I don't see why it must work the way it does. The battery situation is my only real annoyance so far with the game (unless you count the awful 'pre-rendered' cutscenes and long load times). You may or may not use these depending on how you play. For those that are not aware, the takedowns are pretty much your barehanded melee system showing a cool animated lethal or non-lethal takedown. You have a battery system that powers augmentations and such but you also use this energy to do 'takedowns'. So far I have only one serious complaint about this game. Originally Posted by Scott Simonian /forum/post/20864932 Otherwise, you'll need to carry an energy bar.Īnyway, just something I've been dealing with that I was call a major gameplay mechanic that needs to be patched up or redone, imo. If you use the battery, it will not recharge unless it was your last battery. If you use something like that short enough that it doesn't use the whole battery, it will recharge. For instance, if you want a cloaking ability, the first level of that consumes a whole battery within 4 seconds. You will need to stockpile candy bars in your inventory if you plan on using these takedowns or have any intention on using augmentations that consume energy. The only way in the game to recharge whole battery is to consume a candy bar. If you have any additional ones, they will not recharge if you used the whole battery and doing multiple takedowns will make sure you go thru several within seconds. The only one that will actually recharge is the first battery. The thing is that you use an entire battery doing a take down. You start with one or two and can upgrade them for more capacity and recharge rate over the course of the game. You may or may not use these depending on how you play.Īnyway, the energy is depicted as these small batteries.
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