Sentences with phrase «how enemy attacks»

Get better, learn those combos and abilities and learn how each enemy attacks; these are the keys to victory.
For one thing, I did not like how enemy attacks were unclear when they were deployed; a consequence of having the player's attention focused on the note bar.
Learning how enemies attack is satisfying.
One aspect of the combat that I really do appreciate being improved is how enemies attack you.
The latest story missions seemed uncreative in how enemies attack.

Not exact matches

Top of mind for industry insiders is how companies can best protect themselves against an increasingly sophisticated enemy intent on attacking bigger and more lucrative targets.
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as much as I hate arsene, that was very childish and classless, their are more classy ways to hurt arsene, I can't believe fans are fist fighting, PEOPLE WE ARE BROTHERS AND SISTERS, let's attack the real enemy, whilst we lash out and pummel each other, those rich fat snobs (arsene included) laugh there way to the bank, let's show them who owns the club, abandon that stadium and they'll be holding emergency meetings with arsenal care group on how to fix the problem, we'll have them eating out of our hands, verbal arguments are fine, I never badmouth arsene or arsenal in front of a chelsea supporters but when I'm with a gooner I vent my frustration and that's perfectly fine, that's why this website exists.........
It explores how our food challenges are here to teach us, rather than enemies to be attacked.
I am not sure how to categorize this genre, but i'll be bold and call it Offense Tower (as opposed to defense tower, where a player protects his base by placing turrets, in Alien Hallway a player sends soldiers to attack the enemy's base).
Things like how many enemies you've performed a melee attack on or mini spider bots you've kicked are tracked, and you're shown updates as they happen.
Not necessarily, it looks like DK Tropical Freeze is not some mere «2D cartoon platformer», but has multiple tiers of action, with level interaction and very large intricate enemies attacking from the foreground and background, a lot of very highly detailed and fluidly animated elements within each level, not to mention who knows how advanced the enemy AI is for each character on the screen possibly acting independently or interdependently of each other, all this requires lots of processor power to pull off let alone maintain a steady 60 fps.
The game does give you numbers indicating how strong your attacks are, but there's also no reward for defeating most enemies, save for rare health drops or restoring mana via blocking attacks.
Enemies have unique attack patterns and defense, requiring patience as you learn how to hit their weaknesses.
«Become A Giant Slayer» is a eight - part behind - the - scenes look into the production including, «Know Your Enemy», «Suiting Up», «Attack Tactics», «The Magic of a Beanstalk», «How to Zip», «Giants» Kitchen», «Saving the Princess» and «Defending Your Kingdom».
The battles are fun and can get quite tough at times until you learn a specific enemy's pattern and figure out how to dodge their attacks at the right moment.
Players have their own scores and can burst each other's balloons so they can choose to work together to defeat enemies and see how far they can get or try to attack each other and see who can last the longest and get the highest score.
Battles could remain being turn - based (I find turn - based battles in 3D rather odd though), however I would suggest them to be more like how Xenoblade Chronicles is, where the characters all are able to use their abilities to attack the enemy without the need to wait for the other to make a move.
You don't really have much freedom in how you execute your attacks so you can simply block and attack enemies however even the blocking feels optional.
The first video, Defend the Cores, talks about how the enemies will attack you to steal power cores.
Given the never - ending attacks on the Kindle over the last 2.5 years and their total failure at slowing down the Kindle's growth it makes you wonder — How can an enemy ensure the Kindle 3 doesn't do well?
How does our enemy, Diabolus, plan and carry out his attacks?
But as I explained to the good colonel, while I was confident I knew how to attack a hill held by an enemy, train an army, or act as a judge when a subordinate screwed up, properly accounting for the huge sums of money at my disposal was something else.
They learned how to apprehend an enemy, attack on command, and detect explosives and narcotics through their sense of smell.
For the Lambent the guide presents stats on how much health that enemy type has, what its threat level is, how big the Imulsion burst is and what weaponry and attacks it has.
The worst of these is how the enemy always seem to have a Charge range that's just slightly longer than your Ambush range, letting them cancel it out and run in for an attack unless you hide your soldier.
Dying is a way forward as I refine my skills, where I learn how to position myself or observe enemy cues to avoid attacks.
For most of the cannon fodder enemies the guide provides just a few sentences on tactics, but there's considerably more space devoted to the more dangerous enemies, outlining the attacks and tactics they employ and how to deal with them, such as which Vigors are most effective.
The focus here is on speedy swordplay and quick responses to enemy attacks rather than purely learning patterns and how to read telegraphed moves.
The closest thing to a real DMC game that is getting ready to come out is the Metal Gear Revengence game how that game flows combat together with difficulty and with enemies that actually attack is everything DmC should've been.
Along the way, you are given the basics on how to hide, attack and run from enemies until you meet up with a fellow hunter who takes you to the nearby village which has been erected.
Also the aura shows how the enemy is about to attack while the others wait around in DmC, the enemies instead of having an aura show their weapons signifying an impending attack and hold it up where the weapon shines (take the video LordMe uses as an example but play the game or the demo to see what I mean)
Destiny 2's story revolves around how Guardians will fight back against one of the game's returning enemy factions, the Cabal (specifically, the Red Legion faction headed up by Primus Ghaul) who has attacked and destroyed the game's central hub, The Tower, and imprisoned the floating orb that gives our heroes its power, the Traveller.
Then, depending on how well you've placed your defenses, you should find them helping out and attacking the enemies as they get near.
After a (very) placeholder introduction I was thrown into an intuitive and organic tutorial in which I learned how to attack enemies with my sword, wall jump (Metroid anybody?)
Dodging enemy attacks can result in parrying, negating damage, or being able to counter attack depending on how well you time your dodge, but that's as deep as the combat gets.
When you attack, block or dodge will determine survival, as well as the power you put behind an attack and how close you stand to the enemy.
Zombies all have new mutations and J'avo enemies have a whole boatload of mutations that change the way they attack based on how the player attacks them.
Moreover, in the Story mode, enemy controlled characters do not appear to have limits on how often they can use the substitution jutsu to escape attacks.
Even with how powerful they are, each of these shots are useful in their direct approach even when using a more powerful shot stance (this one being the circle, which is strong attack) in order to dispatch their enemies quicker than before.
You can charge your strong attack (triangle) although it rarely works seeing as how you are continually surrounded by generic enemies all the time.
There is a lot of deep strategy in determining which nodes to attack, as well as how many players should hang back to defend your nodes while retaining enough offensive force to successfully attack enemy nodes.
The game buffs the enemy attack up to the point that if you don't know how to parry then you're not going to make it past the first level; it also throws in the more difficult enemies such as Mastiffs earlier in the game and in more numbers.
The rest of the game's weapons are not directly tied to progression, allowing players to pick and choose how they attack their enemies offensively, injecting a nice dose of combat variety into the proceedings.
You learn about the different configurations and how they can be used to affect the different enemies; fast air attacks vs aerial foes and slow powerful blasts vs strong ground for your ship and towers, with some variety mixed in, and boss battles that require both.
I never found myself just mashing the attack button to get through enemies because of how helpful and addicting it was to trigger these powerful new takes on Drive forms.
I especially like how the minigames use the battle system, even if they're nothing that special; still, dodging enemy attacks for 30 seconds or going after a pair of super-evasive enemies adds some variety in between all the standard duels.
After running into enemies or commanding your team to attack in order to initiate combat, each character (provided that you first recruit them by completing small side quests for them) has his / her own unique and silly attacks that can be used in battle — such as how the VP's Mom can scold enemies or the Baker can use pastries, instead of typical Fight, Defend, and Heal commands seen in most RPGs — which reinforce the game's oddball and charming humor.
You can set their stance to determine how readily they'll attack enemies, and you can even give them commands to attack enemies or go to a specific location.
Once you drag your character over an enemy for a potential attack, you'll see a battle preview at the top of the screen that shows how much damage you and your opponent will deal to each other.
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