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I believe 1-hit KO mechanics should be used sporadically and mostly on bosses or during special events. These 1-hit KO attacks also should have very clear telegraphing and regular pattern--these should be punishing lack of focus of players or being too greedy/daring.
If 1-hit KO attacks are present on common enemies, this is rather disappointing to me as I had high hopes about this game.
The level design is awesome and feels like a real big futuristic factory and I don´t know what environments are over and over again.
Spacing w/out dodging is also key, footing is really working well with my operator build not getting hit, letting the enemy lock in their slow animation then I hit 2 times, they stagger, hit couple more, they fall down, then finish off with combo or finishing move. This works on most enemies, as others demand different approaches, like the tripod which I feared like hell, and now casually beat their shiny metal ass in numbers because I mapped out their patterns and weakness.
That's very important to remember, yes. In fact, precise footwork can give you a massive advantage. If you manage to stand just outside of an enemy's range as he starts his attack, you have the opportunity to start an attack of your own early. Time that to connect just as the enemy's swing passes you by and you have plenty of time to stagger the enemy in return. A lot of attacks can be "dodged" by simply walking back or to the side.
Something you'll notice eventually is that almost all the attacks on almost all of the enemies are very slow. Some come out very quickly and suddenly, but even those still have a significant recovery time during which you can counter-attack without the enemy having the ability to respond. Additionally, most enemies don't "track" once they've initiated an attack, long-range charges notwithstanding. If you can get them to commit to a long attack, you can sometimes outright sprint behind then and start hitting them in complete safety.
As the game is right now, even a slow player (Rhino + Heavy Duty) can still dance around the enemies, avoiding all damage if done right. I've managed to pull it off in rare circumstances when I don't flub my timing or spacing, so it is possible. It's just not easy, which is the point.
Yup, it's doable. There's no enemy in the game that I'm aware of who can't be killed without taking damage, at least one-on-one. Doing so is far from easy, but it also doesn't rely on luck to any significant extent, either. Me, I tended to overuse the Implanted Electrodes, which I no longer can in Beta :)
Well, I find the places to be very intricate tbh, looking bland at first, but closer looks reveal even stories. They use a more minimalistic design, in that there are subtle differences allover, both capturing the nature of the world, and making sense for the lore, to the point you can find out about it just by exploring environments. Also is one of the reasons you can manage to find your way w/out a map. If it was truly repetitive then you would be lost from the get go
I'm just on NG+ ending now, and already able to identify each spot just by looking at a random picture of the game; that's how subtly unique each place is. There are indeed parts that look identical, but make no mistake, being lost is part of the challenge, and these corridors serve that purpose on your first few ventures
To be honest though, I enjoy that kind of repetitiveness, and I enjoy taking time to kill all enemies not even to progress further, just cause I like the fights, so I understand what annoys you, this is something you don't enjoy, you prefer the world to be more progressive, and progress is slow in this game. That said it took me merely 2hrs to get to the ending on NG+, I didn't get all goodies and all, but it was very easy to get there the second time, as I knew my way around, and the enemies
What did they change about the Implanted Electrode ? (haven't found anything about it in the patch note)
Check the Beta Update Branch thread for full details. The long and short of it is that implant now has finite charges - 5, to be specific. In the Live version, it has unlimited charges so you can use it for cost-free heals.
I don't consider the game's settings to be repetitive, myself. Each area has an overall consistent theme, but the various parts of it are still distinct enough in my eyes. More than that, locations tend to look like actual places that I can comprehend. General Assembly has a loading bay, a train station, a garbage recycling section, a sewer section and that weird multi-storey chemical reefinery, for instance. Hell, even locations in Abandoned Production - one of the most chaotic and dilapidated areas - still look like something I can describe. Most of that entire zone consists of following the assembly line conveyor through a factory and an outdoor area to a power station.
I understand that the sci-fi setting can make it a little harder to track landmarks, but the game actually provides you with such in a lot of cases, especially in General Assembly where the various maps at least tell you where you are. The only place I ever got lost in was the Nucleus, and only because that has a forest or branching service hallways spanning three floors and looping back onto themselves a lot.
" - The damage of the beam ranged attack of the Nano mass enemy has been reduced"