Sentences with phrase «many hits each enemy»

One of the few EC - 130H Compass Call aircraft, capable to find and hit the enemy forces with denial of service (and possibly cyber) attacks on their communication networks, has been deployed to Osan Air Base, South Korea.
It seems almost impossible to hit enemies when they are two close to you.
This would work other wise fine, but these attacks hits enemy automatically which is really annoying if you're trying to step back trying to avoid enemy attacks.
The graphics are clearly outdated, the slow - motion shooting is great but it seems like you have to depend on it too much, you can hardly hit the enemies without the slow - motion effect.
Hitting enemies causes more blood to appear than previous games.
Unfortunately, there's a catch: it can be hard to hit enemies with that weapon;
Bow: a weapon with high attack power, that allows you to hit enemies from afar, and threfore attack before they can get to you.
Gachigachi Punch (for the Martial Arts): you build up your energy, and then hit an enemy with a really strong punch.
The fusions are elemental based: Lailah creates a firey being that uses a sword; Mikleo's is water - based and hits all enemies with a bow; Dezel's creature uses wind, with whirlwind and tornado attacks; and Edna's is earth - based, striking enemies with its fists and even the terrain.
The hit detection seems a little off so I would feel like I was just hitting the attack button over and over and either not hitting the enemies or just causing so little damage.
Once you're done, you release the button to hit the enemies.
I found being able to catch balls and hit enemies to be very random and it just feels like a mess of a game.
The companions are not invulnerable anyway, and they will be extracted automatically once severely injured in combat; at that point you can request the deployment of another companion, just like the deployment of a certain weapon or ammunition (fun fact — if you manage to hit an enemy with the deployed box, he will be knocked out, and this happens to Big Boss as well).
If you hit an enemy once you have atleast 2 upgrades installed on your ship, you will lose these upgrades and have to quickly get them before they drift away from you.
His game skills are indicative of his fast speed, deadly accuracy and the ability to hit enemies through walls.
Oftentimes I simply could not tell if my attacks were hitting my enemy, and bringing a companion along only complicates the situation.
The combat plays out in a turn based fashion with every action that isn't movement being left to virtual dice rolls where you have a percentage chance to hit an enemy and they have a similar chance to hit you based on their stats.
When dressing up as Major Raikov, you can get away with hitting enemies etc and they won't touch you.
Half the time I'd be looking at the floor, and the other half I'd be looking at the ceiling, leaving me to simply hammer away at the controls in the hopes that I was hitting the enemy, when in reality I was probably being really menacing toward a bewildered cat that was no seriously reconsidering its life choices.
Even with a fully upgraded sword, you will need to hit enemies the same number of times to kill them as prior to upgrades.
The grenade launcher feels useless because spaces are so large and empty, meaning you have to hit enemies directly with the grenades in order for it be marginally effective, assuming the wonky physics choose to play ball with you.
Teamwork is even further encouraged by the inclusion of combos, performed by hitting an enemy's ship with two or more types of damage within a short frame of time, an effect that can not be triggered by just a single ship.
Daggers Blade Cascade: hit enemies 6 to 8 times, randomly.
Fans Butterfly Bop: hit all enemies, and deal 150 % to 200 % damage.
Holding down the trigger usually just results in a spray of bullets that only hit the enemy by pure chance, so you need to fire in bursts to stay accurate.
Whips Whip Whack: hit enemies twice.
One interesting mechanic allows you to teleport to hit enemies, continuing your combo of hits on them after you launch them.
It's so fun to hit an enemy, see them go flying into a small mountain or building...
The cavalry will hit the enemy line with almost no impact much of the time.
This is where your skill and timing come into play because cloudwalking requires you to hit an enemy (or an object that might be holding gems / health) and then you can immediately jump again.
Also, there will be some levels where there is a slight pitch to the platform, so unless you're shooting on that slope or that particular level, you will not be able to hit your enemies.
With up to 4 - player co-op, Kirby Star Allies allows the pink puff to hit enemies with hearts to turn them into allies.
Escape to a higher point when being chased to be able to hit enemies as they are climbing up to your position.
So if you time it correctly, you can go ahead and hit an enemy while already in mid-air and then immediately jump again.
Basically its the same boost, but when you use it and hit enemy's you will continue to boost until you do not hit anything.
They can collect items, hit enemies and provide a platform for the other player to hop on.
Additionally, Link can defeat a Stalfos Knight by continuously hitting the enemy with the Boomerang.
Gunnar Davis is a heavy weapons specialist with an assault rifle as a primary weapon and a pistol for a secondary weapon, while his special abilities include Shockwave which sends a powerful electrical impulse that knocks down enemies; Stasis projects a stasis field that stops time for enemies albeit while simultaneously protecting them from incoming fire, but could still be useful to strategically change position, finding cover or running past a large group of enemies; Barrier creates a protective energy bubble that prevents damage from being received by Gunnar; and Storm hits enemies with a lightning strike.
The major changes are that Fetch can now go through neon gas rings littered around the city in order to travel faster, she can hit enemy weak points to turn them into your allies, and she also her own super move that can wipe out a whole block in a matter of seconds.
It goes up when you hit enemies and goes down when you get hit.
To do so, Shovel Knight has three abilities, a standard jump, a shovel attack that can hit foes or dig up dirt blocks or piles, and finally a pogo - like attack that can hit enemies from above and cause Shovel Knight to bounce.
Some of the skills you earn as your characters are called «sessions» which are special moves that trigger when you hit an enemies weakness.
Werehog Sonic can extend his arms to hit enemies or grab onto objects such as poles or ledges.
If you come across an enemy and swing your sword and hit the enemy first before they attack you, you get to attack them first in battle.
I found out that sometimes it is better to to hit the enemies with string of hard attacks rather than focusing on small attacks to increase your max combo.
It's a system that will feel rather slow as players will find themselves only being able to hit a enemy a few times in the beginning of the game before allowing your combat meter or beat meter to refill before smacking an enemy around some more.
The fully 3 - D battle system allows Chain Attacks that happen automatically when an enemy is surrounded by two or more allies; in these situations, each ally can hit the enemy without risk of counterattack.
This attack can hit any enemy on the ground, and airborne enemy, and may inflict burns.
The Naginata provides heavy hitting attacks that hit a wide range of enemies, body parts on large Oni, but also allow for players who use Speed and even Might Mitama to hit their enemies as hard and as fast as possible without ever having to slow down in order to assist in bringing enemies down quickly.
Additionally, whenever a gold Koopa Troopa hits an enemy, and ascending number of coins are added to the player's coin count, depending on how many enemies are defeated.
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