You need to
learn the enemy attack patterns and counterattack when you see an opening.
Even the difficulty comes down to trial and error for the most part,
learning enemy attack patterns, weaknesses, etc..
Not exact matches
He does awesome in the debates because he is smart and he
learns from his mistakes and the only thing his
enemies can
attack are his past position changes on social issues.
I find it quite interesting in the current debate about waterboarding and «enhanced interrogation techniques» that many of the same people who are condemning the practice of waterboarding as a means to
learn information about what our nation's
enemies are planning, are the same people who, after 9 - 11, demanded to know why our nation's intelligence did not know that the 9 - 11 terrorist
attack was coming.
Attacked by an unknown
enemy, he awakens to find part of his body altered by an infection that has granted him inhuman abilities and he must
learn to evolve along with his powers, to survive and to become a hero.
The fast combat that has u flipping around and
attacking enemies with you disc is enjoyable and feels good to get in a strong combo is multiple moves that you
learned.
Moving the analog stick in any direction will cause Jet Li to
attack in that direction, this control scheme although having a bit of a
learning / getting used to period does work well when you get to fighting multiple
enemies.
There are the typical quests like fetching things or collecting things, defeating
enemies but in addition to your typical arsenal of
attacks, you get to further your abilities by
learning from the elders... not only breath, jumps, and ram
attacks but you get to
learn magic to teleport and dragon kata.
Taking up the mantle of describing the gameplay itself was, Origami Killer describing them as «perfect» due to the lock on system working well, the strategic dodging, blocking and
learning of
enemies»
attacks.
All you have to do is take your time when exploring an area,
learn the
attack patterns of your
enemies (which are usually straightforward) and assign your skill points to match your playstyle.
You have to
learn to read your
enemy's behaviour, when they're about to
attack, or when they're tiring.
Enemies have unique
attack patterns and defense, requiring patience as you
learn how to hit their weaknesses.
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.
Although, I quickly
learned that getting hit by
enemy robots, regardless of the amount of damage I took, was not something Aloy could always easily take as she was, at times, thrown back when she got hit with an
attack.
They
learned how to apprehend an
enemy,
attack on command, and detect explosives and narcotics through their sense of smell.
The pace and intensity are still every bit as frenetic;
enemies fly at you from all directions and there are frustrating trial and error deaths as one
learns the
attack patterns of bosses, but Cursed Castilla's finesse strikes a balance that feels almost rhythmic to control while still testing the skills of veterans and newcomers alike.
It's more demanding, and
enemies learned to
attack without waiting for their turn — at last.
Early on in the tutorial-esque escape from the prison tower, you
learn that you can dodge
enemy attacks by moving characters between lanes on the left side.
Dying is a way forward as I refine my skills, where I
learn how to position myself or observe
enemy cues to avoid
attacks.
It's also incredibly frustrating sometimes as it can feel like
enemies have huge stamina pools that enable them to whale on you or have seemingly unstoppable
attack sequences, but eventually, ly you'll
learn that since Henry is just a commoner there are going to be a lot of fights that are night on impossible to win, at least at first.
The focus here is on speedy swordplay and quick responses to
enemy attacks rather than purely
learning patterns and how to read telegraphed moves.
Get better,
learn those combos and abilities and
learn how each
enemy attacks; these are the keys to victory.
Learning how
enemies attack is satisfying.
While this system is more interactive and theoretically more enjoyable than old - school turn - based combat, many of the battles come down to figuring out the pattern of
enemy attacks and
learning where to squeeze in your counters.
The boss battles play out in a similar way to most platformers which sees Trump in a specific area,
learning and dodging the
enemies attack patterns before striking.
It's a good kind of challenge though, with Jotun: Valhalla Edition taking an almost Dark Souls - like approach (if you'll excuse the cliché) by forcing you to
learn enemy's
attack patterns and... well... «get good».
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?)
On your quest to save the human race, you'll uncover long forgotten secrets,
learn magic old as time and stand your ground against
attacks and ambushes of different
enemies.
The combination of
attack and defense is key to your success, with players requiring a sense of patience to take down
enemies,
learning their patterns and knowing when the perfect time to strike is.
There are only three commands you need to
learn, holding the right cursor key makes your hero block, tapping the left cursor key does a quick strike, while holding left charges a power
attack that can break the
enemy's defence.
You'll
learn that the game is basically a 3D version of the classic side - scrolling game Double Dragon — putting you against
enemies with some simple
attacks and a swap mechanic.
For example, one of the first sessions you
learn is a move that triggers when you land a lightning
attack against an
enemy that is weak to it.
There is absolutely no need to
learn the three combo
attacks because you don't need them against the big ogre's and the other
enemies are more idiotic than a headless chicken.
This means that after you have faced off with a certain
enemy type a few times, you will begin to
learn it's
attack pattern — meaning that you can almost pre-empt
enemy movements which makes battles a lot less difficult.
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.
Upon doing this, the settlement where you currently reside gets
attacked, but you soon
learn that the COG is not your true
enemy here.
Think of it as a shooter with only melee
attacks enabled - once you've identified your next target (and once you
learn all the different
enemy types, you'll realise there's a very distinct hierarchy of danger to your livelihood), you have to weave your ship through a sea of clingy, low - threat
enemies, arrive at their location and dispatch them manually.
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.
With the diversity of
enemies, level design, and boss battles I always found myself
learning new ways to traverse the areas and new
attack strategies.
Whether that's
learning a new
enemy attack pattern, uncovering a key weakness of a troublesome boss or the accrual of a new upgrade, dying in Bard's Gold hardly ever feels like the reductive condition that it typically does elsewhere.
Dangerous
Enemies: Master combat skills in new ways, as every
enemy has its own special
attack to
learn and avoid.
While the jumping and the dash didn't feel as precise as I would like, I was surprised by how much I enjoyed
learning enemy patterns, level layouts, and boss
attacks and then using the tools I've been given to best them all as efficiently as possible.
Players will have to
learn how certain
enemies and bosses
attack in order to defeat them, so there is some trial and error, but this challenge adds more depth to the gameplay.
The rhythm in which I moved and
attacked made this game an experience I want to master — I still have a ways to go, as each
enemy has its own
attack pattern, and I had to
learn new strategies while going with the beat.
Phantom Breakers
enemies will become more challenging later in the game, so it's best to
learn all your
attacks and combo moves well.
SKILL - BASED COMBAT Unleash deadly
attacks against waves of
enemies using controls that are easy to
learn but hard to master.
Do you have the skills to win?SKILL - BASED COMBATUnleash deadly
attacks against waves of
enemies using controls that are easy to
learn...
It's about repeating the same area of a game, again and again,
learning each individual
enemies attacks and weaknesses until your incoherent screams and cries become cheers of pride and joy only to be stabbed in the face and die... again, in the next area.
John, the game starts out with Very Easy, Easy and Normal unlocked, and if you play on either of the first two you get given an item that automatically triggers special moves so you can mash buttons instead of
learning to use rising, charge and cyclone
attacks yourself, just mash A, and draw the shape of the weapon you feel works best on the
enemy every so often.
You will begin to
learn that each
enemy has animation queues and a series of specific
attacks.