Man, the only thing that annoys me is not having started out on Hard.
Hm.
Well, maybe I'll just leave a full-complete Hard playthrough for a while later. I wish they would let you both continue the story and do a new game on a different difficulty in the same profile. Ah well.
Edit: Exclusive content is pretty damn silly. Especially for a non exclusive game. And I mean, god, that excuse. "We decided to focus on giving most of our customers an inferior product." Top notch, dude, thanks for that. Ah, whatever. When I get a PS3 it'll be a bonus, I guess.
Captain ElevenThe last card is a kronkRegistered Userregular
edited September 2009
They were moneyhatted by Sony no question, otherwise why would they pick the system with the lowest install base to give the exclusive content? Anyway, doesn't really bother me, I'll stick with my XBox and whatever DLC comes out for it. I'll probably replay the story more than I really do challenges anyway.
Beat it on Hard at 75% completion. Now that was a game.
And it's freaking hard on Hard, which makes me happy. I decided for some insane reason to try to make it even more difficult by saving the Armor Upgrades for last - I suggest doing that for anyone who wants to maximize the coolness potential of being the goddamn Batman.
Tomorrow, I'm going to go through and 100% all the items, do the challenge maps, and also load up my separate save I left just for the "Party Pooper" achievement.
I've never wanted to 1000pt a 360 game like I've wanted to 1000pt this.
EDIT: Also, I may have to also buy this for PC for one reason.
Screenshots. So many epic moments and takedowns. Not to mention Frapsing up awesome combo-y moments.
I've never wanted to 1000pt a 360 game like I've wanted to 1000pt this.
This.
I'm at 73% myself, but I'm taking some time of to collect myself for the challenges. I must complete it though, it's the God Damn Batman for christs sake!
EDIT: Has a multiplatform release ever sold more on the PS3 than 360? Could we potentially see the first?
Yeah, there've been a few but we'll probably never know the specific numbers since a lot of Sony's game sales come from mainland Europe. Games like Fifa and Pro Evo sell far better on the PS3 over there and I wouldn't be surprised if they tipped DMC4 and Burnout Paradise over to the PS3 versions side.
Also, I'm really not seeing the difference between lolsony and M$. Both are derogatory and pretty childish.
EDIT: Has a multiplatform release ever sold more on the PS3 than 360? Could we potentially see the first?
Yeah, there've been a few but we'll probably never know the specific numbers since a lot of Sony's game sales come from mainland Europe. Games like Fifa and Pro Evo sell far better on the PS3 over there and I wouldn't be surprised if they tipped DMC4 and Burnout Paradise over to the PS3 versions side.
Also, I'm really not seeing the difference between lolsony and M$. Both are derogatory and pretty childish.
The difference is one is derogatory based on "this company frequently makes hilariously poor decisions", and one is derogatory based on "this company makes money", which is ridiculous.
If there was a way to include a RROD symbol in Microsoft's name, I'd say that would be fair use.
Edit: Stretching it. I just can't see anything suggesting that any given money-making decision made by Microsoft is worth ridiculing more than say, Coca-Cola or Nike.
Also, I'm really not seeing the difference between lolsony and M$. Both are derogatory and pretty childish.
The difference is one is derogatory based on "this company frequently makes hilariously poor decisions", and one is derogatory based on "this company makes money", which is ridiculous.
If there was a way to include a RROD symbol in Microsoft's name, I'd say that would be fair use.
So if the cause of the RRODs were that Microsoft pushed the 360 out the door before it was fully ready to increase their marketshare and make a lot of money, M$ would be as fine as lolsony?
Oh man this is good. I did not expect this amount of awesomeness. The riddles have thrown me a little though, like I know the answer but what the hell am I suppose to do? (I'm referring to the "You don't know Jack about Gotham" in particular). I figured it had to do the with the broadcast but what then?
It's really a shame PC gaming is being affected by 'exclusives' nowadays. I mean, I can understand the console wars and how they want a bunch of stuff on their platform -- but how does the PC getting all that stuff hurt console sales in the least?
Ah well, guess it's something I'll have to accept, much like DLC.
It's really a shame PC gaming is being affected by 'exclusives' nowadays. I mean, I can understand the console wars and how they want a bunch of stuff on their platform -- but how does the PC getting all that stuff hurt console sales in the least?
Ah well, guess it's something I'll have to accept, much like DLC.
I think it is less that PC getting extra stuff would hurt console sales and more that the publisher is viewing it as a platform just like 360 and PS3. You want KBaM? Buy on PC. You want Joker stuff? Buy PS3. You want to be able to get invites from your 360 friends? Buy 360.
The key to scoring high in the challenge rooms is variation, not really the Dark Knight Bonus. A 9 variation (I think that's the highest) will net you 5000 bonus per round, which is better than one 5000 bonus at the end of the match.
I start off each fight challenge by countering the first guy, then stunning and dodging over another, then I begin the combo, using specials as they become available, and looking for opportunities to use the batarangs and claw. Wait to use the ground takedown until near the end, since it leaves you the most vulnerable, aside from the claw. If everyone is down, and you don't think you can get a regular hit on anyone, use one of the specials or ground takedown to buy some time for chumps to get back up.
Also remember that dodging around can extend your combo, even if no one is around. If you can keep a combo going for a whole round, and add variation, it's not uncommon to get >10,000 in the first round on some of the extreme maps, and it just goes up from there.
its only partially shown, like the dot is missing, i cant figure it out
You have to get the whole ? in view, and take a picture of it.
Usually the dot will be on a different level than the body of it
ooooh.. so
if i read that right, you have to get into the right position so the dot is lined up with the body and completely in picture, so basically get as high as possible?
but i couldn't find any dots any of them anywhere in the vicinity.. o_O
The key to scoring high in the challenge rooms is variation, not really the Dark Knight Bonus. A 9 variation (I think that's the highest) will net you 5000 bonus per round, which is better than one 5000 bonus at the end of the match.
I start off each fight challenge by countering the first guy, then stunning and dodging over another, then I begin the combo, using specials as they become available, and looking for opportunities to use the batarangs and claw. Wait to use the ground takedown until near the end, since it leaves you the most vulnerable, aside from the claw. If everyone is down, and you don't think you can get a regular hit on anyone, use one of the specials or ground takedown to buy some time for chumps to get back up.
Also remember that dodging around can extend your combo, even if no one is around. If you can keep a combo going for a whole round, and add variation, it's not uncommon to get >10,000 in the first round on some of the extreme maps, and it just goes up from there.
I disagree about ground takedowns; they are crucial to scoring high, because you get 100 x your current multiplier points for each one. So if you're at x20, that's an immediate 2000 points for one attack.
The key is to whittle them down or scatter them, then do a critical attack that knocks a guy flying and immediately do a ground takedown (leaping towards him). The other key is throwing batarangs three at a time and doing two or three ground takedowns in a row while no one is within attacking range.
I can score 12 000 on a single round before any of the bonus points, with just normal enemies, if I maintain my combo and get some solid ground takedown action. People who are really good can probably do much better because of those massive 100x point jumps.
its only partially shown, like the dot is missing, i cant figure it out
You have to get the whole ? in view, and take a picture of it.
Usually the dot will be on a different level than the body of it
ooooh.. so
if i read that right, you have to get into the right position so the dot is lined up with the body and completely in picture, so basically get as high as possible?
but i couldn't find any dots any of them anywhere in the vicinity.. o_O
Yeah they are usually pretty well hidden. Usually I would find this little green circle by accident, then just find the body from there. I never did all of the riddles, so I'm not sure how difficult those ones get.
The key to scoring high in the challenge rooms is variation, not really the Dark Knight Bonus. A 9 variation (I think that's the highest) will net you 5000 bonus per round, which is better than one 5000 bonus at the end of the match.
I start off each fight challenge by countering the first guy, then stunning and dodging over another, then I begin the combo, using specials as they become available, and looking for opportunities to use the batarangs and claw. Wait to use the ground takedown until near the end, since it leaves you the most vulnerable, aside from the claw. If everyone is down, and you don't think you can get a regular hit on anyone, use one of the specials or ground takedown to buy some time for chumps to get back up.
Also remember that dodging around can extend your combo, even if no one is around. If you can keep a combo going for a whole round, and add variation, it's not uncommon to get >10,000 in the first round on some of the extreme maps, and it just goes up from there.
While this is key, I find it particularly difficult to get variation during challenge rounds with Titans. The dodging tip is a pretty good one, I knew it would keep a combo going, but I didn't realize it could be kept going indefinitely this way.
Also, ground pound takedowns are worth 100 points. If you've got a huge combo string, you can get MASSIVE points with a ground pound. I always try to finish a round by knocking down a thug (either throw a batarang, or do a combat throw) then finish him off with a ground pound. On a good round I get 3000+ points from just doing that.
The key to scoring high in the challenge rooms is variation, not really the Dark Knight Bonus. A 9 variation (I think that's the highest) will net you 5000 bonus per round, which is better than one 5000 bonus at the end of the match.
I start off each fight challenge by countering the first guy, then stunning and dodging over another, then I begin the combo, using specials as they become available, and looking for opportunities to use the batarangs and claw. Wait to use the ground takedown until near the end, since it leaves you the most vulnerable, aside from the claw. If everyone is down, and you don't think you can get a regular hit on anyone, use one of the specials or ground takedown to buy some time for chumps to get back up.
Also remember that dodging around can extend your combo, even if no one is around. If you can keep a combo going for a whole round, and add variation, it's not uncommon to get >10,000 in the first round on some of the extreme maps, and it just goes up from there.
I disagree about ground takedowns; they are crucial to scoring high, because you get 100 x your current multiplier points for each one. So if you're at x20, that's an immediate 2000 points for one attack.
The key is to whittle them down or scatter them, then do a critical attack that knocks a guy flying and immediately do a ground takedown (leaping towards him). The other key is throwing batarangs three at a time and doing two or three ground takedowns in a row while no one is within attacking range.
I can score 12 000 on a single round before any of the bonus points, with just normal enemies, if I maintain my combo and get some solid ground takedown action. People who are really good can probably do much better because of those massive 100x point jumps.
Hm, didn't realize the point bonus was so high for ground takedowns, but I guess it makes sense due to the long animation. I wasn't saying to only do one ground takedown, just to wait until the numbers are whittled down a bit. You can create openings, though this is harder on the maps with larger numbers of enemies. Essentially we agree, I just didn't know about the huge bonus for ground takedowns (I usually do a whole bunch of them at the end of a round anyway, which helps explain some things).
The predator ones are the bigger hassle for me, not that they're hard, but how the hell does someone blow up three enemies with three different walls, zip line through a window, glide kick a dude, and take out two other guys in 40 seconds? HOW? I can't even place the explosive gel in less than 30 seconds. I'm pretty consistently near the top of the fight maps, but I have no idea how these people do that predator stuff so quickly.
The key to scoring high in the challenge rooms is variation, not really the Dark Knight Bonus. A 9 variation (I think that's the highest) will net you 5000 bonus per round, which is better than one 5000 bonus at the end of the match.
I start off each fight challenge by countering the first guy, then stunning and dodging over another, then I begin the combo, using specials as they become available, and looking for opportunities to use the batarangs and claw. Wait to use the ground takedown until near the end, since it leaves you the most vulnerable, aside from the claw. If everyone is down, and you don't think you can get a regular hit on anyone, use one of the specials or ground takedown to buy some time for chumps to get back up.
Also remember that dodging around can extend your combo, even if no one is around. If you can keep a combo going for a whole round, and add variation, it's not uncommon to get >10,000 in the first round on some of the extreme maps, and it just goes up from there.
I disagree about ground takedowns; they are crucial to scoring high, because you get 100 x your current multiplier points for each one. So if you're at x20, that's an immediate 2000 points for one attack.
The key is to whittle them down or scatter them, then do a critical attack that knocks a guy flying and immediately do a ground takedown (leaping towards him). The other key is throwing batarangs three at a time and doing two or three ground takedowns in a row while no one is within attacking range.
I can score 12 000 on a single round before any of the bonus points, with just normal enemies, if I maintain my combo and get some solid ground takedown action. People who are really good can probably do much better because of those massive 100x point jumps.
Is the Variation Bonus based on how many moves you do in a single combo or the whole fight? Rumble in the Jungle (Extreme) is getting my goat because I'm currently unable to properly string together attacks to rack up points but I know I'm using all the different moves.
I decided for some insane reason to try to make it even more difficult by saving the Armor Upgrades for last - I suggest doing that for anyone who wants to maximize the coolness potential of being the goddamn Batman.
I avoided the armor upgrades because I'm the motherfucking Batman, and if I'm getting hit, I'm doing something wrong.
Of course, that lead to a lot of restarting from last checkpoint, but this game actually made me want to replay fights. That almost never happens for me in games.
These fuckin henchmen in the pred challenge rooms..
Oh they know I'm trying to get medals...so they change their damn patrol routes..assholes..
Also, I was breezing through hard until the Ivy fight...dammit
The Ivy fight was the only time I died on hard, after going through on normal a few days before. And I died many times.
I'm not sure if she had some third hidden tentacle, but those vines were really fucking with me for some reason. I'd see one to the right, and then the second would come to the left where I was, I'd time it to dodge over when the right one was done, and then bam, a second set of vines, I guess?
You need to do all the moves in a single combo to get the full variation bonus. But if you really can't do them all, ignore it and simply try to take every dude down, batarang the last three, and get 30x100 three times. Once you get a really large combo going, ground takedowns on the last half dozen will outweigh any of the bonuses.
You need to do all the moves in a single combo to get the full variation bonus. But if you really can't do them all, ignore it and simply try to take every dude down, batarang the last three, and get 30x100 three times. Once you get a really large combo going, ground takedowns on the last half dozen will outweigh any of the bonuses.
I'll have to try doing it that way, then. I'm within 4000 of being able to walk away from the frustration and it usually boils down to round 3 being the weak link.
I'm doing pretty great in the Predator Challenges. I don't care about fast times, just stalking people into heart attacks is fun enough for me.
I'm pretty awful at Combat Challenges, 1 bat per match is my average.
Practice makes perfect! Remember if you flip over an opponent, you don't lose your combo bonus and you are pretty much invulnerable until you land. Keep the combo bonus up and try and work in a few snazzy moves to get the variation bonus.
A neat trick I found is using the Combat Throw, hurl the guy into the far corner away from everyone and then leap across to do the ground takedown. By throwing him across the room, you don't get punched in the head when doing the takedown, and when you are done you can just leap back across the room to keep the combo up.
Keep in mind that you can be hit if you cross the path of an attacking goon whilst trying to leap across the map. And that you can't to multiple double-A leaps and keep the combo going, you must do something else that counts in-between.
Keep in mind that you can be hit if you cross the path of an attacking goon whilst trying to leap across the map. And that you can't to multiple double-A leaps and keep the combo going, you must do something else that counts in-between.
I think you can keep going with the leaps, at least for a while, as long as you're actually flipping over thugs. I've flipped over whole crowds of goons to get a clear shot at one guy prying open a weapon locker and my combos have kept going.
Also, trying to sprint kills combos. If you have to get out of the way of something and you want to keep that combo going, you have to dodge out of the way, not sprint. Sometimes ground pounds can really help with this since you can down a guy pretty far away with a batarang and then Batman will leap thirty feet across the room to take him down.
Keep in mind that you can be hit if you cross the path of an attacking goon whilst trying to leap across the map. And that you can't to multiple double-A leaps and keep the combo going, you must do something else that counts in-between.
I think you can keep going with the leaps, at least for a while, as long as you're actually flipping over thugs. I've flipped over whole crowds of goons to get a clear shot at one guy prying open a weapon locker and my combos have kept going.
Also, trying to sprint kills combos. If you have to get out of the way of something and you want to keep that combo going, you have to dodge out of the way, not sprint. Sometimes ground pounds can really help with this since you can down a guy pretty far away with a batarang and then Batman will leap thirty feet across the room to take him down.
Yeah. I meant just repeatedly dodging away. Jumping over thugs will continue the chain. But the thing about leaping away for a Ground Pound is that if a thug begins charging to attack but the counter graphics haven't appeared yet, he'll just keep running until he reaches you and then strike. Not many maps are large enough where this won't always result in breaking the combo.
I think the combat challenge rooms are killing my enthusiasm with the game, so I may be retiring my cowl this weekend. The predator rooms are aces, though. Take down three goons with one exploding wall? How about four, game? How do you like that?
I think the combat challenge rooms are killing my enthusiasm with the game, so I may be retiring my cowl this weekend. The predator rooms are aces, though. Take down three goons with one exploding wall? How about four, game? How do you like that?
Yeah, first time I managed to get three people with three different walls, I actually managed to take out everybody in the room except one guy. I did that bit so well I actually screwed myself out of 3 bats.
I think the combat challenge rooms are killing my enthusiasm with the game, so I may be retiring my cowl this weekend. The predator rooms are aces, though. Take down three goons with one exploding wall? How about four, game? How do you like that?
Yeah, first time I managed to get three people with three different walls, I actually managed to take out everybody in the room except one guy. I did that bit so well I actually screwed myself out of 3 bats.
Only in this game is that a viable excuse
"Man... I was too awesome!"
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
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MongerI got the ham stink.Dallas, TXRegistered Userregular
Keep in mind that you can be hit if you cross the path of an attacking goon whilst trying to leap across the map. And that you can't to multiple double-A leaps and keep the combo going, you must do something else that counts in-between.
I think you can keep going with the leaps, at least for a while, as long as you're actually flipping over thugs. I've flipped over whole crowds of goons to get a clear shot at one guy prying open a weapon locker and my combos have kept going.
Also, trying to sprint kills combos. If you have to get out of the way of something and you want to keep that combo going, you have to dodge out of the way, not sprint. Sometimes ground pounds can really help with this since you can down a guy pretty far away with a batarang and then Batman will leap thirty feet across the room to take him down.
Yeah. I meant just repeatedly dodging away. Jumping over thugs will continue the chain. But the thing about leaping away for a Ground Pound is that if a thug begins charging to attack but the counter graphics haven't appeared yet, he'll just keep running until he reaches you and then strike. Not many maps are large enough where this won't always result in breaking the combo.
I find this to be a sometimes occurrence. I think that if the mook is in the middle of charging when you leap, he's stuck to you and will hit you regardless of what you do. If he's close enough to go into his attack when start the leap, he'll immediately attack. If he rolls a short animation attack like a punch, he'll probably hit you. If he rolls a long animation attack like a kick, it'll probably whiff. I'd need to do a bunch of experimenting to really figure out what's going on there, as it's kind of wonky. I do know that this also applies to normal strikes that involve leaping to a far opponent, too (like the jump->elbow one, not teleportish ones like the handstand-kick).
And yes, the dodge roll will drop your combo if you do it more than once in succession. The flip will keep your counter indefinitely. The two have wildly different properties outside of that, too. The flip has shitloads of invincibility frames at the beginning, even protecting you from titans. The dodge roll has zero protection from titans, but there's a window at the beginning that protects you from normal mook attacks. The flip also has weird movement patterns. Flipping over knife/stun guys will always leave you behind them. Flipping over normal mooks tends to go at a right angle, leaving you standing beside them. It's incredibly frustrating to try to get outside of a mob of mooks as a result. You tend to just flip a circle around the outer ring of dudes until you find an opening for a dodge roll.
I really dont get challenges. I tried, I mean i was mixing up my variations, it was hard to get long combos going and despite this i come out worsse on points than when i was just doing the basic punch and counter.
Posts
Hm.
Well, maybe I'll just leave a full-complete Hard playthrough for a while later. I wish they would let you both continue the story and do a new game on a different difficulty in the same profile. Ah well.
Edit: Exclusive content is pretty damn silly. Especially for a non exclusive game. And I mean, god, that excuse. "We decided to focus on giving most of our customers an inferior product." Top notch, dude, thanks for that. Ah, whatever. When I get a PS3 it'll be a bonus, I guess.
Started Predator Rooms, god I'm awful
Tomorrow I'll try Combat Rooms.
Beat it on Hard at 75% completion. Now that was a game.
And it's freaking hard on Hard, which makes me happy. I decided for some insane reason to try to make it even more difficult by saving the Armor Upgrades for last - I suggest doing that for anyone who wants to maximize the coolness potential of being the goddamn Batman.
Tomorrow, I'm going to go through and 100% all the items, do the challenge maps, and also load up my separate save I left just for the "Party Pooper" achievement.
I've never wanted to 1000pt a 360 game like I've wanted to 1000pt this.
EDIT: Also, I may have to also buy this for PC for one reason.
Screenshots. So many epic moments and takedowns. Not to mention Frapsing up awesome combo-y moments.
This.
I'm at 73% myself, but I'm taking some time of to collect myself for the challenges. I must complete it though, it's the God Damn Batman for christs sake!
Yeah, there've been a few but we'll probably never know the specific numbers since a lot of Sony's game sales come from mainland Europe. Games like Fifa and Pro Evo sell far better on the PS3 over there and I wouldn't be surprised if they tipped DMC4 and Burnout Paradise over to the PS3 versions side.
Also, I'm really not seeing the difference between lolsony and M$. Both are derogatory and pretty childish.
The difference is one is derogatory based on "this company frequently makes hilariously poor decisions", and one is derogatory based on "this company makes money", which is ridiculous.
If there was a way to include a RROD symbol in Microsoft's name, I'd say that would be fair use.
Edit: Stretching it. I just can't see anything suggesting that any given money-making decision made by Microsoft is worth ridiculing more than say, Coca-Cola or Nike.
So if the cause of the RRODs were that Microsoft pushed the 360 out the door before it was fully ready to increase their marketshare and make a lot of money, M$ would be as fine as lolsony?
And on topic: Yay Batman!
Ah well, guess it's something I'll have to accept, much like DLC.
I think it is less that PC getting extra stuff would hurt console sales and more that the publisher is viewing it as a platform just like 360 and PS3. You want KBaM? Buy on PC. You want Joker stuff? Buy PS3. You want to be able to get invites from your 360 friends? Buy 360.
I start off each fight challenge by countering the first guy, then stunning and dodging over another, then I begin the combo, using specials as they become available, and looking for opportunities to use the batarangs and claw. Wait to use the ground takedown until near the end, since it leaves you the most vulnerable, aside from the claw. If everyone is down, and you don't think you can get a regular hit on anyone, use one of the specials or ground takedown to buy some time for chumps to get back up.
Also remember that dodging around can extend your combo, even if no one is around. If you can keep a combo going for a whole round, and add variation, it's not uncommon to get >10,000 in the first round on some of the extreme maps, and it just goes up from there.
Usually the dot will be on a different level than the body of it
ooooh.. so
but i couldn't find any dots any of them anywhere in the vicinity.. o_O
I disagree about ground takedowns; they are crucial to scoring high, because you get 100 x your current multiplier points for each one. So if you're at x20, that's an immediate 2000 points for one attack.
The key is to whittle them down or scatter them, then do a critical attack that knocks a guy flying and immediately do a ground takedown (leaping towards him). The other key is throwing batarangs three at a time and doing two or three ground takedowns in a row while no one is within attacking range.
I can score 12 000 on a single round before any of the bonus points, with just normal enemies, if I maintain my combo and get some solid ground takedown action. People who are really good can probably do much better because of those massive 100x point jumps.
While this is key, I find it particularly difficult to get variation during challenge rounds with Titans. The dodging tip is a pretty good one, I knew it would keep a combo going, but I didn't realize it could be kept going indefinitely this way.
Also, ground pound takedowns are worth 100 points. If you've got a huge combo string, you can get MASSIVE points with a ground pound. I always try to finish a round by knocking down a thug (either throw a batarang, or do a combat throw) then finish him off with a ground pound. On a good round I get 3000+ points from just doing that.
Hm, didn't realize the point bonus was so high for ground takedowns, but I guess it makes sense due to the long animation. I wasn't saying to only do one ground takedown, just to wait until the numbers are whittled down a bit. You can create openings, though this is harder on the maps with larger numbers of enemies. Essentially we agree, I just didn't know about the huge bonus for ground takedowns (I usually do a whole bunch of them at the end of a round anyway, which helps explain some things).
The predator ones are the bigger hassle for me, not that they're hard, but how the hell does someone blow up three enemies with three different walls, zip line through a window, glide kick a dude, and take out two other guys in 40 seconds? HOW? I can't even place the explosive gel in less than 30 seconds. I'm pretty consistently near the top of the fight maps, but I have no idea how these people do that predator stuff so quickly.
Is the Variation Bonus based on how many moves you do in a single combo or the whole fight? Rumble in the Jungle (Extreme) is getting my goat because I'm currently unable to properly string together attacks to rack up points but I know I'm using all the different moves.
Oh they know I'm trying to get medals...so they change their damn patrol routes..assholes..
Also, I was breezing through hard until the Ivy fight...dammit
I avoided the armor upgrades because I'm the motherfucking Batman, and if I'm getting hit, I'm doing something wrong.
Of course, that lead to a lot of restarting from last checkpoint, but this game actually made me want to replay fights. That almost never happens for me in games.
The Ivy fight was the only time I died on hard, after going through on normal a few days before. And I died many times.
I'll have to try doing it that way, then. I'm within 4000 of being able to walk away from the frustration and it usually boils down to round 3 being the weak link.
I'm pretty awful at Combat Challenges, 1 bat per match is my average.
Practice makes perfect! Remember if you flip over an opponent, you don't lose your combo bonus and you are pretty much invulnerable until you land. Keep the combo bonus up and try and work in a few snazzy moves to get the variation bonus.
A neat trick I found is using the Combat Throw, hurl the guy into the far corner away from everyone and then leap across to do the ground takedown. By throwing him across the room, you don't get punched in the head when doing the takedown, and when you are done you can just leap back across the room to keep the combo up.
I figured that's where I would get that achievement. only took me two tries :P
I think you can keep going with the leaps, at least for a while, as long as you're actually flipping over thugs. I've flipped over whole crowds of goons to get a clear shot at one guy prying open a weapon locker and my combos have kept going.
Also, trying to sprint kills combos. If you have to get out of the way of something and you want to keep that combo going, you have to dodge out of the way, not sprint. Sometimes ground pounds can really help with this since you can down a guy pretty far away with a batarang and then Batman will leap thirty feet across the room to take him down.
Yeah. I meant just repeatedly dodging away. Jumping over thugs will continue the chain. But the thing about leaping away for a Ground Pound is that if a thug begins charging to attack but the counter graphics haven't appeared yet, he'll just keep running until he reaches you and then strike. Not many maps are large enough where this won't always result in breaking the combo.
Yeah, first time I managed to get three people with three different walls, I actually managed to take out everybody in the room except one guy. I did that bit so well I actually screwed myself out of 3 bats.
Only in this game is that a viable excuse
"Man... I was too awesome!"
And yes, the dodge roll will drop your combo if you do it more than once in succession. The flip will keep your counter indefinitely. The two have wildly different properties outside of that, too. The flip has shitloads of invincibility frames at the beginning, even protecting you from titans. The dodge roll has zero protection from titans, but there's a window at the beginning that protects you from normal mook attacks. The flip also has weird movement patterns. Flipping over knife/stun guys will always leave you behind them. Flipping over normal mooks tends to go at a right angle, leaving you standing beside them. It's incredibly frustrating to try to get outside of a mob of mooks as a result. You tend to just flip a circle around the outer ring of dudes until you find an opening for a dodge roll.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.