Sentences with phrase «out of ammo as»

Not exact matches

The reboot of Medal of Honor has finally came, high expectations as Airborne wasn't really up to par with the other one but this game here, is too familiar it dosen't have anything new one of the strongest points of this game is the campaign, it has a «realistic» feel and one of those moments was when the group was running out of ammo and boom heli comes and destroy the place, but the rest
On a more positive note: The maps are huge and unique in geography, the vehicles are very much fun to use, all of them, except maybe the inflatable landing boats, and the combat roles the different classes play out is refreshing: The sniper can lay down claymores and sit back, plinking enemies from, in some maps, perhaps up to a quarter of a mile away, considering he / she is good, and has a good gaming rig, the combat medic can heal allies, and revive those who were fragged, saving them from having to respawn back at base, the support guy can lay down suppressing fire and resupply his allies with ammo, the spec ops guy can sabotage bridges, vehicles, and team assets (such as artillery and UAV trailers) with sticky C4 charges (pity the soldier who takes off in a jet only to have it explode in midflight from a hidden c4 charge stuck on it's body), The engineer repairs vehicles and lays down anti-tank mines, the anti-armour troop works on destroying said vehicles with wire - guided rockets (note that the armour guy in bf2 has his own gun ALONG with a pistol, not just a pistol like in 1942), and the assault guy....
Running out of ammo is not fun; this lesson is one I learned very early, and as such started expanding how much I could carry alongside the most important stat in the game: stamina.
The mechanics here are the same as in Infinite: Booker has a myriad of weapons and plasmids (no vigors here, but they have the same abilities as in Infinite) at his disposal, and Elizabeth helps scrounge for ammo and Eve so that you don't easily run out of either.
It's up to her loyal blood - sucking sidekick to brave 23 different baddies and 15 unique zombies through five different levels to rescue her, armed with such weapons as the Bragun, which turns cows into a shotgun blast of sausage, and the Poe Poe Gun, which shoots ravens and weeps when out of ammo.
As a prime example of how the combat has been kept simple you've got unlimited ammo, so you can hold down the trigger and never worry about running out, although blasters will overheat which results in a Gears of War style «active reload» system for a chance to instantly cool it down.
On the COG side of things you get emplacements to help you hold your ground, and a choice of four character classes to play as: the engineer can repair things and deploy sentry guns: the medic can revive her team with stim - grenades; the scout can clamber up to high ground and lob sensor grenades; and the soldier can drop ammo boxes and beat the snot out of the enemy team with a grenade launcher.
Adjustments - Timing shortened from being downed to rising, rising into a movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks at very close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted movement speed, turning radius, and max movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened, Character Ability Power) Added fire effect to characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted movement speed, turning radius, and max movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while charging.
Now onto the Single player mode or the «single player upgrade» if you've purchased the multiplayer edition, this is basically the same as a private match in multiplayer, you play one of the multiplayer selections against AI on top of that you have survival mode which was rather confusing, my idea of the game was a normal FPS game with zombies implemented so you can't camp, when you're playing the survival mode the full area has some sort of gas which will kill you if you don't get out of it, you get sent to different air pockets which open up in a set area per round, this meaning you have to camp in the air bubble and take on the hordes of zombies approaching, I've played a few zombie fps games in my days and always wanted to move around, create a train and take them out, on top of that ammo drops or weapon drops are in said bubbles and lack in quality, I wasn't impressed with the survival mode implementation and wouldn't advise any horde fans to even look at it.
Battle Race, starts out like Power Race but once you reach the «Fire Zone» board weapons become available and all hell breaks loose, there's the same pick - ups as Power race with the addition of ammo and double damage.
The game's environments are unfortunately not as feature - rich as I would have liked, but uniquely there are weapons scattered around the battlefields giving you an offensive option if you end up running out of ammo mid-mission, a feature I don't recall seeing before in a mech game (ammo pick - ups yes, but weapon pick - ups no).
All of these factors pile on, and make the final stages of lengthier exploration sessions very tense as you're out of supplies, barricades, and ammo.
When you get close to running out of ammo with the gun that is in your right hand, holster your guns, then fire the gun into the air by pressing R2 + R1, you only have to fire it once, and you should notice that the clip automatically reloads as Kang puts the guns back into his holsters.
Of course, you'll need to expend ammo to take them out as well, so the boss battle is also prolonged by them.
Ammo management is key in Destiny, as there are many enemies scattered around its different environments and you'll often end up running out of ammunition on your primary weapon.
When shooting, watch out for the reload time of your weapons and try to pick up as much ammo as possible - you don't want to be caught short in the middle of a firefight!
Here are the invulnerability and unlimited ammo settings from the MechWarrior 2 (1995) options menu, available right out of the box, as mentioned in the video: I'd love to see a... Read more»
This is likely only an issue on Nightmare, as I have heard on multiple accounts that easier difficulties hand out ammo like candy, but it's still a frustrating taste of an otherwise wonderfully balanced difficulty.
As players go through the matches, they'll find themselves diving in and out of ink - based pools to regenerate their «ammo» storage.
Survivor skills include rapid crafting for faster crafting of throwable objects and ammo when running to evade enemy attacks; resourceful combatant provides greater XP for killing or knocking out enemies with crafted handheld objects; avid learner produces an XP bonus for finding survival caches, documents and relics as well as completing challenges; and much more besides.
You'll get some Capture the Flag scenarios and some King of the Hill scenarios, plus some modes similar to Call of Duty: World at War's zombie killing multiplayer modes insomuch as you and your buddies bunker down and take out wave after wave of incoming enemies, purchasing weapons and ammo as needed.
Out of Ammo stands out as an example of a VR port gone wroOut of Ammo stands out as an example of a VR port gone wroout as an example of a VR port gone wrong.
Aside from regular races, World Tour offers a fair selection of different challenges — including Boost Races which have no weapons, Drift / Boost challenges which involve having to drift or boost to stop your timer running out as you pass through checkpoints, and Pursuit challenges that require you to chase a tank around the stage, collecting ammo to fire, whilst avoiding the attacks it puts in your path.
Despite enjoying Golden Abyss almost as much as Drake's Fortune (probably my favorite in the series), I still have not completed it (I ran out of ammo a chapter or two before the chapter I'm stuck on and I'm left in quite the precarious position).
Instead of following a fairly linear path, you can roam large sections of the ship, collecting specific keys (buoy key, anchor key, wheel key, etc.) which open doors which can be either necessary for progression or hiding random extras such as ammo or documents to flesh out the story.
This new element may almost feel like cheating to Resident Evil purists, as manual aim is rendered useless in combat and the only threats to the player are running out of ammo or not avoiding attacks rather than missing and wasting ammo.
The enemies are high level and take a lot of beating, and they overwhelm quickly, attacking in droves as you slowly run out of ammo and have to rely on melee weapons.
These were pretty much useless, as they would run out of ammo, constantly get hurt and sometimes just end up standing completely still... Thus, in single player, it actually become even more scary, since your «help» typically required your assistance more than you wanted.
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