BulletMagnet wrote:Heh, I was just being a pain in the neck. Seriously though, that one weapon is the ONLY one I've found ZERO use for in that game...it's like power-ups (or for that matter the main blaster) in Souky, why bother including 'em?
Look, do you want an use for weapon 5 in Super Aleste? When you are at level 6 and you're hit, your firepower will decrease a lot. There are weapons that aren't really useful until you leveled them up. If you go down at level 0 and have a 2, you're screwed. Weapon 5 instead offers some decent firepower from the beginning. So, like weapon 1, it proves quite useful to level up at least up to level 3. You're aware that pressing R, missiles will go straightforward and they are quite powerful.
I for sure have used 5 in some occasions. It's also good to switch to it when approaching a boss. The weapon I usually avoid like plague is 6. But even 8 and 7 I use less than 5.
See? that's the reason I love Compile. I'm sure you have valid reasons to avoid 5, and we're both enjoying the game!
About Soukyugurentai... I must admit that, besides the yellow ship, I get my best results with the green one. And one of the reason I like that one is... Yeah, you guessed it, its powerful main blaster. I was playing like "who needs this ****ing peashot, but when I switched to Arcade mode (i'm talking oubushustugeki here) reevaluating the blaster was the key factor to success.
Note = not writing all this to argue, I just imagined you'd be interested in seeing a different approach to weaponry ^_^