Sentences with phrase «time weapon change»

Not that the ease of item / weapon switching is an exclusivity to Sony first - party IP's (even if real - time weapon change was a must to highlight amid PS3's early catalog).
This game features famous battles which actually took place in ancient Japan and real - time weapon change.

Not exact matches

Although Goldfein has repeatedly stated that the service needs to change its thinking about weapons procurement, Wednesday's speech was the first time he suggested that new contractual vehicles could be necessary.
Since no one has yet to SEE an atom, the idea of the structure of the atom can only be inferred by experimental evidence — yet I see no Republican trying to stop teaching the structure of the atom in school — oh that's right, its because major corporations and industries rely on this science (pharm, weapons manufacturers etc etc) whereas the theory of evolution is merely think piece of scientists on how life on Earth changes over time.
The former energy and climate change secretary criticised the Iraq war by saying UN weapons inspector Hans Blix should have been given more time to continue his work.
BASC fears changes to air weapon licensing in Scotland will place an unnecessary time and cost burden on the police
All three of the main political parties are stuck in a dangerous Cold War time warp, unable to see that the world has changed and that modern security threats such as climate change and fundamentalism can't be tackled with nuclear weapons.
In a book entitled It's Time for the World to Change, published last year, she charges the United States and the WHO with conspiring to use H5N1 as a biological weapon against Indonesia and other poor countries.
Officials won't specify exactly what these changes are but they promise that the time needed for a visas mantis check — a security review aimed at preventing weapons proliferation, and the main bottleneck in the visa approval process — will go down from a current average of several months to 2 weeks.
Although nowadays many San tribes that have used bowhunting and poison arrows in the past have abandoned them due to restrictions, modern tools and change of lifestyle in general, the familiarisation, adoption and development of poison weapons dating back to Ancient times are excellent examples of the cognitive shifts in human evolution.
In the hunt for the beginning of the much - debated «Anthropocene» — a supposed new geologic era defined by human influence of the planet — the new research suggests a need to look back farther in time than the arrival of human - caused climate change, atomic weapons, urbanization or the industrial revolution.
Got ta say I spend more time checking / comparing / changing weapons.
The new system with changing the attributes of your friends and enemies, as well as having to customize your own weapon lays out HOURS of game time in itself, just trying to find the right combination.
-- Namco Bandai understands that fans want more Tales game in English — Time and money get in the way — Namco Bandai has taken steps to alleviate the issues above, and hopefully we can now look forward to seeing more Tales games worldwide — It's been difficult to fit the game on the 3DS card due to size restrictions — Voice data in particular was challenging to put on the card and feels they solved the problem while keeping the quality high — «Every part of the game, with the exception of the animated cut - scenes, has been redone in 3D» — Yoshizumi believes this makes the game seem more real / immersive than before — Character models rebuilt to improve performance — Rest of the game has been ported over seamlessly — Some changes made to «in - game parameters» to compensate for control differences — No other additions, no new weapons / artes — No communication features (StreetPass, SpotPass)-- Namco Bandai have talked about a sequel, but haven't yet come up with something that would be good enough for a full game — Yoshizumi says he appreciates the comments he receives on Twitter from worldwide fans, and he hopes that more Tales games can make it over in the future — Load times have been improved on significantly — Steadier frame rate (may have been referring to the world map specifically)-- Skits will remain unvoiced
Riddled with problems, including long loading times, unreliable server connections, crashing to desktop, stupidly long weapon reloading animations that cancel the reload if you change weapon before it's finished, poor weapon accuracy, unbalanced weapon power, poor vehicle physics (tiny trees or other insignificant obstacles will stop a tank or APC dead in its tracks and cause highly
Hell - bent on payback, the crew cuts a swath of destruction through opposing forces, wreaking havoc and shutting down an unexpected threat in the nick of time — six pounds of weapons - grade plutonium; enough to change the balance of power in the world.
A major change included is a short equip time added to several weapons including the rocket launcher, the higher - powered handguns, crossbow, sniper files, and shotguns.
As battles can get quite hectic, the game features a pause system which allows players to pause the action at any time to issue orders, change weapon sets and so on.
You can choose from 14 different weapon types based on your preferred play style, which you can change any time during quests at the camp.
Thanks to the time change in applicable areas of North America, this week's Splatoon 2 new weapon is coming out a tad earlier.
For over thirty years, a defining feature of Mega Man has been the way his color palette changes each time he uses the weapon of a defeated Robot Master.
As with any good roguelike, every time you start a new game, both the levels of fighting and the items or weapons you collect will change.
Multiplayer hasn't changed too much between the two games but this time it benefits from Andromeda's fine tuned combat and cover systems as well as weapon and kit loadouts.
These visual changes could be applied to melee weapons each with unique abilities, strengths, hit points and motion time.
The weapons can be changed at any time with accessories.
Gunnar Davis is a heavy weapons specialist with an assault rifle as a primary weapon and a pistol for a secondary weapon, while his special abilities include Shockwave which sends a powerful electrical impulse that knocks down enemies; Stasis projects a stasis field that stops time for enemies albeit while simultaneously protecting them from incoming fire, but could still be useful to strategically change position, finding cover or running past a large group of enemies; Barrier creates a protective energy bubble that prevents damage from being received by Gunnar; and Storm hits enemies with a lightning strike.
I loved MAG for a long time, was in the first and every subsequent open beta, but constant changes to weapons made it almost unplayable for me after awhile.
Every time you switch weapons the coloured orbs change to a different alignment around your ship.
- 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
Likewise hitting the D - pad while you're reloading won't change weapon, an idiotic decision when swapping to a sidearm to save time is a standard tactic.
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
3.0.0 onwards, several new weapons will be added at the same time at the beginning of the month - a new stage will also be added at the same time as the X Power reset every month - stages for each rule will be selected from a pool of only 8 stages - this makes it more likely for a given stage to appear in a given Rule - the pool of stages for each rule will be changed once a month, at the same time as the Rank X reset - this specific change will not apply to Regular Battle and League Battle, where all stages will still be in rotation
Some memorable changes Bungie has brought to the game are the huge nerfing that Shotguns suffered, which were all people used in the Crucible for a while, the destruction of the loot cave, which is now part of the Age of Triumph record book, and the nerfing of the Vex Mythoclast, which was the only elemental primary weapon for quite some time.
If you were to play NES or SNES games with that controller it would be an issue, but with most GC games the D - pad was used as a set of auxiliary buttons to do things like change your weapon and stuff like that, so it didn't see heavy use most of the time and therefore it wasn't a big deal.
By the time Season 3 hits in May, the majority of changes and fixes will be live, including weapon balancing changes, Nightfall upgrades, and the introduction of the ranked PvP mode.
Since running is on the left - analog stick (a position reserved for your left thumb) and weapon changes are on the D - Pad (another position reserved for your left thumb), you can't run and change weapons at the same time.
The elemental switching on weapons was mentioned as one example of such changes, encouraging the player to adjust their strategies over time.
Your ship has five weapons at your disposal (and you can change them at any time using your frontal buttons, each one corresponding to a specific weapon) and one special ability.
While adding new mechanics such as weapons and armor types do offer a nice little change, it just isn't enough to justify your invested time or money in a game such as this.
You can change your equipped items at any time but for certain weapons, there is a small penalty for changing in the middle of the game, with a loss of ammo that will have to be regained before the newly equipped weapon can be used.
Volnutt's F+M attack is a unique attack that changes depending on what weapon arm he has equipped at the time.
Since you're free to totally change your weapon and playstyle at any time, be prepared to experiment until you find something that fits.
Much like his DMC3: SE incarnation, his Devil Trigger will change in appereance depending what weapon he is using at the time.
The new system with changing the attributes of your friends and enemies, as well as having to customize your own weapon lays out HOURS of game time in itself, just trying to find the right combination.
It's a subtle but much - appreciated change — I can't count the number of times in SW4 I was annoyed by receiving an inferior version of a weapon that I already had in my possession, and my only recourse was to sell it for a pittance.
Not only that, but each weapon now has four different styles to choose from that can be changed at any time, meaning there is both more room for experimentation and more room for confusion.
One cool part I want to make note of is that every time you combine something or don new equipment, your character model will change with the new outfit, weapon, or headgear.
With instant matchmaking for every activity, ship interior and exterior customization, living quarters, the Focus system for additional benefits, hundreds of weapons and dozens of Frames to collect, numerous cosmetics, and constant changes and content updates, Warframe wants your time.
All these weapons can be access right away in the beta and can be changed at any time during the mission by accesing the item box.
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