#Suggestion for combat
64 messages · Page 1 of 1 (latest)
yeah smooth turn on counters was a thing in the previous footage but now its only snap
Also another suggestion that will probably not be good but cool, Add a setting for actually see everything upside down on inverted takedowns
Yeah
Oh another thing. It will be nice to be able to grab the gadget with opposite hands (like grabbing ||gel|| with the left hand and ||sequencer|| with the right hand)
Suggestions
Combat: the ability to steal melee weapons after a cape stun, and the ability to break them with the arm blades or over your knee, break a shield in half, or dismantle firearms if you do it with a special combo.
More combo options: instead of telling you where you must punch and which way you need to, use the prompts to the different options for where to punch and how. This way it allows more varied combat moves with no patern that the player can choose. Usage of the trigger and grip buttons to allow things like open palm strikes and knife hand in addition to punches and hammer fists.
More varied instant takedowns: get creative, hyper extend some knees and elbows, wrench a leg so hard it shatters and dislocates their hip and knee, for shield guys steal the shield and hit em in the throat with it, shock stun stick fielders with their own sticks
And with these suggestions, I want to see when an arm or leg is destroyed so bad it bends the wrong way. I want to see that their forearm is crooked because it's broken. I want to be able to trap an enemies weapon arm with the grip button and attack their throat while they're vulnerable.
Predator:
An option in predator to slow draw the batclaw by holding down the a button, and firing with the right trigger to pull enemies off a ledge like in asylum city and origins.
Increased batarang power: take people off ledges without railings and to take people out while they're on a ladder.
Explosive gel buff: Multi frequency detonation for explosive gel and explosive gel instant takedown upgrade
More varied predator takedowns: on a ledge, you can chose to pull them over or take them down silently, and you can choke them while hanging from the ledge, or wait for them to get farther away, hop up onto the catwalk and take em down quietly the normal way. I want to be able to pull someone screaming into the vents for a takedown, but with the trade off that I can't use that vent port anymore and it attracts enemies,
Or to take them down outside the vent like you can in the base game
Crouching should be faster than walking but slower than running.
More diverse enemy types like medics or detecive mode trackers
yeah that'll be great to have
also reduce the distance to grab the explosive gel and decoder
YES this, echo vr had a feature where you could turn on and off rotating while floating and this could basically be the same thing
Guys I never really did many challenges on the flat screen games so correct me if I’m wrong but doesn’t predator timer usually only start after you attack/take out the first person? Why does it start as soon as you spawn in the game? I know that’s fs how it works in knight but maybe it was different in the earlier games?
Also
NERF THE DROP ON AFTER STOPPING THE GOLIDE MID AIR
I was about to pull of a clean predator encounter and I was gliding about 10 whole feet above some guy and about 5 feet past him yet when I released my glider I still somehow landed on him and alerted everyone, I’m so tired of this and it happens all the time. The glide is easy to aim, just reduce the hitbox for that move
if you go into comfort settings and disable 180 fade ... it'll also disable the fade on Redirect. there isn't a way to disable the auto-180, tho.
that said...if you Cape Stun and then Redirect, you can choose to punch-to any target you want and this might be the effective outcome that you're looking for 🙂

this was actually a side effect of using our "Capture Cam" which is an internal-only thing on PC builds. it smoothly interpolates all snap turns and also centers the camera to capture streaming footage. rendering that 3rd centered camera is too much for the stand alone headset to handle...
i see. interesting!
I tried to disable the fade and i turned it on again... I rether fade over camera snapping..
If you can add an option to smooth the camera it will be great
we did experiment with this at some point! it was not comfortable for most players and we decided to focus our efforts by only supporting a single solution. while we aim to provide as many customization options as we can, some are more costly than others.
Oh
Understandable
Still would be pretty cool
the primary reason we don't allow this is b/c it generates a lot of accidental grabs when trying to grab the Batarang on your chest. that said, it's possible we could make this a comfort setting 🤔 i will look into it!
Oh
Actually it reminders me, Maybe you can prevent the player from grabbing the batarang when ground takedown? I sometimes accidently grabbing it and it isn't registering my punches when i'm holding it
Oh and one last thing. I tried to speedrun the game earlier and i skipped the combat tutorial, But i couldn't skip the Predator tutorial
we can look into this!
will also look into this!

Great
Other than that the game is really incredible
My favorite arkham game actually
glad you're liking it!
we experimented with a faster crouch early on ... it was surprisingly weird/difficult to get feeling correct in 1st person.
the timer starts immediately in Asylum and City. we modeled our implementation off those games.
will look into this!
Ah, makes sense
it's possible we can make this a custom option...will investigate
I just rather physically crouch (Always in vr games in general)
there are some interesting suggestions here! will discuss w/ the team 🙂
when making a fist, try holding the trigger button first before the grip button. I'm pretty sure you can't grab gadgets while holding the trigger.
i just tried to repro this ... we're actually blocking the ability to grab Batarang while performing a Ground Takedown. i can only grab hip holsters 🤔 if you can grab a video showing me otherwise, would love to see it!
in all other instances, we successfully register a punch even if you're holding the Batarang cause we did find it easy to grab by accident when you're trying to punch.
Hmmmmmmmm.. weird
I'll send a video
Going to do a challenge map
I'll be back soon
@dire verge I tried to be slow so i can really check it.
You right, was able to grab the gadgets from the hip holsters but not the batarang.. sorry
Anyway also holding those prevent me from punching
I think it will be best to block all of the gadgets while performing a group takedown
Or decrease the grab radius
ah ok! yes, i can repro that. will look into it. thanks!
we're looking into custom settings for small/medium/large holster sizes
I think slider will work better to let the player choose a specific radius but also that works
yeah, we can def look into that being the interface 🙂
Another suggestion - make the delay from uppercut to the thing where you need to punch down.
I'm automatically going from uppercut to punching downwards but I'm doing it faster and then i need to do it again
can really throw me off
breaks my flow
its weird
Yeah me too