Sentences with phrase «against weaker enemies»

A little like Dark Souls or a fighting game, combat in Monster Hunter is rarely a simple equation of strong weapon against weak enemy, but a well - rehearsed ballet of move recognition, timing, and environmental awareness.
A little like Dark Souls or a fighting game, combat in Monster Hunter is rarely a simple equation of strong weapon against weak enemy, but a well - rehearsed ballet of move recognition, timing, and environmental awareness.

Not exact matches

Adnama Satan uses external circumstances to direct our steps he knows that if we walk according to the flesh we come under his authority for the flesh is weak and he manipulates by keeping christians in bondage to sin through lust or whatever sin the christian is weak in.He can also fire into our minds evil thoughts to make us feel condemned or guilty these are fiery darts they are not ours and we need to stand on the word to rebuke them by faith.If we have given our lives to Christ then we belong to Christ so if we walk in accordance to the spirit the enemy has not power to effect us either internally or externally that is not to say that he can not manipulate situations and circumstances to his advantage that is why we need to be alert and pray against the work that he does we are in a spiritual battle but we have overcome in Christ so fear not brentnz
Multiple heroes strong or weak against certain types of enemy, each with their own distinctive personality and weapon set, each working well or not so well with other agents; even in the current build, you can unlock gun and character skins to show off your abilities.
Avalanche Attacks will activate most often when you attack an enemy with a weapon that they are weak against but can also randomly occur when a character lands a critical strike.
Regardless of which stance you've opted to go for, and switching up generally is advisable against certain enemies, one button is for focused strikes against a single foe and the other is for weaker attacks that can hit numerous baddies at once.
Each element is even more powerful when used against the matching weak power, and players must carefully choose which element is the most effective against certain enemies and when they should order to retreat.
If an enemy has already turned Elite, or if there is a particularly difficult enemy in the fight, try to weaponize other weaker enemies in the battlefield against it.
For example, one of the first sessions you learn is a move that triggers when you land a lightning attack against an enemy that is weak to it.
Going into a battle and using fire attacks against enemies weak to fire would knock them down, leaving them all open for a stylish finisher move, but this comes at the risk of using all your SP and having to probably leave the palace to go brew more in the coffee shop.
Everything happens at such a quick pace and with the player's attention focusing on what buttons you have to press, it's often difficult to look on the other end of the screen to check out what enemy you're facing off against and what they're weak against.
Being able to switch between each weapon is essential to getting great combos and letter scores, and certain enemies may be weak against certain weapon types.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Certain enemies are weak against fire, others against lighting and so on, and thus you mix up physical attacks with spells, always looking for a weakness to exploit while keeping your own party health with potions.
The exception to that second part is if you know the enemy's elementals beforehand, and they are loaded up on one, load up on the one that they're weaker against.
And if you're able to figure out what enemy is weak against what you can gain elemental damage bonuses.
A conversation can go awry, an enemy could dodge an attack they would normally be weak against, and in an instant your fortunes change.
Each enemy seems to have their own strengths and weaknesses against certain characters — for example, if you shoot certain enemies with Matt's laser gun then it results in an instant death, yet other enemies are weaker against Chris» baseball bat (or the projectiles it repels).
Fights can be over quickly by taking out weak enemies in each mission you're given, or end up dragging out for longer than they should because of the unbalanced attacks and inconsistent A.I that you're pitted against.
Attacks in the game are divided into nine types — Pierce, Slash, Fire, Electricity, Light, etc — and different party members, and different enemies, are weak against different types of attack.
Don't expect it to be a «kill everything» attack, as it's more just to help against a swarm of weaker enemies in a worst - case scenario.
You should know when to send out a tank to defend your weaker units against towers or when to send forward a runner to distract enemy units and towers.
Larger areas feature boss encounters like a fight against a giant water snake and those lead into smaller passages littered with weaker enemies as well as campsites to take a brief break (though Gladio and Cor's respites don't come with the fun of Ignis» detailed meals).
You gain class experience by fighting a set number of battles, but they need to be about your level or stronger, so you won't gain anything if you grind against enemies that are too weak.
Each character is equipped with a gun they can use during a battle that deals out minimal damage but allows you to score multiple hits in a single turn; some enemies are even weak against gunfire so characters like Ann with her machine gun can knock down multiple enemies at the start of battle.
It has the standard trappings of the genre: Weapons that get stronger from power - ups dropped by enemies, a secondary screen - clearing super attack with limited charges, and boss battles where you hammer away against a beefy target with patterned attacks you have to learn how to dodge while watching for exposed weak points.
Deku Nuts are extremely handy for reaching Dodongo weak spots, immobilising irritatingly quick enemies, getting an extra hit in against certain bosses and damaging Ganon when your sword isn't with you.
The different weapon types belong to one of three different classes — Slash, Crush and Pierce, and several enemies are weak against one of the three types of damage class.
But if they do, they can just spam their strongest spells on enemies weak against them without thinking.
At the start of the game, you are obviously at your weakest, only able to drop a single bomb that has the smallest explosion at your slowest pace against plodding enemies.
Fight for survival against walkers and humans alike, using strategy to attack enemy weak points and deep RPG progression to decide your path.
Survive against an increasingly dangerous host of enemies and evolve one of the 4 heroes by eating the weaker fish.
At a certain point in the game, your characters will develop the ability to chain attack based on the first attack, only if the enemy they are targeting is weak against that attack (for example if Character X attacks with a lightning Spell, Character Y will chain that attack with an ax attack).
In the movie Brave Heart the English King (Longshanks) decided against sending his weak son to negotiate with William Wallace, because he felt that the mere sight of his son would surely encourage an enemy to invade!
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