Sentences with phrase «dropped their weapons when»

Not exact matches

But for the US and Israel, the cyber weapon's launch is likened to August 1945, when the first atomic bomb was dropped.
Not unforeseeably, these untrained loyalists, who essentially became Iraq's frontline security forces, almost immediately dropped their weapons and ran at the first sign of ISIS's rapid ascent and advance when the group declared itself a caliphate in 2014.
And even when we disagree, there is a growing desire to drop our weapons, stop waging war, and start washing feet.
When asked how the UK could guarantee this would not cause the damage that many fear it could, Mr Shannon said: «We have to look at how Syria deliver their chemical weapons — they deliver them through their aeroplanes and dropping the barrel bombs upon the innocents and civilians.»
Two officers opened fire when Richards raised a fake handgun at them and refused to drop it or answer when they asked if it was a real weapon, police said.
When the asteroid hit, it's estimated that it delivered over a billion times the energy of the nuclear weapons dropped on Hiroshima and Nagasaki, and displaced roughly 48,000 cubic miles of sediment.
Iraq was likely dropped from this list subsequent to the March 2003 U.S. invasion, Kristensen says, as was Libya when its leader, Col. Muammar Qadhafi, formally foreswore such weapons in December of that year.
But, like a Destiny Super, you'll do very well to quickly investigate exactly what your current weapon of choice can do, learn its strategic ins and outs, and get a handle on exactly when and how to drop the big power for maximum effectiveness.
When you knock them down, they'll drop whatever item they're holding, making the weapons fair game for whoever grabs them first.
New weapons are unlocked when you beat some of the story missions and they can be enhanced by utilizing the loot dropped by the enemy.
In addition, enemies often clip through scenery and objects in the world, weapons disappear sometimes when you drop them and every so often a vehicle will get caught on something hidden forcing you to abandon it and move on foot.
SCAVENGER: Dead enemies drop «packages» which when walked over will give you ammo for your main and secondary weapons.
While only a small thing, I did like the way that dropped weapons actually appear as a glowing weapon stuck in the ground when dropped, rather than a floating box as seen in the past.
Now onto the Single player mode or the «single player upgrade» if you've purchased the multiplayer edition, this is basically the same as a private match in multiplayer, you play one of the multiplayer selections against AI on top of that you have survival mode which was rather confusing, my idea of the game was a normal FPS game with zombies implemented so you can't camp, when you're playing the survival mode the full area has some sort of gas which will kill you if you don't get out of it, you get sent to different air pockets which open up in a set area per round, this meaning you have to camp in the air bubble and take on the hordes of zombies approaching, I've played a few zombie fps games in my days and always wanted to move around, create a train and take them out, on top of that ammo drops or weapon drops are in said bubbles and lack in quality, I wasn't impressed with the survival mode implementation and wouldn't advise any horde fans to even look at it.
Another bonus to this game is that you can level up your weapons by picking up the experience or «energy» that the enemies drop when they die.
-- 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
They might be occasionally adding a few more monsters / weapon upgrades but the gameplay will essentially remain the same and the population of the game will most likely drop to near 0 a couple of months after its release... Really not sure WTF the game developers were smoking when planning this game and actually expecting it to be profitable.
The vehicles and weapons feel great (and the audio is spectacular when wearing surround sound headphones) but what I really love is the ability of teams of to build anywhere despite the fact I often raid enemy bases and have had a building or two dropped on my head.
When you upgrade weapons at the Forge, «now the cells you invest at the forge will go towards unlocking a guaranteed percentage of weapons dropping at higher quality levels.»
- 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
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 Border.
Fixed a rare issue causing a player wielding Dualie - class weapons to drop through terrain when landing after having slid while falling.
Couple that with weapons having little impact when you hit a Bear, not being able ti climb over fences, clipping issues and frame - rate drops and it all adds up.
Don't miss the weapons guide gallery to get a peek at all the gear you'll want to enjoy when the game drops on October 18th.
I've got to mention that the versus mode is reasonable fun though — especially when a whole multitude of snazzy weapons are dropped in to play — but you really won't bother playing it for more than a few minutes at a time.
When defeated, monsters will drop loot, be it cash, weapons, armor, cards or craft ingredients, that can only be used or equipped within the city hub.
The weapons play a big part and provide satisfaction when letting fly a rocket to a first placed rider or dropping a mine on someone chasing your tail.
This can get pretty hectic if you don't work together especially when you have that one asshole who runs ahead of the group to burn the coffin to get ammo or the guy who runs off by themselves to pick up the next weapon dropped on the field.
As for the microtransactions, everything you can buy with real money — outfits, mounts, weapons and crafting materials - also drops in the game save for a map pack which reveals some icons on the world map, however when you complete the game's tutorial you're awarded with a one - time helping of «helix credits», the premium currency, and that is enough to buy the maps.
There have been some modifications to the traditional Halo setup, most notably that aiming down sight is now available with any weapon (called Smart - Link) via the left trigger — you'll still drop out of that magnified view when taking damage.
There are some variations, though; homing and launched weapons don't work well in tunnels and under bridges, and you may have to drop the explosives when fighting in close quarters for your own survival.
Equipping a warrior gem within potency results in an improvement of 10 % increased damage with your current sword, 5 % increased damage with all attacks and 10 % increased follower damage, although adding a fifth gem to potency provides a 30 %, 15 % and 30 % increase in the respective statistics; a life gem equipped to vitality provides a 1 % increase to health stolen with this stolen, maximum health increased by 10 % and 10 % less damage to followers; and a wealth gem that increases the chances by 5 % that enemies killed with this weapon will drop currency, 5 % increase in XP earned and captains automatically gain 1 level when recruited.
Choosing your loadout is only half the story, though, weapons will only reload when they aren't being held, so you need to quickly get used to the flow of grabbing and dropping weaponry as needed to let it recharge.
And to counter the REQ points are the REQ ranks which in halo 5» s multiplayer it enables players to spawn in vehicles or weapons during matches in original halo back when Bungie was around it was hard for everyone to like try out a tank or ghost or be the sniper because their was always either one of these things at both sides of the map which means players won't get to experience much of driving a scorpion tank because there was either only one or two of these things in maps this applies to all vichels and special weapons but here in halo 5 343 was able to make sure that these REQ ranks fixed that with each rank level you are you are able spawn in different vehicles for each rank or level you are and unlike call of duty and its kill streaks where you need to keep killing player in order to get like an ordinance drop or bombarded your enemies but with the REQ ranks once you hit the number of kills to reach the level that has a tank or a ghost in it or has like a sniper gun in it you don't need to keep a constant amount of kills to always have the ability to spawn in a tank which for me is an improvement to the whole experience of being a gunner or tank driver something like that.
Rather than players spawning or dropping into the map at random points, most Minecraft survival games servers pay tribute to the blockbuster franchise by spawning players in a circle around a huge cache of weapons - when the timer hits zero it's anyone's game.
However, when standard Chuchus are defeated by an elemental attack such as Ice Weapons, Fire Weapons or Electric weapons, they will drop Yellow Chuchu Jelly, Red Chuchu Jelly, or White Chuchu Jelly, depending on the element used to kill it.
His sessions in particular can become frustrating when enemies drop their weapons, and yet you stand with your empty rifle unable to shoot because you haven't found an ammo cache to reload.
Over the radio you'll hear when a power weapon drops and if your team gained control of it.
The drops to replenish this weapon are less common than the primary one, so use this weapon when it's most advantageous.
They can also choose exactly when they want the weapon drop to occur to allow them to time a pick - up when enemies aren't around to interrupt their gift - unwrapping.
UXOs are explosive weapons that failed to detonate when they were fired, dropped, launched or projected, and still pose a risk of exploding.
The military has 100's of years of observing how weapons explode and the types of damage they do, therefore they can use this data to make a fairly accurate model that predicts the type of damage to expect when dropping a certain size bomb on a runway and how many it may take to destroy said runway.
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