Thanks! It really is! He transitions between phases quicker, and you skip at least one more phase! I also barely got the 3 cycle kill on spirit to save another huge chunk of time.
Agreed. It's unfortunate but I think there's no avoiding the online co-op timing issues at the moment.
And the co-op runs outside of 2p aren't so active to make sense to split the boards IMO. Maybe just an indicator or note next the ones that are done local vs online.
Last week a few of us tried "remote play directly through Steam" - everyone but the host had significant input lag issues. We ended up preferring the netcode and net lag issues to the input lag issues sadly.
The problem with a "time difference" is it is not static. Mods verifying the video would need to check the start of each stage and count for how many seconds you have for "waiting for players...". And then there's the Krang fight where it will be difficult to calculate how much time is lost from only the host being able to do damage. When there's 2p or 6p the time difference could be massive. For now, the easier to calculate, but tedious way, is to sum up all the "waiting for players..." parts. That would at least make the times a little more accurate.
The spawn rate and aggressiveness of the AI is slightly increased as you bump up the difficulty. You don't lose as much time waiting around on OK or Gnarly.
I think Donnie gets the nod because of his divekicks, dash elbow, and very slightly quicker taunt. It's very close.
For solo runs, Splinter. For co-op, with 3 or more players there should always be a Don or Casey for their standing super. With 2 players or fewer, Splinter.