Arkham city what should i upgrade first




















You are going to run into a lot of enemies in the game… A LOT! So, you need to make sure you are properly armored up to take down the baddies. When you first get acquainted with the Batmobile, you will be blown away by the amazing tank-like features of the car. No doubt WB games really took it to the next level with the Batmobile.

Although the 60mm Cannon of the Batmobile is ruthless, the reload time is pretty slow. It is an amazing attack that will help you catch your enemies by surprise. The grapnel boost arrived in the initial Batman Arkham games, but the grapnel boost in Arkham Knight is next level! You will have the choice of max three upgrades in the grapnel boost section. It is best to maximize the grapnel boost at the start of the game to quickly maneuver around Gotham!

It especially comes in handy when scarecrow releases his gas over the city, and you need to move quickly in the skies without touching the ground Oops… Spoiler alert. Batman Arkham Knight introduced the fear takedown skill, which was immensely appreciated by gamers around the world.

If you catch your enemies by surprise, you have the skill to take down multiple enemies before the fight even begins with the fear takedown. There are lots of upgrades up for grabs either by spending WayneTech points or completing easy challenges and acquiring them. I hope you found this post helpful; let me know in the comments if I missed out on any crucial upgrades from Batman Arkham Knight!

Skip to main content. REC Remote Electrical Charge Default This electrical gun can be used to open electronically controlled doors and activate electric machinery. It deploys a high current charge to power generators and electromagnets. The Remote Electrical Charge provides electricity to powered down generators and electromagnets. Additionally, it can be fired at enemies to administer a localized, non-lethal electric shock.

This is particularly effective against armored assailants. Line Launcher Default Allows rapid movement between two horizontal points. Can be redeployed while riding to change direction without touching the ground. Use the Line Launcher to rapidly move horizontally across areas. While riding the line launcher you can aim in a new direction and fire this again to change direction without dropping to the ground.

Offensively, this gadget can be used to take down unaware enemies by moving above them and using the takedown button as you approach to drop down and take them out in one move. Note that this powerful move will alert nearby enemies. Reverse Batarang Default Pre programmed remote batarang that loops back on itself to hit an enemy from behind, leaving them dazed and confused while searching for their attacker in the wrong direction. It is perfect for disorientating an enemy so that you can sneak up and take them down during the confusion.

Used to solidify water or temporarily incapacitate assailants Deploy this projectile to cause an ice-based explosion that will freeze an enemy in position for an extended period of time.

This can be used effectively in combat situations using the Quickfire controls. Additionally, the Freeze Blast is powerful enough to freeze water of any temperature, creating a temporary ice platform capable of supporting Batman's weight.

Trapped enemies are free to move their torsos and can still attack, so approach enemies with firearms from behind to minimize any rist.

Batclaw Disarm Upgrade This upgrade enables you to surprise an attacker armed with a firearm by snatching the weapon from their hands from a distance. This can be used effectively in combat situations using the quickfire batclaw.

Sonic Batarang Upgrade Once deployed, the Sonic Batarang gives off a high pitched alarm that will interfere with nearby enemies wearing hearbeat monitors, causing them to investigate. Use this to distract enemies or lead them into traps. Once thrown, requires a short recharge time before reuse. Note: The sonic Batarang will have no effects on enemies who are not equipped with an armband heartbeat monitor. Line Launcher Tightrope Upgrade This upgrade to the line launcher enables you to flip up on top of zip line and use it as a tightrope.

This can be used to create new positions to obeserve and attack enemies, or to collect riddler trophies. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Topic Archived Page 1 of 2 Last. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.

Boards Batman: Arkham City What should you upgrade first? User Info: 2illmatic. User Info: SuperSaiyanGoku. I did one point in stronger armor against bullets and one for stronger armor against melee attacks.

This helps me get back into the flow of combos. A TV screen tied to a rock could play Half-Life Commit to each action, but have a back up plan. Sometimes, guards are lucky and spot you before you can accomplish something. If the target is isolated, try to finish him off first before doing what you need to do to escape. Hesitation, particularly as the guards get better weapons, will just get you killed. Height is your friend, most of the time.

Vantage points are scattered throughout most Predator rooms, and these can be used to pull you out of danger and sight. Guards can wise up to this on the higher difficulties and destroy these high posts to deny you this tactical advantage, so keep that from happening by not being spotted using them.

Once you've been spotted by Arkham City thugs they will converge upon you en masse. Early in the game, your foes will be poorly armed, if at all, giving you a chance to get a handle on the Freeflow combo system, the new multiple defensive counters, and the variety of special techniques and tools you're introduced. Generally, you should have no trouble at all defeating any single thug, but most of your encounters will have you outnumbered quite heavily.

As it is with navigation, Batman and Catwoman start off well equipped for combat, and get more dangerous by the end of the game. The real trick is in how you use their abilities and tools to win every fight, no matter the odds. Striking: Basic Strikes can interrupt most attacks from unarmed thugs. Your first three Strikes will not do much damage, but they come quick, and once these land, you will notice a distinct change in how your character fights.

It is possible to shift the initial Strikes at the start of a combo between multiple foes, but it generally is not efficient. After three Strikes, you enter Freeflow, and your chosen character can quickly move between targets and deliver single, powerful Strikes before moving to the next victim.

In a sense, this is how you can help travel across a particular battle arena quickly, while continuously delivering high damage to all of the enemy while interrupting their attacks. Counters: In the standard campaign mode, you will notice that enemies, just before they hit you, get an icon that appears just over their heads.

This is your prompt to use a Counter. Basic Counter icons are blue, and indicating an attack or series of attacks you can easily stop cold.

Much like Strikes, Counters get more brutal and decisive as the combo meter fills. These are important to maintaining the flow of the battle in your favor, but be careful not attempt a Counter when no attack is inbound, otherwise you will be vulnerable and could suffer damage anyway! Keep in mind that you cannot counter out of certain attacks easily.

If you've leapt on top of a foe to deliver a knockout blow, one of his nearby friends can easily knock you off of their downed ally, as you are unable to counter until the knockout blow lands. You can counter multiple incoming attacks, just remember to press Counter for each incoming attack, otherwise you will take damage. Not everything can be countered exactly the same. Yellow icons indicate an opponent with a knife or other weapon that can't be stopped with a traditional Counter.

Red icons over the head of an attacker mean you cannot Counter whatsoever! Stun: This attack does little damage, but it sets up most regular opponents for a Beatdown, a high speed Strike combo that builds your meter, as well as guarantees serious damage on your unlucky target, if not an outright knockout. Chaining three Stuns together results in a Super Stun, which can incapacitate opponents for a good amount of time, giving you a brief reprieve.

Landing a Stun will maintain your Combo meter, so use this to thin the odds out somewhat in your favor without risking your Combo being dropped. Each character's Stun works differently. Batman's cape lashes out in an arc in front of him. Catwoman's Whip can be used to restrain and pull in a single opponent, or lash out at multiple foes. If you picked up Robin DLC from certain retailers, his staff whirls out in front of him, stunning foes in a small arc in front of him. All characters can chain their Stuns together.

Evade: Your Evade button is the same as your Run button. To evade an attack, double-tap the run button while pressing the direction you wish to travel.

This is a fantastic way to avoid damage, maintain your combo while setting yourself up in a better position. You're not invincible while evading, you can be shot out of the animation, or punch out of it if your timing is off. Evasion is your best option to bypass the defenses of tougher opponents to help set them up for a takedown. When you build your Combo to 8x or greater, you can use a Special Move to instantly knock out one enemy.

While performing a Special Move, your enemies give you a just enough time to finish the attack before resuming their assault. As the game progresses, you can unlock additional abilities Batman can use, such as Disarm and Destroy, which takes out the weapon a thug was using, or the ability to summon a swarm of bats to stun a group of foes.

You cannot spam Special Moves, so when using them, make certain that you're not wasting it on a small fry. Stay calm, stay focused. It is incredibly easy to have one mistake lead into a chain of mistakes that will result in death.

Simply hitting attack again and again is not good enough, though the temptation rises after you drop a combo, either because you mistimed a strike, or you've been hit by the enemy. Always pay attention to whom you're fighting, watch for chances to counter, and failing that, look for chances to evade and maintain control of the situation. Use your special moves wisely. Special moves have brief start-up invincibility as you lunge towards your victim to put them out of the fight permanently, but they also make you temporarily vulnerable as you stop moving.

Certain foes require special treatment to take out of the fight, a prominent and important example would be thugs who are armored, or are using shields.

Check before pounding a downed foe! Probably one of the most common ways to drop a combo comes from attempting to leap atop a stunned thug to finish them, while surrounded by hostiles who then punch you in the back of the head.

You cannot counter any attacks until the moment you've disabled the target, and even then it's a dicey and unnecessarily risky proposition in the middle of a big brawl.

Know what tools to use and when to use them! Like special moves, this is one of the factors that can determine success or death in Arkham City. Your various tools can stun foes while maintaining combo, cause certain armed enemies to lash out at their comrades, and later on in the story can even help you disarm thugs armed with guns from afar!

Counter, counter, counter. In the middle of a fight, as many as three enemies can attempt to strike you at the same time.

Pressing the counter button once is not enough. For every enemy with a counter icon over their heads, that's how many times you need to press the counter button. That said, once you have initiated the counters, there's no harm in mashing the button rapidly to ensure your safety. The problem later on in the game is that basic counters are not a catch all for every threat.

Knife or stun prod wielding foes provide their own special concerns, and will force you to mix things up. Traditional counters are not possible here. Isolate, disarm, and defeat the most dangerous thugs first. It sounds like a no-brainer, but in the heat of the moment, it's easy to ignore armed thugs that slip their way in to the crowd surrounding you. Lead pipes, base ball bats, and even chairs can be problematic, but things get a bit more frantic when knives, stun prods, and even guns get in the mix.

Whenever an armed enemy gets involved, make them a priority. When you later get the ability to use a special attack that destroys a weapon on the targeted thug, you can use this in the middle of a Freeflow combo to take out a melee weapon or firearm on a given enemy! When weapon crates are a factor, put yourself between them and the enemy. Guns are the great equalizer for the thugs, but they don't always start with them. Do what you can to prevent them from getting armed in this way.

Eventual upgrades to the Explosive Gel can trigger blasts as the enemy gets close, Freeflow from thug to thug to keep them occupied, use Disarm and Destroy on those who are lucky enough to get their hands on a gun. Gun control can turn even the nastiest fights into something manageable. It's important to perform well in combat, because it is how you gain experience points. At increasing amounts, enough experience points will 'level' you up, allowing you to select an upgrade from your PDA.

You don't have access to all potential upgrades immediately, but they become unlocked over the course of the story. Generally speaking, you want to improve the damage potential of Batman before you improve his resilience to damage. Even with better armor, you can still be gunned down or beat down with surprising speed, so your best defense is a good offense, mixed with evasion and the appropriate counters. Lowering the requirements to start using Special Moves is a good early upgrade, as well as the Critical Strikes upgrade, which boosts your combo meter rapidly when performed correctly.

Upgrades like these carry over to other characters, which is a real help for accomplishing all of the various Riddler combat challenges outside of the main game. Other upgrades improve the efficiency and ability of the various gadgets at your disposal. Among the most useful for Batman is the upgrade to the Batclaw that allows him to disarm foes from a distance.

This can even be done in the middle of a Freeflow combo in place of using one of the various special moves at your disposal. If you have the Catwoman DLC, you can also upgrade her catsuit and some of her combat abilities, and it's important to consider those upgrades because her story will be inserted into the primary campaign at certain intervals.

Still, the most efficient upgrades will be Critical Strikes, Freeflow Focus, and Special Combo Boost, as they are shared between characters. You can eventually afford every upgrade if you perform well in combat, and investing in defense only allows you to survive your mistakes for a bit longer. Offensive upgrades allow you to put down your foes sooner, a more proactive approach to avoiding mistakes.

All of these hints in these categories will serve you more or less throughout the entire game, though you will find you may need to improvise on the spot the farther you go. Remember to keep your mind open to the options presented to you by the game.

It's one thing to read hints, but everyone plays the game differently. However you decide to approach Arkham City, practice will be the ultimate deciding factor. If you do not have that DLC, you can easily skip past those sections. Early in the campaign, you will notice that Riddler Statues are clearly visible, and when you finally don the proper Batman attire, you can even reach them.

There is no specific order to collect them in, but you may find in your early exploration that you cannot actually grab them all until you have certain pieces of equipment. In those cases, your best bet is to simply scan the statue with your Detective Vision, which will mark the statue on your map. That way, if collecting it early on seems to elude you, you can always come back to it later. This walkthrough assumes this is a first playthrough on Normal difficulty.

Fighting becomes harder on higher difficulties, and on New Game Plus, thugs will be significantly better armed earlier into the story, which can make life Before the proper start to one of the longer nights in Batman's career, deep within Arkham City, Catwoman is already on a special hunt of her own. Having broken into a house, she's looking for a safe that contains something valuable to her.

Six thugs stand between her and the safe. This being your first fight in the game if you have the DLC, you can find it somewhat disorienting if you have no prior experience with Arkham Asylum or Arkham City.

Stay calm, and remember to Counter when the chances appear. None of the goons are particularly skilled or well armed, so sticking to basics will work nicely.

Once you've knocked them out, it's time to crack the safe and make off with your prize The first in a night full of them. We begin the main storyline of the game.



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