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MMX Command Mission Part 11- "Spider's Masterful Gambit"

JFit

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MMX Command Mission Part 11- "Spider's Masterful Gambit"

26 просмотров · 9 дн. назад
JFit
370 подписчиков
26 просмотров · 9 дн. назад
Hey all! Part 11 resumes Chapter 6's story as Zero's back on the team and Spider has a losing hand now. Before venturing further into the mine, we return to base to check on the deployment teams. We luck out and get the Generator sub weapon from Gaudile Laboratory. The Generator is incredibly useful as it grants the user an extra 20% WE each use. This pairs well with something like Cinnnamon with her Energy Field, as she can constantly boost the team's WE gain rates while slowly building her own faster, which allows her to use her action trigger more and save you tank energy for when it's really needed. It also works great with Zero and his Heat Haze weapon, as at 100% WE he can use HH and then Generator to have 95% WE for his command arts action trigger. This effectively boosts his damage potential by 25% at full gauge. There's also Power Charge on most characters but Massimo especially since he can't abuse Gain WE+ Force Metals as much, so Power Charge/Generator works great on him for his action trigger. When we return to the mine, we're given the task every overachieving bottom-rung employee gets of having to manage FOR the manager. Some Degraver mechaniloid has the wrong pickaxe and it started a domino effect of bad operations. We're given the Red Pick and need to find the red miner. Doing so gets us the part to progress and is all we need to do. By delivering the right tool to everybody however, we get a strong force metal called "Infinite Resist" that makes you immune to all stat drop attacks. It can be handy for some future encounters. There's also the Gimialla key door on this floor, which we DEFINITELY want to check out after the chapter. The next floor is short and sweet. There's Build items and one of each Element Guard force metal that can be picked up, and we have to clear three elemental glob guardian fights to unlock the door. Each fight features 2 of the glob you talk to as well as 1 of their weakness counterpart. I believe this was to discourage Ultra item spam, but it kinda works against the Liquid globs due to how Water/Ice attacks interact with them. Clearing all 3 fights opens the door to the boss Incentas. Incentas reveals that we've been baited and bamboozled. There's no Supra Force Metal here, and we're trapped with him. Incentas incorporates a rotating element gimmick where each turn he has he swaps to another element (Fire, Water, Thunder, loop). You can keep things simple by going for null element damage, or you can rotate everyone around to try and hit Incentas hard with his weakness in the moment. Something like X/Zero/Marino could work since they have elemental main weapons and you can add sub weapons to cover the element that Incentas currently absorbs so everybody does ok damage each turn. Personally, I just waited to action trigger him as Zero and almost hit 18k damage with sub-optimal WE, and a double Power Charged Hyper Mode Massimo Action Trigger put him into Final Strike range in just 12 turns. Incentas realizes he wasn't built for this and tries to blow us up while we're trapped. Incentas is about to escape before Spider stops him and drags him to the door. In an attempt to get everybody out of there, Spider plays the hero and uses himself and Incentas as a makeshift lockpick for the door. Back at base, Spider's talent for door-opening is appreciated, and Zero begs to be on the team for good now as thanks for his service, bringing Chapter 6 to a close. Next part will bring us to THE worst place in all of Mega Man history and that's quite an accomplishment really. Hope you all look forward to that and I'll see you all next time. Feel free to join my server here-   / discord