• Fix: «Reflect Lord Feat» only incrementing
enemies hit count if it the reflected attack was non-fatal.
Not exact matches
- players rack up points by eating humans, and destroying buildings in each five - minute match - roughly 250 Titans to play as from the main game - each of them have various stats, such as speed and stamina - the smaller Titans move quicker, while larger Titans have more stamina - there are two types of humans; citizens and nobles - nobles are shown on the map by a green distress signal, and are worth more points - Titans can smash buildings just by walking into them, but dashing causes buildings to fall faster - destroying buildings gives less points, but also fills up the Rage Gauge for the Rage Attack - player Titans can attack each other - by defeating another player, the defeated player loses half their points - a Levi counter will start
counting down on the leading player after some time passes - when it reaches zero, the player with the icon will immediately be killed by Levi - by
hitting other player Titans, the counter can be passed on to them instead - the Levi counter doesn't reset upon handing it to another player - special titans like Eren's Titan, the Female Titan, and Armored Titan will appear and attack players randomly - player Titans can be defeated by these special
enemies in one
hit - special
enemy Titans and Levi will disappear after defeating one of the players - Rage Attacks slow down opponents, scramble their controls, give you super armor, and more - at the end of a match, the points are tallied up, and the person with the most points win - playable online and offline on Switch
Each weapon form can also bestow various advantages in battle such as inflicting status ailments, increased
hit count or increased damage to launched
enemies.
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.
Additionally, whenever a gold Koopa Troopa
hits an
enemy, and ascending number of coins are added to the player's coin
count, depending on how many
enemies are defeated.
Little bouts of combat here and there would have worked out fine, but the game often places
enemy combat sections one after the other and well... it gets repetitive after you've taken down your 100th
enemy by either
hitting them with a block from the G - Lifter or shooting them with the laser, not
counting the sections you'll inevitably repeat due to how easy it is for John to die in combat.
Even worse is that the two halves of each level are pretty clearly generated separately on 95 % of the levels, so the difficulty on the first half of the level can be rock hard, then when you
hit the halfway checkpoint you simply breeze through the suddenly halved
enemy count on your first or second try.
Shooting down an
enemy starfighter or gun turret usually
counts as one
hit.
For starters, learning the
enemies» patterns and attacks is incredibly important, as the playable character needs only one
hit to die, not
counting the Shield power - up.
There are times when you can swing your sword three feet away from your
enemy and it will
count as a
hit, there are other times when you'll be glued to the poor foe and your
hits won't
count.
Gunblade NY and L.A. Machineguns Arcade
Hits Pack had widescreen but only
counted enemy shots in the 4:3 display window.
However, the big way to rack up experience points is to keep the damage flow rolling and keep
hitting enemies to extend your combo
count while also killing them.