To make full auto easier to
control at longer distances, make sure to shoot in controlled bursts.
Not exact matches
Thus Sheldrake quotes the early 20th - century naturalist W. J.
Long who reported that vixens were able to
control their gambolling cubs
at a
distance without making any sound but simply by staring
at them.
Using a special kind of atomic force microscope to
control the spacing of the surfaces, they found that this strange attraction kicked in
at an even
longer distance of up to two microns and that it was accompanied by the formation of a vapor bubble in between.
One tactic Floyd commonly uses to slow down the pace of the fight is to clinch when in close forcing the ref to call a break, once broken up both fighters are reset
at a
longer distance where once again Floyd is in
control.
Ironically, what's not there
at the touch of button,
at this price, is a nicety such as active cruise
control, which seems like a feature that ought to be included in an expensive
long -
distance tourer such as this.
For
long -
distance cruising,
at which the Avalon excels, Touring options now include adaptive cruise
control, land departure warning, and a pre-collision system.
The S60's adaptive cruise
control (ACC) followed cars
at short or
long distances, came to full stops, and started up again within five seconds (after
longer waits, you tap the gas pedal).
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either, as
long as it really is 1:1... that was my only real complaint with the wii when it released... there was motion
control, but it was gimmicky and registered «wiggles» into canned animations... not to mention the gamecube visuals... still not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core gamers and motion
controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably
at a «normal» gaming
distance... it could rearrange how I play first person shooters on a console... developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though, as it is not always that simple... just saying that if it does what its supposed to... it could end up being the answer to shooters on a console... as much as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (as well as PC being the only platform to get the best shooters on... no
longer the case by any means)... but with a first person shooter, there is no wiggle room... pun intended... it has to register every mm of movement on screen... and do it quickly... not sure if it can yet...
- your Reactor now has a drone feature that lets you
control at distance - thanks to that remotely
controlled aircraft, you can explore areas in the field without going there yourself - use it in order to surprise monsters, who sometime drop items when they flee - send your Drone in holes that are way too small for you, where you'll find strange containers inside - it can also be used to grab mysterious balls of light that float in the air - if a monster touches one of these balls, it starts glowing and can defeat monsters with ride attacks even if it's weak - defeat as many as monsters as you want as
long as the effects of the ball of light are active - ride giant monsters in the field - these giant monsters are really powerful, and their ride attacks can defeat enemies without even triggering a battle - each monster has its own ride attack to be used, allowing you to perform specific actions - when you defeat enemies while riding a giant monster, your monster will also get some XP
You move with the
control stick, shoot incoming enemies with the R button, and lock on targets with L
at a
long distance.
While Jodie's
controls can be irritating
at times, especially when she becomes stuck on environmental geometry, this does however create a strong emphasis on just how different Jodie and Aiden are, apart from being a human and a tethered soul: Jodie is «heavy» and confined to the pacing of the game; Aiden is quick, capable of traversing through solid objects, and can move anywhere in the immediate area so
long as it's within the
distance of Jodie's connection - this will vary based on certain conditions within each Chapter.