Sentences with phrase «shot at an enemy»

His right hand held the pistol grip of the sniper rifle, which he'd wedged between his chest and his left arm so that he could continue to shoot at the enemy and give himself a modicum of cover.
Wilhelm's dual surveyor bots are helpful, but somewhat echo towards Roland's or Axton's turret like action skills, but Claptrap will no doubt be the most played because of how inexplicably unpredictable his action skill is, as he assumes the role of all other vault hunters up to this point based on the situation around him, which is sometimes not always the good route (I cooped with my friend who got the Psycho die of the action skill when we were primarily shooting at enemies from a distance).
The only real break from the monotony of shooting at enemies is the 2 bosses that are available.
Balance between jumping around dodging bullets and taking aim for a better shot at your enemies, don't waste time camping at cover spots and waiting for enemies to pop out - artfully evade the onslaught of bullets and defeat all baddies that stand in your way.
This game is totally uncontrollable and no point of shooting at your enemies because as soon as you aim they start shooting.
On the bottom screen, Samus can even leave her Morph Ball form and shoot at enemies by using the stylus on the touch - screen.
So Mario + Rabbids takes the X-COM approach to battle — a turn - based strategy where players hide behind cover and take shots at enemies, all while laying devious traps for your enemies to fall into — and despite Mario not being the most violent of chaps, he's more than happy to shoot down some fools in the Princess and Country.
I didn't want the game to be like other third - person action titles, where people are just trying to survive, taking pot - shots at enemies from behind cover.
It's an Action game, the enemies are running and jumping at you from all corners of your screen.Rather than you, the player, having the ability to MOVE AWAY and SHOOT AT the enemy, you're left standing there like a Strip Pole with a gun in your hands.
Some have trenches close together so that you can take pot - shots at the enemy before performing a fast, aggressive charge, while others have huge expanses of no - mans land where snipers and heavy gunners become a genuine concern to the attackers.
If you stay behind the score - board, you will never get hit and be able to shoot at enemies.
I shot at an enemy several times and he didn't die, however that didn't stop him from killing me.
So for example, if you run your Lancer out from behind a wall and then shoot at an enemy tank, you can still use up the remaining movement points to move back out of harms way, barring you didn't take to many steps to begin with.
The things I disliked about the 3DS version, I still dislike in this one (examples being the underwater levels or the fact that you always have a CPU controlled partner following you around even though they are worthless and they will shoot at enemies but I've never once witnessed them actually killing an enemy), but they were just how the game was designed to be, so I didn't expect those things to be fixed.
It might be a case of controlling a vehicle and shooting at enemies, protecting yourself from an onslaught of enemies up close, or simply unleashing hell with a more powerful weapon.
Audio consists of voice - overs for the lead villain and guards insisting your character stops what they are doing, while sound effects include collecting energy and credits, shooting at enemies, reloading, melee attacking enemies, enemies firing at your character, explosions and more besides.
If you hold down the shoot button for example, it'll slowly automatically keep shooting at enemies.
I finally got all 3 that are legendary with an «melee at enemy» effect but do primary weapons come with the «shoot at enemy» effect?
Gamers shoot at enemies with the A button, which also fires artillery from each of the planes in your squadron.
Chris» game focuses more on taking cover and shooting at enemies known as «J'avo» that can wield weapons such as swords and guns.
Players fly around shooting at enemies that come whizzing by, using their guns and missiles to take down as many as possible without being taken down themselves.
It's a video game where you: 1) do puzzle stuff in a weird tiny grid to: 2) add guns to your house so: 3) you can shoot at the enemy invaders that want to steal your orphan children!
Balance between jumping around dodging bullets and taking aim for a better shot at your enemies, don't waste time camping at cover spots and waiting for enemies to pop out — artfully evade the onslaught of bullets and defeat all baddies that stand in your way!
On the whole, all the staples are here — you still dive into cover and take pot - shots at enemies using weapons like the Lancer, shotgun and much else and you're constantly being funnelled from one challenging skirmish to the next with plot - points, set - pieces and the occasional vehicle sequence in between.
To shoot at enemies you must use the left trigger to obtain a target lock, but unfortunately you can not lock onto any enemies until you can see them.
Before the first set of missions is out, you'll have learned how to move, interact with nonplayer characters, equip items, shoot at enemies, use special skills, assemble an away team, pilot a starship, hail other vessels, allocate shields, prioritize different ship systems, issue orders to your crew and collect the spoils of war, among other things.
It's up to you to lean out of cover, line up the sights and gun down the hired goons and gangsters, and taking pot shots at the enemy as you break from one piece of cover to the next and intermittently planting C4 feels simply awesome.
Definitely not a remake... looks slow and dull... shooting at enemies — and just keeping track of them for that matter — looks difficult...
However, if you like the idea of pulling slow mo shots at enemies behind fake walls in World War II settings, I'm pretty sure that's a first.
The Heavy: Uses his Gatling gun to shoot at enemies from afar.
Sound effects include walking, running, reloading, shooting at enemies and enemies returning fire, explosions, distant mortar shelling and more besides, alongside a period soundtrack composed by Wilbert Roget II having previously composed soundtracks for Star Wars: The Old Republic and Lara Croft and the Temple of Osiris.
You shoot at enemies by aiming an on - screen cursor and firing, and each player is given one that uniquely shaped and coloured to prevent confusion.
Drive around, shoot at enemy tanks, and pick up powerups like speed boost and rapid fire.
This could be running into cover, firing at an enemy, or setting them on overwatch which will allow them to shoot at any enemy that moves into their sight.
Many years ago, the typical third - person shooter involved running around various flat levels while jumping and strafing in random directions and then ducking behind walls, while shooting at enemies that -LSB-...]
They're so sensitive and imprecise that maneuvering and shooting at an enemy becomes a chore.
It usually revolves around John's two weapons: the G - Lifter, a gravity gun that can be used to grab onto objects and either move them around or just shoot them at enemies, and the Rock Blaster, a rather potent laser gun not originally meant for self - defense.
Whilst you get to shoot at your enemies in true Megaman blaster style, in order to finish them off you have to charge at them and absorb their robotic remains.
They allowed me to shoot at enemies with one hand and teleport with the other.
What this basically means is that it's entirely possible to have about 5 characters on screen at once, jumping and slashing and shooting at an enemy all at the same time.
Turret placement matters, as they have a limited range until fully - upgraded, and range doesn't matter if you build a turret in a hole and can't get a decent shot at the enemy.
In a general sense the game consists of this, over and over again: open a door, peek into the room, and take pot shots at the enemies until they're all dead.
It's a really neat twist on the strategy and forces you to think differently — just making matches isn't enough, because you need to time them so that the gap created by the match gives you a clear shot at the enemy.
So Mario + Rabbids takes the X-COM approach to battle — a turn - based strategy where players hide behind cover and take shots at enemies, all while laying devious traps for your enemies to fall into — and despite Mario not being the most violent of chaps, he's more than happy to shoot down some fools in the Princess and Country.
Due to the grid - based, one screen battleground, the stage often becomes a labyrinth as players shoot at enemies, avoid shots, clear blocks to maneuver through, cause chain explosions by shooting at a cluster of explosive red squares, and players must carefully navigate the constantly transforming battleground while defending themselves.
The combat is great, and shooting at enemies feels solid, thanks to the more realistic gun handling and performance, and the ability to customize weapons on the fly, using purchased attachments — like adding a grenade launcher, changing scopes, improving handling with a grip — is fantastic.
To get to the people the player must navigate the map whilst shooting at enemies to avoid taking too much damage.
With the lack of a cover system or any other options you'll quickly find that almost the entirety of God Mode is running backwards and shooting at enemies that have only one AI - routine.
One segment involved riding a boat, you will be standing inside of it and shooting at enemies.
There's a unique satisfaction garnered from successfully sliding down a hill, jumping down to an abyss, slinging your grappling hook up and swinging across the air while shooting at enemies.
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