It has fixed enemy patterns and a conscious level design, with
enemy attacks based on cold, strict logic.
-- some enemies attack on sight (iris icon)--
some enemies attack based on sounds (thunderbolt icon)-- some monsters attack if you hit one of their kind: you have to be very careful with those, as you can get swarmed and overwhelmed really fast; — some monsters are really powerful, and if you're underlevelled, it's best to flee.
It plays more like a standard tower defense game, with upgradeable towers and
enemies attacking your base in a straight line.
Not exact matches
One of the few EC - 130H Compass Call aircraft, capable to find and hit the
enemy forces with denial of service (and possibly cyber)
attacks on their communication networks, has been deployed to Osan Air
Base, South Korea.
Mustapha Hamid had said on Citi FM, an Accra -
based radio station, that since Ghana is an ally of the US, the Jihadist ideologies of the ex-Guantanamo detainees meant Jihadists could
attack the friend of their
enemy.
I am not sure how to categorize this genre, but i'll be bold and call it Offense Tower (as opposed to defense tower, where a player protects his
base by placing turrets, in Alien Hallway a player sends soldiers to
attack the
enemy's
base).
These are the defensive structures that
attack waves of
enemies as they approach the
bases your Mobile Trench is tasked with defending.
Unlike the Naruto: Ultimate Ninja Storm series which is more and more a mess of technical, balance and gameplay issues these days, Brave Soldiers delivers what is a nice, franchise -
based fighting game, at first, i was expecting a simple fighting game with some button mashing, however, the game proved me wrong and i fell in love, the combo system, while easy, is a lot more deep than the one in the Naruto games, with all of the characters having two special
attacks, two «burst
attacks», a knock - away and a launcher respectively, a throw and an ultimate
attack (called a «Big Bang Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle
attack (called a «Big Bang
Attack»), every character also has an universal dodge - action that sends them behind their enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle
Attack»), every character also has an universal dodge - action that sends them behind their
enemies while spending one cosmo bar, making bar management that much precious and shielding you from a half - a-hour combo, unlike in the NUNS series, the fighting and the characters are nicely balanced, with every character being fun to play and viable at the same time, the game runs smoothly without frame - rate issues and the cell - shaded graphics, character models, arenas and effects alike are nice to the eye, battles are divided into rounds, with all the tiny nice stuff like character introductions and outros being intact (fun fact: the characters will even comment on their score after the battle), the game also features an awakening system, called the «Seventh Sense» awakening, unlike the NUNS awakening system which became severely unbalanced in the later game, every character simply gains a damage / defense boost, with the conditions being the same for all characters, eliminating situations when one character can use awakening at almost any point in the battle, or one awakening being drastically stronger than the other, the game has a story mode with three story arcs used to unlock characters, a collection mode, tournament modes, a survival mode, a series of special versus modes and online battle modes.
Melee in this game is void of skill, it is nearly 100 % stat
based and you can simply quick swing, power swing or block and the different swings only differences are damage and time taken to execute which in combat comes down to can i take him down with one or two hard hits or do i need to block a bit and beat him down piece by piece there is no dodging to counteract your possibly poor block skill or lack of shield there is no need to understand
enemy attacks either they will hurt you if they hit you or if you block it it will hurt alittle or almost as much as normal and with spells and archery its all relevant the spells do elemental damage so the
enemy is either resistant, weak, or neutral to a spells type not to mention that every spell has its different element counterpart.
Even the basics of combat are getting a bit of a refresher, with new environmental
attacks and something called the «State Combo» system, which sounds like it offers more dynamic combos that vary
based on where your
enemies are and what they're doing.
What's more, the
enemy is hit by a stun effect,
based on the type of their
attack;
The MCU's heroes use all sorts of energies and projectiles to lob
attacks at
enemies, but the jury is out on whether audiences have seen soul -
based magic.
The fusions are elemental
based: Lailah creates a firey being that uses a sword; Mikleo's is water -
based and hits all
enemies with a bow; Dezel's creature uses wind, with whirlwind and tornado
attacks; and Edna's is earth -
based, striking
enemies with its fists and even the terrain.
Missions involve guiding hero units around the map on seek and destroy sorties or establishing and maintaining
bases in order to develop a strong, healthy war machine to fend off
enemy hit and run
attacks while attempting to destroy their
base.
Enemies will be surrounding the
base and may
attack at certain points.
There are waves of hundreds of
enemies that
attack your
base at night and attempt to destroy your Overdrives.
The film is
based on J.G. Ballard's acclaimed 1975 novel of the same name: «When a class war erupts inside a luxurious apartment block, modern elevators become violent battlegrounds and cocktail parties degenerate into marauding
attacks on «
enemy» floors.»
Both the
enemy and player teams each have timer bars which fill up until they do a basic
attack based on the weapon they have equipped.
Using a combination of
attacking rodents or defense barrels, players must destroy the
enemy base by
attacking it directly.
Battles could remain being turn -
based (I find turn -
based battles in 3D rather odd though), however I would suggest them to be more like how Xenoblade Chronicles is, where the characters all are able to use their abilities to
attack the
enemy without the need to wait for the other to make a move.
Move units freely around a grid -
based map to flank the
enemy, striking from both sides in a pincer
attack.
Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings employs a turn -
based combat system where playable characters and
enemies take turns to
attack and unleash special skills.
The ballista is your main weapon, a tower mounted cannon that you can use different types of ammo with to kill the
enemy or
attack their
base.
«Backdooring» is a common strategy in Heroes of the Storm and other similar MOBAs by which one or more players try to sneak past the
enemy team and
attack their
base before they have a chance to respond.
Like any combat strategy game, you must build your
base (including storage facilities, residences, weapons and all the things you will need to wage war) and then venture out to explore and
attack your
enemies (while freeing innocent villagers who were caught in the middle — all of which will be very grateful).
When the Viet Cong
attacked the
base on the morning of December 4, 1966, Nemo was released on the
enemy and suffered a gunshot wound, causing him to lose an eye.
Before players would fight using the square and triangle buttons, but now we've created a system where the
attacks are
based on
enemy statuses.
Combat is also turn -
based, taking place on grids where you can command stacks of your creatures to move and
attack the
enemy's forces, while your hero can toss in spells and perform direct
attacks, too.
Different types of
enemy drones and an upgrade tree all attempt to spice up the drone
based combat, giving you access to a fast firing cannon and rocket system that powers up as you dodge
attacks but also loses power for every hit you take, meaning that you rather strangely get access to a powerful
attack system that can turn the tide of a battle when you least need it.
-
based on the first two films - New York City is
attacked by the nefarious chitauri warriors - civilians are pinned beneath wreckage - Captain America, Hawkeye, and Black Widow have to rescue them by destroying wrecked cars and other debris - these civilians are guarded by chitauri - Captain America can not only walk through flames, but he can now extinguish them with his shield - characters can also team up for special combo
attacks - these moves are context - sensitive - stand on a marked area and wait for your teammate (or A.I. buddy) to walk over and press a button - Captain America uses his shield as a platform for Black Widow, and she bounces into the air and sprays bullets down - Thor rings Captain America's shield like a bell, destroying objects and
enemies nearby - Captain America can reflect Iron Man's energy
attack to destroy airborne chitauri - more than 100 all - new characters in the game - all - new New York City hub
Strategic use of these is vital as a well placed AA gun can severely hamper
enemy attacks to your
base.
The battles are turn -
based with some timed
attacks, and you can fight against humans and other
enemies with several of your monster friends.
* cough * The
basis of the combat is the light and heavy
attacks that can be strung together, and at the end of combos you can quickly tap RB to transform into vehicle mode and smash the
enemy hard provided you manage to time it correctly.
Attack hit random
enemies, and damage is
based on Red's level.
They always go down 2 paths and with only 6 players per team is a desperate battle of teamwork as you push
enemy Bots from your
base whilst trying to
attack with your own.
Battles are turn -
based, and take place on a hexagonal grid where each unit in your and your
enemy's squad moves and
attacks either physically or by using powers.
As the match starts, you will find yourself tapping on your
bases to deploy your units and then tapping again on which
enemy base or unit to
attack.
Battles are turn -
based but you constantly have to press buttons at the right time to either increase your
attack or dodge an
enemy, which keeps things from getting boring.
Turn -
based combat involves every ally,
enemy and guest Digimon having their own position within the player turn timeline in which the Digimon is able to strategically use a skill such as a physical
attack dealing 65 Earth damage to an
enemy and simultaneously having a 10 % chance of increasing defence by 10 % or automatically
attack an
enemy Digimon, while there is also the possibility to use an item from your inventory to restore your Digimon's health (HP) or skill (SP) as well as guarding, escaping or changing.
While this system is more interactive and theoretically more enjoyable than old - school turn -
based combat, many of the battles come down to figuring out the pattern of
enemy attacks and learning where to squeeze in your counters.
As a 2D side - scrolling platformer, the combat is pretty standard in that you
attack the
enemies in front of you with your different form -
based weapons or the power - ups you find throughout the levels.
While they don't exactly get along at first, Syd and Filena soon have to work together and use various team -
based attacks to defeat their
enemies.
Fairy Fencer F features a turn -
based, arena - style battle system; your character can walk around to get closer or further from an
enemy, and then engage them using magic, skills or regular
attacks that are assigned to each button using the combo system.
Like Brave Frontier, the combat is like a basic RPG turn
based system where you select an
enemy to
attack and tap your units you wish to
attack it.
Search the solar system, travel through time and space, and infiltrate
enemy bases in Gyruss, Time Pilot, Rush»n
Attack, and Scramble.
Zombies all have new mutations and J'avo
enemies have a whole boatload of mutations that change the way they
attack based on how the player
attacks them.
The game's combat revolves around a turn
based battle system, and exploiting
enemies» elemental weaknesses will leave them open to more
attacks — but of course, they can do the same to you.
The environmental
based attacks, where Batman uses nearby scenery or boxes full of eggs to take out
enemies are more accessible than ever.
Top Gun will include a single - player Campaign and Horde Mode as well as five multiplayer modes: Deathmatch, Team Deathmatch, Top Gun (gun other
enemy pairs down along with your wingman), Capture the Flag, and Bombing Run (an
attack and defend the
base game type).
You can call for ordinance
attacks with your chosen ships and restore stats via the Force Points you gain from defeating
enemies and capturing
bases.