Sentences with phrase «damage weapon in the game»

Not exact matches

Carefully balancing out armor against your choice of weapon can lead to a powerful build, such as how in many previous Monster Hunter games a combination of a Greatsword with the Focus and Crit Draw skills would lead to a near unstoppable damage output.
Whilst there seems to be an underlying strategy to ZombieSmash in deciding where and when to use your special weapons, particularly as some weapons combine to do additional damage, as a castle defense game that incessant flicking - like - a-madman gameplay is unescapable, and is ultimately what turns people away from the genre.
Against the Diablos, a staple of Monster Hunter games known for its hulking size and charging into the player with its dual horns, a well placed Dragon Piercer easily dealt close to two hundred damage, outclassing most other weapons in a single attack.
The mod changes the damage values of the game's weapons to be more «accurate», makes the defense values of in - game armor more realistic, adds slower character progression in term's of the stats system, makes your hunger & thirst meters go down more rapidly and makes the shopkeepers in the game more shrewd about the prices they give for items that are bought or sold.
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 BDamage 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 Bdamage 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.
In fact the game offers up a steady stream of gear for you to outfit your character with, allowing you to equip helmet, gloves, main armor, melee weapon and ranged weapon, all of which can then be further tweaked with a selection of Patches and Strap - Ons that let you do things like inflict fire damage, leech health or boost your magic.
Secret areas can be found and explored to gain additional hit points and unique weapons, which culminates in discovering a weapon capable of inflicting damage on the Dahaka, unlocking the game's canonical ending.
There are over 40 weapons which can be upgraded after completing the second mission as the chief engineer Minikin is capable of upgrading the damage, accuracy, codex count, magazine size and reload speed for varying amounts of in - game currency referred to as credits that can be collected from areas throughout the spaceship and are randomly dropped by some enemies too.
You can level your character up in the game with stats like speed, damage, fire rate, and weapon duration available to be improved.
In PvP game play, the damage that weapons inflict is more balanced and flattened, so that all players are on a more equal footing — except in the hypercompetitive Iron Banner modIn PvP game play, the damage that weapons inflict is more balanced and flattened, so that all players are on a more equal footing — except in the hypercompetitive Iron Banner modin the hypercompetitive Iron Banner mode.
A glitch that allowed players to gain near - infinite damage with their weapons is also just one of many issues the development team has faced in the month and almost two months since the game launched.
-- 2 new Arenas: STADIUM OF DEAD & DEADLY CORRIDORS — Reward for everyone who had purchased DEAD TRIGGER before the game became for free (ALIEN GUN, 25 GOLD, 10 CASINO CHIPS)-- New story missions — New weapon: ALIEN GUN — New items: LASER TURRET & MINI-MORTAR — Improved gameplay of protect objects missions, players can repair damaged objects now — New tutorial for beginners — Improved MINIGUN and COLT - M4 — Increased reward in the Arenas (Players can also win CASINO CHIPS)-- More chance to win at the Casino (including items)-- Auto - aim works better when more enemies nearby — Better ammo drops for everyone who use more than one weapon
The game even invites you to try out different weapons by applying a very strict damage system, in which every weapon we use will only last for a few minutes depending on the type and our level.
Be sure to check back later today for the full interview where we talk about the game's multi layer damage system, Techland's in - house game engine, some of the items that can be used as weapons (including Krakowiak's favorite), and other things.
- 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
Combat is a simple affair, each of the four face buttons can be assigned a weapon and the game gives you damage boosts as long as you keep switching attacks which usually just results in you going around the four buttons in a circle.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if 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 minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Bdamage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if 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 minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Bdamage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if 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 minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian BDamage 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 minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Bdamage 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 minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
Hero weapons are variations of the normal weapons found in the game's multiplayer modes but you can upgrade these weapons to increase their damage.
The game's Hunter class specialises in dealing elemental damage with a variety of weapons and abilities.
Speaking of combat, it's really fun to take out enemies using the numerous weapons in the game especially the compound bow which does incredible damage.
Mass Effect 3 is due for release this year, and to meet this deadline Bioware has enlisted the help of fellow EA developers, DICE, to assist in development of the game's slew of weapons, factors such as bullet damage and ballistics, as well as environmental damage and acoustics.
Specializations improve a number of facets in the game, such as weapon damage, armor strength, ability recharge time, robot damage and armor, and more.
In - game, players can expect new options to adjust aim acceleration in - game, and player weapon damage has moved up when combating vehicles, among other minor adjustmentIn - game, players can expect new options to adjust aim acceleration in - game, and player weapon damage has moved up when combating vehicles, among other minor adjustmentin - game, and player weapon damage has moved up when combating vehicles, among other minor adjustments.
Other than experimenting to figure out which weapons cause the most damage to bosses, I spent a good deal of my time in MM10 mostly using the Arm Cannon, and I didn't even have the excuse of a powerful charged shot like with the later (non-9) games.
All his moves are based on weapons and equipment he used in his own games, and one of his special moves lets him do a QTE on his opponent for extra damage.
For a fighting game, Deadliest Warrior: The Game provides an odd approach to fighting where you're presented with the same HUD you'd see in any other fighting game detailing your health, stamina used to activate different fighting moves, number of thrown weapons available, etc, etc. but the peculiar part isn't the HUD itself, or anything to do with the HUD really, but the damage ratios seen in this title are enormous compared to the (fairly limited) selection of fighters I've played before with a more «realistic» approach to how damage is degame, Deadliest Warrior: The Game provides an odd approach to fighting where you're presented with the same HUD you'd see in any other fighting game detailing your health, stamina used to activate different fighting moves, number of thrown weapons available, etc, etc. but the peculiar part isn't the HUD itself, or anything to do with the HUD really, but the damage ratios seen in this title are enormous compared to the (fairly limited) selection of fighters I've played before with a more «realistic» approach to how damage is deGame provides an odd approach to fighting where you're presented with the same HUD you'd see in any other fighting game detailing your health, stamina used to activate different fighting moves, number of thrown weapons available, etc, etc. but the peculiar part isn't the HUD itself, or anything to do with the HUD really, but the damage ratios seen in this title are enormous compared to the (fairly limited) selection of fighters I've played before with a more «realistic» approach to how damage is degame detailing your health, stamina used to activate different fighting moves, number of thrown weapons available, etc, etc. but the peculiar part isn't the HUD itself, or anything to do with the HUD really, but the damage ratios seen in this title are enormous compared to the (fairly limited) selection of fighters I've played before with a more «realistic» approach to how damage is dealt.
The only weapons that stand out on their own are the Unlaboured Flawlessness, which deals more damage the less health Ryu has left, and the Kotetsu, some kind of ghost Katana that turns into double wielded swords for some moves and draws from Ryu's health unless he keeps constantly killing things, like in the PlayStation 2 Shinobi game.
Not only are the weapons powerful at this point in the game, but they also do extra damage against mid-bosses.
You also can not damage their reputation - these are weapons systems - are you 100 % sure that all the ways a player could use them in a game are what the trade mark owners would want to be associated with?
If you want to deal the most damage to your enemies, you're going to need to make sure you have the best weapons in the game.
This weapon shoots out a projectile that deals area of effect (AoE) damage, and can be very devastating to Aloy early on in the game.
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