So players would cut out
the ground around an enemy, and the enemy would «fall out of the game,» at which point players would «unlock» them and be able to make them in papercraft form outside the game.
Not exact matches
«The days will come upon you,» he declared, «when your
enemies will build
around you a fortification with pointed stakes and will encircle you and distress you from every side, and they will dash you and your children within you to the
ground, and they will not leave a stone upon a stone in you.»
The Mage stayed in the rear and casted spells that light up the
ground and the
enemies around it.
This time
around, he can also pluck certain objects from the
ground, as well as pick up certain
enemies to throw them at others.
In one scene, it separates from the hero and wraps itself
around one of his anonymous
enemies, repeatedly slamming the malefactor's head into the
ground.
Washboard dirt roads and deep sand were the 1 - ton pickup's worst
enemy, as at speed on these surfaces the stiff suspension had the truck bouncing
around like an out of balance washing machine, deteriorating
ground contact causing traction and momentum loss.
The issue is there is no middle -
ground, so you can either have your troops standing
around like idiots while your frontlines are massacred or you can lose most of your army because they followed the
enemy home.
These levels (also known as
Ground Assault) see you running
around a vast area destroying
enemy bases so you can construct your own buildings by using Studs.
This time
around, he can also pluck certain objects from the
ground, as well as pick up certain
enemies to throw them at others.
Kay Rayner is a close quarters combat specialist who carries a Epirus V - 7 Bow as a primary weapon and an Eclypse Katana as a secondary weapon, while his special abilities include Pull
Enemy that utilises a telekinetic ability to pull closely situated
enemies toward him while inflicting damage and incapacitating
enemies for a period of time; Throw
Enemy is a powerful telekinetic attack that inflicts serious damage to
enemies and flings them away; Devastation causes a massive amount of damage to all close by
enemies through a powerful
ground hit; and Zeal produces a huge bonus for melee attacks in addition to a simultaneous protective aura
around Kay.
This will give players the ability to fly
around freely with their character and battle tons of
enemies on screen at a time on the
ground and in the sky.
Areas are mostly «boxes» with sparse decoration
around the outside to denote barriers like walls and hallways, the
enemies and the
ground being the only things inside said boxes other than the characters you've picked.
The range of
ground enemies requires a plethora of tactical advances, such as skirting
around armoured foes to strike weak points on their back, to sniping fearsome creatures at a safe distance, while melee combos are basic, but dish out heavy damage if you manage to get close enough.
SWBF: RS was a great PSP game, but many of us wan't a StarWarsBattlefront for the PS3 with 60 player online play seemless space, to
ground combat gameplay: Dogfight up in space and then fly into a planets atmosphere and dogfight
around in the sky, then land troops on the planet and attack the
enemy from abover with plantary bombardments, and large scale combat.
Gamers can now use DualShock 4's touch pad to look
around and lock on
enemies, and actually shake the controller itself to perform execution moves when you have an
enemy pinned on the
ground.
Bug fixes are still update worthy (hopefully none exist) 5 Types of towers: - Arrow: Single target, attacks
ground and air units - Cannon: Single target splash damage, attacks
ground units only - Splash: Area of Effect (AoE) attack in radius
around tower, attacks
ground units only - Air: Single target shot that splits into two new projectiles, attacks air units only - Wall: Cheap tower for creating a path for creeps 3 Tower Elements: - Ice: Slow attack, long range, costly, applies slow to
enemies - Fire: Fast attack, short range, expensive, applies burn to
enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your
ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was bad?
The relocation system is a nice way of getting you to move
around more rather than sit in a single position and gun down foes, but much of the tension is removed from the game when you realise that all you have to do is get far enough away for the
enemy for them to forget about your existence and all of the dead bodies littering the
ground.
Pretty much all non-story missions retread old
ground, a few extra
enemies here or crates to shove
around there about as exciting as things get for the most part.
If you feel the need to
grind EXP, this lets you increase the Encounter Rate — as seen in Bravely Default — and recklessly run
around in circles to lure
enemies.
When
enemies start to block however, Kay can also roll
around enemies to strike their exposed backs, and when they fall, Kay can also unleash power
ground attacks to take out fallen foes.
Should you venture onto the
ground to «mix it up» with your
enemy you will quickly lose your amps, which is particularly punishing when you consider some of the most fun abilities are focused
around melee combat.
Mugen is the brute of the group: his special skills enable him to do such things as taking a number of
enemies out with a swing of his sword, he also carries a bottle of Sake, which can be put down on the
ground to entice
enemies, he can effortlessly carry two
enemy corpses
around, and even run with them in his arms, he is also able to carry heavier objects, and finally he is the only member of the team that is able to kill samurai outright.
We've evolved our combat system to be more immersive and powerful than ever with a new tether system allowing you to sling
enemies around as a wrecking ball, while maintaining a blade attack at the same time, in the air and the
ground.
Transforming is helpful when trying to destroy
ground based
enemies that are fast and hard to lock onto when flying
around in the Arwing.
Enemies — uninspiringly palette - swapped between areas — only serve to interrupt the player's traipsing
around; they have too much health but pose little danger to the characters, making fighting a
grind instead of a challenge.
The goal this time
around is to stop a parachuting Donkey Kong from reaching the
ground, while killing the same insectoid
enemies.
Ubisoft also added to counter getting instantly killed when going against more than one
enemy is the revenge feature where if you continuously block more and more attacks or take so much damage you can activate revenge which hits
enemies to the
ground and gives you a much better advantage over taking out more than one
enemy but this only lasts for
around 20 seconds, Feats are also play a part in combat mainly during the 4v4 matches where you can buff team mates, heal yourself or give yourself a damage boost and even make a catapult hurl a bomb and obliterate your
enemies these can be changed so you can have more specific roles just as the gear can also specify certain things that your hero can do.
Several countries
around the globe have invented high - tech anti-air-defences which has paved the way for SuperSoldiers to take the fight to the
enemy on the
ground, thanks to military scientists and their advances in Robotic Technologies.
Even if you get caught by surprise in your attempts to storm an
enemy base you can easily change your game plan to work
around any obstacles — an explosion could cause grass to catch fire, which causes an updraft, which Link can use to paraglide to safety — alternatively, while midair Link can slow time while wielding his bow and snipe his
enemies before he hits the
ground.
Ashes float through the air, sparks emanate from
enemies, and snow blows
around off of frosted
ground, making the world feel fallible and always - changing.
Matterfall takes away the ship but leaves behind the
enemies that frequently spawn all
around you, and although your feet won't often touch the
ground, you aren't quite as maneuverable as you were.
♬ So when you fall to the
ground And finally get back to reality And no one at all is
around So tell me how does it feel to be the
enemy?
She plummets through the air in whatever direction you choose, pausing and re-starting gravity at will, while using «stasis fields» to grab and hurl people, objects and
enemies around and tilting the whole world so she can slide along the
ground.