Sentences with phrase «like weapon drops»

Not exact matches

As for the Xbox One's Kinect camera... you can shake your controller to fight off zombies that get too close, and can occasionally shout to get Nick to do things — drop weapons, attract zombies, and the like.
Sure, having unlocked a vanity weapon skin would seem like a pretty weak argument to drop cash on a full - price AAA title, but psychology proves that it works.
Go to the Smithy, which is where you can sell the weapons you acquire via weapon drops and playing, as well appraise and remove attributes (skills on the weapons like Rainstorm, Strong V and Healer.)
But, like a Destiny Super, you'll do very well to quickly investigate exactly what your current weapon of choice can do, learn its strategic ins and outs, and get a handle on exactly when and how to drop the big power for maximum effectiveness.
These upgrades can boost your attack power, give you a new weapon, like the bomb drop and increase your speed and maneuvering.
I like tangible weapon upgrade systems like this, but it felt very limiting; although there are a variety of upgrades available (such as rate of fire, ammo capacity, duration of effects, greater damage, or increased drop - rate of bolts, raritanium, or holocards), only three of these types of upgrade can be applied to each weapon.
Too much junk tends to drop, and proper stat - management / «builds» seem like they could very easily upset the balance of the fights, which thankfully managed to tend toward «intimidating» at the state that I tackled them at (mostly due to wearing intentionally crappy - armor, sticking only to using the first non-wood weapon I found, and strategically - suiciding to stave off the temptation of cashing in the excessive fruits of my unintentional grinding).
There exist no RPG mainstays like experience points or rare loot drops, and only a few weapons are scattered about the game world with seldom opportunities to upgrade them.
While only a small thing, I did like the way that dropped weapons actually appear as a glowing weapon stuck in the ground when dropped, rather than a floating box as seen in the past.
Each weapon has unique ballistic calculations that take into account things like bullet drop and penetration power.
You do not create your loadout on the go and weapons aren't delivered through RNG and loot drops like in PUBG or Fortnite.
Gameplay is clearly inspired from classics like Rare's Battletoads, Capcom's Final Fight and Sega's Streets of Rage (my favorite game from Genesis / Mega Drive), with loot crates that drops food to recover your life, canes, knives and baseball bats used as weapons and loads of punches and kicks to dispatch your foes.
Alternatively, you can unlock grenades, orbital weapon drops, and rechargeable health like it's Halo for a longer - range approach.
The games certainly do affect this — Halo: Combat Evolved significantly altered the practices of the FPS (dropping the inventory for two weapons, adding vehicles), as did Call of Duty: Modern Warfare (putting RPG - like advancement mechanics into multiplayer).
And if all of that sounds too much like politics, the new «Colossus» weapon lets players destroy rival planets at the drop of an atom.
Much like Gearbox's Borderlands series, I found the constant weapon drops consistently exciting, as every encounter potentially can yield a tantalizing new toy to play with.
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
Weapon seals have been dropped, and instead collected weapons have attributes attached to them much like in the Warriors Orochi series.
Plugging rarer, desirable drops that would cost much more upfront (like weapon skins) into his formula sees the estimated revenue soar as high as 12500 %.
A TRULY MASSIVE MULTIPLAYER EXPERIENCE ● Join a GUILD and dominate the leaderboards ● Team up with friends, or go head - to - head in the ARENA ● Ride epic MOUNTS like the fabled Pegasus into battle BEGIN A HERO AND BECOME A GOD ● Earn Godly Powers and expand your SKILL TREE ● Unlock the path to Mt. Olympus and the WINGS OF A GOD ● Enlist Centaurs, Phoenixes and Griffons to join you on your quest to godhood CUSTOMIZE YOUR CHARACTER ● Become a legendary WARRIOR, deadly ARCHER, or powerful MAGE ● ENHANCE your strength and appearance with epic weapons and armor ● CRAFT enchanted gear and grow your Might ● COLLECT rare loot drops as you explore Ancient Greece BECOME GREECE \»S GREATEST HERO ● Team up with HERCULES and PERSEUS ● Enter the LABYRINTH and fight the mighty MINOTAUR ● Fight infamous Monsters like MEDUSA and the CYCLOPS ONE GAME — MANY WAYS TO PLAY ● ACTION — Command your Hero in strategic battles ● STRATEGY — BUILD your city and expand your FARM ● ROLE PLAYING — Explore STORY MODE and brave dungeons solo Legacy of Zeus — Begin a Hero, Become a God!
, killing zombies, and completing quests grants progress towards three distinct skill trees: Agility, which handles the parkour abilities like slide - dashes and drop - kicks (the latter of which I found utterly useless, though the Internet at large has taken to calling the game as a whole «Drop Kick Simulator»); Survivor, which deals with crafting recipes, backpack size increases, and general quality - of - life upgrades; and Power, which focuses on dealing damage, granting elemental effects, and making melee weapons last longer.
I also like to drop all of my fire weapons around ice to melt it faster instead of wasting the durability or building a fire.
Go to the Smithy, which is where you can sell the weapons you acquire via weapon drops and playing, as well appraise and remove attributes (skills on the weapons like Rainstorm, Strong V and Healer.)
Instead of feeling like a stiff side - scroller, Double Dragon's fraternal protagonists, Billy and Jimmy Lee freely moved around the screen, delivering elbow strikes, throws, disarms - and using any dropped weapons against enemies.
Stratagems include ammo drops, sentry guns (a true life saver early on), strafing runs and more powerful weapons — including a heavily - armed mechsuit, and there are even vehicles like four - seat APVs and tanks.
It has enough of the old game to make things seem cozy and familiar, like the weapon design and drop system, as well as the in - level special dungeons, and what sets it apart from other Diablo clones is that it had enough courage to add its own original elements.
This will cause Master Chief to drop the Skull, but because he has no weapons, he will immediately pick it back up, making it appear as though he is dribbling the Skull like a basketball.
Dropping the ancient modifier on legendary items, a set of weapons or armor increases stats like strength, intelligence, vitality and Resist All.
And to counter the REQ points are the REQ ranks which in halo 5» s multiplayer it enables players to spawn in vehicles or weapons during matches in original halo back when Bungie was around it was hard for everyone to like try out a tank or ghost or be the sniper because their was always either one of these things at both sides of the map which means players won't get to experience much of driving a scorpion tank because there was either only one or two of these things in maps this applies to all vichels and special weapons but here in halo 5 343 was able to make sure that these REQ ranks fixed that with each rank level you are you are able spawn in different vehicles for each rank or level you are and unlike call of duty and its kill streaks where you need to keep killing player in order to get like an ordinance drop or bombarded your enemies but with the REQ ranks once you hit the number of kills to reach the level that has a tank or a ghost in it or has like a sniper gun in it you don't need to keep a constant amount of kills to always have the ability to spawn in a tank which for me is an improvement to the whole experience of being a gunner or tank driver something like that.
You can pick up weapons that your enemies have dropped and use them to bash in a few skulls, and even harness the power of science adn chemistry to turn yourself into a Hulk - like death machine.
You can upgrade your bombs, number dropped at a time, and also pick up side weapons like bear traps or shotguns.
The most recent update was delivered to PUBG this past Tuesday and added an Auto - Run feature by double - clicking the left thumbstick, along with other gameplay fixes like being able to cycle through grenades with the right D - pad and dropping weapons by tapping the Y button in the inventory screen.
It looks like they won't be anything exclusive, rather random drops of things like weapons and ammo to help you out, so amiibo aren't quite masters of unlocking.
Changing legislation will not only take months, but it also seems like an impossible dream, and if the citizens strongly support their rights to bear arms, they won't be handing in their weapons so easily; in fact, it could even cause an uproar resulting in civil war, with police forcing citizens to drop their weapons.
You have multiple speed options, and an assortment of weapons at your disposal — including front and side cannons and fire barrels you drop behind you like mines.
Sure, having unlocked a vanity weapon skin would seem like a pretty weak argument to drop cash on a full - price AAA title, but psychology proves that it works.
Supply Drops mostly give out new social items like calling cards, weapons and uniforms that make your character look cool.
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