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(2 edits)

Some opinions on the lvl 3 charge buster:

It's a straight downgrade for bosses. For what i managed to tell in 2 playthroughs, the regular charged shot does 3 damage, while the upgrade does 2 damage per tick. It makes sense, is to balance out the continuous damage, however, it seems to take a little while until the initial tick and a lot more time until the second one. This is a Mega Man X game, there's barely any instances where you can consistently get the two ticks of damage on these high movement bosses. With Snapper is easier because he doesn't jump around and even then, but most of the time you have to time it perfectly right when a boss is right about to start an attack that makes them stand still in place for a while in order to pull it off, but if you shoot a little early or late either the beam's active time finishes early or the boss moves away or gets into an invulnerable state. Even then, there's bosses that will just never get the 2 ticks of damage like Ride Armor Vile or Fortress 1 (to my knowledge).

My proposal is this: The beam does damage right away and on its first tick it does the same 3 damage as the regular charged shot. Then I got two additional options: 1. The beam ignores the bosses' recovery invulnerability and deals 1 0.5-1 damage each subsequent tick; or 2. The bosses' recovery invulnerability gets reduced a little for the buster beam and the subsequent tick does 2 1.5-2 damage, so you get that second tick more reliably on most bosses and, in those that you don't, at least you did the regular 3 damage.

Currently, what my mind is most busy with during boss fights is with timing the charge so i shoot the lvl2 instead of the lvl3 shot, rather than the bosses's attacks themselves.

Edit: Looks like the time the beam takes to start doing damage to some enemies might be a bug

Edit 2: changed the suggested damages

I think it would be easier for him to remove the bosses' invincibility frames—but *only* for the Level 3 Buster shot's damage, while keeping the invincibility for Level 1 shots—and also shorten the beam animation; after all, a Level 3 shot that takes too long to deal damage isn't very useful, given that combat is dynamic and the vast majority of enemies and bosses don't just stand there asleep waiting for the entire beam animation to finish...

Allow me to be the devils advocate. I like the beam how it is. The reduced damage is a good trade off for the utility of being able to place your shot in the path of a moving boss before they act and get out of the way in time. Just a different perspective. 

Yeah, but the thing is that once the buster is charge up to level 3, I no longer have a choice, what if i want the +50% extra damage instead and don't need to place the shot in the path of the boss at expense of said damage? I gotta make my time playing harder than it would be without the upgrade and time my charge so it doesn't get up to level 3 by the time i have an opening. The advantage the persistent hitbox gives is really not that big to offset the lack of damage. I consistently find myself finishing a boss faster and with with more spare life when i mostly land lvl 2 shots than when i mostly land lvl 3 shots.

Its definitely optional to get it. Sorry you don't like it 🤷 This game is awesome (and free)

(1 edit) (+1)

I get where you're coming from. A trade-off sounds nice in general, but using the beam sometimes feels off. I just posted about this some minutes ago. It takes more time to actually dispatch enemies that are usually a one hit uncharged. Like bats for example.

Due to this I more often than not smash into minor enemies, that remained undestroyed in the beam for a while. Especially if I fire the beam mid dash-jump. I get that the hitbox is a wee bit smaller than one from the previous charge level, but if a minor enemy is directly in the beam, that usually is just destroyed by one normal X-Buster hit, it should disintegrate instantly, no?

On a different note: The original X1 had at least the same damage value between charge stage 2 and 3 and X3 had one point of damage more on the last stage then the one before. So technically it would be more true to its source material. But I get that this might feel like a stretch. x"D

Yes, this is exactly what i'm talking about, sometimes the beam just takes a long while to damage many enemies and in the original MMX games the upgraded buster did at least as much damage as the regular one. Although the X3 buster was quite annoying because if you threw the combined shot from far and the smaller sorrounding shots hit the boss before the big shot they would have priority and only do the same 2 damage as the regular lvl2 charged shot instead of the 3 damage of the big lvl4 shot, so you wasted time charging the whole thing where you could have dealt more just by spamming lemons

(1 edit)

It's optional, but it's an upgrade for levels and a couple of bosses (Fortress 2). It's a bummer that i have to choose between a better buster for the levels and 2-3 bosses and a better buster for bosses (fortress bosses don't have weaknesses aside from sigma 2) with no way to revert the choice. An upgrade should be an upgrade. You also need it for the hadouken.

I like the game, I care deeply about this game and this franchise, and because I care about it i'm constructive because i want it to be the best it can be.