Sentences with phrase «harder than enemy»

Harder than Enemy Unknown and wholly unfamiliar to boot.
General William B, USMC says «great tool to get my men to charge in to battle harder than the enemy's men.»

Not exact matches

I hope that one day you can get off your high horse and learn what it means to truly love those that you find it hard to love and show your enemies that you have a love more powerful than any weapon.
Some desires are harder to overcome than others, especially if we believe the lies of the enemy that they are okay and we were born that way and it is our nature and we must live with it.
Lauren Warner, Founder and Editor [See all «From the Editor» posts] Beth Berry, Revolution from Home [«The Perfection Trap»] Amber Dusick, Crappy Pictures [«Making Time for Free Time»] Heather Flett, Rookie Moms [«Choose the One Thing»] Elke Govertsen, Mamalode magazine [«We Need Each Other»] Meagan Francis, The Happiest Mom [«Write Your Own Story»] Nici Holt Cline, Dig this Chick [«Dead Ends Don't Exist»] Devon Corneal, The Huffington Post [«You Are Stronger than You Think»] Melanie Blodgett, You are My Fave [«The Truth About Making Friends»] Allison Slater Tate, AllisonSlaterTate.com [«Enjoy the Ride»] Katie Stratton, Katie's Pencil Box [«We Are What We Eat»] Lisa - Jo Baker, Tales From a Gypsy Mama [«Mom Sets the Mood»] Shannan Martin, Flower Patch Farm Girl [«Find Your Delicious»] Tracy Morrison, Sellabit Mum [«Real Life Goes On Here»] Amy Lupold Bair, Resourceful Mommy [«Choose Happy»] KJ Dell» Antonia, New York Times Motherlode [«Do What You're Doing»] Anna Luther, My Life and Kids [«Fake Farts Make All the Difference»] Bridget Hunt, It's a Hunt Life [«Our Own Worst Enemies»] Judy Gruen, Mirth and Meaning [«Don't Forget Your Vitamin L»] Shannon Schreiber, The Scribble Pad [«When Mom is Afraid»] Rivka Caroline, Frazzled to Focused [«From Frazzled to Focused»] Pilar Guzman, Editor - in - Chief of Martha Stewart Living [«The Hard Work of Being Good»] Molly Balint, Mommy Coddle [«I Want to Be a «Yes»»] Melanie Shankle, The Big Mama Blog [«Not Enough Time (Or Toilet Paper)»] Lindsay Boever, My Child I Love You [«They Will Love What You Love»] Mary Ostyn, Owlhaven [«A Family That Plays Together»] Lindsey Mead, A Design So Vast [«Feeling Hurt?
This game also was also harder than the other game, giving me a challenge on what stickers I need to defeat each enemy.
The harder difficulty settings, too, where enemies have health buffs and require more combos and smartly - timed dodges to successfully defeat them, are generally way more engaging with a friend and more entertaining than the brain - dead A.I of the easier settings — I daresay even younger players will probably gravitate towards that extra challenge.
This is a good thing too as the AI has received a significant boost in the intelligence department and are far more prone to «spreading out», making it harder than ever to take out masses of enemies with poor tower placement.
The microphone is more interesting than it is necessary, but its ability to pinpoint enemies through walls or doors could save your life on the game's harder difficulty settings.
I just hope the harder difficulty levels are more interesting than the passive enemies we saw in the trailers.
Bosworth manages to broker an uneasy truce between these friends - turned - enemies, but the women soon find they have more to worry about than old grudges and festering resentments when they encounter a trio of dishonorably discharged Iraq / Afghanistan veterans / hunters and Aselton makes the mistake of flirting way too hard with one of the men, who morphs instantly into a psycho once Aselton tries to pump the breaks on a make - out session and a terrified Aselton kills him in self - defiance.
There are just none like one's enemies to always look for his mistakes and do it harder than anyone else.
Introduction: In Mr. Mortenson's Orbit Chapter 1: Failure Chapter 2: The Wrong Side of the River Chapter 3: «Progress and Perfection» Chapter 4: Self - Storage Chapter 5: 580 Letters, One Check Chapter 6: Rawalpindi's Rooftops at Dusk Chapter 7: Hard Way Home Chapter 8: Beaten by the Braldu Chapter 9: The People Have Spoken Chapter 10: Building Bridges Chapter 11: Six Days Chapter 12: Haji Ali's Lesson Chapter 13: «A Smile Should Be More Than a Memory» Chapter 14: Equilibrium Chapter 15: Mortenson in Motion Chapter 16: Red Velvet Box Chapter 17: Cherry Trees in the Sand Chapter 18: Shrouded Figure Chapter 19: A Village Called New York Chapter 20: Tea with the Taliban Chapter 21: Rumsfeld's Shoes Chapter 22: «The Enemy Is Ignorance» Chapter 23: Stones into Schools Acknowledgments
Mega Man launches every unique utility item and weapon in his accumulated arsenal — more than 100 power - ups pilfered from his many mechanical enemies — but this Hard Hat proves his most challenging and persistent foe to date.
Sure, it can be hard to not feel like that linear games are a byproduct of an age where the technology only really allowed for corridors, especially if you wanted to even consider the concept of throwing in something more complex than having a few enemies on - screen at a time.
Characters that have all of their moves unlocked just hit harder and more enemies than before, and luckily it's pretty simple to unlock a character's full moveset — it's fleshing out the other badges that are tougher, requiring rarer materials.
The common enemy are harder than the bosses.
There are four challenges in total — Rampage, where you try to defeat as many enemies as possible within a time limit, Arena, which is similar except the fight is purely against other officers, Bridge Melee, where you have to knock off as many enemies as you can without falling off yourself (harder than you might think), and Speed Run, where you have to run through a series of gates, defeating enemies as you go in order to get to the end as quickly as possible — very similar to the «Guan Yu's Escape» scenario.
On normal difficulty, these felt more like showcases than strategy - too hard to lose against a lacklustre enemy showing, and more an opportunity to breed a few of my favourite units and give them names.
While the harder modes do indeed offer harder challenges as always, I found the new enemies caused more frustration than enjoyment as they often involve evading like crazy and picking moments to pull off individual attacks to take down strong opponents — with many enemies immune to certain weapons, problematic combinations of enemies seemed to break the flow of juggling multiple enemies.
I found out that sometimes it is better to to hit the enemies with string of hard attacks rather than focusing on small attacks to increase your max combo.
You'll need them to face the increasingly hard enemies you'll find with more than 30 different types.
The harder difficulty settings, too, where enemies have health buffs and require more combos and smartly - timed dodges to successfully defeat them, are generally way more engaging with a friend and more entertaining than the brain - dead A.I of the easier settings — I daresay even younger players will probably gravitate towards that extra challenge.
However, they walk faster than before, making them harder enemies for Mario or Luigi to handle.
There were two other small additions to the main game — the first was the grappling hook, which was buggy as hell and didn't add much to the game, other than being able to swing in on a rope and drop a punch on an enemy that landed so hard they were instantly dead.
Bosses are brutal and they hit harder than entire crowds of enemies.
This approach to ramping up the difficulty curve — making it progressively harder to actually cause damage to enemies — feels like more of a chore than a challenge.
But if the brutalising of robotic enemies with big, highly customizable weapons is what you're after, there is nowhere better than Hard Reset.
Rather than simply offer a few sporadic enemies here and there, Hard Reset throws waves of baddies at you around seemingly every corner.
After players have grown used to the new combat system, the top complaint is usually that the enemies in [i] BKO [/ i] hit a [b] lot [/ b] harder than in the previous game, which is the by - product of the revamped equipment system and the fact that you never need to heal outside of combat; your party is automatically restored to full health and status after every encounter (except for a few gauntlet - style fights) without demanding any consumable items from your inventory.
Difficulty — Enemies of a lower leven than the playable character are now more challenging in Hard Mode.
And that enemies do a ton more damage than they already do, with faster / harder to dodge attacks still... That's gonna add a good few hours even for the best players, especially given how the basic game on normal mode is already one heck of a challenge to beat.
Enemies hit harder, because there is an expectation that you'll be making better decisions than «hammer on X until everything dies.»
It's imprecise compared to Arkham's genius approach to combat — and that complaint goes double for Amazing's stealth tactics, which tries hard to be like Batman and fails, lacking the precision to pull off little more than simply sticking an unsuspecting enemy to the ceiling.
If you like your explorations in post-nuclear war Russia to be harder than hard nails, where there's no HUD and enemies are that little bit more aggressive, well, you're going to need to pony up for a pre-order of Metro: Last Light because it won't be available in a standard copy of the game.
That highly invariable design plus a glaring lack of invincibility frames after being hit makes hard hitting enemies as threatening as the smallest bunch of creeps, since you are unable to tank for more than one second before enemies start pushing you around, the combined might of their meager damage killing you before you've had a chance to fire a bullet.
Like the other games in CHAMProgramming's series of arcade remakes, it is remarkable for closely emulating the original, the smooth gameplay and two game modes, the original «Classic» and the enhanced «Champ» mode.The «Classic» mode plays and feels like the arcade machine, with very similar graphics, sound and gameplay: You play a spaceship, moving horizontally at the bottom of the screen, and shooting up at a bunch of Space Invaders - like aliens, which attack you in waves becoming harder and harder with the game.The «Champ» mode is an upgraded version of the classic game with new enemy types — requiring more than one hit to destroy, or equipped with a cloaking device making them nearly invisible — and a variety of power - ups for the player, with create an entertaining variant of the original game.Finally, the game features a variety of options — one or two player modes, three difficulty settings, adjustable game speed, input by keyboard, mouse or joystick (Champ even released a «Champ cable» that allowed you to play the game with digital joysticks), and a high score table to round it all off.
When trying to work on one enemy at a time to thin out their numbers, accidentally swapping targets all the time made fights much harder than they needed to be.
In a fun twist to platforming norms, Bonk's regular jumps can only damage enemies if they are above him, as his head is harder than his feet.
The enemies were smarter, they hit harder, and their superior technology meant they could usually take more hits than you, the player.
Staples like the M16A1 and UMP - 45 are well implemented, complete with a red dot sight, stubby grip and extended magazines, while there are interesting newcomers such as the R0933 carbine, which is awesome up close and has a impressive 800rpm fire rate, and the R700LTR sniper rifle, which has a higher fire rate than most traditional bolt action snipers, though a lower bullet velocity which makes it harder to hit enemies at long range.
Since it's harder to judge enemy and projectile motion, it's also far more difficult than the original, and not in a good way.
This boss is usually a lot harder (I'm not kidding) than any enemy in the labyrinth and the game notifies you of this in advance as you progress to higher floors.
The characters can move faster and easier than before, which is helpful now that the enemies are more diverse and harder to defeat.
At points the camera zooms out to show off a monolithic enemy only to make Kratos a hard - to - distinguish figure, which may please the eye but can make fights feel more about button mashing than skill.
Revelations is more of a third - person action game featuring hard - to - kill enemies than a full - fledged horror title.
On the harder difficulties, the game can be really unfair, more often than not, I was offered a health power up, only to have it immediately taken away by an enemy spawning behind me.
The sheer number of enemies makes that task a lot harder than it sounds, and it was a fun contrast to being the hunter in the earlier half of the mission!
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