Not exact matches
Seems like we are
moving toward MORE GUNS as the solution, so next
time some psycho starts gunning people down in a dark theater, maybe the best course will be to hit the deck and crawl under the chairs as the
bullets start flying around in the dark as George Zimmerman - type cop wannabes pull out their heat at the first loud bang and start blasting away in the dark at «susp - icious» people.
One player crossed off the list in the last week was Henry Onyekuru who chose Everton over a
move to the London Stadium and only
time will tell whether this was an opportunity missed or a dodged
bullet.
Pieces
moving 20
times faster than a high - powered rifle
bullet would damage even the space elevator's superstrong fibers.
Armed with dual revolvers, a katana, and
bullet time whenever she performs acrobatic
moves, Rubi Malone shoots and slices thugs like none other.
He
moves so fast that
time seems to slow to a crawl, allowing him to play a few pranks on Pentagon security before gently
moving oncoming
bullets out of the path of his accomplices.
The
bullet -
time slow - down gives you a brief window of respite but it isn't long enough to finish even a basic combo, so don't be surprised to find that as soon as you come out of it the enemy will shrug off your
moves and wallop you one unless you're quick enough with that dodge button again.
yeah killzone 2 does not use Resistance 2's water at all... in fact I've never seen water that looks like that of killzone 2 yet... it has multiple layers with multiple real -
time reflections... but, at least for the big
moving water body in the demo... there are no physics like uncharted or R2 incorporated... if you shoot it, there is a huge plume of water that jets upward, but no real ripples in the body... it still looks great, at the ripples wouldn't look right with the waves and the current of the water... but its definitely not an R2 water engine or anything... however killzone 2 does have the ripples in other areas... puddles will react to
bullet fire apparently... and there are areas of flooded buildings with «still» water... that do have the uncharted like ripples according to some... but the big flowing river does not...
When you do, instead of
moving quickly everything goes into a slow motion,
bullet time where you can shoot a lot of shots off at enemies as you slide across the gap between pieces of cover.
Perks possess varying lengths of effectiveness, such as a one shot effect for a huge explosion from «The Duke Is In Town» perk, a
time limited effect for freezing
bullets from the «Ice Ice Baby» perk, and a session permanent effect for
moving slower but increasing the amount of damage inflicted upon enemies from the «Heavyweight» perk.
They both also have slightly different concentration
moves, which is basically a
bullet time / super accuracy mode (more videogame tropes) you earn after killing the right number of enemies.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if
moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same
time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from
bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
There's a variety of different powers, including
Time Shield (a bubble which heals and stops
bullets),
Time Dodge (teleport dashing), and
Time Stop (small radius which freezes enemies or
moving objects) that can be used against foes offensively and defensively.
Also worth mentioning is «Witch
Time,» which is essentially Bayonetta's version of bullet time — enemies move in slow - motion for a few precious seconds, allowing Bayonetta to beat on them without fear of being hit hers
Time,» which is essentially Bayonetta's version of
bullet time — enemies move in slow - motion for a few precious seconds, allowing Bayonetta to beat on them without fear of being hit hers
time — enemies
move in slow - motion for a few precious seconds, allowing Bayonetta to beat on them without fear of being hit herself.
At
times, you'll be swamped with enemies, with
bullets and attacks flying all over the screen which you'll have to avoid and counter by
moving about the screen and either shooting your foes or slashing them with a sword.
Joyce's abilities to manipulate
time come in quite handy when faced with a corridor filled with bad guys; he can slow
time in his vicinity and thus
move in a blur to flank his enemies, or he can stop the
bullets from their guns in mid-air and then release them in a spray.
What makes this system work is how easy it is to change between characters with one button push, along with the ability to slow down the action into a «
bullet time» mode in order to queue up
moves for each character to enact.
Rockstar has implemented a feature called «Dead - Eye» targeting system, very similar to
bullet time, where the player can slow down
time and
move around to shoot people more accurately.
The signature fighting
moves from the film including «Curving
Bullets» and «Assassin
Time» will both be available for players to use in the game.
yeah, bought this game a couple days ago once you get used to it you can really pull some great
moves - chain blink - dash - dash - blink [or WHY] together, toss some
bullet time into the mix it «s a bit like mirror «s edge on acid dishonored would be great now there «s an idea... [edit] did n`t see this before i posted, but great video on steam - and the guy does actually seem to know what he «s doing..
What makes this particular character so brilliant is that you can lock on with the drone whilst
moving Bullet around at the same
time.
SuperHot is a first person shooter with a twist — that twist being that
time only
moves when you do, allowing for
bullet - dodging shenanigans (it's even better in VR if you happen to have a PC VR rig).
You
move with the left stick and shoot with the right, having three additional bombs that clear the screen and an unlimited
bullet -
time effect that slows gameplay enough for you to
move out of game - ending scenarios, but not enough to slow the pacing.
There are Door Breaching sequences with
bullet time following, though your gun starts shooting just as slowly as the
time is
moving, thereby negating the potential advantage.
You're not
timed, but you must
move quickl, because every room you enter requires mowing down enemies in a matter of seconds — lest the hail of
bullets leaves you as the one splayed on the ground.
«The only way we're going to
move to a real sense of freedom is if every
time somebody puts a
bullet in a cartoonist for drawing a cartoon of Mohammed,» says Steyn, «every newspaper... displays that picture.»
Tracking all those
bullet physics and
moving targets in real
time can murder your processor, and you'll have trouble breaking the 60 fps mark in this 4 - year - old game even with the most potent PC hardware if you have all the graphics options dialed up.
Each of these sections can consist of 3 to 4
bullet points, and detail should decrease as you
move further back In
time.