Sentences with phrase «normal enemies from»

Mothership: Have one or two teammates shoot boxes down and release golden eggs, and prevent normal enemies from spawning as much as possible.
they were just souped up normal enemies from the game.

Not exact matches

He provides a fascinating if troubling examination of how belief systems, physical distance from one's «enemy, tribalism, humiliation and other social forces destroy normal psychological inhibitors to cruelty.
Here screenwriter Alex Garland plays with expectations and explores the concept that perhaps there's not too much difference between the infected and the normal, and the monsters turn from enemies into unknowing helpers of sorts.
Even the bosses are indistinguishable from normal enemies during battle.
Aside from the normal attack, you can try to gamble with a focus fire option that requires you to have two of your units next to the enemy that you are planning to deal a large amount of damage.
Despite having friends who would love to be supportive and enemies who are waiting for her to crack, Echo can't make everything go back to normal because she can't remember how she fell from normal in the first place.
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.
You'll be confronted with plenty of «Trap» versions of normal enemies (in Cyber-zombie form) as well as fan favorite boss characters making triumphant returns from the dead.
These range from normal enemies that require a head bop or a roll to dispose of, to large gaps and chasms that the player must carefully leap across in order to survive.
Bug fixes are still update worthy (hopefully none exist) 5 Types of towers: - Arrow: Single target, attacks ground and air units - Cannon: Single target splash damage, attacks ground units only - Splash: Area of Effect (AoE) attack in radius around tower, attacks ground units only - Air: Single target shot that splits into two new projectiles, attacks air units only - Wall: Cheap tower for creating a path for creeps 3 Tower Elements: - Ice: Slow attack, long range, costly, applies slow to enemies - Fire: Fast attack, short range, expensive, applies burn to enemies - Normal: Average stats across the board, cheap 6 Types of Towers: - Normal: Basic creep that progresses slowly ahead with an average health - Armored: High health point creep that can take a beating, but is also very slow - Speed: Fastest creep in the game, but also one of the weakest - Flying: This creep will bypass your ground defenses and walls by flying from start to finish - Dividing: This creep will separate and split into smaller creeps until it is killed a total of 7 times - Parachute: You thought the Flying creep was bad?
The pack stands completely separate from the normal multiplayer maps, as is immediately obvious by its own section in the main menu, with a new appearance to the menu and 60's music blaring out enemy vehicles as you exchange blows.
Unfortunately that requires a lot of custom code and content, which is why many games have, from a player perspective, lazy boss battles — like beefed up normal enemies for example.
However, a few moments do exist when GRFS loses its flexibility a bit and strays too close to similar scenarios in other war games (waves of enemies prior to extraction in one mission, segments where a turret is operated from a helicopter), which just aren't as good as GRFS «normal gameplay.
It's never smarter or more intuitive, and only manages to become more of a challenge because enemies either become able to withstand massive amounts of punishment (like the juggernaut suited enemies) or they simply use a specialized version of an auto - aim program to try and headshot you from what would otherwise be impossible for a normal player to achieve.
These challenge maps are enjoyable ways to jump in for some quick action, although the enemy placement and level design seems to be unchanged from the normal campaign.
Even the normal enemies, like a doctor from early in the game, looks menacing despite looking like he could be anyone's next - door neighbor.
On normal difficulty you can linger in an enemy's line of sight, from a distance, for a good few seconds, but they're much more perceptive on hard.
There are weird difficulty spikes with even the most normal of enemies from time to time, which left me scrambling a bit when it happened.
Shadow of War has made a significant improvement in this area as there are three balanced difficulty levels including easy, normal and nemesis with the major differences being that the easy difficulty does not fully integrate the nemesis system combined with less aggression from enemy A.I. and less damage received resulting in a higher probability of victory during combat; therefore producing the best difficulty level for any player who wants to focus on the story.
Other such intricate components of combat include counterattacking an enemy which is within a certain range of a normal attack, although enemies can counterattack any of your team if they are within range of whoever is attacking them, while a back attack is when an attack happens from the rear, therefore catching the enemy off guard and increasing the damage dealt in the process.
There are two difficulty levels including easy and normal with the major differences being the reduction of damage inflicted by team members on their enemies and an increase to the amount of damage received by team members from enemy attacks as well as an increase in the efficiency of enemy positioning and movement.
But remember, in Hard Mode enemies have twice as much health as they did before and you'll suffer more damage from inflicted wounds - so only take on Hard Mode if you've played through Normal Mode and are ready for a real challenge.
It's tough, too: we found ourselves having to shift the difficulty from normal to easy during several late - game battles, as our characters were simply too weak and demoralised in comparison to the enemies.
The normal enemy soldiers never seemed to pose any real threat as a I ran from one end of the map to the other.
Briefly: In the normal course of gameplay, you collect weapons, armor and orcish followers from doing quests and defeating enemies around the open world.
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