True,
the enemy left itself open for exploitation, but that's what really happened, so it's tough to complain about that instance.
Not exact matches
The transition to what appears to be
open - ended stability operations in Syria could
leave those U.S. - backed forces vulnerable to shifting alliances, power struggles and miscommunications as Assad's allies and
enemies vie for greater control of post-war Syria.
But the move would also be a reminder that de Blasio's conflict - avoidance strategy has its limitations; it might yield productive compromise, but it
opens up turf for other players, including his
enemies, and
leaves the mayor looking weak.
After a few blows, the
enemy guards or dodges, and if you're still hitting the attack button instead of getting ready to rinse and repeat, you either stagger or swing past,
leaving yourself
open for a counter-attack.
The stealth features are ridiculously overpowered with
enemy AI being deaf and blind thus
leaving them
open to a brutal death thanks to Lincoln's «I win» button takedowns.
Another way to defeat a Trench Tucks is by pounding the ground near it, action that makes it dizzy; the
enemy subsequently drops its shield and
leaves its front side
open for a roll attack.
Set in Korea in early 1951, the film
opens with an American division fearing a massacre as it retreats, so a rear guard platoon is
left behind to trick the
enemy into thinking the whole division remains — «48 men giving 15,000 men a break,» as the general puts it.
Consecutively uses the selected skills by moving at a speed that
leaves no
openings for the
enemy to attack.
There's a latency in each swing, and some attacks do not register with
enemies» frames
leaving you
open and vulnerable; early or late inputs can still lock you into the nearest combo of whatever string of inputs you have done,
leaving you painfully
open to a counterattack without a way to cancel.
But be warned — doing this will
leave your defences
open and give your
enemy a bigger window in which to attack you!
The controls are appropriately mapped to the Vita with the control scheme consisting of pressing X to attack an
enemy Digimon; holding R then pressing X to escape; pressing select to let your Digimon act independently; pressing triangle to pause gameplay, while
opening the Digivice to view the Digimon field guide, look through your inventory, save your progress and more besides; tapping the touch screen to display the DigiLine; changing the direction of the
left analogue stick or alternatively pressing
left, right, up or down on the d - pad to move Keisuke during on - foot exploration or navigating between menus whilst battling an
enemy Digimon; and pressing start to display the title menu, alongside various scenarios and combinations in which certain buttons have different contexts.
This is one that
leaves enemies open for attacks or can be used as a platform.
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.
Standard
enemies block your every move,
leaving only small areas
open that you have to strike in precisely and quickly before they attack you.
During this time, you'll rely on Kratos's skull - cracking bareknuckle blows, which can stagger
enemies and
leave them
open for an instant kill (R3).
Going into a battle and using fire attacks against
enemies weak to fire would knock them down,
leaving them all
open for a stylish finisher move, but this comes at the risk of using all your SP and having to probably
leave the palace to go brew more in the coffee shop.
On the flipside, if you try doing it to an
enemy that has a lot of stamina you'll become stunned yourself,
leaving yourself
open to a barrage of
enemy attacks.
In addition, the character movements aren't very smooth and the attack animations take too long to complete
leaving you
open to successful attacks from
enemies.
There's a lock - on system present and it's fantastic during boss battles or small encounters, but in larger battles focusing on just one
enemy at a time proves to be an unwise decision as it
leaves you
open to attacks off - screen that you just can't see coming.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to
LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an
open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to
enemies • You should no longer spawn too close to
enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the
enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
The controls are well mapped to the DualShock 4 controller with the default control scheme consisting of pressing R2 to fire a weapon; pressing L2 to aim down sights; pressing R1 to throw a grenade or use lethal equipment; pressing L1 to use tactical equipment; pressing X to jump or mantle; pressing square to reload or use an object such as
opening an unlocked door, breaching a locked door or entering a vehicle; pressing O to crouch, go prone or dive; pressing triangle to switch between your primary and secondary weapons; pressing up on the d - pad to activate a morale ability; pressing down on the d - pad to perform a specific action; pressing right on the d - pad to use a first aid kit; pressing
left on the d - pad to use a weapon skill; pressing L3 to sprint or use sharpshooter; pressing R3 to perform a melee attack on an
enemy; changing the direction of the
left analogue stick to move forward or backward and strafe
left or right; changing the direction of the right analogue stick to look up or down and rotating
left or right; pressing the share button takes you to the share feature menu; and pressing the options button to display the pause menu.
Pouring salt to this
open wound is the fact that there is not a lot of visual difference between
enemy and foe,
leaving you hacking away blindly at the mob in front of you.
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.
Advanced tactics also come into play with perfectly timed dodges granting you an increase in speed and power, as well as perfectly time blocking
leaving the
enemy wide
open.
It's a modest story with a beginning, middle and an
open ending — which seems like the latest trend of 343's stories —
leaving plenty of opportunities to articulate new tales around this scrounging
enemy.
When facing off against an opponent using a weapon with an advantage over your
enemy's, you break his or her defense and
leave him wide
open for the second noticeable addition called storm rushes.
While the character models still
leave a lot to be desired in this day and age, the gameplay is adequately smooth, and the framerate is noticeably more stable, however expect to see some slowdown in sections where either
enemies are spawning, new portions of the level are
opening, or when it transitions to cutscene material.
And, on top of that, if you begin a new attack too quickly, your character won't face your
enemy —
leaving you completely
open.
Aiming for someone's head will result in a quick death while going for the legs causes
enemies to stumble,
leaving them
open for a colorful stun kill.
Your character often just runs up to the wall, rather than sticking to it, often
leaving you
open to
enemy fire.
It'll zoom into tight low angles for absolutely no reason while you're attacking an
enemy,
leaving your vision obscured and
open to attacks from where you can't see and it's constantly swerving around to keep
enemies out of your sight.
The best way of dealing with tougher
enemies is to let them attack and expose a weak point gauge that's whittled down with successive combos and
leaves them
open for a brutal flourish.
Timing your block perfectly will initiate a parry that will
leave the
enemies open to attack.
Right from the start of the game,
enemies will ruthlessly exploit any hole in your defenses, whether it's charging through and blasting away any units in the
open, taking advantage of higher ground to snipe at otherwise hidden units, or simply thinking ahead to box in your units in a bad way,
leaving you few avenues to escape unharmed on subsequent turns.
When the bar fills the
enemy will attack and if you time your strike right you will block the attack
leaving the
enemy open for a brief moment to unleash a counter attack.
Splurging your moves early will
leave you
open to a crushing riposte, but in practice these options offer far more tactical pizazz: familiarity with
enemy patterns lets you brace during the big attacks or unleash hell during an
opening.
For starters,
leaving the base greets you with a big, blurry,
open city area for you to navigate, devoid of NPCs and only populated with random
enemies, hidden items, and dungeon entrances.
Doing this
leaves you
open to attack, so either draw one
enemy away, or wait until you're down to one foe to bandage your wounds.