Skull Pillars, it's basically "use Speed Gear or die"...another example of why I think this game would be better off without the Gear system, but I'll get to that later.
The second boss is some wierd mechanical orb thing...it's like the Flower Clock miniboss in 9 in that ya gotta keep moving. He's got a shield ya gotta wear down then you can actually hit him. Gonna be honest, this feels more like a miniboss instead of an actual boss if the Maw (I'm calling it that) didn't teleport. Seems like it's easier to do buster only if ya keep your cool. Like the Yellow Devil, he can kill ya in 4 hits. Unlike the Yellow Devil, I suspect the laser is an OHKO. Granted, I was low on HP at the time, but I'm not really willing to test it if it does turn out to OHKO you, so I'm just assuming to be on the safe side. When the Maw gets to half health, it'll teleport, fire 3 lasers then rinse and repeat 2 to 3 times.
The 2 things keeping the Maw in Fortress Boss territory are the laser spam and the fact that it does 1/4th of your lifebar to compensate for being so pattern locked. Otherwise I'd consider it a miniboss instead.

For the Robot Master rematches, the order I'd recommend for fighting them is Fuseman, Torchman, Blastman, Blockman, Bounceman, Impactman, Tundraman, then Acidman. Trust me, you're going to want to get the most difficult ones out of the way first.

The hitbox for the Wily Machine's eye is really precise (near the top of the eye, to be exact), and the missiles he launches block your shots...so the only good times you have to hit it is either riding the missiles to match his height, or when he tries to ram you, both of which require good timing. What makes it worse is that if you try to hit him when he tries to ram into you, it's either jump at the perfect time or eat contact damage. The missile explosion hitboxes are larger than they look, but not by much, thankfully.
During the conveyor belt part, he launches missiles to trip you up while he fires spiraling shots, and you have to have perfect timing to hit him with the buster in addition to dodging all of that. During that part of the fight, it's nearly impossible to hit the machine buster only because too many missiles are too close to the ground...and when they're not too close to the ground, you need to fire at the very peak of your jump.
The Wily Capsule...was easier than I thought it would be, just as long as you keep your cool.

Overall, the first 2 fortress stages were good...but the other 2 were disappointingly barebones.
Hell, what I would've done is make the last stage a difficult obstacle course (like how Stage 2 was), followed by the rematches, then the Wily Machine and Capsule directly afterwards. Not to mention the second fortress stage boss is almost a miniboss. Not quite one, due to the lasers, but still. It makes me believe that the game was rushed near the end of production.

Also, in my opinion, there really isn't much reason for the Double Gear system to exist. Seriously, for the Robot Masters it's just another attack I'd expect them to have by default and for the fortress bosses, they're expected to be difficult anyways. Wily Capsule's Power Gear is spinning gear hammers around the capsule and its version of Speed Gear is just it moving clockwise and counterclockwise while firing a gear from either side, something it can already do without the speed gear.
And aside from a few sections that are "use speed gear here or die", Megaman's Speed Gear is basically a built in Time Slow with a cooldown period instead of an ammo limit.
Not to mention, some of the Power Gear functions for the weapons (like Tundra Storm hitting the whole screen) should already be how those weapons works by default. (Namely Acid Barrier, Tundra Storm and Pile Driver's "Power Gear" functions should be how they work by default, I'd leave the other weapons alone.)
From a story perspective....it's kinda intresting, but not much. They just show the end results of a board committee agreeing with Light's arguments, and that's it.

If you want a better story about Wily and Light's past, I'd recommend a fanfic called "Megaman: Guiding Rainbow's Light". It's good enough that I pretty much consider it canon. In terms of story, it actually delivers, not just "Hey let's show how this ended, and have the villain disagree". Which reminds me...

In the cutscene after the bossfight, Wily says "My plans have only just begun!" Sure...using the "Double Gear system" I almost ignored is clearly the start of your plans. Especially after shenanigans such as utilizing cosmic energy stated to be a source of evil (Megaman 8), blackmailing a former friend of a colleague (Megaman 4), Attemping to use an alien superweapon (Megaman V), falsely accusing a former colleague and framing him on a television broadcast (Megaman 9), spreading a virus to robots worldwide (Megaman 10), Having one of your own robots start their own rebellion (Megaman & Bass), Having a robot backstab the heroes and get away with some secret plans and schematics (Megaman 7), abandoning another robot which lead to him destroying a city to lure out the heroes (Megaman and Bass - Challenger From the Future, also known as Rockman & Forte Mirai kara no Chōsensha), stealing a giant mecha made originally made for peacekeeping and attempting to completely weaponize it (Megaman 3) and even messing up the timeline (Megaman II, it's stated somewhere that Quint is from 37.426 years into the future, or to be more precise 37 years and 156 days). Compared to all that, your double gear system... really isn't the best plan. I can understand having pride in what you made, though.

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Comments: 1

SineConker [2024-11-06 18:28:54 +0000 UTC]

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