Sentences with phrase «kill weaker enemies»

Not exact matches

Players have a number of combos accessible through the single attack button via holding or delaying inputs, but it takes far too long to kill even the weakest enemies.
Special enemies are pretty generic and don't add much to change the somewhat monotonous killing of endless waves of weak enemies.
With this in mind you're bound to get killed by even the weakest of enemies.
Initially enemies are slow and weak but as you progress certain enemies can only be killed in a specific way.
The enemy AI improves noticeably, with enemies not only doing more damage to the player but also making more attempts to take cover from grenades, outflank players and in some cases even try to cover their weak spots so that you can't land one hit kills.
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?
You can attack stunned and fallen enemies, perform stealth kills, and deftly dodge incoming attacks, but you still need to pause and aim to fire, targeting specific weak points on enemies» bodies.
And if one of your heroes is weak you'd better believe that the enemy will recognise and target them — any amount of damage that would reduce a character's HP to 0 or below leaves them at «death's door», where one damage will kill but they have an increased dodge chance.
Don't expect it to be a «kill everything» attack, as it's more just to help against a swarm of weaker enemies in a worst - case scenario.
Suddenly I was forcing myself to sprint up to the weaker enemies and bash them down to save my firepower for the tougher, crystalid enemies that are nigh impossible to kill without some firepower.
Such as the melee chainsaw takedowns that require the Quick Time Event of mashing the B button, emptying cartridges into a single enemy for a successful kill which involves extensive time shooting the target's limited weak spots, and the acclaimed active reload feature that is based on a timed press of the Right Bumper for an edge on reload speed.
Combat reminds me of Diablo in that enemies are relatively weak and fast to kill.
a b c d e f g h i j k l m n o p q r s t u v w x y z