They capped the Slug's grenade firing limit - you can still let rip, but not at such insanely boss-demolishing rates. So while you can still fight all but one of MSX's bosses in the Slug, you rely more on its cannon and vulcan. In MS3, it's only the first and final bosses that allow the Slug (you can finagle a Rebel mech suit for the third, though it's more for style points).BareKnuckleRoo wrote:What'd they do to change it?mycophobia wrote:congrats! they definitely fixed the boss bomb spam technique in X and 3...
The game engine changed in other, subtler ways from MS1 to MS3. MSX/3's air handling is noticeably heavier, plus they cut the Short Hop, as well as the Mario-style "hold jump to high bounce" off tanks. While I don't miss the hop - in such precise action games, I like to know my jumps are the "right" height every time - I wish they'd kept the Mario. Fun and practical!
Bouncin' 4 REAL
Spoiler
MSX/3's jumping HMG sweep is also subtly easier to execute, ie effortless. MS1's input is slightly pickier.
Bit trickier to get that perfect willy-waving action
Spoiler
MSX actually took a step backwards, with its turnaround animation eating attack inputs - neither MS1 nor MS3 do this. Easily worked around - just add a "security tap" - but it's mortally dangerous if you're unwary of it, or simply distracted. Tried executing this SHA-WEEET late-game maneuver one run, got the Dead Man's Click as Girida #2 blew Marco's head off.
MS3 controls beautifully imo. No glitches that I'm aware of, and super-fine air handling. And I don't know if the shot/melee trigger was changed at all, but close combat is smoother than a motherfucker.
They also fiddled with the "crouch to shoot faster" mechanic - IIRC, MS1/X's handgun is unaffected by stance, while in MS3, it gains a higher firing cap during crouch. Can't recall if X/3 differ on the special weapons' stance caps.