Sentences with phrase «reticle does»

The aiming reticle doesn't snap to enemies when you pop out of cover, a feature that is so common today.
A hollow reticle appears on - screen to help players line up items they want to place in the world, but the system is oftentimes wonky, either because the item in question is oddly - shaped or because the reticle doesn't appear at all until the item has already been placed.

Not exact matches

The new set - up should allow players to control movement with the right pad and move the shooting reticle with the touch screen, which just might feel the same as the game does for righties.
They however do fix the problem that you can now move the reticle separately.
Using 2 screens to do a task that the reticle and second stick / gyro on the main screen already does did not solve a problem.
The game handles great, and aiming is so much easier since all you have to do is pretty much look at your target, lining up your reticle, and hacking / slashing / loosing / casting.
Chromehounds was nice but I wouldn't call it great.The environments were sparse (a notable trend in From Software games), the assembly system was prone to abuse (cock blocking), and while I generally lift my nose at anyone who complains a game is «too slow» I do have to to admit that the weight to speed ratio seemed skewed.A smaller nitpick that got to me was that the heavy gunner role felt underdeveloped when it came to the mechanics involved or more precisely the lack there of, using only your eyes and your misses to judge where to aim was jarring in immersive sense (they have giant robots but no laser range finders or even an reticle on the screen to give some form of estimation of where to aim) and felt like an after thought.As usual, From Software had a pretty cool idea but failed to apply the extra level of polish that would push the game to greatness.
The only saving grace is that the reticle has 360 - degree maneuverability, allowing for shooting from all angles, and the target locking does work for other special weapons, making sure you can hit your target as long as you keep them in view.
The teleportation mechanic doesn't work that well as the game seems to want to limit where you jump forcing you to find that sweet spot that changes your movement reticle from red to green.
Shifting is done with a simple press of a button and the protagonist will shift wherever you have the aiming reticle pointed.
If you manage to slice right in - between the reticle then you'll be able to rip out their spine to replenish your health and energy; if you don't really feel like going through the animation you could just not press the button and let it fall to the ground for you to pick up by walking over it.
While aiming with an AT - ST or an AT - AT walker, your rounds don't go anywhere near where the reticle is pointing.
You don't really point the Move controller at the screen to shoot as much as you move it around to move the aiming reticle around but it's still pretty fun.
The second player doesn't get their own tank, but actually gets to control their own separate reticle on the screen.
You simply press L1 to select a target, and then press R1 when a reticle turns green on the target, which does so when you are close enough to the target and have a clean shot.
(it's a stick so mousing doesn't really work as a descriptor) over the top of the enemy (up to 5 at once) and get a satisfying red reticle lock on.
«It's a testament to what Google has been able to do with computational photography,» said Ross Rubin, principal analyst at Reticle Research.
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