RoboCop: Rogue City

RoboCop: Rogue City

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[SPOILER ALERT] About difficulty.
Hello everyone.

I don't know if this just me, but this game seems doesn't seem very difficult in terms of combat. Sure, it takes a bit bit to get familiar the game's "rhythm", aka combat mechanics and gameplay. However, I began playing on Hard difficulty but didn't really find combat or puzzles to be particular hard, even introducing new enemy types and bosses, didn't make it harder. I'm not sure if this has something to do with me my particular skill in these sort of games, or if it's really not that difficult. What's even more interesting, when I leveled skills, I focused primarily on non-combat skills. Furthermore, I think it's relevant to mention, that I also did all sidemissions when I found them. I feel that certain mechanics can make this game way too easier, where trying to make encounters harder by adding more enemies to fight, giving them more armor, different weapons, doesn't really address the true issue.

I'm not sure, but I feel this is definitely related to the Prototype Omni Boards for the Auto-9 that is obtained during the game - some of the fuctions and parameters of the main weapon they change , quite frankly just makes it all too easy. There are also elements of AI's targeting and pathfinding that is problematic, when it comes to obstacles. Like for example, you can hide behind cars to block line of sight, but if executed correctly, you can also avoid explosion damage (not from the car explosion it self) from for example grenades or rockets from the ED-209.

To give an example of what I mean, after completing the completing the main story, I decided to give the plus campaign a go, on the HIGHEST difficulty - "There will be trouble". Beginning the new campaign, I got all of the obtained skill points, PCBs and OCP Chip modifiers, including saved loadouts for the PCBs. Even here I decided to go as much non-combat as possible, putting as many into non-combat skills as possibly, but with that many skill points available, it's pretty hard to avoid. Sure it was harder at the beginning, because I didn't actually assign the points until after the News Station or use a PCB. However, it didn't really feel that much more difficult.

I just completed the Street Vulture Turf Quest-line, including fighting ED-209, both in the efficiency test, but also in the confrontational fight against ED-209. With the specific PCB: 6.0. I used, I had/have these added PCB Auto-9 functions:
- Massive Damage - Increases damage dealt - no criticals.
- Auto Feeder - Automatic ammo feeder - no need to reload.
- Piercer - Improves armor piercing against armored enemies.
- Pellet Rounds - Rounds may split dealing damage at short range.
- Full-Auto Mode - Self-explanatory.
* Note: Not even attempted to optimize it properly.


I don't recall the score exactly, but in the efficiency bout the ED-209 had like 9 kills and I had the rest, which was a heck of a lot more than 9.
Futhermore, the confrontational "round" took less than 5-7 seconds - it was basically just full auto spray.

At this point, it just feels way too easy, also when having plenty of access to those OCP Recovery Charges while also having Auto-regeneration to 75%, definitely also makes it contribute to making it feel as easy as it is now. On top of this, when I can kill stuff before it can even hurt me, then healing isn't even needed.

I'm curious to hear your thoughts about this.

// Inc.
Last edited by SomethingIncarnateTV; Apr 16 @ 6:19am
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Protoman Apr 16 @ 5:02am 
When you have infinite ammo with perfect aim and zero recoil, there is no challenge at all.
Originally posted by Protoman:
When you have infinite ammo with perfect aim and zero recoil, there is no challenge at all.
Even when it's not a perfect aim, the full auto and spread basically makes it a point in the general direction near the target - stuff explodes and enemies dies, including the target,
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