Post by Buster Cannon on Apr 9, 2013 17:07:17 GMT -5
Being a fan of both Megaman Legends and competitive fighting games, the concept of tier lists has always fascinated me. This list ranks how I objectively view the weapons in Megaman Legends 2 in terms of overall usefulness. It is important to note that this is not just a gauge of actual power, as factors such as cost-effectiveness, how early/late a weapon is attained, and usefulness throughout the game all play into this. So without further ado:
Tier Ranking | Special Weapon(s) |
S Tier | Machine Buster |
A Tier | Vacuum Arm Active Buster Shining Laser Splash Mine |
B Tier | Powered Buster Grand Grenade Spread Buster |
C Tier | Drill Arm Blade Arm Grenade Arm Shield Arm |
*Weapons are not listed in any particular order within tiers.
Individual notes
S Tier, a.k.a. God Tier
Machine Buster: This thing will be your best friend for the entirety of the game if you so choose. It's only made from a sole part that you find in a trashcan after you defend City Hall, is fairly cheap to upgrade, and is useful in every category that counts. The only negative I can point out has nothing to do with the weapon, but rather the fact that you have to take it off to blow that dirt wall away in Clozer Ruins. That segment of the game still irks me since those kinds of bad design decisions (i.e. 'Use this weapon to progress or else') aren't commonplace in the Legends series, but I digress...
A Tier, a.k.a. Immensely Useful Tier
Vacuum Arm: Unlike MML2, I didn't put this in S-Tier, and I had a couple of good reasons for that. For starters, there aren't really any spots where zenny is likely to get jammed into walls, so by nature it's easier to pick up the refractors manually. Secondly, it has some serious competition from another zenny gathering source: Beast Hunter. If you know how to kick puppies correctly you can literally rack up at least 4,000 zenny every 30 seconds, almost negating the need to grind via digging. That said, the Vacuum Arm is still an amazing zenny collection tool that doesn't really have any downsides on its own.
Active Buster: You get this right before you have to fight the Bonnes in the air, and Capcom couldn't have placed it at a better spot. Even without hearty upgrades, this thing is easily strong enough to handle not only the Draches, Gesellschaft and Fokkerwolf, but also the rest of the game if you'd like. Now it is the most expensive weapon in the game to upgrade, but it is definitely worth it.
Shining Laser: As boring as I think this weapon is, I really have to give credit to its power. This is the best Juno-killer in the game, and earns this spot for that reason alone. Still wouldn't invite it to a party though.
Splash Mine: ...You can put the torches and pitchforks down, I have my reasons for marking this as A-Tier. Despite how limited and under-powered it seems, I have to give it credit for actually doing its job extremely well. Aside from the Normal Arm, this has the lowest upgrade cost in the game, and for good reason. Not only will this save your butt vs. the Blumebears and City Hall, it also does quite a number on the Marlwolf, at which point you can leave it with Roll for the rest of the game. It doesn't matter that you'll never touch it again after that, the usability of it in the early game is so good that you've easily gotten your zenny's worth.
B Tier, a.k.a. Solid Yet Impractical Tier
Powered Buster: Personally, I really like this thing. Has a nice amount of power behind it, and defeating the Marlwolf by sniping at the open door is rather fun. The problem is that as you progress further into the game, you start to realize the importance of mobility over raw power, and this thing nails your feet to the ground during the entire firing animation. Shoot even early on it really doesn't have anything on it that makes it a better choice than the Machine Buster. Still fun though.
Grand Grenade: I really want to like this thing, especially since it has enough raw power to OHKO the Fokkerwolf when fully upgraded. Like the Powered Buster though, it has the issue of not really being mobility-friendly, especially when it comes to hitting moving targets.
Spread Buster: Another one that goes in the category of cool but impractical. Chances are that if you shoot something with this point blank it'll die, and firing straight up in order to get a rain of bombs is always amusing. There's no situation in the game where you'd think "I wish I had my trusty Spread Buster right now", but it's very fun to mess with. It also eats up energy faster than a Hummer will go through a full tank of gas.
C Tier, a.k.a. 'Don't Use That' Tier
Drill Arm: Okay, to be fair you do need this to collect certain items, but it doesn't do anything else. If you get close enough to where you can actually damage something with it, chances are you'll get smacked by a reaverbot who thinks that you're trying to get fresh.
Blade Arm: Looks kinda cool, but the damage is pretty terrible for how close you have to get.
Grenade Arm: I give it novelty points for the fact that you can toss while jumping and the wall-bouncing, but this is otherwise scrap.
Shield Arm: Being able to block multiple types of projectiles (and some physical attacks) sounds really cool, but you can just...step...out...of...the...way and save your zenny. Using this as a bug-zapper vs. the Invisible Sharukurusu is sweet revenge though!
So with this list in mind, what would your list look like? Do you agree or would you change a few things?