"Enemy attacks" refers to harmful actions carried out by individuals or groups who are against or hostile towards someone or something. It can involve physical, verbal, or digital aggression with the intent to cause damage, harm, or exploit vulnerabilities.
Full definition
Although this system sounds simple, variant comes not only from the variety
of enemy attack patterns, but later by foes which use ranged attacks and demonstrate a propensity for surrounding the player.
The intention of the game is to seize the enemy base and at the same time shield your very own base
from enemy attacks.
These include
avoiding enemy attacks for a set amount of time, picking up apples or standing on a tile with the correct answer to a simple maths problem.
Even the difficulty comes down to trial and error for the most part, learning
enemy attack patterns, weaknesses, etc..
The monsters can be difficult, and it's important to learn and anticipate
enemy attacks in battles.
There's also a focus on dealing with
enemy attacks as effectively as possible, as you're awarded a rank at the conclusion of each session.
To prevent this from happening, players can use a combo breaker by matching
enemy attacks with the appropriate button, instantly breaking their combo string.
Take timely decision, attack on enemy with punches and kicks on proper time and
block enemy attack using accuracy and speed in your actions.
Players will now be able to immediately drop into the game and instantly command their troops to defend
against enemy attacks as they happen.
One person can stay close to your base and focus on gathering nearby resources while also preparing
for enemy attacks while others can search for harder to find materials.
Then you find out that this limits you to attacking only one opponent at a time and focuses
enemy attacks on just one fighter at a time.
Through the many, almost - inevitable deaths, you'll
learn enemy attack patterns and adapt accordingly.
For one thing, I did not like
how enemy attacks were unclear when they were deployed; a consequence of having the player's attention focused on the note bar.
It has fixed enemy patterns and a conscious level design, with
enemy attacks based on cold, strict logic.
So if you've been piling up those upgrades for several stages it can feel particularly devastating to lose all that to a
cheap enemy attack.
However, there are only a few
different enemy attacks, which leads to handling every enemy pretty much the same, including the bosses.
It's enjoyable enough and works well in - game, though a focus on simply
following enemy attack patterns alongside a lack of enemy variety left it all feeling a bit too easy.
For most classes, mobility is key, and if you stand still and
let enemies attack you for more than a few seconds, you're going to go down fast.
Not lava or spikes (though those are more painful than most
actual enemy attacks), but stuff like a giant dragon or out of control train chasing you down.
When you do take over a business you can then hire guards to counteract
opposing enemies attacks, once again adding a little to the strategy.
Although outfitted with new abilities, these did little to mask the stiff combat and
boring enemy attack patterns.
You might find yourself using them just as a way to revive your party or to avoid
strong enemy attacks.
You need to complete the driving sequence without any collisions and can not take damage
from enemy attacks.
Also because there is no longer a stamina meter, the game has removed the dash which was rather useful in
avoiding enemy attacks.
You can swap weapons every round if you want, which allows you to choose the best one for the
incoming enemy attack.
Instead of jumping into a fight guns - blazing, your best option was to hold your guard, blocking and rolling out the way
of enemy attacks until an opening presented itself.
From there they can defend their nation
against enemy attacks, conquer new territories and even run for governor!
No other rhythm game, to my knowledge, requires you to
dodge enemy attacks from both the front and rear of your ship as you fire / absorb your own counterattacks... while you travel back in time.
Players can
evade enemy attacks by rolling, and combine melee and ranged attack for maximum efficiency.
The on - screen action definitely adds to the confusion as you attempt to admire the beautiful art - style and dodge the massive amount of
enemy attacks coming toward you.
Early on in the tutorial-esque escape from the prison tower, you learn that you can dodge
enemy attacks by moving characters between lanes on the left side.
With Chumbucket riding on the back of the Opus, you'll be able to fight back
when enemies attack.
Each individual character's turn is decided by their speed or SPD attribute, so faster
enemies attack before slower ones.
With over 20 moves including flying kicks, boomerang attacks, powerful body slams, a barrage of multi-punches, and even
parrying enemy attacks right back at them; Knack will continue to expand his skillset as players progress throughout the game.
Armand drives a tank (ish) vehicle and has a sweet shield that makes you invincible while it's active and can be upgraded to
deflect enemy attacks back at them.
Phrases with «enemy attacks»