Sentences with phrase «enemies out of cover»

But nothing made me smile quite like yanking enemies out of cover and instantly executing them — a sequence affectionately known as the Yank and Shank.
You can lure enemies out of cover with sound and set explosive traps on bodies, but there are no boxes to hide in and no non-lethal options.
But nothing made me smile quite like yanking enemies out of cover and instantly executing them — a sequence affectionately known as the Yank and Shank.
It's gratifying to flush enemies out of cover with a well placed grenade or use a turret to pin someone down while you flank them.
You don't find the usual co-op systems, like reviving a downed buddy or lifting someone up over a large barrier; instead, you kind of create your own co-op moments, like having one player use the gravlink to pull an elusive enemy out of cover while the other pops him with a sniper rifle.

Not exact matches

Balance between jumping around dodging bullets and taking aim for a better shot at your enemies, don't waste time camping at cover spots and waiting for enemies to pop out - artfully evade the onslaught of bullets and defeat all baddies that stand in your way.
If enemies become suspicious of a moving cardboard box, Snake can quickly dive out and into cover leaving the box as a decoy.
The cover system lets you put your back to a wall with a press of the action button, but it's meant for peeping around corners and planning your next move, not for popping out and shooting enemies.
The AI in charge of the enemies has also seen some improvement making them a bit more challenging to fight, although it does still need work as foes are prone to acts of sheer stupidity and bandits tend to stick their heads out way to much, turning what should be a tense, cover - based shootout in a shooting gallery where headshots rule supreme.
Your partner also acts as a liability when trying to apprehend the enemy, too, because nine times out of ten it'll simply gun the crook down, generally alerting all the nearby baddies as well, thus arrests have to be made without the questionable cover of your partner.
Ignoring the question of just where the hell your little virtual soldier is keeping these dogs that suddenly just appear when unleashed, these little blurs of fury head toward the nearest enemy and proceed to rip his throat out, acting as a handy method of combating enemies that are firmly entrenched behind cover.
The levels usually offer a degree of freedom to move around and flank foes, lending a touch of tactics to the firefights, but the enemy pretty much never take advantage of this properly / But they do make up for their lack of smarts by being very accurate, and given that it does not take much punishment to take you out, it's advisable to keep your ass in cover, soldier!
Survival mode plays out sort of like OverRun — Working together the COG players (the class system from OverRun is present here) need to defend E-Hole covers against just ten waves of enemies, rather than the 50 that we've become accustomed to from past iterations of Horde.
That's not to say it was totally unplayable on Ultra High, I'm just very picky about things like that, especially in a game like Mankind Divided where you need to move quickly from cover to cover to keep out of the enemies» line of sight.
You play as Troubled McKillEveryone, you open a door to a room, enemies show up from the opposite side of the room, you duck down and shoot dumb AI ducking out of cover, with the occasional throw - away - all - cover - and - charge you Shotgun Specialist.
The enemy A.I. also has a habit of making encounters quite interesting, as creatures can dodge out of the way, look for cover, and rush the player.
They have the smaller enemies who can force you out of cover also but this feels more tactical than the throw a billion enemies at the Chief till he falls over approach and as such it's more fun and less frustrating to play.
For trophy hunters or more veteran players enduring a crushing playthrough, the ability to thin out the hordes of enemies looking to get that single shot on your mush as you stick it out of cover is a welcomed asset.
While carrying out one of the 16 side - ops, I was tasked with providing cover for a small fire team infiltrating an enemy stronghold.
In addition to cleaving enemies with my sword - rifle and blowing them up with grenades, I could also take out huge pillars to crush them — or at least deprive them of cover.
Balance between jumping around dodging bullets and taking aim for a better shot at your enemies, don't waste time camping at cover spots and waiting for enemies to pop out — artfully evade the onslaught of bullets and defeat all baddies that stand in your way!
He can quickly zip from cover to cover with the touch of a button, take out a guard stealthily, and use the Mark and Execute feature to perform a quick succession of insanely accurate shots to enemy temples.
The action plays out entirely in 2D, but by tapping X you can initiate a slide, which will bowl over most enemies and automatically stick you behind cover if you make contact in the duration of your slide.
Segments that were previously a breeze can be much trickier when enemies throw grenades much more intelligently that flush you out of cover and hunch over protecting the one spot that does any significant damage to them.
In general a more spread out fleet can cover more area and have a higher chance of finding the enemy, but will take time to concentrate its forces and bring them all to bear,» explains the latest developer diary from Paradox Development Studio.
It's up to you to lean out of cover, line up the sights and gun down the hired goons and gangsters, and taking pot shots at the enemy as you break from one piece of cover to the next and intermittently planting C4 feels simply awesome.
Even if the enemy is behind and in front of you, Uncharted 2 forces you to pop out of cover to take an accurate shot, which is tactically unsound.
- attacking on horseback with items like a pitchford work very well - knock people off their horse and then take the battle to on - foot - lizalfos can be covered in snow and then pop out and come to life - multiple enemies can attack at once - lizalfos can take up to 6 hearts of damage at once - make potions to soften your steps and be quieter - fire arrows work well against Lizalfos - firing a bomb arrow at a guardian can interrupt their lasers - a laser shot can kill you in one hit even if you have 6 hearts - you can wander into areas with enemies that will take you out easily - cook a bunch of hot pepper meals to take into the snow areas to stop losing hearts from shivering - Serene Stable is one of the stables you'll come across - you can go down to the bottom of a ravine and explore - Bosh Kala Shrine is one of the shrines you can find - one shrine has a puzzle where you use your control wind vents with your magnet tool to roll a ball to a goal - almost all shrines have an extra chest in them to grab
Of course even my more in your face approach to taking out enemies was also quite acceptable, using cover I was able to duck from cover to cover to get closer to my target and deal a quick satisfying end.
The enemies respond intelligently to your attacks, calling out your location to their partners and shrewdly seeking cover when the course of battle tips out of their favor.
The reason for this is because you can not move around a corner while still being in cover as you have to release from being in it to move around a fence or a building, so you get stuck at times in corners when you want to move around a low wall or quickly move around something as you reload to get out of the sight of an enemy that is fast approaching you.
During my playthrough, I was happy to see that I actually had to think when it came to difficult combat scenarios, instead of shoot, wait for the enemy to get out of cover, lob several grenades, and shoot some more.
This can get very frustrating and can cause you to get spotted by enemies as you are coming in and out of cover and it defeats the whole object of having a stealthy option if you choose to play that way.
Each mission boils down to a series of enemy encounters designed to make you use cover as you advance and to force you to use your squads to protect each other until one of them can maneuver into a position to take out the enemy.
You can do a sprinting slide to avoid enemy fire, duck into and out of cover, and wield dual weapons, bringing you back to the good old days of Wolfenstein.
In a massive shootout with enemies surrounding me, I found myself quickly unloading bullets into anyone peering out of cover, while simultaneously grabbing ammo clips from my holster to reload in one hand and activating explosives along the area with the other.
The game's «visibility» meter — in the form of an eye at the bottom left - hand corner of the screen which opens wider when you are in a more brightly lit area — also doesn't seem to have much effect on how enemy soldiers will notice you: I've been crouched up against cover in near - total darkness and the A.I. has spotted me through the wall; but I've stood out in the open, right underneath a lamppost, and they haven't seen me when they're just standing across the road.
Enemies will leave limbs or the tops of their heads sticking out of cover, making them easy to find and shoot.
On numerous occasions enemies would be firing at me, go behind cover, then come out facing the wrong direction, as if the second they lost sight of me they forgot about my presence.
Of course, for those looking for a challenge, moving the team into proper cover and taking a majority of the enemies out yourself is still definitely doablOf course, for those looking for a challenge, moving the team into proper cover and taking a majority of the enemies out yourself is still definitely doablof the enemies out yourself is still definitely doable.
The aiming reticle doesn't snap to enemies when you pop out of cover, a feature that is so common today.
Carter can levitate enemies, for example, pulling them out of cover.
Among the new additions to the classic formula is the ability to peek from cover to take shots by moving close to the edge and aiming — which is great and was a long time coming, a grappling hook to quickly navigate through Zero - G environments, which is practical and works quite well, and a new focus on stealth, as some stages give players the option to sneak about and gives them a visual indicator that lets them know how aware enemies are of their presence, so that they can avoid combat or take out enemies silently.
The game is turn based, so killing as many enemy units or getting into cover before you run out of AP is essential, the enemy can be brutal even on the easiest difficulty.
After popping out of your own cover to take a shot at a seemingly exposed enemy (and waiting until you can actually do so, remember the cover glitch?)
Used correctly, you can cover great distances on the map and wipe out a huge portion of dangerous enemies.
These enemies are pretty dumb and pop in and out of cover like clockwork, giving this campaign an almost Gears of War by way of Japan feel that feels a bit stiff.
Apart from Bullet Dodge, Max has now learned the ability to drop into cover in order to protect himself from enemy fire (as per usual, Max can either pop out of cover to aim or fire blindly).
The player can also teleport to cover large distances and kill (telefrag) stunned enemies by popping up out of their bodies, leaving behind lots of bloody viscera.
While that was frustrating, nothing was worse than being prone then sliding near a partition and immediately being pulled out of prone and into that cover, now within full view of enemies.
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