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  1. #61
    Join Date
    Mar 2012
    Posts
    10

    Re: Looking back at Arkham City......Predator

    I think I have heard from a different message board that people would also like a endless predator room possibly if your detected it ends - although it'd have to be absolutely gigantic (larger than the inside of the TARDIS?)

    Different point when using the sonic batarang after it's used, thug comes get's taken out (inverted takedown?) the batarang still shows the circle going in and out that seems redundant and or the thugs make no more mention of "one of batamans toys, he's here!" . . .
    Last edited by Dlf; 05-02-2012 at 07:53 PM.

  2. #62

    Re: Looking back at Arkham City......Predator

    Quote Originally Posted by SLI-756 View Post
    I thought the in-game thugs were kinda blind at times, in the predator scenes even the guys with the heat signature goggles couldn't see you perching for hours above everyones head (this is in difficult mode too).
    Apart from that very happy (i'm currently at bit when Catwoman is breaking into Two-Face's vault, an excellent predator scene).
    that's not Two-Face's vault. that's the vault where Hugo Strange puts all the stuff that he confiscates from the inmates that he throws into Arkham City, after placing them under arrest [with his Tyger guards] and before putting them (ie. the inmates) in Arkham City.

  3. #63

    Re: Looking back at Arkham City......Predator

    Quote Originally Posted by batdomination View Post
    Make guys patrolling with guns harder to approach by making them learn from what you have done to the other guys, like if you take out a guy in the shadows, and another guy sees the unconscious body, he is going to be more cautious around the shadows. And make guns a little more powerful, so you cant make too many mistakes, or you'll pay for it.And if you explode gel or throw a batarang or make some other distraction, and a goon sees it or hears it, he should go to it and inspect it. Some guys could also have flashlights to check dark areas, making you have to move fast. So, thugs wouldnt have such scripted patrol routes but actually move around more, so if you took someone out, you would need to drag and hide the body.
    terrible idea. it'd make the game too freaking hard.

    and, at that point (the stuff that you described), you're delving into the realm of other types of video-games. not Batman video-games.

    the thugs (ie. henchmen) Batman fights are relatively smart (smart enough at least, to put a sentence together), but they aren't that smart.

  4. #64

    Re: Looking back at Arkham City......Predator

    Quote Originally Posted by 007JediKnight View Post
    Quote Originally Posted by batdomination View Post
    Make guys patrolling with guns harder to approach by making them learn from what you have done to the other guys, like if you take out a guy in the shadows, and another guy sees the unconscious body, he is going to be more cautious around the shadows. And make guns a little more powerful, so you cant make too many mistakes, or you'll pay for it.And if you explode gel or throw a batarang or make some other distraction, and a goon sees it or hears it, he should go to it and inspect it. Some guys could also have flashlights to check dark areas, making you have to move fast. So, thugs wouldnt have such scripted patrol routes but actually move around more, so if you took someone out, you would need to drag and hide the body.
    terrible idea. it'd make the game too freaking hard.

    and, at that point (the stuff that you described), you're delving into the realm of other types of video-games. not Batman video-games.

    the thugs (ie. henchmen) Batman fights are relatively smart (smart enough at least, to put a sentence together), but they aren't that smart.
    besides, this is Batman[/a Batman game], not Metal-Gear-Solid.

  5. #65

    Re: Looking back at Arkham City......Predator

    Quote Originally Posted by batdomination View Post
    Make guys patrolling with guns harder to approach by making them learn from what you have done to the other guys, like if you take out a guy in the shadows, and another guy sees the unconscious body, he is going to be more cautious around the shadows. And make guns a little more powerful, so you cant make too many mistakes, or you'll pay for it.And if you explode gel or throw a batarang or make some other distraction, and a goon sees it or hears it, he should go to it and inspect it. Some guys could also have flashlights to check dark areas, making you have to move fast. So, thugs wouldnt have such scripted patrol routes but actually move around more, so if you took someone out, you would need to drag and hide the body.
    besides, haven't you ever seen guys/police-officers/security-guards/etc on patrol? they have a "scripted route" [as you call it]. they have their rounds to do in their certain places to do them and that's it. they don't deviate from their prescribed-course.

    only when they see an unconscious body, and/or hear and/or see something suspicious, do they deviate from their prescribed-course and start looking around. (and we already see that in "Batman: Arkham Asylum", and in "Batman: Arkham City").


    the Predator modes, Combat modes, and Riddler-related stuff (the trophies, the challenges to get the trophies, the "Challenge Mode" (known in "Batman: Arkham City" as "Riddler's Revenge") is already perfect just the way it is. no changes are necessary and/or needed. just a touch-up here and there. (like for example, making Nightwing and Robin not take too d*mn long to string moves together (ie. go from one combat-move to the next), and not take 2 whole seconds to respond to you when you press the buttons for "evade", "stun", or "counter"; etc).

  6. #66

    Re: Looking back at Arkham City......Predator

    predator combat is good, but there still is room for improvement, like i said, they should learn from your tactics, more than just the gargoyles, and being able to lurk in the shadows, and the rooms should also be much larger with more environmental hazards for you to manipulate to take out goons, and maybe have more than one room of predator gameplay, but have a whole building of goons with guns patrolling that requires you to sneak around the entire time, or you will either have hostages die, or a lot more guys will be alerted from an alarm raised. Or maybe you are trying to difuse bombs and you have to remain hidden.

    They should also blend free flow and predator combat situations together more. Someone mentioned this idea and i really liked it: you have one huge area maybe broken up into two rooms and hallways, but in the center, you have a bunch of unarmed guys and maybe one or two armed guys, then there are a bunch of armed guys walking around them, and there are guys up stairs watching over them, and some in the hallway and other room watching them too. The rooms are divided, but they can still see in the other room.
    Last edited by batdomination; 05-04-2012 at 02:42 PM.

  7. #67
    Join Date
    Dec 2011
    Posts
    176

    Re: Looking back at Arkham City......Predator

    I really enjoyed the predator maps and don't really have any major complaints. Perhaps on the next game, each map could have a different boss surveying the room. I do predator mode really often, and seeing and hearing Riddler gets old really quickly.

    Other than that, there are a few technical difficulties, I'd say. It would be nice if Robin could easily snap flash guards on stairs, and if his shield bash could make contact the first time I use it. I've noticed on some maps, such as Lost City, if I do a ground takedown on a guy in a certain place, he disappears from the entire stage (weird glitch). It's happened more than once, and I can manipulate it. Double ledge takedown prompts won't always show up when I know for a fact that two guys are standing side by side on a walkway. Also, I don't think it's reasonable if one guy in a huge room mutters, "Huh," which alerts every single guard on the stage, no matter how far away they are. I think it'd be better if he was the only one distracted, since he was the only one who noticed a disturbance. Of course, it's somewhat reasonable for others to lock onto my position if he yells. That's about it, and these are very minor complaints, compared to everything else Arkham City gets right.

  8. #68
    Join Date
    Apr 2011
    Location
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    Posts
    7,776

    Re: Looking back at Arkham City......Predator

    This is a minor issue, but I wish the stuff lying around the Batcave could've done more. The mechanical dinosaur roars when you hit the button, but the Tygers don't even react. The Bat-vehicles are also just sitting there, but you can't use any of the countermeasures they are supposed to have. Let us hit a button at the Batcomputer to use the Batmobile to ram someone, for example, or use the Batplane's rubber bullets to take out a guard, for example.
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  9. #69

    Re: Looking back at Arkham City......Predator

    I can't stand Robin's snap flash. You have to stand up to apply it and it's way to easy to do a silent takedown instead of planting the flash. I also hate the timing of Robin's character during combat challenges. It's more delayed that Batman or Catwoman and makes the Joker's Funhouse a real PITA.

  10. #70
    Join Date
    Jul 2011
    Posts
    444

    Re: Looking back at Arkham City......Predator

    Ok, first off, predator is NOT too easy. If anything it could stand to be a little easier. I don't mean in the main game, I mean in the challenges. Especially the campaigns.

    The extreme predator maps are difficult enough as Batman, but frankly, they're near-impossible as Robin, Nightwing, or (God help you) Catwoman because the DLC characters, while good, all feel like they have incomplete toolkits. They simply dont have enough tools/gadgets.

    Robin is the best of the three DLC characters, but he's still missing some crucial elements. He lacks a device useful for luring thugs where you want them to go and setting up traps, and as a result, he has very small opportunity windows for his medals. If you don't time it right the first time, good luck. Robin also lacks an efficient way to deal with armored enemies. Batman has the REC. Nightwing has wrist darts. And even Catwoman's caltrops have some meaningful effect on armored enemies. But armored enemies are Robin's blind spot. You could try to use snap-flashes against them, but you only get three (a limit i strongly disagree with). Robin shouldn't have fewer gadgets than Batman. If anything he should have a greater variety of tools to make up for his lack of physical strength.

    Nightwing suffers from lack of gliding, pure and simple. Navigation for him is a pain and his leaps and bounds are unpredictable. You could land in a safe place, or you could land in front of an enemy. It's like playing roulette. His arsenal is alright, but again it feels like it's missing something, and it is. Nightwing has no "escape" gadget. Batman and Robin both have smoke bombs, and Robin even has a shield to use as a backup if his smoke bomb can't be used (i also take issue with the once-per-challenge smoke bomb thing). But Nightwing's got nothing. If you're spotted as him... you're pretty much dead. That combined with his navigational handicap is pretty irritating.

    As for Catwoman, I DREAD using her in predator. I'm scared to even touch her challenges. She has Nightwing's navigational handicap, she lacks an escape gadget, her toolset is extremely limited, and that's only the tip of the iceberg. She's a good and even fun character at times and during the story mode she didn't seem over-difficult, but in the challenges she's a nightmare. If you're going to have a weaker playable character, don't expect them to meet the same standard as The Dark Knight and his apprentices. Catwoman's challenges should be easier. End of story.

    Also, the cloaking device is NOT overpowered, no matter what these jokers will tell you. Not everyong is an uber-gamer who likes ludicrously hard difficulty. Some of us just want to have fun. And Predator Master is impossible to complete. That is all.

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