Finished the game last night. Quite the ride. That ending was kind of creepy at 1 AM ;__;
Is there any significance to the flow chart on the chalkboard in one of the final rooms (with Voxophone 79/80, I guess?). At first I thought it was the "proper" sequence of answers to the decision points in the game but there's just the one Ending so that's not right. That and there's more nodes than decision points anyway. And, well, going against what the game would seem to indicate anyway with how choice works.
At the same time, it's Comstock's ship so it wouldn't make sense for that to be there as it'd be more for the Luteces to be keeping track of.
I dunno. I spent too much time staring at it trying to figure it out.
The handymen as well were absolute crap compared to big daddies. Dunno if it was because I played on hard, but the vigors pretty much did fuck all to them, crows stunned them for maybe 2 seconds. They just felt stupidly strong, it was impossible to get distance on them since they can jump an infinite distance and height it seems, so even if I jumped on the rails and went to the other side of the combat area, they would be right in my face again within seconds, knocking me back and draining all shield + some health in one go. Every handyman fight bassically boiled down to me kiting like a mad man for 10 minutes while getting a few shots off here and there.
Compare that to the Big Daddies were you could set up a ton of plasmid traps and shit in a room, maybe hack some turrets as well. Then go and aggro the big daddy, lure him into your awesome trap, and then unleash hell on him, they were still strong, but at least they were reasonable strong, with limits.
This was my favorite part, actually. I hated how inconsequential every Big Daddy fight was in Bioshock. Set up a few trap bolts, lure them in, kill them, rinse, repeat. It's boring, to me. It didn't help that they were pushover enemies even in a straight fight anyway.
But I prefer the gunplay antics so that helps a lot. Every Handyman fight was basically a constant struggle. That's what I want out of the big bad enemy of the game.
Edit: Plus, every single one I killed brought me back to the Voxophone from earlier in the game on one of the Handymen corpses. The one from his wife and how much she loved him, despite him becoming a tin man. So every time a Handyman killed me, I was all, "Fuck, I probably deserve this."
The vigors, there are fewer vigors than there were plasmids in bioshock. And from my experience most of them were quite useless on hard. Fire and Lightning vigors were pretty much pointless, too little dmg and effect. Much easier and better to just spam possesion. That way you create a distraction, and you're guaranteed at least one dead enemy. Charge is another one that didn't really feel very useful, if you're fighting agains't 1-3 guys, it makes no sense to use it over possesion. If you're fighting more than that, you're sure as fuck not gonna want to charge right into them.
I found Possession useless. The damage and distract you get from it (for Salts spent) isn't that great, though I didn't bother upgrading it so I don't know how much the cost reduction was. Shock was the one I kept around for the entire game since it incapacitates (and is spammable) while granting bonus damage. Motorized Patriots were a joke with this, for instance. The damage of the Shock itself is inconsequential.
Shock + Undertow (long duration disable + removing people from hidey-holes, not even counting the abuse you could do with dropping people off Columbia) was my mainstay for the end-game.
Return to Sender I found adorably useless if only for the time you get it but the ammo refill is probably fucking amazing. Dunno, I didn't want to use it at that point.
I'm hoping for my 1999 run to not use the same loadouts (hey, maybe I'll use Devil's Kiss finally) but I don't know how I'll not use Undertow.