Sentences with phrase «hit enemies farther»

Some are great for up close combat, while others can hit enemies farther away.

Not exact matches

I'd be willing to play the game with stronger enemies or only one hit point, but five lives for the entire game is going too far and locks me out of the more reasonable difficulty increases.
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As for dropping to a prone position it requires serious thought: it's the most accurate position and lowers your profile massively, making you far harder to hit, but the trade - off is that you can't turn or react quickly, letting enemies flank you easily.
Teamwork is even further encouraged by the inclusion of combos, performed by hitting an enemy's ship with two or more types of damage within a short frame of time, an effect that can not be triggered by just a single ship.
Step by step, I slow edge further, when all of a sudden * DING *, I jump, fire a round in surprise, hit the remains of an explosive enemy and blow myself to bits.
He can either hit nearby enemies with the axe or otherwise throw it at them if they are further away and cause even more damage.
And the gruesome revenant witch enemy required me to focus on stunning first, as they moved far too quickly for most of my axe hits to connect.
Another small problem with the combat is Elika's ground attack, where she needs to be very close to the enemy to attack, otherwise she won't do anything and it's quite bothersome to get hit because you are a tad far away from the enemy.
As its name suggest, one hit from this melee tool will kill any enemy dead, but there's one very powerful caveat - regardless of how far you've upgraded your health, it will be stripped to a quarter of heart.
There are times when an enemy is too far to hit and you must sacrifice some willpower in order to move into position.
Firing off an arrow from a surprise vantage point, or just a really far distance away, will strike a critical hit and typically kill an enemy peon in a single hit, though officers may take extra shots from your unlimited quiver.
But then you see things like enemies that chase you into the screen while firing missiles and laser beams in your general direction, or enemies that you have to hit by firing into the background, and you realise that combat in this game is far closer to that in an action RPG rather than just your typical turn based title.
So far, enemies haven't been very dangerous (typically taking 1 - 5 % of your life bar with each hit) but I imagine this will change as I get further into the game.
This is especially annoying if you play as a ranger or force class since staying as far from your enemy will be your intention, your allies will decide to stay and walk around you will you try to hit the enemy.
Attacking from behind will score more damage than from the front, some attacks can hit multiple enemies if lined up correctly, and sometimes it's best to move your character far away from the action to give them a breather to heal.
The catch is that if the key gets knocked out of your hand, which can happen if you fall too far or get hit by an enemy, it goes flying.
The enemies are too far away to hit effectively with your MA5B assault rifle, which seems like bad level design until you realize that it's giving you a reason to commit to a heroic charge up the beach and leap right into the fray.
A staple of the Dissidia spin - off series at this point, the Cloud of Darkness uses dark energy projectiles to hit far away foes while utilizing her strange hair snake... things to attack closer enemies.
Once it ramps up (a process that is far shorter than it is in say Geometry Wars: Retro Evolved, a game to which this one will inevitably draw comparison) it stays up, with few spots in which the player gets a moment to catch their proverbial breath before another giant enemy hits the screen and spews 400 bullets at them.
Because, as you can see in the pic above, Hudson decided to make their game a bit more frantic than your average platformer, and added a life - bar / timer, that winds down as your progress through the level, and drops even further down if you get hit by enemies (or stub your toe on rocks....
Yangus would be a true heavy character, focused entirely on hitting enemies hard and far.
We are defending our land and sea, our jobs and communities, against a relentless enemy that's already hit four states hard — so far.
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