You do have a special ability (available when your target is weakened) that
makes dealing with these enemies a little easier, dealing an incredible amount of damage in the process.
I much preferred heading in the direction of power, since
it made dealing with enemies a lot less hassle.
Not exact matches
It ushered in a new covenant, a righteousness becuase he took on my unrighteousness that cost him his death in my place (so sin is a big
deal), God loved me so much that despite the fact I was his
enemy (and he saw me in that way) he pursued me to
make me right
with him!
Leidner mentions Nelson Mandela, a leader who «offered South Africans an example of how to
deal with the legacy of apartheid without resorting to further violence by
making statements such as, «If you want to
make peace
with your
enemy, you have to work
with your
enemy.
The improved closed quarter combat
makes it much easier to
deal with enemies without having to resort to stealth while the better AI
makes it harder to break the game.
When he's sent by his boss Yondu (Michael Rooker) to steal a mysterious orb, only to double - cross him in order to keep the artifact for himself, Quill becomes the target of a power - hungry alien named Ronan the Accuser (Lee Pace), who's
made a
deal with the Mad Titan Thanos (the purple - skinned figure teased at the end of «The Avengers») to give him the orb in exchange for destroying his
enemy's home planet.
Including a dodge mechanic may have
made the combat a bit too easy but it also could have been very helpful when
dealing with melee battles or large, fast - moving
enemies and bosses.
Made up of superpowered mutants and usually led by Cable, the X-Force uses more aggressive battle strategies when
dealing with their
enemies.
He's
made for this work; once his allies are out of the way, he
deals with his
enemies the only way he knows how — by way of righteously heinous violence evoking an explicit update of one film noir title after another.
Answer:
Making back room
deals with one another and
with the
enemy?
Don't negotiate
with the
enemy and never
make deals with them.
After her father dies of illness and debt the princess
makes a
deal with a god, blessing her
with horns and a magical calculator to destroy her
enemies.
You need to figure out the quickest way to get each item,
make and refinie tactics for
dealing with any
enemy you might encounter on your way to the final boss, and then figure out how to even beat the final boss
with nothing but three hearts and a sledgehammer.
When
dealing with an
enemy, shagohod mechanic, or scientist,
make a noise and hide.
The camera quickly proves to a pain in the backside as well because it remain entirely under the players control, so while you're frantically trying to
deal with a crowd of
enemies you've also got to
deal with the camera, otherwise it will inevitably become lodged in a piece of the tight environments and
make it nigh on impossible to see what's going on.
Attacks had to be timed correctly and matched to the different
enemy types that
make up the large groups that you've got to
deal with, and the environmental attacks were awesome to behold.
Enemies can be grabbed and interrogated for information, revealing if there's ammo, weapons or other handy stuff nearby, before the choice to knock»em out or
deal with them permanently must be
made.
The combinations of statistics provide a real strategy element; for instance heavy duty weapon MG Judge 2.0 unleashes 106 damage on an
enemy, albeit
with a low attack speed, while the twin - rigged Claws of the Gestalt has less damage at 83 damage
dealt to an
enemy, but more than
makes up for it
with a high attack speed; therefore resulting in Claws of the Gestalt actually being the more effective of the two weapons.
Normal difficulty provides enough of a challenge, although the major differences between each difficulty level being a certain increase in the amount of damage you receive from every
enemy, while the damage you
deal to
enemies is vastly decreased to such a point that you may have to even double or treble the number of times you shoot or
make contact
with your sword before having the same effect during the insane difficulty level in comparison to the easy difficulty level and in some cases; there are even a greater quantity of
enemies to contend
with.
In the later stages, you'll have to contend
with three or four types of
enemies at once, but at that point you've been trained to look out for each one and likely have developed strategies for
dealing with them, so when you do lose a life it feels more like you
made a mistake and less like a cheap death.
As a Witcher, Geralt carries around two blades at all times: the first is a plain blade for
dealing with regular human
enemies, while the second is a blade of silver specifically
made for killing
enemies.
A lot of the time you'll be forced to give up a gun you like simply because it can't output enough damage to
deal with enemies, only for you to find the exact same gun a few hours later that can,
making you feel as though absolutely nothing has changed except..
Many of the
enemies felt more annoying to
deal with than they were challenging,
with the nod going to the new angel type monsters which
made the first hour of the DLC feel like a small slice of hell.
Sure, players will have to
make the correct units for what they're
dealing with but it mostly comes down to just a massive rush to the
enemy base
with a large enough force.
In order to retrieve it you'll have to
make your way back to where you died all while
dealing with respawned
enemies.
One way to
deal with bosses or other tough
enemies is to
make use of the princess spells, allowing you to cast additional spells without a cooldown.
Ori and the Blind Forest's combat is a little limited,
with enemies that have patterns that are easy to learn and
deal with,
with the developers ramping up the difficulty by simply putting more of them on the screen or by
making it hard to target and take them out.
I like the feeling of optimism that the graphics deliver, even when the situation is very complicated, and gamers are very close to failure, which
makes it easy to
deal with the difficulty level and the sometimes unfair
enemy tactics.
As you don't have to
deal with pestering
enemies or time management, you are free to take you time and carefully
make your way up enlarged pieces of bamboo to get where you need to do.
As you're
making your way through each Thronging Hive, you'll
deal with an array of
enemies, none of which pose any real threat.
The only issue
with this is that higher difficulties noticeably increase the health of
enemies, which
makes dealing with large crowds almost infeasible at times.
I've
made likenesses to the game of Volleyball; use the Monk and Rogue to tip (stun) the
enemy, then rush in
with the Warrior to spike (kill) for the finishing blow to
deal serious damage.
These powerful
enemies from the Legend of Zelda series block attacks
with their shields, even while they're attacking,
making them very difficult to
deal with.
Because the
enemies in Another Star «s first beta were so seriously unbalanced, it
made this problem especially noticeable and I realized that I'd have to
deal with it somehow.
Every encounter builds on the last adding more and more ways to
deal with the opposing
enemies making players feel more and more impressive and powerful.
The problem is that we have virtually no tools for
dealing with generic (average - case) data other than by treating all (worst - case) data; the
enemy is that the Navier - Stokes flow itself might have some perverse entropy - reducing property which somehow
makes the average case drift towards (or at least recur near) the worst case over long periods of time.
I
make enemies in doctors offices all the time because I have the same issue and I insist on having the ONE nurse who knows how to
deal with me.