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Batman: Arkham Knight

Written By Unknown on Monday, June 22, 2015 | 5:44 PM


Combat

A variety of additions have been made to the general combat system in Arkham Knight.
ENEMY WEAPONS


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You can now wield enemy weapons like baseball bats and batons. Obtainable weapons are highlighted in blue and can be picked up off the ground, or grabbed from an opponent after they've been stunned. These melee weapons deal more damage and ignore enemy defenses, but can only be used for a limited time. Upgrades can increase the amount of time these weapons can be used for.



ENVIRONMENTAL ATTACKS

There are now specific environmental objects that can be interacted with to perform instant takedowns on. These objects are also highlighted in blue, and will highlight a nearby enemy who can be used in the takedown as well. Batman and his allies no longer have a special area of effect stun attack (Bat Swarm, etc)


SUPER CAPE STUN

The Super Cape Stun (Cape Stun x3) can be upgraded to include an attack finisher as the enemy is thrown into the air. This can damage other enemies in the trajectory. The Super Cape Stun can also be upgraded to be used by charging the cape stun button, rather than stunning an enemy 3 times in a row.
BATMOBILE TAKEDOWNS

If the Batmobile is nearby in combat, Batman can perform a batmobile assisted takedown, much like an environmental one. Successful strikes will build up the Batmobile meter, and highlight an enemy in blue on which the takedown can be performed.


CRITICAL BEATDOWNS

If Batman has stunned an enemy, he can pick them up off the ground and perform a beatdown that causes critical damage.
THROWING ENEMIES

Countering an attack while moving toward the enemy can result in a throw that can damage enemies caught in the way. Fallen enemies on the ground can be picked up, where Batman can then perform a critical beatdown on them. Fallen enemies can still be attacked on the ground, without requiring a ground takedown.
STRONGER INFORMANTS

A Riddler Informant may sometimes refuse to talk, and try to fight back. If he is not countered, you will have to KO him with no information gained.
VEHICLE COUTNERS / TAKEDOWNS

When facing an oncoming car, Batman can counter the car if timed correctly, jumping onto the hood and spraying explosive gel, then jumping off to watch the resulting explosion (the occupants will stagger out, stunned but alive!)


ENEMY ATTACKS

Thugs can now grab Batman from behind and hold him in place. You will have to perform a reverse Beatdown or risk being hit by another enemy. Being held does not reset your combo meter

Thugs can now charge at Batman from long distances. This move is not blockable, requiring you to either jump over them, or toss a quickfire batarang to KO them instantly.
New Enemies

In addition to new foes such as the Arkham Knight, the thugs and gangsters of Gotham have several new members among their ranks.

COMBAT MEDICS

Combat Medics are a new type of enemy that will fight alongside militia members. They have a number of techniques, including being able to resuscitate KO’d enemies (though they only have a set amount of charges that they will call out). They will also be able to electrify certain enemies, whose electrical current must be disabled before Batman can attack them.

If an enemy is knocked to the ground and stunned in combat, others may attempt to bring him to his feet.

ELECTRIC ENEMIES

Electrified enemies can be grounded by use of the batclaw to yank them out of their current safely. If an electrified enemy strikes Batman, he will be stunned (similar to the effect of a stun baton in Arkham City).

BRUTES

Brutes have taken the place of armored enemies, and still require beatdowns (or environmental takedowns) to defeat. Some brutes also come equipped with blades or a shield. Brutes can throw their allies at batman in an unblockable attack. The Gunner variants appear in Preadator maps, and cannot be taken down silently.


NINJAS

While not entirely new, these sword-wielding enemies can leap off of walls or other enemies to do a diving attack that can be hard to spot (but can still be countered mid-air)



Traversal

While many of the core mechanics of Batman's movement system remain unchanged, new additions have been made to make getting around Gotham easier.

LEDGE DIVE

When running towards a ledge, you can press the crouch/dive button to immediately jump off the building into a dive.

YOU WANT TO BE ABLE TO TURN YOUR HEAD?

During a glide, you can now look above Batman to look along ledges to grapple to.

CHAINED GRAPPLE BOOSTS

When in the middle of a grapple boost, you can target your next grapple to immediately grapple up ledges in tandem.

GRAPPEL BOOST UPGRADES

The distance of grapple boosting can be upgraded, amplifying the distance shot into the air if enough length permits.

IN-FLIGHT UPGRADES

During gliding, you can purchase upgrades to utilize gadgets mid-glide including batarangs, explosive gel, and more.

WALL RUNNING

When gliding into the side of the building, Batman can do a short wall run before leaping off again.

AERIAL CAR TAKEDOWNS

When gliding over a moving car, you can perform a takedown and land on top of the car, tossing the driver out and causing the car to crash.



Predator Encounters

The basics of Batman's stealthy predator abilities are the same, though a few updates have been added to make these encounters more interesting.
ADAPTING ENEMIES

Certain teams of enemies (Militia teams and those ordered by villains) will adapt to how Batman is taking out their friends. Enemies will group up if picked off one by one, throw mines onto vantage points if attacked from the air, and throw thermobaric grenades into grates if attacked from below. They will also stop listening to commands from their superiors if they find out you are using a voice synthesizer
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FALLEN COMRADES

Enemies will return to the site of a fallen comrade, even after their initial discovery - and sometimes request backup Combat Medics can revive fallen enemies (but only a certain amount) and will call for backup when doing so.

SENTRY GUNS

Enemies can now use and deploy sentry guns that cover wide areas, based on the site of your attacks.

CORNER TAKEDOWNS

Batman now has a longer range for corner takedowns, frequently using the batclaw to silently drag 
enemies around a corner.

VERTICAL TAKEDOWNS

Batman can now drop off ledges into a silent takedown, or use the batclaw to grapple down to an enemy below and use a silent takedown.

FEAR TAKEDOWNS

Batman can now use fear multi-takedowns when his Fear meter is charged (gained by performing silent takedowns). Fear multi-takedowns are used when sneaking up on enemies who are unaware and taking them down in rapid succession (2-3 enemies, 4 with upgrades) and breaking their weapons in the process.

AERIAL DRONES

Some enemies will deploy aerial drones to sweep areas that they could normally not reach.

DETECTIVE VISION SCANNERS

Enemies can now be equipped with a Detective Vision scanner, alerting them to your presence if you have Detective Vision on for too long.

OPTIC CAMOUFLAGE

Enemies can now use optical camouflage that does not highlight them in Detective Vision
Gadgets

Batman's arsenal of wonderful toys have been a mainstay of the Arkham franchise, and in Arkham Knight they've been given a few new uses in addition to their old stand-bys.

EXPLOSIVE PROJECTILES


Explosive Gel is now used as a projectile in combat, rather than being sprayed on the ground, and will explode after a few moments to stun an enemy.

UPGRADED EXPLOSIVE GEL

The Explosive Gel can be upgraded to KO an enemy when sprayed on the ground, regardless of whether it is placed on a destructible wall or not.

UPGRADED BATCLAW

The Batclaw can be upgraded to commence a super stun, or super stun plus attack.

REC OVERCHARGE


The REC (Remote Electrical Charge) gun can be used to overcharge stun batons, zapping the wielder and causing him to drop it.

REMOTE HACKING DEVICE

The RHD is an updated version of the Cryptographic Sequencer from the previous Arkham games. The device can be used to turn off turrets, drones, and other sentry devices, making them go blind. It can be used on objects in the environment during predatory encounters from long distances, either distracting or incapacitating enemies.

VOICE SYNTHESIZER

Batman can now hack into the radio signals of his enemies and give false orders in the voice of their commanders. These synthesizers are unlocked during progression through the game's main story, and are used to send enemies to targeted locations.

UPGRADED WEAPONS DISRUPTOR

The Disruptor can be upgraded and used to cause various equipment to malfunction and explode, damaging it’s handlers - including Medic defibrillators, drone operators, Detective Vision scanners, sentry gun dispensers, and more.
Riddler’s Revenge

Mr. E. is at it again, and has prepared some devilishly devious new scenarios with which to defeat the dark knight.

RIOT BOMBS

A new type of Riddler event can be found in Gotham. The Riddler Riot Bomb involves one thug amongst many rioters who has a bomb implanted in his brain. Batman must use the remote-controlled batarang to seek out the thug (without knocking him out), and use an electric shock to disable the bomb safely.

BATMOBILE CHALLENGES

The Batmobile is now a key component of solving many of the Riddler’s puzzles, including following a trail using the Batmobile’s sonar device, pulling devices using the winch, and firing at targets with the Batmobile’s weapons.

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1 comments:

Nenshtetesia Italiane said...

excellent article compliments

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