Sentences with phrase «hit the enemy hard»

Yangus would be a true heavy character, focused entirely on hitting enemies hard and far.

Not exact matches

There are fewer worries over linebacking; Dave Lloyd, Maxie Baughan and Mike Morgan are hard - hitting regulars with the experience to diagnose enemy tactics.
Basic combos are pretty boring, but once you've gone into the Badge system, this game's upgrade system, you can expand your basic combo, and get other buffs like hitting weak points harder or doing more damage to enemies with their guard up.
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.
Unfortunately, there's a catch: it can be hard to hit enemies with that weapon;
Coupled with enemies having quite a bit of health and hitting hard, Rad Rodgers: World One isn't exactly the best choice for newcomers to the genre: it's not really difficult to the point of frustration, but those looking for a quick play might be slightly disappointed.
This attack does multiple hits, so it's very useful for staggering your enemy, attacking hard to reach parts, or dodging attacks if you're stylish enough.
You can choose to go back and play on a harder difficulty, but it's still either eliminating all enemies or hitting some switches to progress to the next level, without the compulsion of multiplayer.
12:30 am (2nd)-- TCM — The Public Enemies: The Golden Age of the Gangster Film Warner Bros. basically created the gangster film in the 1930s with a series of great, gritty and hard - hitting (for the time) crime films.
While that might not be quite the right word, as there are still some brilliant combinations that are hard to achieve, there's nothing as tactical as Skyward Sword's motion controls, where enemies would be shielded on one side or had to be hit from a specific angle.
At firs glance things are promising: enemies hit hard and there appears to be room for a simple combat system with enough nuance to allow for some tactical play, but as you go through the game you realise that despite the various buff's and stances the brain never needs to be engaged in order to achieve victory, even on the hardest difficulty.
Not only will enemies hit harder, but by the time you reach the final difficulty they'll be moving at twice the speed as well.
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.
Not only does failing to do so this ruin any sense of power and weight your attacks are supposed to have, but there also appears to be no discernible pattern behind when enemies will be staggered or when they'll shrug your blows off, creating an awkward rhythm to combat and making it hard to get a good combo going as you'll find yourself either constantly getting hit or blocking / dodging.
Characters that have all of their moves unlocked just hit harder and more enemies than before, and luckily it's pretty simple to unlock a character's full moveset — it's fleshing out the other badges that are tougher, requiring rarer materials.
The wizard is the hardest hitter in the game with three sides of his die bearing double hits, but the other three are blank so there's just as much chance of missing as there is decimating the enemy.
Enemies hit hard in Dark Souls, but their wind up and cool - downs compensate for it.
With the help of groups such as The Future War Cult, Dead Orbit, Vanguard, Crucible, and even the New Monarchy; guardians will arm up and take on the enemy where it hits them the hardest; their leaderships and key bases.
Punches and kicks land with a solid hard hitting audio leaving your enemies moaning at your feet.
Charlie Murder is a side scrolling beat»em up with a heavy punk rock influence, both on the characters, the enemies and the score, oh that delicious hard hitting soundtrack.
I found out that sometimes it is better to to hit the enemies with string of hard attacks rather than focusing on small attacks to increase your max combo.
The protagonist dispatched enemy human survivors in hard hitting and brutal combat that pulled a huge response from the audience.
The Naginata provides heavy hitting attacks that hit a wide range of enemies, body parts on large Oni, but also allow for players who use Speed and even Might Mitama to hit their enemies as hard and as fast as possible without ever having to slow down in order to assist in bringing enemies down quickly.
Now, you can pick up a downed enemy and deliver even more pain with a flurry of hard - hitting punches.
There are a lot of funny enemy designs which makes them so hard to hit sometimes (poor things!!)
Bloodborne was honestly a bit on the easier side especially after the first hour or so once you start leveling your character it kinda just becomes face roll, you get have so many bloodvials you cant even use them all, you begin to pretty much able to face roll all the enemies because they do nt hit you hard enough before you kill them.
It was much harder to hit an enemy in Starhawk then it had been in Warhawk.
There is no «wrong way» to go in Dark Souls, as every path leads to a place you need to be, and then as you progress you will open shortcuts which allow much easier traversal of areas, and removes the fear of having to run past hard - hitting enemies to reach another bonfire.
Bosses are brutal and they hit harder than entire crowds of enemies.
All enemies hit too hard and they will rinse 30 - 40 % of your health with one hit, they will gank you and not let up until you're dead.
This continuous barrage of new enemies meets with my approval, especially while playing the game on the harder modes like Dante Must Die where big enemies that require specific attacks are mixed in with crowds of smaller enemies, creating some brilliant fights as you have to react on the fly to make sure you're hitting the right enemies with the right moves, otherwise you could find yourself in some serious trouble, like sword in the arse trouble.
The goal is to get your arbitrary light number higher so enemies hit less hard.
After players have grown used to the new combat system, the top complaint is usually that the enemies in [i] BKO [/ i] hit a [b] lot [/ b] harder than in the previous game, which is the by - product of the revamped equipment system and the fact that you never need to heal outside of combat; your party is automatically restored to full health and status after every encounter (except for a few gauntlet - style fights) without demanding any consumable items from your inventory.
There are also new types of enemies that require multiple hits to take down or can combine to make a larger baddie that is harder to hit.
Things like how, when you crank the difficulty up, enemies don't turn into bullet sponges but instead move faster, hit harder and are given brand new abilities.
On normal and hard difficulties, hitting the wrong enemy will either freeze your score for a few seconds, preventing more points or burn some points away.
Accompanied by a hard - hitting musical track, this trailer sets the stage for many of the ways Jon North is wickedly effective at taking out the enemy in Sniper Ghost Warrior 3.
Unlike regular enemies, bosses are much trickier: they have more HP, more complex movement patterns, and they hit much harder!
If you're playing with a team of 4 then enemy waves will arrive quicker and be harder to defeat - Singleplayer means enemies will move slower and take less hits.
Enemies hit hard, respawn on player death (though not on saves), and present a tough challenge — each new type encountered is likely to dispense some major hurt until the player learns its attacks and weaknesses.
For instance, veteran swordsman Auron hits hard but has difficulty connecting against flying enemies, so I use him against armoured, ground - bound enemies instead.
Enemies hit harder, because there is an expectation that you'll be making better decisions than «hammer on X until everything dies.»
That's bad news as it'll leave him exposed to enemy retaliation, and trust me, even the lowliest grunt can hit hard.
After a floor or two, the enemy number becomes many, and you will likely hit a brick wall as you learn the game the hard way.
It is a good overall choice in places where enemies hit often but not too hard, as it allows you to regain your Scholar Rune bonus relatively quickly and maintain it in pressure situations.
There's also hard and impossible challenge options which has enemy bullets moving faster, and enemies taking five hits to kill.
This becomes a double edged sword, pulling the claustrophobia back and simultaneously making enemies harder to hit - but don't for a second think they'll have a hard time hitting you.
These can change things up to make BLEED 2 even harder with near impossible bosses, or easier with infinite health, as well as giving options for tiny bullets or showing enemy hit boxes amongst other things.
Even worse is that the two halves of each level are pretty clearly generated separately on 95 % of the levels, so the difficulty on the first half of the level can be rock hard, then when you hit the halfway checkpoint you simply breeze through the suddenly halved enemy count on your first or second try.
For example, a wraith will require you to rely on specific spells to even deal damage, while a flying enemy, such a griffon, will require long - range attacks from your crossbow to bring it down and some harder - hitting spells to lower its health.
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