The Surge

The Surge

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Briosh May 25, 2017 @ 4:12am
1 hit kill is NOT difficulty. Its plain BAD design
We can forgive the level design, repeatitive corridors and same environments again and again and again and again and again and.... IF there is some kind of progress. But having most enemies kill with one or two hits REGARDLESS of armor is plain stupid. The mechanics are good, don't let the details ruin this game. Less enemy damage to allow easier progression, or less enemy health, will be enough to help some players move forward. Right now the game feels like a chore, i drag my self instead of enjoying it. I even used a trainer and still died from buggy hit detection !!!! I NEVER USE trainers and this game made me. This is bad.
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Showing 1-15 of 34 comments
Get few health implants.
Last edited by Catticus, Coveter of Snack; May 25, 2017 @ 4:19am
Baron01 May 25, 2017 @ 4:21am 
I have just starting playing The Surge so I have not yet experienced stage of the game where these 1-hit KO enemies appear.

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.
Malidictus May 25, 2017 @ 4:23am 
There are very few one-hit-kills in this game if you stay on top of your health implants. However, there are a lot of two-hit kills where the first hit can stagger you. Outside of getting enough Stability to resist the stagger, there's really not much you can do about it. If you went for Light armour, the only real way is to not get hit, which is what those are designed around.
Nordblut May 25, 2017 @ 4:25am 
Originally posted by Briosh:
We can forgive the level design, repeatitive corridors and same environments again and again and again and again and again and....

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.
Cakner May 25, 2017 @ 4:27am 
Get more health implants, that should always be a goal of yours. Armor only does so much, health is what keeps you alive. Git gud, git health implants. They stack btw.
Malidictus is right, and in not getting hit you get openings for attacks, and is how you go with the class. Light builds really have to be light on their feet in most games, and if you do your research on the enemies you learn their animations and you play them like fools.

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.
Malidictus May 25, 2017 @ 4:57am 
Originally posted by Vee_Spade:
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.
Piderman May 25, 2017 @ 5:04am 
Originally posted by Malidictus:
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.
I did this in the factory while fighting the very first security guys you meet and actually pulled it off with the second hammer guy joining the fight. Had to change my pants afterwards but well, i somehow managed to do it.^^
Malidictus May 25, 2017 @ 5:31am 
Originally posted by Uncle Dolan:
I did this in the factory while fighting the very first security guys you meet and actually pulled it off with the second hammer guy joining the fight. Had to change my pants afterwards but well, i somehow managed to do it.^^

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 :)
Briosh May 25, 2017 @ 5:40am 
I'm not saying its not doable or unplayable and the levels are fine yet repeatitive. The problem is that after many retries it becomes frustrating and after many retries the players needs progress. Maybe the problem is mostly those 1-hit staggers and 2nd hit kills that feel cheap. Still i like the game and i want to enjoy it. I insist that less damage or hitpoints on enemies
Lecky1120 May 25, 2017 @ 5:52am 
Originally posted by Baron01:
I have just starting playing The Surge so I have not yet experienced stage of the game where these 1-hit KO enemies appear.

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.
wait until you get to the second stage.
Originally posted by Briosh:
I'm not saying its not doable or unplayable and the levels are fine yet repeatitive. The problem is that after many retries it becomes frustrating and after many retries the players needs progress. Maybe the problem is mostly those 1-hit staggers and 2nd hit kills that feel cheap. Still i like the game and i want to enjoy it. I insist that less damage or hitpoints on enemies


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
Last edited by ♤ S p a d e Ƨ ♤; May 25, 2017 @ 6:02am
mout' May 25, 2017 @ 6:13am 
Originally posted by Malidictus:
Originally posted by Uncle Dolan:
I did this in the factory while fighting the very first security guys you meet and actually pulled it off with the second hammer guy joining the fight. Had to change my pants afterwards but well, i somehow managed to do it.^^

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 :)

What did they change about the Implanted Electrode ? (haven't found anything about it in the patch note)
Malidictus May 25, 2017 @ 6:21am 
Originally posted by mout':
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.

Originally posted by Vee_Spade:
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 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.
Last edited by Malidictus; May 25, 2017 @ 6:27am
Burusagi May 25, 2017 @ 6:50am 
Get the latest patch.

" - The damage of the beam ranged attack of the Nano mass enemy has been reduced"
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Date Posted: May 25, 2017 @ 4:12am
Posts: 34