4 tools of destruction
Let me start out by saying that this is my first Ratchet and Clank game. Graphically this game is beautiful. Yes the textures aren't hi resolution, but that doesn't stop the game from being gorgeous. The sound in the gam If you played any of the previous Ratchet games you'll know what to expect.
You'll be visiting a big number of diverse planets and shooting up plenty of robots wit You're Good to Go! GameSpot Reviews. Player Reviews. Average Player Score Based on ratings. Score Breakdown Based on ratings. Rating: 9.
Ratchet and Clank come back stronger than ever. SP - left hex costs , other 2 cost each. CU - Dual Target Detectors. Two separate locks are possible on a single target. The lock-on is great and being able to lock onto up to 3 foes at once initially up to 6 foes with upgrades , in any direction, is a definite boon. On the other hand, the missiles are somewhat weak. Most early targets take two hits to bring down, and it just gets worse as you progress. If an enemy has multiple strike zones, such as a Leviathan, each zone can be locked onto separately, causing damage to stack.
SP is a little less useful here, but it's not a bad buy. The V5 upgrade is actually better than I gave it credit for. The spread on the napalm drop is quite wide, so it's especially good if you have a mix of ground and aerial targets in play, such as Rykan V. The custom upgrade helps with power issues, but requires that you pay close attention to how much damage your enemies can take.
It will do both locks for the first target before acquiring another target though with the speed upgrades this doesn't take long.
The problem is that if the first target only needs one more hit to drop, you have to either let go at one lock or waste a missile. And don't forget that you go through your ammo supply twice as fast. Finally, you can only have a maximum of eight locks, two each on four targets. Buying it actually lowers the maximum of enemies you can lock on to at once, which is one of the Predator's defining features. You'll probably buy it for your first few playthroughs, but see how well you do without it.
Shock Ravager - electric whip First Acquired: Kortog, in the chamber with the first turret. It is possible to get the weapon before destroying the turret, if you get close enough to it.
Creates a "chain lightning" effect, allowing you to damage targets just out of whip range. AM - all 3 hexes cost each. Each adds 2 to max ammo. PW - single hex costs BT - all 5 hexes cost each. CU - Voltage Multiplier. Increases range of electrical shockwave.
It has a much longer range than you would expect from a whip, actually reaching about as far as a Fusion Grenade can be thrown. It will also reach slightly behind you and to your sides, so it's great if you're surrounded. It is perfect for shielded foes, since it bypasses the shield.
However, electrified enemies take no damage. With both Bolt and Raritanium drop upgrades, it's my favorite choice for early harvesting. Try to kill larger foes with the Ravager to get the most out of every drop.
The V5 upgrade chains damage from the targets you hit, to those standing nearby that you just missed. The custom upgrade is more helpful if you've missed completely. At the end of the whip's range, it throws out a shockwave on the ground. The Voltage Multiplier extends that shockwave, to a range of roughly a non-boosted Fusion Grenade explosion.
Anything in the range of the shockwave takes damage, the same as if they had been hit by the whip in the first place. If you already have the V5 upgrade, that triggers as well.
Shard Reaper - fires a shotgun-like blast of metal shards First Acquired: Mukow, buy it at the kiosk for 35, bolts. Each shard impacts with liquid nitrogen, which can freeze an enemy in place. Frozen enemies take no added damage but will not move or attack until the effect wears off.
Each adds 5 to max ammo. PW - all 4 hexes cost each. WD - both hexes cost each. SP - all 4 hexes cost each. CU - Pyrocidic Nano-Clusters. Shots will explode upon impact, doing additional damage to the target. Notes: My favorite mid-game weapon. Many of your fights at this time will take place at shotgun range especially in the Arena , making this a potent choice.
Each shot also has a knockdown effect, giving you a moment to breathe between shots. If an enemy has multiple strike zones such as a Leviathan , each zone will register as a separate hit, further increasing total damage output. By endgame it will be largely outclassed, but the upgrades help it stay useful. As with all shotguns, the farther away you are from the target the less damage you do.
What the Shard Reaper needs most for crowd control is WD. If you're up close on one target you should be fine unmodified, but a second threat would be a problem.
Along the way to WD you can and should pick up the SP, which helps you put more Shards in the air quickly. The V5 upgrade is fantastic for a shotgun, since most anything you don't kill in one hit is close enough to be a real threat. Freezing them lets you either move away or fire again with less fear of retaliation.
Unfortunately, it only works when your target is just about dead. What a letdown. The custom upgrade is nice, especially towards endgame when stronger enemies and more powerful weapons start appearing, helping the damage output. Buzz Blades - fires a saw blade, which bounces around for a short while. First Acquired: Ardolis, buy at the kiosk for 40, bolts.
Coats blades in acid, which keeps damaging enemies over time. Each adds 20 to max ammo. RC - all 3 hexes cost each. PW - second row hex costs , other 2 cost each. BT - right hex costs , other 2 cost each. CU - Cesium Blade Edges. If blades stick to an enemy or wall ground , they will explode after a short time.
Notes: I want to hate the Buzz Blades for being weak, but they do have their uses. They do work at long range a little farther than the Predator can target , and each Blade can hit more than once. Just don't expect to do much damage per hit. Holding the fire button will throw out Blades at ludicrous speed.
Each Blade also has a limited homing capability, and can reacquire its previous target. What hurts them most is the achingly slow level-up rate, since that is based off of damage done. Buzz Blades badly need AM, since you will be putting out lots of Blades.
RC and PW are helpful, but you may be better served by limiting its use to weak targets like the Thwogs on Ardolis or small Cragmites. The V5 upgrade adds a little bit of damage, but not enough to make using the blades practical in most cases. The custom upgrade is even less interesting. You don't get the benefit most of the time, since the blades rarely stick to a wall and are even less likely to stick to an enemy. Almost a complete waste. Nano-Swarmers - places a turret which automatically attacks targets in range.
First Acquired: Ardolis, buy it at the kiosk for 65, bolts. The insects from the swarmer are now acidic, damaging targets over time. RG - all 4 hexes cost each. BT - bottom middle hex costs , other 3 cost each. Freezes enemies struck by the targeting laser. Notes: For big fights and room control, this is worth every last bolt.
It's a turret that doesn't have to swivel, so it can cover every direction much more efficiently than in the past. Helpful for preventing damage Arena, and for Challenge Mode as long as you stay near it.
The damage stacks with other weapons you should be using at the same time. Note that "invisible" Drophyds in Zordoom Prison will not be targeted by a Swarmer until they are hit by something else and made visible. Turrets need RG. If they don't have a target, they're sitting around looking pretty. AM is helpful but not really vital; most of the times you want a stationary turret, there will also be a Kiosk or repeating ammo crate nearby.
The V5 upgrade is very important, since the swarm focuses on one target until it dies. The added damage will help it move on to the next target faster. The custom upgrade is perfect for this weapon. The laser freezes the enemy so the swarm has a stationary target. Not to mention but I will again that a frozen foe can't retaliate. After the flight segment, go through the Gelatonium Plant, unlock one more door with the Decryptor, and the Alpha Disruptor is on the ledge above you to the right.
Every time the beam strikes an enemy, an explosion occurs damaging nearby targets. PW - both hexes cost each. AM - single hex costs Adds 1 to max ammo. BT - all 3 hexes cost each. CU - Anti-Matter Transfluxor. Reconfigures the beam to penetrate any enemy, striking those behind them. Notes: Hoo boy, this thing is strong. It's also deadly accurate at a distance, making it the closest thing you have to a sniper rifle.
Unfortunately, there aren't too many good sniping situations in this game, so we'll have to settle for crushing normal foes and doing great damage to Leviathans and bosses. Too bad your ammo stock is almost nonexistant. And no, those upgrade prices are not typos.
This thing is very expensive to power up. As it should be, considering the initial stats. One extra shot is nice, but the CH is more important. Still, this is one that is good enough on its own - if you have to wait for most of the upgrades, you won't be behind the curve. The V5 Upgrade means that not only will you decimate whatever you hit, but anything near it as well.
Good times. The custom upgrade is a great complement to the Disruptor, making it an even deadlier choice. Some of the worst foes at endgame appear in clusters, and you can usually line up two or three in one blast. Pyro Blaster - shoots a jet of flame First Acquired: Kreeli Comet, buy it at the kiosk for , bolts.
Shoots two streams of fire for added power. RG - all 3 hexes cost each. PW - all 3 hexes cost each. RT - both hexes cost each. CU - Superheated Fuel Injector.
Adds an extra stream of fuel at the nozzle, making the flame stream wider. Notes: Another multi-target killer. You still have to be up close and personal, but it will demolish the Arena and its bosses in particular. Sweeping damage allows multiple target zones to be hit at once. Ammo drains as you hold the trigger, at roughly 1 visible unit per second. The consumption rate is actually a hidden decimal stat, so you may find yourself getting ammo crates with "1 unit of Pyro Blaster fuel" when you seem to be full.
Don't turn too fast when trying to sweep multiple targets, or you'll jump right over them. If you're building up the Pyro Blaster, you really can't go wrong.
The AM is almost unnecessary but is required to reach everything else, so I don't mind. RG is probably your best investment. With all upgrades in place, you can deal with deep swarms on the last few planets with relative ease. The V5 upgrade adds a second flame jet. Each waves around separately, and each causes separate damage. No added ammo drain. The custom upgrade widens each flame jet, roughly doubling the range both laterally and vertically with no added ammo drain.
Highly recommended. Negotiator - a rocket launcher First Acquired: Viceron, buy it at the vendor for , bolts. Fires 3 rockets at once. They fan out roughly 90 degrees for a short distance at reduced speed, and then fire ahead of you as normal.
Still only consumes 1 rocket of ammo. SP - single hex costs RG - both hexes cost each. CU - Napalm Cells. Each rocket will release a globule of napalm on the ground after impact.
Notes: Like I said, it's a rocket launcher. No subtlety, Just big bang with a small clip. You know you want it. PW and AM are what a rocket launcher needs. The other upgrades are nice, but you're better getting a kill in as few rockets as possible. RG helps if one strong target has a few weaker ones hanging around. The V5 upgrade essentially expands the explosive radius of the rocket three times laterally, with no added ammo consumption.
I find myself sometimes lining up targets to the two outside rockets, and counting the middle one as a bonus. The custom upgrade sounds great, but the napalm spread is fairly small. I don't recommend the purchase until you have nothing left to buy. Razor Claws - electric slash attacks, can grow in power First Acquired: Jasindu, buy it at the kiosk for , bolts. Adds an energy wave to each swing, knocking back surviving targets.
RT - single hex costs BT - single hex costs CU - Fission Accelerator. Improves the rate at which your Claws gain power during a successful combo. Notes: Many players swear by the Claws for building up insane quantities of bolts and Raritanium. Just be aware that while they are very strong and can cut through shields, they have just a little more range than the Wrench. Be very certain of your timing, so you don't miss and leave yourself exposed.
The combo will maintain if you switch to another weapon and then switch back, as long as you still don't get hit. It's going to take a while for the dubstep gun to wear out its welcome, I think. But if it does, never fear, for help is on the way. The singularity gun creates a black hole that sucks everything — and I mean everything — in the vicinity into it.
It's a wild thing to imagine, and even wilder to see; the singularity gun is pure spectacle. It wouldn't be a preview build if we got to see all of the weird crap Volition is putting into the game, however, and Jaros promised me that there are plenty more creative weapon types that have not yet been revealed, including the one he likes the most.
But how does one come up with a concept like a dubstep gun? I asked him to elaborate on that explanation, and he did. One, there was a weapon brainstorm meeting, and someone else just said, 'Dubstep gun. Oh my god, that would be an amazing weapon. But where do you go from here? How do you one-up yourself moving forward from the pure insanity of what they've created for Saints Row IV? Jaros said the team had to ask themselves that very question after finishing work on Saints Row: The Third, which was pretty absurd in its own right.
It's through that crucible that we're able to develop all the stuff that we're doing now. Jaros said they have established a simple philosophy to help them make it through these crucibles. And so when those are your two touchstones, you have a lot of room to play and come up with some pretty wild stuff.
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