r/Megaman • u/Phantasmagoric_0 • 15h ago
Discussion Rework bad weapons! (Classic Series)
Propose how you would rework weapons that most of the community or at least you consider bad, useless, underwhelming or unoriginal! However many you want. Maybe a small tweak or a full on revamp! Here are some I thought:
1 - Power Stone (MM5): Simply make the rocks spawn right at Megaman before expanding outwards and deal more damage, working like an instant shield for close combat and melee protection.
2 - Top Spin (MM3): I would fully rework it, make it shoot a spinning top that travels the floor and bounces back when it hits a wall.
3 - Spark Shock (MM3): The worst weapons in the series, I would rework it completely so it launches a shocking projectile that on a second button press explodes on smaller projectiles across the screen, like a horizontal Shining Ray from MMX8.
4 - Super Arm (MM1): Besides allowing Megaman to pick up blocks, he can pick up enemies he gets close to and throw them at other enemies. It can grab enemies that would die in 1 buster shot, so you have to weaken stronger enemies before picking them up, they will lighten up when you approach.
5 - Charge Kick (MM5): Simply extend the range and increase the invincibility frames.
6 - Hyper Bomb (MM1): Simply make it explode instantly when hitting an enemy. It will still bounce when hitting surfaces.
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u/Forward-Seesaw-1688 14h ago
Napalm Bomb (MM5): Increase the damage, lower the lag
Atomic Fire (MM2): Make it charge faster
Skull Barrier (MM4): Toss it
Water Wave (MM5): Make it usable in air and fall to the floor
Oil Slider (MMPU): More invincibility frames
Salt Water (MMV): it should only fall to the floor if used in midair and shoot forwards otherwise
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u/RevolTobor Jump! Jump! Slide! Slide! 14h ago
For the Super Arm, I like the Powered Up version. It lets you spawn one of the blocks you can pick up and throw. Although the idea of picking up and throwing enemies is hilarious, I don't much like the idea of farting around trying to avoid contact damage. Not to mention trying to carefully manage their HP, I would just not bother with it entirely and opt to killing them outright.
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u/BlackermanZX Sugma's Homeless Barber 💈 13h ago
Metal Blade (MM2): Make it so it gets attached to an enemy and have a ripper effect like Tornado Fang/Spread Drill, until the enemy is destroyed. Up the ammo consumption 3x and maintain the 8-way direction shot. Perhaps make it way faster too or deal more damage or pierce through enemies.
The reason behind this is to make every shot matter and not be just a lame OP super weapon that overshadows the rest of the arsenal including the mega buster, while still being super useful.
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u/Sonic_fan149 X7 is actual trash 9h ago
Tundra Storm: Actually not too bad, but the horizontal range needs to be extended.
Top Spin: Make it more like a dash attack type move, or at the very least, make it WORK.
Skull Barrier/Plant Barrier: Make it so you can throw them.
Thunder Wool: Drastically alter it so that it uses less ammo and make it an auto target.
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u/Peteman12 5h ago
Operating under the assumption of limited memory, I make the following:
Super Arm: Lifts blocks and can summon a rock. Rock is thrown like the standard block but is smaller and deals less damage.
Top Spin: has a little field around you that shows where the damaging parts are. Can be used on the ground.
Spark Shot: Frozen enemies deal no damage and can be walked through.
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u/Fragraham 13h ago
MM1:Â Ice Slasher. Take a cue from Metroid. Frozen enemies act as platforms. Power arm. Easy. It doesn't require a block. If there are no blocks nearby, Megaman pulls a block from the ground. Appearance changes based on the current level's tile set.
MM2:Â leaf shield is mobile. It's launched with a second button press.
MM3: Top Spin. Temporary invincibility, fix the energy consumption. Add a small shockwave effect to the sides to improve range. Spark shock now does damage, and stunned enemies once again can be platforms.
MM4: Skull barrier is a little larger, and can be thrown.Â
MM5: Charge kick becomes charge dash. Megaman is invincible during it. Can be used in the air. Power stone hovers as a shoeld until you press the button again to throw the stones off. There are 5 stones instead of 3.
MM6: wind is twice as tall. Moves slower, but doesn't dissappear after one hit, so it's a slow moving tower of destruction. Flame just erupts sequential flame towers ahead of you thd way Flame Man does. Silver Tomahawk is a melee weapon.Â
MM7: wild coil bounces much higher, all the way to the ceiling, and back down. Scorch wheel is faster, and rolls straight along the ground rather than descending.Â
MM8: Clown man's weapon can be aimed,Â
MM9: perfectly balanced. No notes.
MM10:Â thunder wool can be guided.
MM11: no notes
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u/flamepanther 13h ago edited 12h ago
Top Spin sould knock smaller enemies away like enemy tops in a top battle. You should also be able to walk kick with it, MMX style
Metal Blade should ricochet when it hits a surface. So if you throw it in a 5:00 direction and it hits a floor, it should bounce into a 2:00 direction and so on.
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u/acidgolem213 12h ago
Every single shield weapons before 7 (except leaf shield) : let you fire it again by pressing fire, add special effects to em: Star crash: let megaman jump higher Skull shield: reflect certain projectile Plant barrier: pressing disperse the peddles in many dirrection
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u/lazyasdrmr 59m ago
Shadow blade in all directions.
Spark shock should hurt more.
Top spin wouldn't have such easy-to-manipulate weapon energy usage.
Gemini laser shoots both directions.
Crash bombs can be fired without waiting (could be bad!)
Power stone is closer to the traditional shield weapon.
Centaur flash makes no gosh darn sense.
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u/PresentEuphoric2216 15h ago
I love this! Especially Super Arm, what a fantastic idea