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It's definitely not unreasonabley hard. But I like hard games so...
I mean I'm 94% done (with all sidemissions done and only 2 or 3 AR Missions left) the game without upgrading the armor for the suit or batmobile at all.
Game could be harder actually.
Oh yeah Knightmare dif must be a ♥♥♥♥♥.
Can't wait :)
The body language is your clue then. Just like with Talia's guard, the Ninja's and Blady Heavies will "rear back" before launching into a blade thrusting attack.
Still, I agree that it's much harder to do in AK, if only because they move so fast.
You can always just play it safe and simply evade then and/or focus on taking them out first if you don't want to risk it with them.
Utilizing crowd control is one of your best friends too. With the Heavies, you can literally put em on ice with the freeze blast to keep them immoblized for a bit, or lure them into an environmental takedown.
While it won't work on the heavies, you can use your capestun/superstun to control other dangerous enemies like the medics to keep them out of the way whil you eliminate the little fries.
Didn't really get to the AR challenges yet, but in AK this was one of the holy grails of combat challenges, because it gave you a lot of points.
It is hard to modify your play style. Specially after both Arkham City and Origins used the same counter system for blade enemies. Even the sword wielding ninjas.
But in Knight those enemies have been speed up... a LOT. Definitely making it more challenging to get the timing down.
But, it's still just as easy to jump over them and then attack them from behind.
Personally, I feel Rocksteady maybe went a little overboard with the whole "electrified" enemy types. From the guys with the stun wands, the medics being able to electrify other people, to the big dudes that can switch between the blades, shield or shock gloves.
Play on an easier difficulty...problem solved!
That's why you should priority target the medics. Take them down or control them, otherwise they just hang back and keep making your life harder than it needs to be.
I'd be less bothered by these things if the targeting in combat weren't so wonky at times. When enemies cluster together it can be hard to get your moves to connect specifically where you want them to. Try to use a takedown on a medic, and it targets the wrong guy. Try to hit them edic who happens to be next to a brute, you hit the brute and lose your combo. Try to use an environmental takedown on a brute, it ends up hitting a small fry due the targeting being twitchy.
You learn to work around these things, but it's esp frustrating when you are trying to achieve perfection in combat challenges.
Agree some items in combat can be really infuriating. One of the biggest issues I have later in the game is when you start fighting guys with stun sticks. I'm specifically targeting guys without stun sticks but sometimes Batman will try to hit the one with the stun stick even though I am not pointing toward him, so I started using my disruptor to try to disable the stun sticks ahead of time and medics if possible. :D
When given the chance, it's why I use the disrupter and take out the Medic's abilities before engaging them.
But, in some of the larger fights... things get so cluttered it's hard to prioritze the medics and such. You can try to aim for them, attack... and suddenly you're striking a guy who was behind you... ten feet away.
It's one of those things that's kind of taken away from the free form combat of Arkham.
It worked so perfectly because of it's implicity. And they've expanded it to try and keep it fresh, but at the same time... kind of hurt it a little.