Sentences with phrase «change weapon sets»

As battles can get quite hectic, the game features a pause system which allows players to pause the action at any time to issue orders, change weapon sets and so on.
Using a basic longsword — compared to that of a spear — will yield completely different results and allows that player to either change their weapon set based upon the combat scenario they are in, or to instead just find the weapon type that they prefer the most.

Not exact matches

Likewise, the move sets for each weapon never change between characters, with the exception of a special EX Attack that characters can pull off with their favorite weapon (and certain characters share the same EX Attack).
Game play is smooth and easy to catch on to changing weapons and setting skill points.
There isn't really anything to confirm that what you're up against is in fact a wave - style system at all, besides seeing enemies constantly respawning until you've killed every last one, but each new set of spawned enemies also forcing a change in the player weapon too.
These weapon settings can even be changed mid-battle as the entire weapon inventory seems to be located somewhere in Hammerspace.
- 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
If you were to play NES or SNES games with that controller it would be an issue, but with most GC games the D - pad was used as a set of auxiliary buttons to do things like change your weapon and stuff like that, so it didn't see heavy use most of the time and therefore it wasn't a big deal.
Wether it's a new weapon, a cool set of armor, or a cute plush dragon that clings to your arm: Xillia allows for a lot of unique ways to change the look of your characters.
As you progress through the game, your avatar — of which you unlock a myriad of clothes for throughout, though my Super Monkey Ball / Jet Set Radio hybrid monster below rarely changed — can handle different weapons known as «Wispons», all of which add different skill sets to your creation and as such, they become especially handy throughout, with abilities ranging from being able to move at lightning fast speeds near rows of rings or enemies — never too far away -, granting temporary invincibility, digging through the ground and creating platforms.
With Turtle Beach's exclusive Superhuman Hearing sound setting, you'll have the competitive advantage by being able to hear all the subtle yet game - changing sounds, like enemy footsteps sneaking up on your six, other players reloading their weapon for an ambush, and vehicles off in the distance approaching with reinforcements.
Arguably the biggest change in the series comes from the introduction of weapon arts, which give every weapon an additional set of moves that drain your mana bar — an addition which covers both combat and spell usage.
The third big change is the removal of the weapon customisation and selection menu — a feature that I absolutely adore but wouldn't fit with a WW2 setting where soldiers got standard equipment and had to make do so it's sorely missed but understandably discharged.
You can check the info of the battlefield (player information), current status (victory and defeat conditions), warrior info (check stats, combos, weapon skills etc. for each warrior), view tutorials and change your game settings.
As the symbol of speed and flashy, this type of weapon appear in almost every games require badassery In MHW, beside the normal attack (which already quick and powerful) By hitting R2 you activate the «Demon Mode» where the attack speed is greatly enhanced and the move set is changed drastically, allow you to move like lighting while deliver flurry of slashes to the monster.
Changed a tool tip to reflect that Global Event weapon skins and vanity sets can only be obtained through leaderboards.
Leverage fully - dynamic physics - based destruction to improvise on the fly: blow holes in a wall or floor to set an ambush or escape, take out a staircase to stop your pursuers, or drive vehicles through blown out walls.; Evolving & Emergent Gameplay - Carve your path through an ever changing landscape as you improvise your combat tactics - mixing gameplay styles, vehicles, weapons and explosives to defeat the EDF.; Epic Sci - Fi Setting - Explore the huge, unforgiving Martian landscape, from the desolate mining outpost of Parker to the gleaming EDF capital city of Eos; then tear through the fully destructible open - world environments swarming with EDF forces, Red Faction resistance fighters, and the downtrodden settlers caught in the cross-fire.; Multiplayer Combat - There is no place to hide when you put your guerrilla warfare skills to the test in a variety of highly destructive multiplayer combat modes.
This will continue over the course of Obama's second term, as the EPA looks set to become the President's biggest weapon in his efforts to take on climate change.
For instance, you can now customize existing armor sets by performing in - game achievements, as well as unlock new «Masterworks» versions of top - tier weapons, a change that comes in direct response to players» clamoring for more variety and uniqueness to the game's trove of collectible firearms.
With Turtle Beach's exclusive Superhuman Hearing ™ sound setting, you'll gain the competitive advantage by being able to hear all the subtle yet game - changing sounds around you, like enemy footsteps sneaking - up from behind for the stealth kill, other players reloading their weapon around a corner just before jumping out to ambush you, and even enemy vehicles off in the distance approaching with reinforcements.
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