Sentences with phrase «starting weapons players»

The starting weapons players receive, some of which are unlocked by playing the game for a few matches, are well - balanced.

Not exact matches

«We have been very clear to the Assad regime, but also to other players on the ground, that a red line for us is we start seeing a whole bunch of chemical weapons moving around or being utilized,» Obama told reporters that year.
We have been very clear to the Assad regime, but also to other players on the ground, that a red line for us is we start seeing a whole bunch of chemical weapons moving around or being utilized.
«We have been very clear to the Assad regime, but also to other players on the ground, that a red line for us is [if] we start seeing a whole bunch of chemical weapons moving around or being utilised,» Obama told reporters.
this game is fun from start to end with a single player mode of 8 hours, split screen, great online and multiplayer skins and some of the best weapons in any FPS, just do nt take the story seriously
I understand the game makers want to make the game long lasting to play for the users but IF WE CA N'T WIN, HOW ARE WE SUPPOSE TO GET NEW WEAPONS TO FIGHT OFF THE PLAYERS WHO HAVE ALREADY BEEN PLAYING SINCE THE START?
After selecting weapons and additional items like medkits, players are tossed into a wasteland and must start building up an impromptu series of defenses around a central base.
While players will start out with the basics, like learning to change between squid and kid form and using weapons like the Splattershot and Roller, the campaign gradually teaches players the game's advanced mechanics and provides more exotic weaponry.
When a player first starts out, it doesn't take very many materials to craft weapons and armor, and most of the opposition creatures are relative pushovers.
There will be equipment recommendations for players starting their adventure, various combinations of weapons and hunting styles, some tips on how to beat certain monsters (including the four main monsters), and more!
With the new weapon progression mechanics, players only have access to loot six level - one weapons at the start of the match and must strategically decide which airdrops to pursue if they want better level weapons and gear.
At the start, players can wield various close and long range weapons and execute simplistic combos to take down your foes.
Leigh said the game will include new areas, new psychos, use new combo weapons as well as a new save system that automatically checkpoints a player's progress when they enter new areas, reach key story points or get to the start of a boss battle.
It's not going to swoon players into enjoying the game more than when it first released, but this is something fans can dig back into and start enjoying a whole new area to explore, new abilities, weapons, and perks.
The player's skill level is still important but if one of the awful weapons spawns at the beginning of the stage as opposed to one of the superior weapons, you start with a significant disadvantage and this could spell doom for you if a better weapon doesn't spawn soon.
The player starts with nothing and must scavenge for weapons, vehicles, and supplies to take out other players.
during SP mission Nightshift • Fixed issue with last mission not listed in REPLAY MISSIONS list • Fixed issue on the SP mission Night Shift where three of the marines that repel down from the Osprey at the start of the level have PLR models instead of the right marine models • Has been made harder to fail missions due to zero tolerance friendly fire • Fixed MG nest objective on Operation Guillotine • Fix for music climax on mission «Fear No Evil» • Fixed issues that occurred if user were backtracking after fight at elevator on SP mission «Comrades» • Adding a back button to SP campaign select difficulty screen • Removed slomo from jump into train on SP mission «The Great Destroyer» • Fixed glitches in subway Quick Time Events in mission «The Great Destroyer» • Increased quality of the loading screen images • Fixed glitch that made it possible to reach Solomon train QTE with the wrong weapon equipped in mission «Semper Fidelis» • Fixed final sound fade out on SP mission «Thunder Run» • Removed sound fade on convoy ride in mission «Operation Guillotine» • Fixed squad mates coming through wall after intro on SP mission «Operation Guillotine» • SP mission, «The Great Destroyer»: moved Campaign Cleared achievement until after the Dima outro • Fixed soldiers inside of terrain at start of level in «OPERATION GUILLOTINE» • SP mission, «The Great Destroyer»: Fixed streaming issue which could lead to out of memory when streaming in Subway ride • Improved music and music fade on tank encounter in mission «Operation Guillotine» • Sound on Operation Guillotine: Fixed trading floor crash camera shake and rumble • Fade later when driving in to tunnel on «OPERATION GUILLOTINE» • Hide cross hair during Solomon intro & climb out scene on «Operation Swordbreaker» • Fixes on «OPERATION SWORDBREAKER»: Skip VO urging the player to move forward if the player has already moved.
To coincide with the release of this new content, Nexon is also hosting an «Open Armory Event» starting today which allows players free access to 38 in - game weapons for a limited time.
This is a game of territorial control and teamwork, particularly if the lobby leader follows RussianConcussin's recommendation to force players to start with knives and pick up more powerful weapons as they move through the map.
What this means — for anyone who hit top rank on their Scout class within 24 hours of playtime — is that many players will find that their class ranks have been reset entirely; whilst you will keep any previously unlocked weapons, a few folks working their way to rank 10 will have to start over.
While it's a steep learning curve and the player starts off weak, the more you play, the more the game rewards you in both improved reflexes, and a constant stream of new moves and weapons.
It even starts off the same way: With players jumping out of a plane onto an island to scavenge for weapons.
Once a battle starts, the character can switch between two weapons of the player's choice.
In this mode, players can summon weapons, vehicles, and power - ups, and customize their loadouts, but this is tempered by the team's «REQ Level,» which starts at level one and grows based on the team's overall success.
Set in a post-apocalyptic Japan, players start with little more than their undergarments and must forage for powerful weapons and armor to do battle with the over-the-top ultraviolent future that waits.
Against this, the only hope of redemption is owning any of the many Hyrule - themed Amiibo, since the daily chest drops from these supply weapons that, while mediocre to an experienced player, are a godsend to starting players, raising them far above the bar required to get the ball rolling.
Players choose fighting game characters before the game starts, but they pick up weapons in the first - person shooter example during gameplay.
It's where the player has started to gain skills and weapons that are useful and don't continuously break and is slightly weaker than the average zombie.
A new game can then be started from the save file, so the player begins the game with stronger weapons.
Players start as Frank, but instead of weapon and vehicle blueprints and pieces, most of the collectables are new Capcom themed stars and treasures.
Starting with nothing, the player can scavenge weapons from foes, pick up tree branches and, well, improvise.
The game starts with a detailed tutorial which allows the player to understand the mechanics in the VR environment, both hands are used to interactive with the environment, you have varied weapons from hand guns, shotguns, rifles and sniper rifles, you also interact with grenades and flash lights.
- the team has been adding weapons one by one because they want the same amount of attention for each weapon - the team learned that when they added two new weapons at once, one would end up getting overshadowed by the other - there were more new stages than returning stages because bringing back old stages would have little surprise - since they want to satisfy both new and returning players, they changed the order of stage additions - there weren't any major direction changes in balancing from Splatoon 1 - there have been more pattern combinations between weapons and stages, so there was more involved to balance them all - matchmaking is handled by getting 8 players with similar rank points, and then they're split by weapons - the rank point gap between S + players is bigger than ordinary players - only about one in 1,000 active players are in the S +40 to S +50 region in Ranked Battles - there's even less than one in 10 players that reach S +, while 80 % of the overall player base are in A or less - about 90 % of S + ranked players are within a + / -150 hidden ranked power range - rock was the popular genre in Splatoon, so they tried changing it for the sequel - they prioritized making good background music first before forming the band to play that music - the design team would make the CD jacket - like artwork afterwards - due to this, the band members would often change; some getting added while some others removed - Off the Hook is an exception, as they first decided they would be a DJ and rapper along with their visuals first - Off the Hook's song came afterwards - In Splatoon street fashion was the trend, but in Splatoon 2 they tried adding more uniqueness - the aim was to add Flow with ethnic clothing and Jelfonzo with high fashion - all Jellyfish in this world are born by splitting, which means Jelfonzo was born by splitting from Jelonzo - Jellyfish are like a hive mind - when they hold a wedding ceremony, they're just simply holding the ceremony - Jelonzo and Jelfonzo start gaining their own consciences so they can speak - Flow used her working holiday to go on a trip before reaching Inkopolis Square - during the trip, she met the owner of Headspace - the owner liked her, so she got hired to work there - Bisk has a unique way of speaking: anastrophe - the team tried to express him as an adult man - they made him into a giant spider crab because they wanted someone with high posture - he came from a cold country and broke up with his girlfriend to join a band - just like Flow, he became attracted to squids - Crusty Sean finally has his own shop, but he opened it because he's someone who follows the current trends - one of the trends happens to be people opening their own shops - drink tickets aren't stacked, but the probability is higher than a single brand - the music in Inkopolis Square changes depending on the player's location - sounds contribute to creating atmosphere in the location - the song at front of Grizzco Industries had an atmosphere that feels like some smell can radiate from the game screen - as for Salmon Run, they imagined it as a Japanese restaurant outside Japan that is not run by a Japanese person - each time the player moves between the shops, the game uses an arrange shift that shows the personality of each inhabitant - the arrangement in Shella Fresh is related to Bisk's guitar and mystery files that describe his past - with the Squid Sisters moved to Hero Mode, Off the Hook was put in charge in guiding battles and festivals - Bomb Rush Blush has an orchestra «because it would sound like the final boss» - the team wanted to express the feel of the story's real culprit with this music - the probability of each event occurring in Salmon Run is different - there are no specific requirements, meaning they're picked randomly - this means it's possible for fog to appear three times in a row - the Salmon have different appearances based on the environment they're raised in - if the environment is harsher, they would become large salmon - Steelheads and Maws have big bodies, while Scrappers and Steel Eels have high intelligence - Salmons basically wield kitchenware, but everybody else has a virtue in fighting to actually cook the Salmons - Grill is the ultimate form of this - when Salmons are fighting to the death, they can feel the same sense of unity - they would be one with the world if they were eaten by other creatures, and they also fight for the pride of their race - MakoMart is based on a large supermarket in America - the update also took place on Black Friday in America, which was why Squids are buying a lot of things in the trailer - Arowana Mall looks like it has more passages because there are changes in tenants and also renovation work - Walleye Warehouse has no changes at all, because the team wanted to have at least one map that stayed intact - the only thing different in this map is the graffiti, which is based on the winner of Famitsu's Squid Fashion Contest - all members in the band Ink Theory graduated from music university - they are well - educated girls who also do aggressive things - the band members wearing neckties are respecting the Hightide Era from the prequel - the team will continue adding weapons and stages for a year, and Splatfests for two years - the team will also continue to make more updates including balancing
- the game's shading mechanism has changed, which allows for increased gear texture quality - all graphical aspects and programming mechanisms have been built up from scratch for this sequel - maximum resolution is 1080p in TV mode - a bigger focus for Nintendo was the 60 frames per second - occasionally the resolution will be scaled down when there is too much ink displaying on the screen - Nintendo reduced the CPU load and refined the way to use CPU power effectively to maintain 60 fps in all matches - weapons were tweaked to let players be more creative by thinking about unique weapon characteristics and their best uses - weapons are designed to be effective when they are used during the right occasion - Special weapons are stronger than the original ones when used in the right situation, but weaker otherwise - the damage and effect of slowing down your movement when you step in the opponent's ink are reduced from original - you can jump up in rank if you're good enough, but only up until S - you can't jump up from C, B or A to S + - when you win battles in Ranked mode, the Ranked meter fills and your rank goes up when its fully filled - when you lose a battle, the gauge does not decrease, but the meter starts to crack - once the meter reaches its limit, it breaks - when the meter breaks, you have to start over again from the beginning or from a lower rank - highest rank is still S +, but if you fill up the Ranked meter, you get numbers after the alphabet such as «S +1», «S +2» and so on - maximum number is «S +50», but this number will not be displayed to your opponent - you are the only one to see it, and you can check it on your own status screen - Ranked Power is calculated by an algorithm to measure how strong each player is with minuteness - this will determine if a player's rank is worthy of receiving a big jump (like from «C» to «A»)- Ranked Power has no relation to your splat rate, and is more tied into to how well you lead your team to victory - you won't drop off more than one rank even if you play poorly - stage rotation time was changed to two hours - this was done because the devs expected people to play for an hour or so, but they found people play much longer - with Salmon Run, Nintendo considered how to implement a co-op oriented mode in a player - versus - player type of game - the devs will monitor how users are playing this mode to see if there's some tweaks they can throw in - more Salmon Run maps will be added in the future, but Nintendo wouldn't comment on adding more enemy types to the mode - rewards are changed each time Salmon Run is played - you can obtain rewards when playing locally, but not gear - originally Nintendo had an idea for this mode, but had no background setting, enemy designs, etc. - Inoue suggested that it should be salmon - themed - when Nintendo hosted the Splatfest that pit Callie against Marie, the development of Splatoon 2 had started - the devs had already decided to have the result reflected in the sequel - they even had an idea to announce the Splatfest with a phrase «Your choice will change the next Splatoon» - the timing to announce a sequel wasn't right, so they decided against this - they eventually released a series of short stories about the Squid Sisters to show how the Splatfest affected the sequel's story - Nintendo wouldn't say if Marina is an Octoling, and noted that Inklings are not paying attention to this too much - Inklings don't care about appearances, as long as everyone is doing something fresh - the Squid Sisters had composers who produced their songs, but Off the Hook are composing their music by themselves - Pearl is genius artist, but she couldn't find a right partner because she's a bit too edgy - she eventually found Marina as a partner though, and their chemistry is sparkling right now - Nintendo is planning a year of content updates for Splatoon 2 - when finished, the quantity of stages will be more than the original - some of the additional stages are totally new and some will be arranged stages from the first game - not all original stages will return and they are choosing stages based on the potential for them to be improved - Brella is shotgun-esque weapon, so the ink hits your opponent more if you are closer - it can shield damage when you open it, but the amount of damage has a limit and once it reaches it, it breaks - you can shoot ink, but you can't use the shield feature when it breaks - the shield won't prevent your allies ink - there are more new weapon categories which haven't been revealed yet - there are no other ranked modes outside of the three current options - the future holds any sort of possibility, but the devs didn't get specific about adding more content like that - for the modes, they adjusted the rule designs so that players will experience the more interesting aspects
-- Nintendo previously made Zelda games by making small areas and connecting them together — For Breath of the Wild, the team first had to figure out what needed to be placed on the map — Groups were created out of the over 300 devs to work on specific sections of the world — Game Informer's demo starts at Serenne Stable — Yammo runs this place — Link can rest in bed and restore health here — Stable also lets you store horses, meet with merchants, NPCs — Stables are located throughout the world — Each one is run by a distinct character — You can spend rupees on a more expensive bed, giving you an extra heart the next morning — These hearts are yellow and can't be recovered if you're hit in combat — Spending time by fires in the world passes time — Dynamic weather system in the game, with the world reacting as a result — Ex: when it starts raining, NPCs outside the stable quickly go inside — Beedle is back to sell you goods — Have to be careful during a thunderstorm, since your metal items can attract thunder — Metal weapons and shields can be discarded or thrown at enemies — Link can get killed by lightning — Difficulty dips / spikes depending on where you are, since you can go around it and avoid it until you're stronger — Over 100 Shrines — You can find an item that identifies Shrines — Discover a Shrine for it to be a fast - travel point — Shrines also give a Spirit Orb — Trade in orbs for unknown items — Dedicated team handled animal A.I. — Bears, wolves, deer move through the snow — You can get overwhelmed by enemies quickly — Link can keep multiple horses at a time — Affection / loyalty important with horses — Feed and take care of horses to raise their stats — Can call horses over to you, but horses need to be within a certain proximity to be called — Horses can be killed by enemies — Aonuma «wanted players to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in thplayers to choose their own path», so no companion character in this game — Stamina meter encopasses sprinting, paragliding, climbing — Meter can be upgraded, but Nintendo won't say how — Different shields have different speeds and level of control for snowboarding — Can mine rocks which can be solid for rupees or used for crafting — Can place stamps to mark areas of interest — 100 of these symbols can be used on the map, including sword, shield, bow and arrow, pot, star, chest, skull, leaf, diamond — Every style of weapon has a unique set of animations and feel different — No invincible weapons in the game, Nintendo says — Zelda can get mad at you and scold you — Players can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in thPlayers can see the ending without seeing everything from the story — A certain element was added in the game to make for a more cohesive storyline — Most difficult Zelda game to make — Aonuma is still finding new things in the world
In Lost Outpost, fixed a problem where Steelheads would not attack in certain places Fixed an issue where if, two players tried to pick up the same golden egg near the end of a wave, one of the players would become unable to pick up eggs in the following wave Fixed issue where, after playing online, party members in the plaza were shown to have the Splattershot Jr. equipped Fixed issue where, if a player disconnects just before starting, their weapon will be shown / stuck as the Rainmaker Fixed issue where, if a player disconnects just before the end, the arrow pointing to them (indicating «self») on the scoreboard may be seen by other players Fixed issue where a communication error would occur if a player was assigned a Roller - type weapon for a long period of time
At the start of the game some suspects, locations and weapons will be dealt out onto the table, one of each very every player some extra ones for added confusion.
Fixed an issue where players who disconnected just prior to starting a round of play would appear to be holding a Rainmaker - like weapon.
Access conditions for gear and weapons will not change even if a player decides to start over from ★ 1 Players who choose to start from ★ 1 again will continue to receive prizes from Judd for levelling up.
Well, players only have access to loot up to six level - one weapons at the start of the match and must then strategically decide which airdrops they wish to pursue if they want higher level weapons or gear.
Though Link doesn't start out asleep as he does in many of the Zelda games, the game begins slowly, methodically introducing each new item, weapon, and skill, which allows players completely new to the series to get into the game.
All players will start in the plane with a random care package weapon, a level three vest, and a level three helmet, and players will respawn in the plane upon death.
Even just beating the game is its own reward, as players can start over in New Game + with upgraded weapons and stats.
this game is fun from start to end with a single player mode of 8 hours, split screen, great online and multiplayer skins and some of the best weapons in any FPS, just do nt take the story seriously
About KnightOut Players start by building castle walls, adding gates, weapons, traps and more to prepare for battle with up to four players and set the stage for Players start by building castle walls, adding gates, weapons, traps and more to prepare for battle with up to four players and set the stage for players and set the stage for mayhem!
Players start by building castle walls, adding gates, weapons, traps and more to prepare for battle with up to four players and set the stage for Players start by building castle walls, adding gates, weapons, traps and more to prepare for battle with up to four players and set the stage for players and set the stage for mayhem!
This means that from the very beginning of the game, players will be able to have access to most of the game's weapons — which in previous games had to be found in dungeons — right from the start.
The big downside is that you start as the biggest scrub possible with the lamest weapons and perks, whereas the other players have leveled up to a point where they have access to pretty much every gun, plus they know the best places of a map to hide, attack from, or throw grenades at.
At the start of a new wave, each player will receive a different weapon to add to their arsenal.
Additionally, players have access to three class types and all abilities and weapons from the start, and these can be further improved through the completion of challenges, which grant attachments so as long as you keep playing, your character gets better.
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