Sentences with phrase «to hit enemies»

You can hit enemies with weapons like an umbrella, or jump on their heads to destroy them.
There are also special skills such as jack of hearts, which gives the character a bonus of hitting enemies in shadow.
You should be able to hit enemies from any direction, and you can't.
Shooting enemies in Alpha Protocol can be a pain in the ass because when a player shoots, there are times that the shot doesn't hit enemies for some reason.
This will send you into a short frenzy that will unleash one massive attack hitting every enemy on the screen.
The catch is that your team must hit the enemy hard from the get go.
Successfully hitting the enemy's weakness (or a critical hit) can knock them down and trigger an extra turn.
Holding down the trigger usually just results in a spray of bullets that only hit the enemy by pure chance, so you need to fire in bursts to stay accurate.
This would work other wise fine, but these attacks hits enemy automatically which is really annoying if you're trying to step back trying to avoid enemy attacks.
It is by no means the fastest, but serves as a good example showing the different weapon skills you can cast before actually hitting the enemy.
One of my favorite attacks is after hitting an enemy so many times, a button will appear over their head (in my case, the «Y» button).
Essentially this perk allows you to fire through thicker walls and objects to hit an enemy behind them.
To defeat it, you have to find strategies to either deal critical hits, or hit enemies several times in a row.
His game skills are indicative of his fast speed, deadly accuracy and the ability to hit enemies through walls.
It then gives you that fighting chance to briefly hit the enemies, attack, and retreat to safety.
If the axe hits an enemy, it'll freeze them in place.
Some are great for up close combat, while others can hit enemies farther away.
My whip would be off the mark by just a hair but still hit my enemy.
When the rocket hits an enemy, it attaches to them and takes them into the sky for an explosive ride.
However, the big way to rack up experience points is to keep the damage flow rolling and keep hitting enemies to extend your combo count while also killing them.
I mean honestly, when you make a derby game where the player would rather not hit an enemy car, you know you screwed up.
I found out that sometimes it is better to to hit the enemies with string of hard attacks rather than focusing on small attacks to increase your max combo.
The way to start these chains is by hitting an enemy's weakness.
He can also call upon lightning to charge switches and hit enemies from a distance.
The hit detection seems a little off so I would feel like I was just hitting the attack button over and over and either not hitting the enemies or just causing so little damage.
It's an awful feeling in a game when you successfully hit an enemy, only to be immediately knocked away.
The main heroine, the Rogue, can summon her dog in order to place two pinballs on the field at once, and she also has increased damage when hitting enemies from behind.
TANK TROOPERS: This newly announced game lets players customize their tank through special characteristics of tank - pilot Troopers, enabling abilities such as hitting enemies with a freeze attack, launching paint balls to block the opponents» views or using electric shocks to stall rival tanks where they stand.
The graphics are clearly outdated, the slow - motion shooting is great but it seems like you have to depend on it too much, you can hardly hit the enemies without the slow - motion effect.
A large portion of the gameplay is figuring out how to exploit the grenades» arc to your advantage, so you can hit enemies while also avoiding their fire by hiding behind walls.
There are moments of brilliance in Quantum Break, like hitting enemy soldiers with a blast of frozen time and stacking bullets on it to watch it explode, or watching an episode of a streaming TV show that you helped influence, that are absolutely brilliant and feel like the future of video games.
A is used to confirm actions and also hit enemies with the Gun - Rod when they're close by, B will change your weapon attachments, X will reload, and you will perform a sweet jump with the left trigger.
It costs 9 MP and hits all enemies for 60 ~ 80 points of damage.
This is a great addition to the melee system that RE4 and RE5 started since it limits overpowered melees and makes a player focus on shooting instead of hitting an enemy with a melee.
Hitting enemies causes more blood to appear than previous games.
Some are fast, hitting enemies multiple times before they can retaliate, but will need to use buffs as their basic attacks will do little damage normally.
Grenade launcher that fires bouncing grenades which detonate after a short time or by hitting an enemy directly.
The major changes are that Fetch can now go through neon gas rings littered around the city in order to travel faster, she can hit enemy weak points to turn them into your allies, and she also her own super move that can wipe out a whole block in a matter of seconds.
The combat is a rather dull button mashing affair with no block button, instead you just have a roll button and hitting an enemy doesn't feel like it has any impact.
The former will be familiar to anyone who has experience with turn - based RPGs: you select actions for specific characters in hopes of minimizing resource expenditure, maximising damage, and hitting enemies where it hurts.
Staples like the M16A1 and UMP - 45 are well implemented, complete with a red dot sight, stubby grip and extended magazines, while there are interesting newcomers such as the R0933 carbine, which is awesome up close and has a impressive 800rpm fire rate, and the R700LTR sniper rifle, which has a higher fire rate than most traditional bolt action snipers, though a lower bullet velocity which makes it harder to hit enemies at long range.
Additionally, the arm is now more of an offensive and defensive tool, as you can use it to pick up barrels, use them to block, and toss them for what is often an instant kill if they happen to hit an enemy soldier.
Gachigachi Punch (for the Martial Arts): you build up your energy, and then hit an enemy with a really strong punch.
The cavalry will hit the enemy line with almost no impact much of the time.
Learning how many hits each enemy takes is key to beating them, and most opponents can counter or block, making button mashing fruitless.
One of the few EC - 130H Compass Call aircraft, capable to find and hit the enemy forces with denial of service (and possibly cyber) attacks on their communication networks, has been deployed to Osan Air Base, South Korea.
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