Sentences with phrase «near by enemies»

This move allows you to grab near by enemies with your grappling hook, and kick them to the ground.

Not exact matches

«Volume Three: ■ 390 CE — Punishment of Thessalonika: 7 - 15,000 ■ Catholic Encyclopedia «Thessalonica»: Theodosius massacred 7,000 ■ B. near Aquileia: 10,000 aux ■ 406 CE — Stilicho & Franks v Vandals and Alans: 20,000 Vandals ■ Theodoric v. Burgundians: 20,000 Burgs ■ Relieving siege of Narbonne: 8,000 Goths ■ Franks v. Gepids: 50,000 ■ 451 CE — Chalons: 162,000 or 300,000 (Gibbon: «exaggerations») ■ Gepid revolt: 30,000 enemies of Ardaric ■ 4,096 Roman herded away to death by Hunneric ■ Natanleod lost 5,000 fighting Cerdic»
There is a story about lepers in the Bible (lepers used to be cast out of the general public untill cleanesed) these lepers were starving to death but knew of a near by city where food was in plenty, though it was owned by enemies.
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if you're prone and press Triangle, you can go even more prone and slow your breathing, making it near impossible to see you if an enemy is very close by.
We see Alan shoot nails at the Taken, avoid a car being thrown by one of the new enemy types and if you're an Alan Wake fan, the metal music near the end sounds very familiar to the Old Gods of Asgard.
Another way to defeat a Trench Tucks is by pounding the ground near it, action that makes it dizzy; the enemy subsequently drops its shield and leaves its front side open for a roll attack.
According to Indian Tribal Records, the Saponi Indian Tribe was found dwelling on the Yadkin River in 1701, near the present site of Salisbury; they had moved to the area to escape attacks by their enemies, giving credence to the legend told on page 103 of Down River:»... this was all Sapona Indian country.
Upon entering each arena in a level you'll activate a Test of Faith, which act as modifiers, mixing up the gameplay by doing things like making it rain bombs, spawning monster allies near the Altar, giving you Infinite ammo, making the enemy wave tougher, turning on friendly fire and even changing player's weapons ever few seconds.
Archers are mentioned, as well as elite enemies, dagger wielders, «Brutish» armored troops with heavy armor and 2 handed swords and axes, and an intelligent halberd enemy will probe hiding places with their weapons if they think you're near by.
You can steal the uniform of a dead guard which cuts down the range of enemy's vision by near half.
Instead of simply dying, respawning at the nearest checkpoint and running back for revenge, you'll have the ability to revive yourself by using handy defibrillator which also stuns any nearby enemies.
To progress past the sorrow you're forced to wade upstream through a river that's populated by ever soldier and enemy you've killed throughout the game, dodging each as they come near.
A life is lost if both balloons are popped by enemy Balloon Fighters, if the player falls in the water, gets eaten by the large piranha near the surface of the water, or is hit by lightning.
It is very annoying when you are right near the goal and about to complete the level, when you're suddenly killed by an enemy you didn't notice, or a specific hazard that forces you to restart.
Embracing a Markza Rifle is like holding a Retro Lancer that has been enhanced for long - range shooting combined with a blade to hit near - by enemies for quick assaults.
The use of dashing spells is key in allowing you to control the pace of combat by staying at an optimal range to cast spells at enemies near and far.»
You do this by utilizing and capturing tiles on the stage, and facing off against enemy units near the edges of your territory.
Get pinned down by too many Germans or find yourself near an enemies grenade will quickly get you to the game over screen.
My first defeat came when I ventured too near something and got attacked by an enemy.
On a more disappointing note Corvo's ability to summon a pack of rats to distract enemies, kill enemies and dispose of bodies has been replaced by the considerably more boring Summon Assassin, which does exactly what the name implies by summoning up a lone Assassin who attacks either the nearest target or the target of your choosing.
The old green one has been used so much that he never washed it & thus making enemies smell Link when he is near by.
Whomps first appear in Whomp's Fortress as enemies that attempt to crush Mario by falling on top of him when he gets near.
Like the card game, you need to throw your cards onto the battlefield and by shooting them, it unleashes them and when an enemy is near, they transform into these mythical creatures to fight.
Once full, the player merely has to charge the bar by holding down an attack button, and the nearest enemy will be subject to a high - speed barrage of punches or kicks.
You attack the enemies while trying to rack up combos by countering their attacks and you get graded on how well you did when all enemies in the near distance is taken out, and sometimes you get the option to go in stealthy which is in my mind the way to play a Batman game but then again you sometimes need to get deep and dirty and just button mash your way to victory as you will encounter a lot of enemy battles as you progress.
You need to click L3 to go into sneak mode, move behind the armed guards one by one (which is made even easier by the fact that they hardly ever move), and then press the context - sensitive attack button when you're near enough to knock an enemy out.
This is indicated by a red shield near the enemy's health bar when attacking it, both in and out of V.A.T.S..
By double tapping the shoot stick, your craft turns into essentially a sawblade, that will cut up most enemies stupid enough to be anywhere near you.
It's not anywhere near as rewarding to complete a mission in Declassified and the poor story does little to mask it.The enemy reactions and AI programming are by far some of the worst to be seen for a while.
Tenta Missiles are homing beauties that are excellent for crowd control; however your maneuverability is extremely hindered upon activation, making you an easy target for any enemy players near by.
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.
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