I agree that early combat is a bit limited, but running away is really, really good.
Did you actually run or just tried to walk away?[/quote]Yeah, by the sound of it, Paul seems to not know what the sprinting system in the game is. Assuming you’re using the newest experimentals (not sure how long ago it was added in), you press the " key to enter sprinting mode, which consumes stamina but flat out doubles your running speed.[/quote]
I know about the sprinting mechanic and it’s certainly helpful. It’d still be cool to target limbs of enemies, even if the enemies are all buffed to compensate for this. I don’t really mind about the whole running thing because it’s still fun, I was just using speedy enemies as an example as to how you could get more of those epic heart pumping ‘moments’, where you JUST survive an encounter by managing to break that Hulk’s leg with a well placed thwack of a crowbar. Managing to JUST survive getting obliterated by some sort of security robot by shooting out it’s camera in a last ditch effort with no other way to escape. Getting surrounded by a couple of NPCs and managing to kick one in the chest so hard they’re out of action for a while, coughing and spluttering - allowing you chance to focus on the other and survive what would otherwise be death in a 2v1.
In regards to ‘running away’, I find that getting punted a few tiles by a brute or a hulk will deal enough damage that my character won’t be able to get away even if he starts sprinting due to the penalties. I appreciate this is largely down to player error - should’ve noticed that hulk/brute earlier and run away from it, and maybe my post was a bit too focused on that specific case - I’d just lost a character by running around a corner straight into a brute who did enough damage that he couldn’t run away even with sprinting enabled. I’m largely arguing for targetted limb damage and more obvious effects of limb damage to players and enemies!