Teenage Mutant Ninja Turtles: Shredder's Revenge

Teenage Mutant Ninja Turtles: Shredder's Revenge

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Ruggie74 Jun 20, 2022 @ 12:33am
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Can We Please Get A Balance Patch?
1) Taunt spamming is WAY too effective and I find myself mashing it more than pretty much any other button. The taunt feature needs a 10-second cooldown and special abilities could be buffed with 10% range and damage to help compensate.
2) In multiplayer, it is almost always a better strategy to let yourself "die" and enter the downed state, opposed to "healing" your injured allies because it is incredibly easy to resurrect a downed player and they actually regain several lost hit points when you succeed (which again, is about 95% of the time). Make the downed state timer expire 25% faster than it currently does.

A typical pull of enemies pretty much just goes like this:
-spam taunt to fill your special fully
-unleash your specials on a cluster of enemies
-(if needed) resurrect any downed allies
-repeat

I don't ever make posts like this on games because I can never say with any kind of certainty that my idea(s) are better than developers' decisions. However, in this case, I truly believe my suggestions are very easy to implement, will not alter any other part of gameplay in a way that would create a new imbalance elsewhere, and would enhance the experience for BOTH casual and more hardcore players, alike.

Casual players would feel a greater sense of excitement when they were able to charge their special meter with a taunt since doing so would be time-gated, thus, more suspenseful while waiting for the cooldown period and more fulfilling to press for having had to wait a short amount of time to unleash your next powerful ability, instead of simply spamming it.

Hardcore players would appreciate the new decision making that would emerge from the proposed changes."Should I use my special right now and hit the most amount of weak enemies possible and build my combo/points, or should I save it for 5 seconds from now when fewer, stronger enemies are going to spawn in order to knock them down and reduce the likelihood that I make a mistake and take heavy damage from them?"


Please, PLEASE consider make changes to these mechanics in an otherwise BEAUTIFUL game. Thank you so much.
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Showing 1-15 of 83 comments
Memorex Jun 20, 2022 @ 12:50am 
Just make cooldown on taunts or maybe limit somehow per stage, it would make more strategy, more thinking, now it's just cluster**** cant see anything when 5 players spam supers
Jarrot Jun 20, 2022 @ 1:00am 
my suggest on taunt is to set on difficult level:

- easy difficult: remain like now
- medium difficulty: charge 50%
- hard difficulty: taunt not work or at least 1/3 charge not more than that

i also set more damage on some boss on hard difficult
NeoRizer Jun 20, 2022 @ 1:00am 
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Or just stop ruining other peoples fun? That would probably help...

If you want a technical fighting game with bad controls where the odds are against you, go play Streets of Rage 4 on anything above Normal mode... People like you ruined any kind of potential that game had to be fun to play.

This is a kids game, it's a beat 'em up, this isn't life or death... The in game challenges are hard enough as it is, like not getting hit for an entire level... they don't need to balance anything.

You realize if they balance out taunting people will just abuse it any way and it'll take everyone even longer in online multiplayer games to progress the level right?

You'll have someone hanging back spamming taunt and waiting out the "cool down" and / or compensating for any kind of percentile reduction. I know I would do it just to spite you idiots.

If they reduce the amount by even 50%, everyone's going to take twice as long spamming it... if they have a 10 second cool down, now you're waiting over 30 seconds instead of 10 seconds to fill the super bar...

Jesus, you people and your illogical nonsense... I'd rather the entire screen get spammed with super attacks every 10 seconds than have a bunch of clowns spamming taunt for a minute in between each fight.
Sledge Jun 20, 2022 @ 1:07am 
Here's a suggestion:
- The taunt gives a full powerbar only once per Stage to not make it completely useless. That means there can be little room to strategize if the player is not sure to use the Special with current life or the new one with full health bar.


- The bar would fill a bit less when hitting the enemies, but for that you don't lose progress when you take damage. While getting the power bars full in the middle of the Stage is not an issue, during the Boss Fights sometimes can be frustrating. Even when you know to back flip when the bosses are about to counter attack, there's still a high chance in Netplay multiplayer that you'll take hit and all the progress is gone, which explains why many Players prefer to stay in the corner and taunt instead.
Last edited by Sledge; Jun 20, 2022 @ 1:12am
khaosklub Jun 20, 2022 @ 1:11am 
Originally posted by Jarrot:
my suggest on taunt is to set on difficult level:

- easy difficult: remain like now
- medium difficulty: charge 50%
- hard difficulty: taunt not work or at least 1/3 charge not more than that

i also set more damage on some boss on hard difficult

yeah, I'd like something attached to difficulty.

though another idea would be that taunting just increases your rate of energy gain. maybe on easy, taunting makes the next hit fill your bar, normal, 2 hits and 3 on hard.
Cellsiuss Jun 20, 2022 @ 2:16am 
Originally posted by NeoRizer:
Or just stop ruining other peoples fun? That would probably help...

If you want a technical fighting game with bad controls where the odds are against you, go play Streets of Rage 4 on anything above Normal mode... People like you ruined any kind of potential that game had to be fun to play.

This is a kids game, it's a beat 'em up, this isn't life or death... The in game challenges are hard enough as it is, like not getting hit for an entire level... they don't need to balance anything.

You realize if they balance out taunting people will just abuse it any way and it'll take everyone even longer in online multiplayer games to progress the level right?

You'll have someone hanging back spamming taunt and waiting out the "cool down" and / or compensating for any kind of percentile reduction. I know I would do it just to spite you idiots.

If they reduce the amount by even 50%, everyone's going to take twice as long spamming it... if they have a 10 second cool down, now you're waiting over 30 seconds instead of 10 seconds to fill the super bar...

Jesus, you people and your illogical nonsense... I'd rather the entire screen get spammed with super attacks every 10 seconds than have a bunch of clowns spamming taunt for a minute in between each fight.
I have no fun with multi. You can't even hit your opponent normally, because everyone is spamming special attacks. And apparently most people have the same problem. So maybe people like you shouldn't spoil our fun for us?

The game is not just for kids, everyone can play it. And for kids there is an easy difficulty level. I don't see a problem here. The point is not to make this game a complicated fight, but to make the fight make sense, and not just spam taunt and special.

Taunts shouldn't restore special at all, just combo attacks. Simple fix for the problem.
Vesperas Jun 20, 2022 @ 2:38am 
I would just remove taunt and make it a dedicated grab button. As it is, the grab isn't very intuitive and feels really janky.

As someone who played the original TMNT 2: Arcade Game, TMNT 3: The Manhattan Project and TMNT 4: Turtles In Time as a kid, it feels really weird playing a modern TMNT that somehow feels less fluid than Turtles In Time and also has such exploitable abilities.

A bunch of hit boxes could use some work too.

Overall, it's fun and all but nowhere near as much as I had hoped or as it could be.
Memorex Jun 20, 2022 @ 2:57am 
Originally posted by Vesperas:
I would just remove taunt and make it a dedicated grab button. As it is, the grab isn't very intuitive and feels really janky.

As someone who played the original TMNT 2: Arcade Game, TMNT 3: The Manhattan Project and TMNT 4: Turtles In Time as a kid, it feels really weird playing a modern TMNT that somehow feels less fluid than Turtles In Time and also has such exploitable abilities.

A bunch of hit boxes could use some work too.

Overall, it's fun and all but nowhere near as much as I had hoped or as it could be.

Gnarly should not recover super or at least 1 time per life or per stage
tantrum-bull Jun 20, 2022 @ 3:23am 
I still like the idea of adding an option to disable supers so we can have some plays without seeing them at all.
Vesperas Jun 20, 2022 @ 3:28am 
Originally posted by Haze:
Gnarly should not recover super or at least 1 time per life or per stage

Nah, I'd just remove it. My friend and I beat the entire game on gnarly playing couch coop on his PS4 without ever once using taunt and it was still far easier than every other TMNT game excluding Turtles In Time. Now, playing it myself on my PC and testing more, I've realized it's just a horribly exploitable ability and completely unnecessary. I couldn't imagine actually playing 6-player coop with everyone using this. It would be absolutely stupid to the point I'm sure everyone would be bored by the 3rd level.

However, we both felt like a lot of the hit detection/hit boxes were off and the grab feature was really shoddy. It really needs a dedicated button or combination press for grabbing opponents.
Radical Rat Jun 20, 2022 @ 3:30am 
The idea of not losing combo meter upon hit is already there on easy difficulty. I just noticed it yesterday while playing online with random folks, because apparently difficulty is not tied to your current settings, at least in Arcade.
I agree that on Gnarly special meter from taunt should be rebalanced. It would make sense to keep Chill mode more casual party-like and Gnarly more hardcore arcade style.

I would also add option to set maximum party member for online play, because above 3 it's already turning into pure chaos :lernie:
KillScreen Jun 20, 2022 @ 3:32am 
I have a suggestion! Play gnarly arcade!

There, problems solved.
QueenOfDeathAus Jun 20, 2022 @ 4:35am 
I have a suggestion. Shut up
kuaikukia Jun 20, 2022 @ 4:38am 
Just make each time you taunt, you lose HP. More difficult, more HP consume. And when your Hp is red, you gain super more quickly through attacking.
Raden Jun 20, 2022 @ 4:48am 
Look, it's easy., This is a TMNT game. It's based on a kid's cartoon show. It's meant to be a fun romp through memory lane for the 80's/90's kids. If you want your serious game to show off how elite you are, go play Streets of Rage 4. All the mechanics you want are already in there. This is like the people whining about how the wild party game Smash Bros. is too wild and party like for their "srs bsnss 1v1 no items flat stages only" BS gameplay.

If you want a serious game, this game is not for you. It's really just that easy, I promise.
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Date Posted: Jun 20, 2022 @ 12:33am
Posts: 83