The gunner, my favorite, simply yields two double - barrelled pistols, capable of ripping through
enemies at close range with ease.
Bashing Square or Triangle allows you to combo
enemies at close range, but the number of combos you can pull off are pretty limited.
Lock and load the electrifying Kilver and devastate
enemies at close range with a huge blast of lightning, or fire bouncing projectiles off of walls with the Reflector weapon.
B.J. Blazkowicz is given a sub-machine gun by one of his fellow resistance fighters very early on, while further weaponry found along the way includes a high calibre automatic rifle which is effective even in medium to long range combat, alongside pistols which are the side - arm of choice for Nazi commanders when up against a lightly armoured
enemy at close range; a variation of a shotgun albeit with three barrels rapidly firing shells; hand grenades are capable of destroying certain flammable surfaces which can create an escape route for B.J. under given circumstances; and more besides.
Not exact matches
Exploding
enemies and kill you
at half heal and as they can spawn
close to you and have short
range AOE damage that is extremely annoying when you first start.
Apocalypse Now
At Close Range Basic Instinct 2 Bloodsport Brothers Grimm Buffalo 66 Child's Play Dr. Strange The Final Cut Gremlins 2: The New Batch Hammett Hannibal The Heartbreak Kid Hitch Hulk Vs. In & Out In
Enemy Hands The Invincible Iron Man Light Sleeper Meet Wally Sparks Moonstruck Next Avengers: Heroes Of Tomorrow Planet Hulk Point Break Rocky Rocky II Rocky III Rocky IV Rocky V Searching For Bobby Fischer Silence The Silence Of The Lambs Stigmata Thor Animated Movie: Tales Of Asgard Titanic Ultimate Avengers II Ultimate Avengers The Movie The Weight Of Water Wristcutters: A Love Story
Donkey Kong, for instance, wields the Bwananarang - capable of hitting multiple
enemies with a single throw - and can perform his iconic ground pound, which is handy for damaging foes
at close range.
Apocalypse Now
At Close Range Basic Instinct 2 Bloodsport Brothers Grimm Buffalo 66 Child's Play Dr. Strange Gremlins 2: The New Batch Hammett Hannibal Hitch Hulk Vs. In & Out In
Enemy Hands Light Sleeper Meet Wally Sparks Moonstruck Next Avengers: Heroes of Tomorrow Planet Hulk Point Break Rocky Rocky II Rocky III Rocky IV Rocky V Searching for Bobby Fischer
When u start it up, there's an
enemy that spawns right
at the edge, run up and R2 him to kick him off, spam your arrows and worse case scenario stick
close to the wall where the
ranged spawn and parry and counter from there.
Get in
close in certain areas and there are some flat textures to be found and the environment is a little sparse in places while bushes and even
enemies have a habit of popping into existence or disappearing, sometimes
at relatively
close range, but overall Ground Zeroes looks mighty good and bodes well for the forthcoming Phantom Pain.
At the end of your turn, performs a
close -
range cut and fire (combined attribute) attack on one
enemy.
It also means you can use Flashbangs
at close range to daze your
enemy and kill them.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks
at very
close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by
enemy attack - Ra (
ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while charging.
It becomes less a problem
at close range, assuming you're more or less facing the
enemy's general direction; as a result, fast monsters and bosses become considerably more difficult for players unfamiliar with the original game.
The
range of ground
enemies requires a plethora of tactical advances, such as skirting around armoured foes to strike weak points on their back, to sniping fearsome creatures
at a safe distance, while melee combos are basic, but dish out heavy damage if you manage to get
close enough.
I run into the fray (sometimes
enemies spawn right on top of me, which is never good) and shoot
at closer -
range with my Fusion Rifle.
Divisions include airborne which are stealthier in their footwork as they are faster yet simultaneously quieter before firing
at enemies with suppressed weapons; armoured brings the heaviest weaponry; expeditionary force is equipped with shotguns; infantry are capable of leading the attack with bayonet charges in
close quarters combat or holding position to take on
enemies at mid to long
range through rifle battles; and mountain are expert snipers with sharpshooter focus for precise sniping from a distance.
Once you get behind an
enemy and
at a
close enough
range you'll see a circle appear around your
enemy.
But it staggers
enemies really effectively, so it's solid
at close range, too.
At least once or twice every level, a bunch of enemies spawn at close range when you have no cover, forcing you to defend yourself in some insanely difficult firefight
At least once or twice every level, a bunch of
enemies spawn
at close range when you have no cover, forcing you to defend yourself in some insanely difficult firefight
at close range when you have no cover, forcing you to defend yourself in some insanely difficult firefights.
Bladeslinger is a fast - paced 3rd - person action brawler for high - end mobile and tablet devices where players must defeat multiple
enemies at once in both
ranged and
close combat.
There are actually plenty of sequences that might feel more
at home in a «Call of Duty» release, with
close -
range loud gunfights taking place between the player and countless
enemies in more confined environments.
The game world is full of
enemies that will kill you in one hit, in
close quarters and
at extremely long
range, they will ambush you and push you off ledges and it will feel like the game is mocking you.
In Zora form Link was able to: fight
close range with acrobatic kicks and punches; use an impressive somersault kick; wield his fins as a
close range bladed weapon; and launching those same fins
at enemies for a boomerang style attack.
Aiming is reasonably precise, though the game encourages you to deal with
enemies at close - to - mid
range with no legitimately scoped options.
Use your
ranged troops to weaken these
enemies before finishing them off
at close range to avoid retaliation.
Meanwhile, hip fire is useless except
at close range, while iron sights are so large and clumsy that they make acquiring targets difficult — and create even more confusion by making it nigh - impossible to determine whether or not an
enemy has actually been hit.
Staples like the M16A1 and UMP - 45 are well implemented, complete with a red dot sight, stubby grip and extended magazines, while there are interesting newcomers such as the R0933 carbine, which is awesome up
close and has a impressive 800rpm fire rate, and the R700LTR sniper rifle, which has a higher fire rate than most traditional bolt action snipers, though a lower bullet velocity which makes it harder to hit
enemies at long
range.
The Vita's second analogue stick makes aiming weapons easy enough
at a distance, but the controls get a bit finicky
at close range, especially for flying
enemies.
Frieza is built around long
range attacks to keep
enemies at bay but what makes him so dangerous is the fact that he's just as effective up
close.