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Player Damage: x 1.5
Player's Health Recovery Speed: x 0.5
Active AR Mode Energy Consumption: x 200%
Auto AR Mode Energy Consumption: x 400%
Rocket Launchers no longer in fixed crates, only randomized
No upgrades available
Remixed enemies (some of the harder ones appear sooner)
It is without a doubt really hard, and there is no reward. The final two bosses alone will break most players, as will certain chapters like 1-3, 3-2 and 4-2. That said with M&K it is a lot easier, as the game was built around a controller (it being a console exclusive game for nearly 7 years). Give it a shot, it really teaches you to be better.
God Hard simply as a much higher skill requirement, just as lesser players will see Hard as 'cover only', God Hard's high damage and low ARS means players are quick to play it extremely safe. But the more you study the layouts, the mechanics etc, the more you notice you can play extremely agressive. I've done a No Cover run on God Hard and also a Shotgun only run on God Hard, and both were highly doable with a few chapters being a bit awkward.
But feel reassured, the feeling you share is one nearly everyone has at first. You first God Hard run is generally a disaster with hundreds of deaths and hugging cover for dear life. The more you play it though the easier it gets.
Edit: Seems the time I've spent in Hard difficulty has definitely improved my skill for God Hard. Didn't use much in the way of cover this time for 1-2. It'll be interesting to see how far I can go with this.
Glad I could help!
I collected a selection of good videos here a while back, maybe they'll help you out:
http://forum.stingermagazine.com/t11-video-archive-high-level-vanquish-play
The run by me on Shotgun Only is fully with post-commentary, explaining a lot of mechanics and setups. Bick Benedict's run is also really good, he's not the best player but that is also really helpful as his tactics are thus a lot less complex. Zaarock's tutorial is also great viewing material, explaining a lot of ins and outs of elements like Boost Dodging, Firecanceling etc.
You can also view my written list here as well, which contains a few he ommited I believe:
http://forum.stingermagazine.com/t4-vanquish-advanced-tactics
The biggest fault of God Hard still is, imo, that there is no Very Hard to bridge the jump. God Hard really is a big step up, sometimes too big. Once you beat God Hard once, most tend to favor playing on that setting as the rest just feels like playing on auto-pilot.
If you want to talk about Vanquish some more, feel free to tag me/ quote me, or join the forum I linked above :) Good luck and have fun!
Do you have any advice on how to keep that particular "theme" of gameplay, but without using the shoot-through trick? If not, I may just stick to Hard, as it fits my preference more, and I totally agree. I wish there were a mode between God Hard and Hard that kept the damage and general enemy layout of God Hard, but the ARS gauge time of Hard. Hard mode for me, as it is, is just too easy, and God Hard's ARS limitations makes that difficulty a bit less fun. I'll keep trying to practice God Hard all the same!
Still, nice stuff, playing that way may just not be my kind of thing, so no offense! I do remember stumbling upon Zaarock's tutorial and gameplay, and was blown away by it. Honestly, this game is on my top 3 third-person shooters list. I love the concept of blitzing my enemies and gracefully moving about the battlefield as a one-man army.
Edit: Alright, been going at it a bit more and seem to be getting a good deal better at adapting my style into God Hard, it's a little more fun now, but I still prefer Hard.
I am not quite sure what you are aiming at? (ha, pun).
> built around the ARS bar
Yes, but your usage is - pardon the possible insult - inefficient. Your style is built around ARS and spending it royally, but to play God Hard you need to be a bit more efficient with your meter. Every drop you spend needs to be used. Every drop is your lifeblood. Few tips:
- you use the Assault Rifle, considered by many to be the worst weapon. Deals very minor damage, even with headshots. Boost Machine Gun and HMG far outshine it even at range in terms of damage.
- you dodge, not boost dodge. I highly recommend at least looking up a tutorial (it is really easy, and will become second nature quick).
- learn to fire cancel. Opening fire with a hmg and canceling into a shotgun is a great way to get quick damage and a stun on a Romanov for example, especially if you hit their weak spot at their back.
- exploit the weakspots, they do around 3x damage.
- style boosting like at 02:58:52 is fun, but a good example of wasted meter. Doing that will get you overheated and killed on God Hard.
- use more melee, using the flip is fun and all for the launcher but a good melee finish is all you need. God Hard really is about finding the opening you need, punish hard and use an EMP or shotgun stun to clear the recovery away.
If you want to keep this style of play exactly the way you posted it, you'll die a lot on God Hard at first because you have a severe handicap to adjust too. I could probably play that way now in that area, but I'd still not go through the middle or boost that much. You really need to learn stuff like EMPsliding, boost dodging, fire canceling, reload canceling and more to give you back some of that lost 'mobility' if you know what I mean.
Edit: By "Shoot-through", I mean taking advantage of how the reticule directs your bullets, you can stand behind the edge of a solid object and literally fire your bullets through it, while enemies cannot hit you because of the angling. Kind of like taking cover without actually using the function.