Sentences with phrase «enemies general direction»

Being outside majority of the game left you with a scare that made you feel lost and confused, with your only hope to be avoiding enemies general direction and a bit of luck.

Not exact matches

Some weapons will seek out targets in their general direction, and others have a ricochet effect meaning you don't always have to place your shot perfectly to have it destroy an enemy.
Just pointing in the general direction of an enemy will usually score a hit.
This means that rather than button mashing and swinging your weapon wildly in their general direction of your enemy the attacks and / or blocks and parry's now have the freedom to be direction specific when you perform them.
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.
Shooting is handled by just looking in the general direction of the enemy ship, firing with your motion controller triggers and watching as your shots hone in on the enemy.
Defenses in the game's current form are limited to simple walls, machine gun towers, rocket towers and lasers towers, and you simply toss them down in the general direction of the incoming enemy horde, indicated a short while before a wave attacks by a red icon flashing on the screen.
At any given time you can take a single shot, at which point the enemy will become aware of your existence and the general direction that the shot came from, but won't know your actual location.
You can then push the right stick in the direction of the person you wanted to lock onto, but if there's more than one enemy in the same general direction, it's still a crapshoot.
But then you see things like enemies that chase you into the screen while firing missiles and laser beams in your general direction, or enemies that you have to hit by firing into the background, and you realise that combat in this game is far closer to that in an action RPG rather than just your typical turn based title.
Taking out enemies is a simple matter, as it's just pointing in their general direction and shooting and collecting shards and power ups, but surviving is another, as each of the androids runs on battery energy, which is their lifeline.
The Support class starts with machine guns, can give out ammo, and is the most effective at a new mechanic called «suppressive fire», which blurs enemy vision and stops their health regeneration when firing in their general direction, even if you don't hit them.
It's strange, but going back to the old day of «shoot in the general direction of your enemy» works, but not very well.
• Follow the level design pipeline from «pen & paper» game designs to implement spectacular character based levels and ultra-fun gameplay mechanics • Work closely with level layout artists to identify level assets and gameplay direction to ensure visual and technical quality for the levels • Follow direction of Lead Level Designer to maintain gameplay vision consistency • Contribute to level concept, layout, implementation (camera, entity, etc.), prototype modeling, scenario creation, event scripting, game balancing, pacing, and gameplay tuning • Contribute to general game design, as well as cooperate with all other facets of game production (programming, environment / world art and animation) • Place and trigger entities (such as enemies, movers, and objects) to create fun, absorbing gameplay • Master internal tools for modeling environments and integrating game play • Rough out world geometry, camera paths, and lighting using 3D world - building tools • Assist with the scripting of gameplay entities and events • Creatively resolve gameplay and production issues • Meet production schedules and deadlines • Collaborate with Design team to define and refine gameplay mechanics • Multitask effectively, prioritize competing demands, and follow through on details
But it does work, nevertheless, and proved very handy at giving advance warning of incoming enemies, or a general idea of the direction of incoming bullets from unseen enemies.
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