Sentences with phrase «normal enemies with»

Speaking of boss battles, they allow you to experiment and test your abilities since you will be able to take down majority of the normal enemies with regular attacks, the boss battles demand you to strategically target different body parts of exploit their weakness to certain attacks in order to take them down quickly.

Not exact matches

«As we learn more about the consequences of Zika infection, including the recent revelation that babies of Zika - infected mothers who had normal head sizes at birth have been diagnosed with microcephaly months later, it is vital that we know this enemy and remain vigilant in protecting ourselves,» Diaz concludes.
In one scene, as protagonist leader Optimus Prime (an 18 - wheel Peterbilt truck that morphs into a two - story robot) slugs it out with an enemy Transformer known as Bonecrusher, animators slowed the scene as much as four times less than normal speed so that the audience could better take in the spectacle of two enormous robots crashing over a city bridge.
brand of terror juxtaposes brilliantly against the hilarious ways you can kill zombies or human enemies during normal gameplay, like putting novelty masks heads on their heads, or filling the floor with oil and watching zombie hordes tumble all over some marbles.
Melee in this game is void of skill, it is nearly 100 % stat based and you can simply quick swing, power swing or block and the different swings only differences are damage and time taken to execute which in combat comes down to can i take him down with one or two hard hits or do i need to block a bit and beat him down piece by piece there is no dodging to counteract your possibly poor block skill or lack of shield there is no need to understand enemy attacks either they will hurt you if they hit you or if you block it it will hurt alittle or almost as much as normal and with spells and archery its all relevant the spells do elemental damage so the enemy is either resistant, weak, or neutral to a spells type not to mention that every spell has its different element counterpart.
Like normal barrels, TNT Barrels can be picked up and thrown as a weapon, but will explode upon contact with an enemy, the floor, or a wall.
The trailer showcases both her normal attacks, which involve slashing at the enemies with knives and her special moves, which consist of playing on the Goddess Harp to initiate a variety of elemental attacks.
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.
He giggles manically as he swings his twin scimitars for his normal attacks while his special attack involve using the power of twilight to summon large objects to swat at his enemies with, or in one memorable attack simply growing to giant proportions himself to belly flop on the enemy army.
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.
First off you'll be able to light the normal blades with fire to cause extra damage, break armored enemies and leave them with some burn damage.
I'm playing on the Normal difficulty with enemy scaling turned on and it's a pretty easy game.
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.
Besides the normal attacks, Senua can block, kick (for enemies with shields), dodge, and slow time down with a focus ability.
There are 4 difficulty levels including normal, hard, suicidal and hell on Earth with the major differences between each difficulty being significantly noticeable as there will be more enemies per wave, while they possess faster movement, a wider range of attacks and more health, although to make it even harder you will simultaneously have less pickups and less dosh to spend on upgrading your loadout.
Once you get close to the enemy with your melee characters you have normal attacks and special attacks to hurt the other guys.
If you choose to approach the game with pure stealth the game will give you enough time to recuperate if you are spotted, either by giving you the ability to enter slow - motion mode and take out any alerted enemy before they manages to set off any alarms or alert their companions, or you get a warning when you are about to become exposed which gives you usually enough time to find cover and let the enemy search for a little bit before he / they eventually fall back to their position and everything returns to normal.
Stars are earned by completing each level on Practice and Normal, with another on each waiting to be secured if you zap every enemy that crosses your path.
In the normal form, Mario takes only 1 hit by the enemy to be killed off, and in his bigger form, he is killed with 2 hits (the first one reverts him to his normal form and the second one kills him).
The game will sometimes toss a mixture of normal enemies your way, such as mixing Town Majini with Zealots.
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.
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?
Freeze the enemy with a normal shot then pause the game.
Those who decide to battle will typically find themselves in a normal battle with the option to continue fighting more enemies after winning the first round.
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.
couple with the gear for a 65 % chance to heal on execute and easier executions: One charge means you can then execute normal enemies and fill up some health
There are three difficulty levels including normal, hardcore and murderous with the major differences being that normal offers casual action for gameplay to be more accessible to players who are not familiar with the genre as bullets stop moving when the enemy who fired has been defeated.
Although they function like normal Note Blocks, they also play a sound with its pitch based on the block's height, and its instrument based on what object / enemy bounces on it, but specifically plays a steel drum if Mario bounces on it.
The battles take quite some time and while this can be normal in other RPG's, Romancing SaGa stacks up easy enemies with hard enemies all over the map, which does hurt the pacing a bit.
The game slows down for a couple seconds, and then speeds up to normal when enemies are cleared or bosses finish up with animations.
For those unfamiliar with the series, there are 2 types of enemies: Normal Girls and Possessed Girls.
For example, a particular Mantis enemy will repel normal attacks but can have their defence broken with the strong attack.
Despite playing on normal difficulty, I often found myself dying repeatedly with certain enemies, that was until I realised the enemies pattern and adjusted my technique accordingly.
Players are also armed with a normal and strong attack, a jump and a dash to deal with the swarms of enemies looking to take their lives, an ultimate attack that deals loads of damage, and the ability to pick up and toss objects, including your bros..
And that enemies do a ton more damage than they already do, with faster / harder to dodge attacks still... That's gonna add a good few hours even for the best players, especially given how the basic game on normal mode is already one heck of a challenge to beat.
The normal problems with judging the distance you an the enemies vs how far your weapon can reach is still present, but here you also have an extra nuisance as well.
Combat is never an easy encounter (if you decide to go this route) as even on normal difficulty the enemy combatants will swarm your location, flush you out with EMP grenades or activate extra defenses in order to take Adam Jensen down.
Similarly, Space Invaders Extreme starts off like normal Space Invaders, but starts throwing enemies at you in strange wave patterns, with power - ups, boss fights and enemy abilities, as well as (once again) being faster, and smoothing the waves into each other so the player never gets that pause between levels.
John, the game starts out with Very Easy, Easy and Normal unlocked, and if you play on either of the first two you get given an item that automatically triggers special moves so you can mash buttons instead of learning to use rising, charge and cyclone attacks yourself, just mash A, and draw the shape of the weapon you feel works best on the enemy every so often.
Otherwise, everything's as normal, with Yoshi deploying his usual abilities in the trademark Flutter Jump and Ground Pound, or flicking out his tongue to gobble up enemies.
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.
You spam your attack with the square button being the normal attack, and the triangle is called hyper attack, which is basically a dash which clears smaller enemies out of the way, but which stronger opponents may block or deflect.
There are of course multiple difficulty levels — easy, normal, hard and very hard — with higher difficulties naturally producing much more in the way of enemy fire and presence.
With that said, the increased magazine size means you can make short work of an enemy and miss them a few times, reloading faster than normal when you hear the empty magazine click thanks to that intrinsic perk.
You would often find a treasure chest, (yes the original Xenoblade had normal chests for those with the skill to find them) high level gem, or high level enemy, which if the player defeated above his level was rewarded with high level weapons or armor well beyond what they would normally get at that point in the game.
In Development Hell, the normal Risen Dead enemies are named after the Diablo 3 development team, with their descriptions being their job title.
Unfortunately the camera struggles to frame the fast action, with a few too many occasions having unseen enemies inflicting damage up on you, but it's largely functional enough to not have too much of a negative bearing on the game on the normal difficulty setting.
A King Dedede amiibo outfits Kirby with a hat that grants him six health bars instead of the normal four, and the Meta Knight amiibo gives Kirby a mask that lets him use a fast dash that blasts right through weaker enemies.
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.
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.
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