[FF2] Goomba Stomp Change Suggestion

darkloor

Member
As things are right now, the damage that goomba stomps do varies dramatically. Sometimes your goomba stomp will do 700 damage, and other times it will only do 200 damage. For attempting to do something unreliable and risky as going for a goomba stomp, to only be rewarded for a measly 200 damage feels very bad.

Recently someone who was the last person alive goomba stomped a hale who only had 400 health left, and they lost because it was not able to do even that miniscule amount of damage. This just seems silly.

At the very minimum, I think the damage that goomba stomps do should be static, or at least not vary as much as they do, because its unreliability makes it not worth going for.

For setting a static damage of goomba stomps, I think 1000 should be the lowest to consider setting it to, because one could argue that 1500 or even 2000 damage is justified considering the difficulty and risk involved.
 

sin

Recognized Member
TF2 Admin
To my understanding, unless it has been changed, Goomba Stomps do % damage based on the Hales's current HP. This ensures, at high health, a chunk of high damage, and while at a lower health pool, a smaller chunk of damage. I can see a Goomba stops at lower health being not necessarily worth it, but the thought of goomba doing a static amount of damage regardless of health could pose the risk of Hale being obliterated even faster than they already are via a few well-timed Goomba's. Combined with the fact players can stack Goomba Stomps as well as hit, for example, a Market Garden which also does % HP damage already leaves the door open for a massive % of health to be chunked in one instance by one player, let alone the other 31 reds.

Giving them a static floor for goomba's damage to not continue to reduce with the current HP of the Hale could be problematic with how fast Hales die, as I see it.

The easiest way to profit from Goomba's is simple. Just don't go for them when the HP of the Hale is low and not necessarily worth the risk. And well, if you're last as in the example you gave, you have crits. Some well-placed crits from any class easily outclasses the damage of a Goomba and the risk associated with getting so close to Hale to risk dying.
 

Pyrelancer

Recognized Member
Afaik, stomps are percentage based - at least for Red Team. No base damage or floor, so they'll do nothing if the boss has low health. There was (may still be) a bug that also reduced the damage they did to bosses with extra lives (but that should be fixed now).

I'll hold off on how much damage I think stomps should deal. But I think there's merit in changing them to incorporate base damage and floors / ceilings. Same for stabs, gardens and telefrags imo. I think it'd also be a good idea to track how many times the boss has been hit by each one. More options for how they perform at low and high player counts, or to cover edge cases. Anyone remember Blade'o'Man?
 
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