Sentences with phrase «enemy spawn»

Here, the Tower Defense elements really shine, as players are encouraged to use their minions as guards while they take out strategic enemy spawn points.
This led to countless instances of evading enemies only to randomly die because of an enemy spawn.
There are parts of the game where it tried to eat it's cake when you punch 30 people to death in one of the many never ending enemy spawn rooms.
The cool thing is that the game was designed so the location of which the enemy spawn and the weapon fire adapts to the rhythm of the soundtrack.
Fixed a bug causing players to respawn in the enemy spawn room after being pinned against a car by an enemy Reinhardt on Oasis
The Return to Olethros update brings Special Missions to every chapter in single player and multiplayer modes, with the aim of mixing things up with randomized objectives and enemy spawn points.
To accomplish this, chunks have generic enemy spawn types and spawn positions.
Using the Emergency Teleport ability of the Scout class many a time teleports you outside the enemy spawn, even if used right after respawning in your own spawn point!
With the ruleset editor, you can choose many variations for this gamemode, e.g.: the balls purpose is not to be shot into the goal but to destroy enemy spawn bots.
Aside from enjoying the game's visuals, story, setting and general gameplay, you'll be interested in the game's «Tactical Decisions» that'll allow you to change the pace of the game as you manage enemy spawn rate, providing a desired tactical play - style.
The only way to stem the flow is to destroy the elite monsters that are holding the enemy spawn portals open.
Rather, most missions fall into one of three categories: (1) eliminate all enemies, (2) defend a set point while taking out the enemy spawn portals, or (3) take down an extremely powerful boss.
This ability decreases the number of weak swarming mobs that spawn and increases the chance of a large boss enemy spawn.
It was refreshing to not just rely on knowing specific enemy spawn points, specifically when going back and playing the campaign cooperatively.
There's six difficulty settings (from the noob Scavenger to the self - explanatory Insane), Zombie Run speed, enemy spawn rates, daylight length, how aggressive zombies are (whether they walk, run or both and if they can sense you behind walls), how long they pursue you in real - time seconds, and how long a day lasts for increased control over your personal survival experience.
The increase of environmental hazards and enemy spawn points will keep you on your toes.
This led to countless instances of evading enemies only to randomly die because of an enemy spawn.
Therefore, after playing for a while, you'll eventually be able to create 3D puzzles and apply mechanics such as manholes, pullout switches, and enemy spawn spots.
Platforming and combat are artificially difficult due to poor controls and camera angles, and there are a host of bugs, such as enemies spawning right on you when you load a checkpoint.
When you have four waves of enemies spawning simultaneously all over the map, many times your focus will be on different areas of the battlefield and those cubes despawn after 30 seconds, meaning you miss vital resources and can't construct more towers.
Parts of the game are still kind of fun to play through cooperatively with friends — though, unlike in the first game, you sometimes feel like you have to be playing in co-op to avoid being overwhelmed by awful infinite enemy spawns — but coming from the Dead Island, getting through Riptide mostly just felt like a slog that I wanted to be done with.
This can change enemy spawns or reveal new items!
To be fair, these are somewhat easy to avoid except for when these enemies spawn alongside dozens of others and it's hard to keep track of them specifically.
See, there are a fairly decent amount of bad guys within the game, however no matter what shape of enemy spawns in, the threat, behaviour or difficulty never seem to change, meaning the only difference comes down to the appearance of each of the little pests that come your way.
For example, if you're playing a stage that restricts your movement, you may have no choice but to corner yourself to avoid enemies but then an enemy spawns that you can't avoid.
Oh, you just want to run through a dungeon and not get murdered by clustered enemy spawns or unavoidable traps?
It also fixes the boring feeling of backtracking that plagues a lot of Metroidvania games because the enemy spawns and set pieces are always different.
It is worth mentioning that while the game is very clearly geared toward co-operative action solo play is entirely possible, and it's nice to see that the developers have somewhat supported it with the option to not only adjust difficulty but also set the enemy spawns for 1, 2, 3 or 4 players.
NEStroid in particular I would not ever recommend playing without using the Lua script to mod in a map and undo the need for farming enemy spawns for health at every restart.
You will constantly have enemies spawning and running at you and you will always be hitting some button for something all the time.
While the standard level is your castle w / ballista and maybe an opposing castle where enemies spawn (sometimes there is no castle).
Neither are enjoyable, and many of the fetch quests can't even be completed until much later in the game when new enemies spawn in the old places.
The way Natium Defense Line works is there is a grid that enemies spawn from and a base with a core and towers that players must protect.
Same enemies spawning in the same places at the same time in the same strikes can only maintain my interest for so long.
While enemy spawns are random, the levels are not and multiple playthroughs to start to feel very repetitive.
Sure, there are going to be hordes of enemies spawning during these large - scale encounters.
I won't explore that topic in depth, as the fundamental ideas are the same: generate some noise (in this case, two - dimensional white noise), filter it, and switch based on many of the same masks that are used to generate the terrain (so we don't end up with cacti in the ocean, or enemies spawned in the walls of a building).
Running away won't help you either, as the monsters will not only continue chasing you, but more often than not, the next room will see a completely new group of enemies spawn.
Tests of Faith and enemy spawns are randomised to some degree, but often after multiple playthroughs of each area, you are more likely to see the same patterns over and over and your time with the game becomes extremely monotonous.
I run into the fray (sometimes enemies spawn right on top of me, which is never good) and shoot at closer - range with my Fusion Rifle.
The game loves to splatter the environment with blood, and as more players enter the game even more enemies spawn, plus even more if it's set to a harder difficulty so it doesn't take long for one area to become covered in blood.
While you wait for a friend to unlock it, enemies spawn behind you, ready to attack.
If there's one issue that irritates the hell out of me in Terroist Hunt — and it was the same issue I had with the mode back in the Vegas installments — it's the enemy spawning system.
This game is really fickle with enemy spawns.
Keybullet Kin Inspired by the crystal lizards from the Souls series, these cheeky enemies spawn randomly in combat rooms and are guaranteed to leave a key when they die.
Apex: These spooky floating enemies will hit you from afar with blasts of vision - obscuring goop, but the real threat they pose is the faster, tougher enemies they spawn into the battle.
In the future there will be updates that makes use of those strong points by adding situations where multiple enemies or strong enemies spawn.
When you have four waves of enemies spawning simultaneously all over the map, many times your focus will be on different areas of the battlefield and those cubes despawn after 30 seconds, meaning you miss vital resources and can't construct more towers.
At least once or twice every level, a bunch of enemies spawn at close range when you have no cover, forcing you to defend yourself in some insanely difficult firefights.
The only major issue is that enemies spawn on or on top of you way too frequently and this can get annoying fast.
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