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Respect Batman Beyond (Batman Beyond, Pre-Flashpoint.)
RESPECT BATMAN BEYOND
Despite the label of Pre-Flashpoint this is the Batman Beyond of Earth 12.
BBv3 = Batman Beyond (2010)
BBv4 = Batman Beyond (2011)
BBdV1 = Batman Beyond (2012)
BB2.0 = Batman Beyond 2.0
JLB = Justice League Beyond 2.0
Striking
- Sends Spellbinder flying with a kick, breaking parts of the roof beneath him. (BBv3#1)
- Fights back against Hush. (BBv3#1)
- Casually takes out two thugs.(BBv3#3)
- Beats on Hush. (BBv3#4)
- Knocks Hush away. (BBv3#6)
- Casually takes out several Jokerz. (BBv4#1)
- One-shots Green Lantern. (BBv4#2)
- Draws blood from Matter Master. (BBv4#3)
- Punches two cyborgs out of the sewer. While wearing a Nightwing suit with no strength buff. (BBv4#4)
- One-shots two cyborgs. (BBv4#4)
- Sends Blight flying with a kick. (BBv4#7)
- Casually takes out two Jokerz. (BBdV1#1)
- One-shots two more with a double kick. (BBdV1#2)
- Kicks a Wayne-Powers guard. (BBdV1#8)
- KOes two Jokerz. (BBdV1#8)
- Punches Joker King. (BBdV1#16)
- Kicks down a large speaker and then beats down Shriek. (BBdV1#22)
- Draws blood from Man-Bat. (BB2.0#1)
- One-shots a Man-Bat. (BB2.0#1)
- Crashes through a window and kicks a Woof in the face. (BB2.0#3)
- One-shots Spellbinder. (BB2.0#5)
- Kicks Rewire. (BB2.0#5)
- Tackles Rewire. (BB2.0#8)
- Casually KOes Man-Bats. (BB2.0#12)
- Take son several Man-Bats at once. (BB2.0#14)
- Punches Man-Bat into submission. (BB2.0#15)
- Punches Chucko. (BB2.0#25)
- One-shots Ghoul. (BB2.0#25)
- Punches the Phantasm. (BB2.0#26)
- Beats on Vigilante. (BB2.0#27)
- Strikes Vigilante again. (BB2.0#30)
- One-shots Chucko. (BB2.0#30)
- Sends her flying with a punch. (BB2.0#30)
- Sends Ace flying with a kick. (BB2.0#33)
- Punches a member of the Royal Flush gang. (BB2.0#34)
- Tackles Rewire. (BB2.0#38)
- Lifts and throws two men with one hand each. (BBv4#5)
- Sends a Joker flying with a mallet swing. (BBdV1#2)
- Holds back Mad Stan. (BBdV1#5)
- Overpowers Stan. (BBdV1#6)
- Throws a Joker away. (BBdV1#12)
- Swings a Joker into another with one hand. (BBdV1#13)
- Throws Woof into other Arkham inmates. (BB2.0#3)
- Lifts a truck and drops the sand on Rewire. (BB2.0#8)
- Tackles Rewire. (BB2.0#8)
- Restrains Man-Bat's new mate. (BB2.0#15)
- Drags the Phantasm. (BB2.0#30)
Reaction
- Dodges a knife thrown by Hush. (BBv3#3)
- Dodges an attack from a Joker. (BBdV1#1)
- Blocks a kick from a Joker. (BBdV1#1)
- Catches and throws away a bomb before it explodes. (BBdV1#4)
- Rolls away from an oncoming truck. (BBdV1#4)
- Throws away another bomb. (BBsV1#5)
- Dodges gunfire. (BBdV1#6)
- Dodging again. (BBdV1#6)
- Dodges a kick from Shriek (Disguised as Nightwing.) (BB2.0#4)
- Dodges Phantasm's blade. (BB2.0#26)
- Dodges two swings from two Jokerz by flying directly up. (BBdV1#2)
- Avoids a blast from Shriek. (BBdVQ1#22)
- Dodges blast from Lords Earth GCPD. (BB2.0#16)
- Outflies Man-Bat. (BB2.0#12)
- Joe Chill a well-trained Wayne-Powers guard doesn't think he could've hit Terry. (BBdV1#8)
- Dodges gunfire from Jokerz. (BBdV1#9)
- Repeats this feat. (BBdV1#9)
- Dodges a blast from Rewire. (BB2.0#39)
- Dodges heat vision from a Superman robot. (JLB#5)
Blunt Force
- Tanks several hits from Spellbinder and a fall from a building onto a car. (BBv3#1)
- Tanks a kick from Catwoman. (BBv3#2)
- Only slightly injured from being thrown head first into some electrical equipment. (BBv3#1)
- Endures a punch from Hush. (BBv3#1)
- Keeps trucking after a kick from Hush. (BBv3#3)
- It takes this punch from Hush to finally lay Terry out long enough for him to kill Calendar Man and escape. (BBv3#3)
- Terry shrugs off being thrown into a building by Catwoman. (BBv3#3)
- Survives being stabbed twice. (BBv3#4)
- A kick from Hush only knocks him over. (BBv3#6)
- Dana's been taking self-defense. (BBv4#1)
- Tanks Atom going from small to giant on his shoulder. (BBv4#2)
- Tanks an energy blast from a concussed Green Lantern. (BBv4#2)
- Tanks being thrown into a window. (BBv4#5)
- Fine after a punch from Blight. (BBv4#6)
- Takes a beating from Blight. (BBv4#7)
- Tanks a blast from Blight. (BBv4#7)
- Endures a blow from Inque. (BBv4#8)
- Thrown into a truck hard enough to dent it and he's up in moments. (BBv4#8)
- Tanks a boxing glove from a Joker. (BBdV1#1)
- Unphased by being hit in the back of a head with a mallet. (BBdV1#2)
- Fights back while being strangled. (BBdV1#2)
- Endures a kick from Mad Stan. (BBdV1#4)
- Survives landing in the ground so hard it makes a crater. (BBdV1#24)
- Tanks being hit by a Man-Bat and hitting the ground. (BB2.0#1)
- Endures a kick from Inque (disguised as Batgirl.) (BB2.0#4)
- No sells a hit from Man-Bat. (BB2.0#15)
- Survives a a fall through a skylight. (BB.20#16)
- Tanks a blow from Woof. (BB2.0#29)
- Tanks a point blank blast from Vigilante. (BBdV1#11)
- Fine after being thrown by Vigilante. (BBdV1#11)
- Only KOed by an explosion. (BBdV1#12)
- Takes a beating from Joker and a point blank gun-shot. (BBdV1#16)
- Endures a blast from Shriek. (BBdV1#21)
- Tanks a blow from Shriek. (BB2.0#4)
- Endures a blast and beating from Rewire. (BB2.0#5)
- Survives a large blast from Rewire. (BB2.0#5)
- Yet again. (BB2.0#8)
- Takes a blast and fall with minimal damage. (BB2.0#8)
- Endures a blast from Shriek. (BB2.0#9)
- Tanks an explosion. (BB2.0#30)
- Endures a blast from Queen and a punch from Ace. (BB2.0#33)
- Tanks a blast from Rewire. (BB2.0#38)
- Survives Rewire really cutting loose. (BB2.0#39)
- No mercy on Terry. (BB2.0#39)
- Tanks a blast of heat vision from a Superman robot. (JL#5)
- Terry can operate as Batman for 12 hours straight with moderate efficiency. (BBv3#1)
- Continues to fight despite a concussion. (BBdV1#16)
- Manages to free himself from a noose. (BBdV1#17)
- Tags Catwoman's line with a bat-a-ran. (BBv3#2)
- Trained in how to beat the Justice League. (BBv4#2)
- Knocks away Stan's kill switch with a bat-a-rang. (BBdV1#6)
- Sneaks up on Commissioner Gordon. (BB2.0#2)
- Beats two of Man-Bat's thugs with ease. (BB2.0#11)
- Casually defeats several Jokerz. (BB2.0#19)
- After training with Dick Grayson, he moves so much like him that both Dick and Barbara Grayson of the Lord's Earth notice.(BB2.0#19)
- Goes over theories on Hush's identity with Bruce. (BBv3#2)
- Impersonates Mad Stan. (BBv3#4)
- Keeps War Hawk angry. (BBv4#2)
- Ends a fight with the Justice League in order to get their help. (BBv4#2)
- Comes up with a plan to deal with Matter Master's melt down. (BBv4#3)
- Sets the rules for his League involvement. (BBv4#3)
- Ducks inside of a truck to avoid an explosion. (BBv4#6)
- Throws more bat-a-rangs than Blight can blast in order to pierce his suit. (BBv4#7)
- Uses his magnetized finger tips to destroy Blight's suit. (BBv4#7)
- Uses practical make-up to imitate Nightwing. (BBv4#4)
- Uses a grapple-rang to prevent a gun from being used on her. (BBdV1#1)
- Scares a criminal into wetting himself. (BBdV1#5)
- Bluffs Jokerz despite not having the power to carry out his threat. (BBdV1#9)
- Organizes Vigilante with himself. (BBdV1#12)
- Allows Shriek to explain his plan, so that he can recover. (BBdV#22)
- Knows Rewire isn't Batman from having studied Bruce. (BB2.0#5)
- Takes out Shriek's gauntlets (BB2.0#9)
- Uses his head phones to break himself and Bruce out of Man-Bat jail.(BB2.0#14)
- Knows how to deal with chemical burns. (BB2.0#25)
- Pretends to be KOed by the Superman robots. (JL#6)
General suit abilities.
- Capable of flight. (BBv3#1)
- By pressing his finger against glass, he can listen into conversations. (BBv3#1)
- Has a camo/invisibility mode. (BBv3#1)
- He can summon the Batmobile whenever. (BBv3#1)
- Can use his rocket boots without also using the wings to hover. (BBv3#2)
- Has a hologram mode which can imitate Mad Stan. (BBv3#4)
- The suit can help him heal. (BBv3#5)
- Electric charge can KO a Joker. (BBv4#1)
- Full charge temporarily incapacitate Big Barda. (BBv4#2)
- Can read heart beats and vital signs. (BBv4#3)
- Capable of monitoring and reading energy. (BBv4#3)
- Tear gas for crowd control. (BBv4#5)
- Completely incapacitates a protesters. (BBv4#5)
- Has a magnesium flash. (BBv4#5)
- Holds up to Blight's heat and radiation, though it strains. (BBv4#7)
- Telescopic vision. (BBdV1#4)
- His suit is DNA locked. Presumably meaning someone other than Terry can't use it to it's full extent. Also just to get it off took Bruce disarming it. (BB2.0#18)
- Has small remote-tase bat-a-rangs. (BBv3#3)
- Bat-bola can ensnare Catwoman. (BBv3#3)
- Has ice bat-a-rangs. (BBv4#8)
- Built in taser to that one-shots a female Joker. (BBdV1#1)
- All ten can stun Mad Stan. (BBdV1#5)
- Has a thermal vision mode. (BBdV1#2)
- Impact defusers on his arm can block gunfire. (BBdV1#9)
- Can use laser pointers in the fingers to blind enemies. (BBdV1#9)
- Electroshock stuns the Metal Men. (BBdV1#24)
- Wrist mounted bat-a-rangs destroy boats. (BB2.0#3)
- Explosive bat-a-rangs. (BB2.0#4)
- Has a device is capable of 4,000 degrees. (BBv4#2)
- One-shots Green Lantern with a bat-a-rang. (BBv4#2)
- Has a grapple hook bat-a-rang. (BBv4#3)
- Dehumidifier caplets that can take out Inque given enough time. (BBv4#8)
- Bolas hold onto Woof. (BB2.0#25)
- Has a PH balance on him. (BB2.0#25)
- Exploding bat-a-rangs stun Inque. (BB2.0#35)
This suit was designed by Lord Batman of the Justice Lords timeline to combat Lord Superman.
Strength
- Casually takes out Jokerz. (BB2.0#20)
- Lifts the Batmobile. (BB2.0#22)
- Breaks himself out of prison. (BB2.0#22)
- Punches Superman. (BB2.0#24)
- Sends Lord Superman flying with a punch. (JLB#23)
- Punches Lord Superman. (JLB#23)
- Bat-a-rangs do the same. (BB2.0#19)
- Has offensive electromagnetic shields. (BB2.0#20)
- They completely overpower Jokerz. (BB2.0#20)
- Electromagnetism knocks back debris and Superman. (BB2.0#21)
- Red sun mode holds back Superman. (BB2.0#21)
- Bat-a-rangs drop iron particles in the air when destroyed. (BB2.0#21)
- He can use it to enhance his strength. (BB2.0#21)
- Blasts Supes back. (BB2.0#21)
- Capable of illusions Terry thinks would make Spellbinder jealous and considers it more advanced than his suit. (BB2.0#22)
- Kryptonite blasts bring Lord Superman down to his knees. (BB2.0#24)
- Impersonates GCPD officers. (BB2.0#23)
- Can fire Kryptonite blasts. (BB2.0#24)
- Bat-a-rangs drop iron particles in the air when destroyed. (BB2.0#21)
- Endures a hit from Lord Superman. (BB2.0#20)
- Bullet proof. (BB2.0#23)
- Endures being tackled by Superman. (BB2.0#24)
- Endures a thunderclap from Superman and dodges his heat vision. (JLB#23)
SUPPORT
Bruce Wayne
- Advises Terry on how to prevent Spellbinder from casting illusions. (BBv3#1)
- He's capable of tracking Terry, and uses this to tell him a bus he can throw Spellbinder onto to take him to the GCPD. (BBv3#1)
- Hacks into Catwoman's suit. (BBv3#5)
- Talks Catwoman through patching up Terry and sealing his suit. And he can remotely deactivate the defenses. (BBv3#5)
- Can read the radar on Terry's suit. (BBv4#2)
- Bruce can remotely change the suit's temperature. (BBv4#2)
- He can see what Terry sees. (BBv4#2)
- Realizes that someone is scouting Terry. (BBdV1#2)
Mechanical Batmen built by Bruce in case Terry ever needed to be replaced. These Batmen has enhanced physicals compared to a human Batman and unlike Terry follow Bruce's commands without hesitation. He built 5 of them in total.
- Wraiths can damage one and other. (BBv3#6)
- A single Wraith can hold off 6 Catwomen. (BBv3#6)
- Draws blood from Hush. (BBv3#4)
- Smashes some machinery. (BBv3#4)
- Can fire three bat-a-rangs. (BBv3#4)
- Bruce can cause the Wraiths to self destruct at anytime. (BBv3#4)
- They can fly. (BBv3#5)
- According to Dick Grayson he could barely beat one. (BBv3#6)
- Grabs Dick's foot mid-kick. (BBv3#6)
- Pins all of the Catwomen to a wall, and Bruce has a remote shut down for them. (BBv3#6)
- One impales Hush. (BBv3#6)
- Calls the Swat Team. (BB2.0#3)
- Advises Terry to treat Rewire like Livewire. (BB2.0#8)
- Can remotely activate a charge on Terry's suit. (BB2.0#36)
WEAKNESSES
3.5.0 to 3.8.0 Progress Watch - Update 2019-02-22
This week is an uneventful one, with everything marching at a normal pace. But activity is about to ramp up, as the last month before release is approaching, which means the beginning of the Evocatis and PTUs. When that will happen is still unknown, but with the amount of changes that comes with 3.5, CIG probably needs a lot of testing to be done. So until we get to that, let's see what's in store for this week.
Don't forget to also check out the Squadron 42 Progress Watch
3.5.0 Progress Watch
As usual we start with characters, where additional work is required on DNA Face Customization and brings it back -1%. However, Tecia Paccheco is going forward with +2%.
For locations, work is focused on ArcCorp, with +6% on the planet itself, and +10% on Area 18, which is now at a staggering 483 tasks !
Gameplay is next, where we have a few features progressing. Vehicle Scanning Improvements as well as Vehicle Tech Updates v1 are both getting +12%, Distortion Damage Improvements is getting +14%, and Vehicle Scanning HUD Improvements is at +3%. We also have an increase on the workload for Quantum Travel Improvements, bringing it to -2%.
Next we have AI with a task completed on Ship AI Combat Flight Behaviors.
For ships themselfs, only the Banu Defender is moving this week, with a little +1%.
Weapons however are getting more progress, with +12% for the Kastak Arms Coda, +7% for the Gemini S71 and +4% for the GT-870.
Finally for Core Tech, the New Flight Model is finally moving again with +1%, followed by projectile manage with +9% and Hard Surface Shader Improvements with +15%.
3.6.0 Progress Watch
For 3.6.0, the only change is on Harvestable Entity Spawning which starts its work at 17% completion (1 / 6).
3.7.0 Progress Watch
3.8.0 Progress Watch
Finally, no changes in either 3.7.0 nor 3.8.0 this week.
And with that we're done for this week. Let's cross fingers that the doors of the PTU will open back again soon, and until then...
...see you next week !
Archives : 3.4.0 - 3.3.5 - 3.3.0 - 3.2.0 - 3.1.0 - 3.0.0 - Global - 2.6.3 - 2.6.2 - 2.6.1 - 2.6.0
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