Sentences with phrase «slower end game»

Not exact matches

That makes you more conservative and while your growth is often slower, you stay in the game, learn to profit from various market inefficiencies and succeed far more, with far less stress, in the end.
In AMD's internal tests, the new top - end $ 330 Ryzen 7 2700X chip was 1 % slower than a comparable Intel Core i7 8700K chip, which costs $ 370, in a benchmark of 12 video games.
Slow Cooker meals are the key to dinner on one of those busy nights when the boys have games on the opposite end of town from each other.
The Ramblers need a slow game that ends in the 50s or 60s, and Michigan plays even slower than Loyola.
Wenger lacks tactical flexibility We've watched all the games so far this season and we've witnessed Wenger on the sidelines with no Plan B playing the same way; slow build ups to attacks from the start of the whistle till the end of the match which worked a few times and failed most times which has resulted in our dropping out of the title race and the Capital One Cup.
Auburn put a quick end to its recent trend of slow starts with an 18 - 2 run early in the first half as Heron scored 16 points in five minutes to begin the game.
Back then, Kansas City had Eric Berry — before an Achilles tear late in the game ended his year — to help slow down Rob Gronkowski.
Up front we have a few world - class players surrounded by some serious pretenders... Sanchez is by far the most accomplished player in our attack but the controversy surrounding his contractual mishandling could see him go before the window closes or most definitely by season's end... obviously a mistake by both parties involved, as Sanchez's exploits have never been more on display than in North London, but the club's irresponsible wage structure and lack of real intent have been the real undoing in this mess... Lacazette, who I think has some world - class skills as a front man, will only be as good as the players and system around him, which is troubling due to our current roster and Wenger's love of sideways passing... Walcott should have been sold years ago, enough said, and Welbeck should never have been brought in from the get - go... both of these players have suffered numerous injuries over their respective careers and neither are good enough to overcome such difficulties: not to mention, they both are below average first - touch players, which should be the baseline test for any player coming to a Wenger - led Arsenal team... Perez should have been played wide left or never purchased at all; what a huge waste of time and money, which is ridiculous considering our penny pinching ways and the fact that fans had been clamoring for a real striker for years... finally Giroud, the fact that he stills wears the jersey is a direct indictment of this club's failure to get things right... this isn't necessarily an attack on Giroud because I think he has some highly valued skills, but not for a team that has struggled to take their sideways soccer to the next level, as his presence slows their game even more, combined with our average, at best, finishing skills... far too often those in charge have either settled or chosen half - measures and ultimately it is us that suffer because no matter what happens Wenger, Gazidis and Kroenke will always make more money whereas we will always be the ones paying for their mistakes... so every time someone suggests we should just shut - up and support the team just think of all the sacrifices you've made along the way and simply reply... f *** off
Let's face it goalkeepers tend to march to the beat of a different drum and Szczesny certainly fell into that category, but most of his antics were relatively harmless and simply reflected a certain level of immaturity that isn't uncommon for someone thrust into the limelight at such a young age... lord knows we've seen that happen with numerous players throughout the years and very few were ever banished for such behaviour... the only on - field action that drove me crazy was his inability to take a deep breath and not try to rush the play with an ill - timed throw at certain points in the game when common sense suggested holding the ball and slowing things down... the fact that he continued to do this probably had a lot to do with the glaring lack of coaching time spent with the goalkeepers... ultimately he made the fateful decision to take his frustrations out into the public sphere and paid dearly for it... in the end, his services were wanted by several of the best Italian squads, which is significant considering the historical importance placed on the defensive side of the ball in Serie A... all I know is that if someone asked me to pick the most athletically gifted goalkeeper we have had in our squad since the arrival of Wenger, without hesitation, he would be my pick and for that reason his departure is more than a little disappointing... what else is new though
The Badgers clamped down on the defensive end and looked to be in total control of the game, slowing the pace down with a comfortable double - digit lead.
All depends on which Arsenal team shows up, hope it's the quick passing one because the one that tries to slow the game down usually ends up hanging on by finger nails..
Davis and Boogie seemed to be exhausted at the end of the game, and I think the slow it down offence might have been because they were out of gas.
We should be working for a 2 goal advantage before even thinking about slowing the game down; that's how you prevent end of game nervousness and that's how you go into your next game high in confidence.
They got over excited about Ozil, I had watched him play from his Bremen and Schalke days where he played mostly as a winger, his personality looked tired, slow, etc, we were linked with him so closely but I had a feeling his personality and physicality would struggle in the hustle and bustle of the EPL, he ended up at Madrid, I watched him having lots of 50/50 games, frustrating Madrid fans who used to call him lazy and would say he went missing in every single big game.
Also Walcott is wrong, After Basel game he said it's understandable that we slowed down towards the end.
It could be argued that the slower pace of the Italian game could suit him perfectly, and this move looks ideal for both clubs as we head towards the end of the summer, as well as for the player himself as he seeks to get more regular playing time.
«We started off slow, I think towards the end we should have won the game, but it's a great point to take away from an away game
Slow and kinda boring, the idea of bazillion guns is cool, but IT DOES N'T MATTER BECAUSE HALF THE GUNS LOOK THE SAME or **** AND has a disappointing end to disappointing game.
The game has kept my interest in that way, but I can see how the daily player who's focused on equipment drops may get a little frustrated by the slow pace and grind of the end game.
When it works, the movement in the game can be a lot of fun, but it always seemed like whenever I got some momentum going, I'd end up getting stuck on an object or in a wall, or fall into a pit of water (touch water twice in a row, and you drown — sending you back to a checkpoint), or the evil Wild Card boxes will appear seemingly out of nowhere to slow you down with their blast of sound.
Trying to emulate a turn - based game in a more action - heavy one just ends up slowing things down, and often I found myself trying to do everything myself.
The fighting moves just a bit too quick when watched in slow mode at the end of a round or a fight it shows some of the collision detection issues the game has.
So whilst the game's pacing never really slows down and the only reason the storyline has for making you explore are simple means to an end, like fetch quests, EA have worked wonders with Hogwarts.
Now I don't know if they've got a better end - game plan, or if they're just hoping to slow the migration to eBook vs HB in an effort to come up with a plan for that future.
For instance 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 minimap • Deploy parachute now displays the tooltip to deploy parachute when free falling • Fixed some artifacts when using flashlights • Fixed several Xbox 360 specific crashes and freezes • Fixed a problem where a user sometimes could not go into iron sights • Improved shadow rendering • Fixed several issues with friend invites and joins • Vehicle boosts is now a toggle instead of momentary • Fixed several issues with the Hardcore mode • Fixed a few layout problems where the in - game controls and tooltips didn't match those in the options menu • Removed the possibility to pick up weapons in a EOD bot • Fixed several interpolation issues • Fixed a problem where claymore is flashing in the wrong team color • Subway minimap updated to give better clarity • Fixed an issue where the UI would not show the way to your new unlocks • Increased quality of loading screen images • Tweaked MP rank up parameters • Fixed a problem with Metro Squad rush minimap where it looked like you were out of bounds • Fixed a problem where a user can become invulnerable after being resurrected • Fixed a problem where tank turrets would turn too slow • Fixed a bug on Exfiltration where you could end up outside the vehicle and not being able to enter it again, thus blocking the mission • Fixed a problem with the M60 reload sound • Fixed a problem with the falling antenna on Caspian Border.
Slower, looser movement than Sunshine and 3D World and levels coming to and end just as they start to pick - up; Galaxy 2 is still a fantastic game, but it's for those reasons that I would rank the console NSMB titles a bit higher.
- players rack up points by eating humans, and destroying buildings in each five - minute match - roughly 250 Titans to play as from the main game - each of them have various stats, such as speed and stamina - the smaller Titans move quicker, while larger Titans have more stamina - there are two types of humans; citizens and nobles - nobles are shown on the map by a green distress signal, and are worth more points - Titans can smash buildings just by walking into them, but dashing causes buildings to fall faster - destroying buildings gives less points, but also fills up the Rage Gauge for the Rage Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special enemies in one hit - special enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Switch
The first time I did it, I tried doing it by just following the color - coded clues in the game but add in the panic from being relentlessly pursued and I ended up getting turned around and lost and just wishing I could get the fuck away from those creatures that the best I could do against was slow them down momentarily.
The game looks great again, and although many people dislike the slow start, it does end up tying in to the main story rather beautifully.
God of War3 is my favorite ps3 game of all time but I seriously think these remasters are slowing down new IPs, I'm pretty disappointed at Yoshida and WWS approach this generation, I like the ps3 era sony, the one that played catch up to the competition almost the entire generation therefore we ended up getting some amazing games.
The Blue Zone will start shrinking sooner, and it will be faster at the start and slower near the end of games.
Time slows down for a second when you pick up a new weapon, but all that matters in the end is your trusty melee stick and the dozen abilities that you unlock throughout the game.
In our age of live - streaming and games - as - sport, these titles don't offer a happy ending; they offer punishment and the slow drip - feed of steady, hard - won improvement.
The racing in the game as a whole is all about being patient, overtaking at the right time, and not trying to do too much at once because you will end up hitting the side of the track and slowing down.
In the end, Tom Clancy's Splinter Cell is a fun game, especially for those who have never played the franchise before but just be warned that the game is very slow and if you're looking for action, you'll be sorely mistaken.
Given that the cover system is the core premise of the game — not to mention everything feels deliberately slow and clunky in order to make you use it — WinBack: Covert Operations» multiplayer mode just ends up feeling like a bad twitch shooter instead.
The game features the extreme slow pace that plagues so many tower defense titles but fails to really have any satisfying leveling or upgrade mechanic that makes those games satisfying in the end.
It slows down a little, if you manage to get passed the hardest first part, in phase 2 and ends with bullet hell straight out of a Shmup - game.
It does try to throw in some unique ideas of its own though, including the «time paradox» ability which allows you to slow down time to land some quick and clean hits on any incoming foes, though they don't really end up making the game feel any less repetitive.
Demand for video game machines had been showing signs of slowing down worldwide, making investors wonder if the current expansion phase will soon come to an end.
In fact, I ended up getting a new phone purely because of this game (as the game ran so slow on my old phone).
The progression is fairly slow for such a short game, only testing you near the end.
It's a novel game for the first few tries, but its slow drip feed of progress prevents you from getting anywhere near the end, failing to really entice you to return after logging out.
As many of you probably remember, before the release of the Pokémon game, Game Boy had been showing slow growth, and many people wondered whether it was the end of Game game, Game Boy had been showing slow growth, and many people wondered whether it was the end of Game Game Boy had been showing slow growth, and many people wondered whether it was the end of Game Game Boy.
It's not just the graphics, it's how the game slows during intense areas — which, towards the end of the game, is just about everywhere.
The console has been a slow seller and had some hit games like Splatoon (> 1.3 million) but it is now reaching the end of its lifecycle.
The progress is agonizingly slow, but I can see how I'm almost there, how I'm incrementally better at beating the boss, how even late - game ships are torn apart like stale bread by the end.
For some people this might slow the game down too much, but these moments always end up servicing the characters and the story.
In «GunGun,» you spend less than five minutes blasting at slow - moving aliens before the game completely ends (lacking even a replay button).
The game also featured a pit lane with would power your shield, of course you could boost down the straight in an effort to keep up with your rivals or go slightly slower and gain more of that all important energy, connecting with other craft could lead to unpredictable circumstances and hitting the wall would often end fatal.
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