Tiers for non-fighting games?

Vulcan Punch smashes a lot of things insanely fast. Hordes of infantry are even less of a threat than before, tanks are quickly and easily dispatched, and it is even helpful on some bosses (Mission 5’s front and lower sections being a prime example). It’s high-risk, but high-reward with practice. The only thing it doesn’t work on are flying enemies and those little mechs in Mission 7 that will stab you if you try it.

And again, I was basing the tiers on both Story and Combat School modes. With Combat School giving you infinite ammo on all weapons in most scenarios, and disallowing special weapons completely in the remainder, Ralf gets even better while Fio gets slightly worse. Tiering based strictly on Story mode would have Fio and Ralf on even terms IMO, but the entire game as a whole is a different beast (again IMO).

At this point though, I think we’ve both had our say and probably aren’t going to change either other’s minds on the issue.

I can see where you’re coming from. Ralf is just a really difficult character to use well, and because I’ve been a Metal Slug fanatic since the first game, I have difficulty adjusting to a new playstyle. I’ll probably end up sticking with Fio for the most part.

Same here. I’ve spent more quarters than I care to admit playing X and 3 in the arcades.

Until 6 and 7, Metal Slug X was my favorite game of the series. I remember when there were only tier lists for the fucking weapons. You remember that shit?

Oh yeah. In that regard, I always hated Dropshot and Rocket Launcher. You like X better than 3? Metal Slug 3’s always been my favorite.

Drop shots have their advantages, especially because the shots stay on the playing field for a long time, meaning that if you know an enemy is coming, you can launch a drop shot, then transfer to the heavy machine gun and mow down the rest of the enemies while the drop shot kills the one that would have either knifed your ass from behind or cost you a second or so. The rocket launcher is a good weapon if you’re fighting a stationery base-type thing such as the end of the first area of the first mission in Metal Slug 7. I can kill it in three seconds by simply getting right in its face, aiming up and pumping it full of rockets. Now, granted, the shotgun can do the same thing, but what makes rockets better for that particular job is the columnar explosion that accompanies a rocket’s impact, which makes it safer. The super grenade is just a rocket launcher with more firepower, but no homing device, which means that you could mow down an army if you have both of those weapons, but while you’ll need the super grenade to kill bosses in record time, the rocket launcher is ideal for taking down enemies on a ledge below you in groups of three, four, or five per rocket.

Tiers for Archon?

Fallout 3 Stats (S.P.E.C.I.A.L.) Tiers

Top Tier

Intelligence - By far the most important stat in the game. It determines the number of skill points you get at each level up, and the starting level of three of the most important skills in the game. Since skills in this game are far more important than stats you should should try to max this asap to get as many skill points as possible at each level up. If you max out intelligence early in the game it is easily possible to max most skills with the help of bobble heads and skill books. Increasing this also makes makes the skill gains from increasing other stats pretty much negligible.

Agility - Determines the amount of Action Points you available to use for VATS in combat. The more AP you have, the more attacks you can do VATS. This is really important because fighting in VATS is far superior than shooting at enemies in first person because of how horribly inaccurate FPS mode is. (You can seriously have your crosshairs trained on a enemy’s head, and your gun manages to shoot a foot from where your crosshairs are.) Your attacks do a lot more damage when you attack in VATS, and are also much more accurate. You also save lots of ammo because you can kill an enemy with far less bullets in VATS than when shooting normally. Melee weapons and and unarmed also do more damage for some reason when using VATS. Adding one extra point in agility could very well give you that one extra headshot you need to take down that Super Mutant.

Luck - Increases your chance of getting critical hits and having random encounters. Critical hits do up to double damage and can sometimes kill a target outright with certain weapons. Random encounters give access to side-quests and some rare items in the game. The best energy weapon can also only be obtained through a random encounter that depends on luck.

Mid Tier

Strength - Increases the amount of weight you can carry and the damage you do when fighting unarmed and with melee weapons. A higher weight limit means you can carry heavier armor, and weapons with you which is important for characters that use the Big Guns skill and Power Armor variants. Being able to carry more junk around with you and loot more from enemies is always a good thing. The damage increase for melee weapons and unarmed is pretty insignificant but is a good bonus, I guess.

Endurance - Increases your damage resistance, radiation resistance and starting health. Damage resistance reduces the amount of damage you take which is always good. Damage resistance is also can also only be increased by getting new armor or taking certain perks which makes this useful. Rad resistance isn’t particularly useful because radiation is generally easy to get rid of, and doesn’t effect you until you it reaches a really high level. Hit Points only matter in the beginning of the game when you have low damage resistance and very few healing items. Later on, you can heal pretty much anytime you want, and won’t be taking much damage anyway because you’ll far better armor and be able to kill enemies much quicker.

Bottom Tier

Perception - Increasing this makes enemies and traps appear on your radar/compass when they are a further distance away from you. This doesn’t seem to make a difference because most (all) enemies and traps appear on your radar long before you can see them, even with no points in perception. It’s also used for some dialogue checks at certain points in the game so it’s useful to leave a few points in it.

Charisma - Hands down the worst stat in the game. All it does is increase disposition with other characters which is useless anyway because you can get them to do whatever you want using the speech skill anyway. You’re better taking points from this and putting them in intelligence you can increase speech instead. There are also, oddly enough no dialogue checks which use charisma which further shows how useless it is. You can easily go through the game with one point in charisma and not notice the difference.

Rocky Rodent (SNES)

Top
Spiked hair

Mid
Spring Do
Pony tail

Bottom
Axe mohawk

Almost Useless
Bird assist(bowl cut)

Woowwww :tup: Been a long time since I’ve played this game, wasn’t axe mohawk pretty useful?

Super Off Road

S tier- that damn gray car.

Man, I just caught the random bug and played Mighty Final Fight. And in doing so I decided that I’ll put that time to good use and tier the game real quick.

High

Haggar: He starts at Level 3 and can gain experience faster than Cody or Guy. Jumping Piledriver does nasty fucking damage especially if you combo 2 headbutts before it. His item the Hammer OHKO’s if not 60% or more damage on hit and he has an INFINITE!!! His only weaknesses are his Level 4 if not used correctly will get you in some trouble. And of course he’s slow as hell. But that doesn’t outweigh what he does better than Cody or Guy.

Mid

Cody: His Getsuga Tensh?..I mean his Fireball Blast Level 4 technique is the tool to rape any boss (except Belger) that you come across. His Break Upper is broke as fuck and he can even do the Break Upper as a stand alone move. Which in most cases isn’t good for much but it’s there. His item the Knife hits multiple times so it pretty much has priority over most attacks that come his way. His weakness is the Getsuga Tensh? takes too long to do and you randomly try to combo it by accident and Cody will get laid flat on his ass. Other than that Cody is very solid.

Low
Guy: This in no way says that Guy can’t do shit but lowest HP, lowest damage output and his item the shiruken even though it gets 8 uses doesn’t really do much. The only positives for Guy are that his Rapid Punch can beat a lot of things that come his way and he’s the only character that can combo into his Level 4 Technique which makes for a better ender and it garners more EXP than if you finished with the normal ender. And on the back end it takes him the least amount of EXP to Level Up.

In the end Guy is good but Cody is better and Haggar is on some other shit entirely.

Pretty much you wanna start with Haggar and Piledrive everybody who isn’t you until you get to Level 5 and either keep Haggar or switch to Cody to wrap the game up.

Metroid II: Return of Samus
Tier rankings for guns

S: Ice Beam, yeah!
(Basically one-shots everything since it puts them in freeze stun on first hit. Necessary for normal metroids. Also makes platforms)
A: Spazer Beam
(Shoots hard and wide range. Great for plowing through sand)
B: Plasma Beam
(Has the highest damage, but shot is very narrow. Also only one shot at a time, so you have to have a good aim.)
C: Wave Beam
(You don’t have to aim, but lacks the punch. Good for killing those flowers)
D: Normal Beam
(Small and weak)

Bionic Commando Rearmed weapon tiers:

S
There’s no weapon that completely dominates.

A
Bazooka: Retains its power from the NES game, except the splash damage can kill you, and it no longer penetrates. The weapon you should use against bosses.

Vector Cannon (upgraded): Really good weapon. It can eliminate multiple targets quickly. Not as good against human enemies, but it can still kill them quickly if they get hit with both shots.

B
Plasma Rifle (regular & upgraded): Rapid-fire weapons are always nice. :smile: Overall though, it’s not a weapon that’s going to be used over the upgraded Vector Cannon since that weapon is stronger and can hit multiple targets in any direction.

Revolver (upgraded): the default weapon is useful throughout the entire game due to its rapid-fire ability at close range.

Grenade (regular and upgraded): Can destroy anything in one hit, but you need to aim well to hit your target.

C
Shotgun (regular and upgraded): As an offensive weapon, it’s not that useful. You have to be close to the enemy in order for it to work well, when you could just as easily use the Bazooka and keep your distance. The shotgun’s real usefulness comes from its recoil, which allows you to swing from the ceiling.

Vector Cannon: Not quite as useful as the upgraded version. Until you get the upgrade, the Plasma Rifle works better for your anti-robot needs.

Machine Gun (upgraded & regular): Effective against everything, but it isn’t that useful. You can’t run & gun with it, and you have to reload it.

D
Revolver: Basic weapon, but you’ll never use it since the upgrade is a town away.

Bazooka (upgrade): Only useful against the final boss, because you have to use it. Otherwise, not very practical. It’s hard to control.

Shotgun is pretty garbage. It’s only uses are for fighting that boss with the bionic arm (was his name Groeder? I forget) and to make yourself swing while hanging. Damage output is pathetic against normal enemies, even at point-blank range. Rapid firing with the Revolver is always better.

Left for Dead

Humans>Infected

Can’t remember if these were done before. Even so, this game merits a more thorough explanation. CADILLACS & DINOSAURS!

Top:
Mustapha: He’s already the fastest character in the game, and his jab reaches farther than all the others. However, his trump card is that amazing dropkick (dash attack). Damage, range, and priority. His only weakness is a bad jump kick, but that’s almost everybody.

Mid
Mess: Powerful, but he doesn’t lose that much speed for it. He makes short work of bosses because of his damage. His dash attack is only second to Mustapha’s. He even has a better dashing jump attack (looks like a huge arm swipe). He lacks range somewhat and his attacks mostly don’t measure up to Mustapha’s.

Jack: Pretty average overall. His punch combo is really fast, but he doesn’t have much else to make him as good as Mustapha and Mess. His dash attack lacks range and has an unreliable hitbox, which can put him in trouble if he misses.

Low:
Hannah: She just doesn’t have what it takes to compete with the rest. Her range is short, and she isn’t fast enough to compensate. The only thing she has over the others is her knife-using ability, which is not that great considering all guns and most other weapons are superior.

So yeah, Mustapha’s dropkick owns this game.

I guess I can go for some Resident Evil 4 weapon tiers.

Titan: Chicago Typewriter
God: Hand Cannon, Infinite Rocket Launcher
Top: Red9, Broken Butterfly, Striker
High: Matilda, Killer7, Riot Gun, Combat Knife, Semi-Auto Rifle
Mid: Blacktail, Punisher, Shotgun, Bolt-Action Rifle, Grenades, Mine Thrower
Low: Rocket Launcher, TMP
Bottom: Handgun

Resident Evil 4 weapons can be tedious to tier. Some weapons gain and lose value based on things such as difficulty level and which version of RE4 we’re talking about. The Red9 NEEDED the stock in the PS2 and Gamecube versions due to the bad recoil, while in the Wii version, the recoil was negligible.

In harder difficulty levels, the Handgun is easily the best handgun to use. The exclusive upgrade would allow for very frequent headshots, which saved a lot more handgun ammo than even the Red9, and headshots are even easier to get in the Wii version. In the Wii version, the Handgun is at least High Tier.

I only played the Gamecube version.