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Combat Suggestions — Mirror's Edge™ Catalyst Forums
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Combat Suggestions

So I'm really enjoying Mirror's Edge Catalyst, mostly for the gameplay, but there are points during combat that just take me out of the gameplay, so I'm here to make a couple of suggestions that could potentially further improve the combat.

1. Stumbling enemies. The one thing I hate the most about the combat in Catalyst is when I'm in the flow of a combat encounter, only to have the enemies I'm facing trip and miraculously die right before my very eyes. Enemies should not at all take the amount of damage they do when stumbling into one another, or into obstacles in the environment. It makes the combat way too easy especially if you have all the combat upgrades. It's no fun when I can't even fight the enemies because they die in clusters, or when I'm about to face the final enemy to get that epic final takedown, only to kick him and have him stumble into a wall and die.

2. Falling over railings. Kind of going off the previous point, enemies literally throw themselves off railings when stumbling into them. I believe it's a combination of them taking damage from my kick, then taking damage from stumbling into the railing, and then because their health is already so low they fall over and die, I've noticed when enemies still have a lot of health they don't fall over railings. This, again, makes the combat too easy and no fun, especially with all the combat upgrades. I feel like instead of the enemies falling over the railings themselves, when an enemy is stumbling over a railing, you the player could kick them off when the enemy has sufficiently low health, this would make the combat encounter more realistic, and even give the player a strategic point during combat.

So those are my gripes about the combat, but I do have a few suggestions that could make combat more fun, specifically referring to the Ksec alerts when running through the city.

1. Final takedowns. I feel like it would be very cool during the Ksec alerts to have a final takedown for every wave of enemies you encounter and choose to fight. The final takedowns are really cool and it's such a shame that the only way you can get them is trough the limited combat encounters in the story and side missions, even during those missions in some combat encounters, you don't even get a final takedown when it feels like you should. Just another quick gripe, some of the take downs take place in first person when I believe they should be in third, not sure if that's a glitch or not, but it looks funky in first person.

2. Ksec alert levels. I believe it would be cool for when the players reaches the third alert level, for there to be a chance of either a drone chasing the player, or a sentinel chasing the player through the city as you're trying to escape Krugersec, or possibly even a fourth level of Ksec alert where a Sentinel is then introduced to chase the player along with the drone. Sentinel's are a really fun, challenging enemy to encounter, but again, such a shame there are only a limited amount of them during the story and side missions, it would be cool to encounter them in the city as well.

So those are my suggestions, I really hope someone on the Mirror's Edge Catalyst team sees this thread and really truly considers these suggestions, I'm sure fans would appreciate these changes as much as I would. Thanks for taking time out of your day to read this!

Comments

  • tinypanmilk
    130 posts
    edited July 2016
    I agree that the enemies are just too ****. They fall over railings and fall unconscious after the weakest attack. I also think a lot of the 'boss fights' in game like the mission Fly Trap where you have to
    fight waves and waves of enemies outside the Lair in a fairly limited space
    completely lose the fun factor because they're set in arenas where you can't build momentum and have no choice but to fight without any true power. It's similar to the final mission
    where you have to fight the two Kruger guards in an empty room.
    The only decent part of combat in Catalyst is when you build momentum, and the boss fights don't allow that.
  • Ok, so I'm bumping this thread because I've made a video about the things I've listed.
    [flash=]

    So ya, as you can see the enemies take way more damage from stumbling into each other and the environment than from my own hits that I deliver to them, the part you see at the end I'm pretty sure was just a glitch, or maybe it wasn't, but shows how ridiculous the amount of damage the enemies take from basic stumbles. Yes, I do have all the upgrades but combat shouldn't be this easy.

    On another point I do have another suggestion, I've noticed when enemies spawn around the city, they spawn in a little group of four, essentially a square, which gives the player no opportunity to do some awesome traversal attacks to the enemies, I think enemies should spawn more widely around the environment rather than a cluster, it would definitely emphasize the whole traversal attacks and using the environment against the enemies, you can see in the video I made that I'm just attacking the enemies while basically standing still, not really moving or doing much else.

    On a separate note, some attacks are over powered, like light traversal attacks are a one hit kill on basic enemy types, it gives the question why are the heavy attacks a thing when they're slower and make me lose all my flow/momentum? Some moves should be tweaked to do less damage, but not so much that they're impossible to use, all in all the combat is great, but it needs to be altered just a bit and then it will be perfect.
  • Another video showing off how easy combat can be, in this video for the first three enemies I just use light traversal attacks, they die instantly, I believe they should take a good amount of damage and stumble, but not die on the spot.

    [flash=]
  • filipomel wrote: »
    Another video showing off how easy combat can be, in this video for the first three enemies I just use light traversal attacks, they die instantly, I believe they should take a good amount of damage and stumble, but not die on the spot.

    [flash=]

    Is that a side mission or story mission you're in?? Just curious as I don't remember seeing an area like that, is it in development zone???
  • Hey,

    It's a side mission inside a grid node you hack to expand plastic network. Probably the funniest and hardest of them all.

    Ennemies fight are indeed way too easy for the moment. The only stress I had during my first walkthrough was at the train station waiting having to fight countless tough guards. The second walkthrough was much easier when I understood that you could hit a target in the back and sprint just after to hit him again and repeat until he dies. Very efficient against sentinel but that makes the fight way too easy.

    Cya
  • Pffff Combat is super easy on this game, I gave some ideas on DLC that could work for game-combat stuff.

    "3)And speaking of running, would a combo system work? Idk like the faster you run, the stronger your hit, and as soon as you hit someone (in the heat of battle) it triggers a countdown letting you know that you have to hit another target, the more hits, the stronger your punches get.

    4) And since we're on the topic you could probably do some fun stuff with battles, like idk have Faith interact with something around her and trowe her at her opponents. She could like flip in the air, we get to target someone and slooooooow motion scene activates...or something like that. I think that'd make the combat more fun and those who complain about "whaaaaaaa the combat too hard" can have some other ways to dispose of their enemies..."

    You know...ala Arkham stuff, I think it could work.
    And also add a babies mode for gamers that complain about the combat, and mode for grown ups gamers that ADAPT.
  • A bit more diversity on move set is a MUST that's for sure, but that goes for Faith and the enemies alike, the basics are there and work fine, I feel like playing a Ninja Gaiden in first person but dumbed down to the simplicity of The Witcher 3. Making 3rd person takedowns more optional is also a must.
  • I think even a parrying system would change the combat more interactive and smoother.
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