(I already posted this elsewhere)
Ok, so I like this game. A lot. It's solid on most fronts, with the exception of fighting the camera at various times.
I figured awhile back that there's a problem with the scoring system.
Using different moves gives you points.
Each type of move gives diminishing returns (except "winning" moves such as headshot, enemy down, environmental attack, vehicle destroyed, etc) unless there's a lull in the action (which resets the scoring).
So scoring has to do with using a variety of moves. Cool, right?
Not quite.
See, the problem is, once an enemy is down, you can't hit 'em anymore.
Meaning, the more damage you do, the less moves you get to use.
I just completed a scoring run, and got a much higher score on most missions than I previously did.
By ... avoiding all damage upgrades.
That means not spending points on one half of the triad tree ('cos the first point gives you more strike damage), not getting face level 9 (which gives you kickass upgrades whenever your face meter powers up), and avoiding the end of the cop trees (firearm damage upgrade and vehicle ram damage upgrade).
Anyways, now that I'm in the postgame, I'm cool with going back and doing the side missions to get cop and face levels up to 10 (triad is already on 10, but with 5 unspent points).
Maybe this is just my long winded way of saying, "game designers: your players should want to grab upgrades, not avoid them."
I guess those Batman games also have this issue, though mainly in the challenges.
I mean you could do it in the story mode too, but then you end the game with thousands more xp than you need to unlock everything.
Ok, so I like this game. A lot. It's solid on most fronts, with the exception of fighting the camera at various times.
I figured awhile back that there's a problem with the scoring system.
Using different moves gives you points.
Each type of move gives diminishing returns (except "winning" moves such as headshot, enemy down, environmental attack, vehicle destroyed, etc) unless there's a lull in the action (which resets the scoring).
So scoring has to do with using a variety of moves. Cool, right?
Not quite.
See, the problem is, once an enemy is down, you can't hit 'em anymore.
Meaning, the more damage you do, the less moves you get to use.
I just completed a scoring run, and got a much higher score on most missions than I previously did.
By ... avoiding all damage upgrades.
That means not spending points on one half of the triad tree ('cos the first point gives you more strike damage), not getting face level 9 (which gives you kickass upgrades whenever your face meter powers up), and avoiding the end of the cop trees (firearm damage upgrade and vehicle ram damage upgrade).
Anyways, now that I'm in the postgame, I'm cool with going back and doing the side missions to get cop and face levels up to 10 (triad is already on 10, but with 5 unspent points).
Maybe this is just my long winded way of saying, "game designers: your players should want to grab upgrades, not avoid them."
I guess those Batman games also have this issue, though mainly in the challenges.
I mean you could do it in the story mode too, but then you end the game with thousands more xp than you need to unlock everything.