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 B
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 B
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.
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 mod
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 mod
in 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 B
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 B
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 B
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 B
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 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 adjustment
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 adjustment
in -
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 de
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 de
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 de
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 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.