Weapon Analysis - Wild Coil

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D-Man
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Weapon Analysis - Wild Coil

Post by D-Man » Mon Jul 08, 2019 11:01 pm

Wild Coil - From MM7
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Capacity: 14-28 Power: 2(uncharged), 4(charged) Type: Throwing / Charged

Obtained from Spring Man, this gimmicky weapon fires bouncy coils out on both sides of the player. Up to four Coils can be on screen at once, and they will bounce on any terrain, but will be destroyed upon contact with an enemy or wall. Additionally, they can be charged to increase their bounce height and damage output. Holding up or down while firing a charged Coil will also increase or decrease the height of its bounce.
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This weapon is difficult to use effectively, as it cannot hit directly above the player, and an uncharged Coil needs to be fired every time you want to charge, meaning ammo will be wasted more than you'd like. Miscalculating the way the weapon bounces can lead to it going over enemies' heads or just narrowly missing a side hit, resulting in more ammo wasted. Yet, despite this, the Wild Coil is your only hope against the dreaded Wily Capsule 7.

Wild Coil was one of the lucky three MM7 weapons to be introduced in the 1.4 update. It functions the same way it did in its original game, though the inclusion of new objects such as water can be used to affect its bounce trajectory. See the Height Table on the MMM wiki for more information: https://wiki.megamanmaker.com/index.php/Wild_Coil

The coils will bounce on any object with solid collision on top or bottom, but will be destroyed upon contact with weapon blocks marked with Wild Coil, or side hits with Dust Blocks. Side hits against Reflecting Yoku Blocks and Time Bomb platform will cause the Coil to be deflected as normal. They can bounce on top of Bokazurah, but will still cause them to fire like most weapons do. Unfortunately, this weapon does not interact with springs.
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Overall, the Wild Coil still proves to be a tricky weapon to use in regular situations, though getting used to its controls can make it a surprising useful (and fun) anti-air weapon.
This is stupid, I wan play CUPHEAD
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TheCreativeEye
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Re: Weapon Analysis - Wild Coil

Post by TheCreativeEye » Tue Jul 09, 2019 11:04 am

Didn't know they can be shot upwards, thank you!
Music changer for 1.6 or devs gae
(Still made the Scloof™ Turret)

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TheKman100
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Re: Weapon Analysis - Wild Coil

Post by TheKman100 » Wed Jul 10, 2019 6:16 pm

One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
Latest five levels:
* Legends of the Hidden Temple (332006)
* MAGMML2 - Yggdrasil Made Fair (334548)
* The Room Revolving (337399)
* Cyclone Fortress 2 (339317)
* Mega Man Rock Force - Crypt Man (340099)

D-Man
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Re: Weapon Analysis - Wild Coil

Post by D-Man » Wed Jul 10, 2019 9:20 pm

TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
A lot of weakenesses don't make sense in this series, like how Charge Man is weak to a Stone weapon despite being able to produce coals, or Guts Man being weak to Time Slow in PU.
This is stupid, I wan play CUPHEAD
Levels:
Darkness Crypt - Megaman (339203)
Excitement Emporium - Megaman (339627)
Disarmed Fortress 1 (340167)

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TheCreativeEye
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Re: Weapon Analysis - Wild Coil

Post by TheCreativeEye » Wed Jul 10, 2019 9:40 pm

TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
Maybe it's just that Wild Coil is a silly weapon, and Shade Man is edgy, so capcom decided to include a bit of irony in their game
Music changer for 1.6 or devs gae
(Still made the Scloof™ Turret)

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TheKman100
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Re: Weapon Analysis - Wild Coil

Post by TheKman100 » Thu Jul 11, 2019 2:31 am

D-Man wrote:
Wed Jul 10, 2019 9:20 pm
TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
A lot of weakenesses don't make sense in this series, like how Charge Man is weak to a Stone weapon despite being able to produce coals, or Guts Man being weak to Time Slow in PU.
Large stones can block train tracks, and an altered schedule might be hard for a construction worker to maintain.

What of the Wild Coil, a pair of metal springs, and Shade Man, a vampire robot with a sound cannon? It seems like there should be something.
Latest five levels:
* Legends of the Hidden Temple (332006)
* MAGMML2 - Yggdrasil Made Fair (334548)
* The Room Revolving (337399)
* Cyclone Fortress 2 (339317)
* Mega Man Rock Force - Crypt Man (340099)

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TheKman100
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Re: Weapon Analysis - Wild Coil

Post by TheKman100 » Thu Jul 11, 2019 2:32 am

TheCreativeEye wrote:
Wed Jul 10, 2019 9:40 pm
TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
Maybe it's just that Wild Coil is a silly weapon, and Shade Man is edgy, so capcom decided to include a bit of irony in their game
Okay, I'll take it. Seems like a stretch, though...
Latest five levels:
* Legends of the Hidden Temple (332006)
* MAGMML2 - Yggdrasil Made Fair (334548)
* The Room Revolving (337399)
* Cyclone Fortress 2 (339317)
* Mega Man Rock Force - Crypt Man (340099)

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Kun fu Cuts Man
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Re: Weapon Analysis - Wild Coil

Post by Kun fu Cuts Man » Thu Jul 11, 2019 8:35 pm

TheKman100 wrote:
Thu Jul 11, 2019 2:31 am
D-Man wrote:
Wed Jul 10, 2019 9:20 pm
TheKman100 wrote:
Wed Jul 10, 2019 6:16 pm
One thing I've always wondered about this weapon... why is it so effective against Shade Man in the source game? I don't see any logical correlation.
A lot of weakenesses don't make sense in this series, like how Charge Man is weak to a Stone weapon despite being able to produce coals, or Guts Man being weak to Time Slow in PU.
Large stones can block train tracks, and an altered schedule might be hard for a construction worker to maintain.

What of the Wild Coil, a pair of metal springs, and Shade Man, a vampire robot with a sound cannon? It seems like there should be something.
The coils are warlic flavored. Geminilaser's explanation.
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Does this count?

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D-Man
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Re: Weapon Analysis - Wild Coil

Post by D-Man » Sun Jul 14, 2019 9:26 pm

Kun fu Cuts Man wrote:
Thu Jul 11, 2019 8:35 pm
The coils are warlic flavored. Geminilaser's explanation.
Okay, point taken.
Why is Galaxy Man weak against Concrete Shot?
This is stupid, I wan play CUPHEAD
Levels:
Darkness Crypt - Megaman (339203)
Excitement Emporium - Megaman (339627)
Disarmed Fortress 1 (340167)

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TheCreativeEye
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Re: Weapon Analysis - Wild Coil

Post by TheCreativeEye » Mon Jul 15, 2019 9:25 am

D-Man wrote:
Sun Jul 14, 2019 9:26 pm
Kun fu Cuts Man wrote:
Thu Jul 11, 2019 8:35 pm
The coils are warlic flavored. Geminilaser's explanation.
Okay, point taken.
Why is Galaxy Man weak against Concrete Shot?
The Cu- Concrete blocks up his blackhole-shooting hole, or maybe it's that it puts weight on him making him unable to fly
Music changer for 1.6 or devs gae
(Still made the Scloof™ Turret)

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phunguy06
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Re: Weapon Analysis - Wild Coil

Post by phunguy06 » Mon Jul 15, 2019 3:17 pm

TheCreativeEye wrote:
Mon Jul 15, 2019 9:25 am
D-Man wrote:
Sun Jul 14, 2019 9:26 pm
Kun fu Cuts Man wrote:
Thu Jul 11, 2019 8:35 pm
The coils are warlic flavored. Geminilaser's explanation.
Okay, point taken.
Why is Galaxy Man weak against Concrete Shot?
The Cu- Concrete blocks up his blackhole-shooting hole, or maybe it's that it puts weight on him making him unable to fly
No, it just gets in your eyes. Not much.
I have embarked on phunguy06's Amazing World Tour™!

Now in China, I'm beginning to regret asking Wind Man to show me around...
Heeeeeellllllp!


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