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Damage Output
Braveheart2015 Blue Sparx Gems: 760
#1 Posted: 16:50:34 14/07/2015 | Topic Creator
I was watching some gameplay of Turbo Charge Donkey Kong, and I noticed that his barrels were only worth 30-40 Hitpoints, even when he was probably upgraded halfway, leveled up to 15, and had his Supercharged Combo bonus damage. So if VV screwed up the Damage Output like they did on Swap Force, I'm going to go raving mad! What do you think?
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wreckingballbob Emerald Sparx Gems: 4565
#2 Posted: 16:58:41 14/07/2015
I believe this is a great thing as I think the damage output was screwed up in Trap Team with being too uneven and high. They have lowered it down which is great as no one will be too overpowered compared to some others.
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5.7.
Braveheart2015 Blue Sparx Gems: 760
#3 Posted: 17:06:26 14/07/2015 | Topic Creator
Quote: wreckingballbob
I believe this is a great thing as I think the damage output was screwed up in Trap Team with being too uneven and high. They have lowered it down which is great as no one will be too overpowered compared to some others.



I guess you're right, I just liked being powerful! Mwahahah!
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Badwolfmichael Gold Sparx Gems: 2511
#4 Posted: 17:47:03 14/07/2015
SuperChargers seems like it fixed the damage output.
Trap Team was the one with the messed up output.
Tigorus Emerald Sparx Gems: 3589
#5 Posted: 18:13:41 14/07/2015
Trap Team was so skewed with the Damage number, mostly due to the Villains damage. Freaking Evolved Cookoo Clocker's fully charged slam hit for like 1800 (non-crit). It's like the game was designed to use the villains and if you didn't, you got punished with ridiculously high HP mobs that just wouldn't die. I usually played this way but I noticed that if I didn't use the Villains it was noticeable on the power scale. I hope they bring the numbers back in line for Super Chargers now that Villains are gone in the normal ground game.
TheShadowDragon Ripto Gems: 2886
#6 Posted: 01:12:15 15/07/2015
Somehow I'm getting the feeling that Echo's ultimate attack, when her Singalong path is chosen, will be nerfed to much less than 100 damage in SSC.
Blink182Bouncer Yellow Sparx Gems: 1659
#7 Posted: 01:25:16 15/07/2015
Well 80 was Average in TT
32 was average in SF

It's reasonable on both if SF is being played on Easy or Normal

And the SF and TT run on completely different engines so combat will feel more natural with the lower damge
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Edited 1 time - Last edited at 01:26:27 15/07/2015 by Blink182Bouncer
Dark Snap Shot Gold Sparx Gems: 2648
#8 Posted: 03:58:12 15/07/2015
I think because the damage output in tt was too high and they removed pvp because, well, if would be easy af to win,
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Psn-Zydren8cookie, FC 3024-5345-8692
GinjaNinja Gold Sparx Gems: 2604
#9 Posted: 04:46:00 15/07/2015
Yeah, Trap Team made the damage WAY too high, almost to the point it got unenjoyable.
Badwolfmichael Gold Sparx Gems: 2511
#10 Posted: 04:48:12 15/07/2015
Quote: Dark Snap Shot
I think because the damage output in tt was too high and they removed pvp because, well, if would be easy af to win,



Nah
it was so people would buy Trap Masters/Play as Villains more.
JPA13 Green Sparx Gems: 273
#11 Posted: 05:42:15 15/07/2015
The damage on trap team was the reason behind no battle mode
Badwolfmichael Gold Sparx Gems: 2511
#12 Posted: 05:44:34 15/07/2015
Quote: JPA13
The damage on trap team was the reason behind no battle mode



How do you know?

I thought it was because Activision/ TFB had Focus Groups and PvP was the least played mode so they removed it
Dark Snap Shot Gold Sparx Gems: 2648
#13 Posted: 10:03:04 15/07/2015
Quote: JPA13
The damage on trap team was the reason behind no battle mode



This is so true,
Plus the EE is probably another reason,
Hopefully Superchargers has it back,
Though if its not it should be split screen racing.
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Psn-Zydren8cookie, FC 3024-5345-8692
Bifrost Prismatic Sparx Gems: 10717
#14 Posted: 10:58:51 15/07/2015
Don't go spreading what you can't prove guys. It might've been the reason it was axed since they ran out of development time, but with the balancing in SF we had PVP anyway no matter how unfair some matchups were. There was more than just the bad balancing and villain mechanics(which could simply be blocked in that mode).
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SO I'LL GIVE YOU WHAT YOU WANT
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Badwolfmichael Gold Sparx Gems: 2511
#15 Posted: 13:11:06 15/07/2015
Quote: Dark Snap Shot
Quote: JPA13
The damage on trap team was the reason behind no battle mode



This is so true,
Plus the EE is probably another reason,
Hopefully Superchargers has it back,
Though if its not it should be split screen racing.


That doesn't make any sense,
Putting in the damage output would definitely come after they made the decision to make Battle mode lol
I don't know where you guys are getting this information

They didn't make the game, have high damage outputs, and then think ( oh no, looks like we can't have battle mode anymore smilie )
If they really wanted to implement it in the game they would have, They have to think about what they're going to do before they even make the game, and I would expect including battle mode or not would be a decision they would have to make
Bifrost Prismatic Sparx Gems: 10717
#16 Posted: 13:32:55 15/07/2015
You'd be suprised at what things in the game would end up as oversights though. There wasn't anything stopping them from doing PVP because they could always handicap villains or block them entirely, and the news on PVP missing came out of nowhere when Skydad was visiting the TFB office,way close to release. Feels like they just couldn't implement it on time, and left the high damage/enemy HP as is since there was no need for character-to-character balancing. There WAS need so higher difficulties weren't an excercise in frustration like it was, but when you have to pick what to finish you probably don't have things like that in mind.
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SO I'LL GIVE YOU WHAT YOU WANT
(What I need is never what I want)
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