Sentences with phrase «weaker enemies much»

You will get stronger, and realize you can use your «Rune Strike» to take out weaker enemies much quicker.

Not exact matches

Melee in this game is void of skill, it is nearly 100 % stat based and you can simply quick swing, power swing or block and the different swings only differences are damage and time taken to execute which in combat comes down to can i take him down with one or two hard hits or do i need to block a bit and beat him down piece by piece there is no dodging to counteract your possibly poor block skill or lack of shield there is no need to understand enemy attacks either they will hurt you if they hit you or if you block it it will hurt alittle or almost as much as normal and with spells and archery its all relevant the spells do elemental damage so the enemy is either resistant, weak, or neutral to a spells type not to mention that every spell has its different element counterpart.
Special enemies are pretty generic and don't add much to change the somewhat monotonous killing of endless waves of weak enemies.
There's some weak textures here or there, but it's hard to care overly much when you're hammering through the desert in the game's delightful first - person driving mode, yanking enemies out of the driver's seat with a harpoon.
There is more than one way to defeat enemies such as exploiting weak spots on tanks, ambushing the foe, taking over buildings with infantry and snipers and much more.
The Zerg are a more biological, primitive enemy — lizard - like aliens that utilize organic structures, that hatch larval aliens which are then grown into various forms, able to spawn weaker units but at a much faster rate than the Terran.
Ultimately being outnumbered is of little consequence and sometimes leaving a weak enemy alive will give a much better tactical advantage than finishing them off.
Much like your typical RPG, elements play a big role in Metronomicon: Slay the Dance Floor — you'll always want to make sure you're dishing out attacks enemies are weak too in order to inflict maximum damage.
- 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
Meanwhile, much like trash mobs in an RPG, individual enemies in Type 2 games tend to be clearly weaker than the player's squad members.
Much like Alan Wake's flashlight - weak enemies or Halo's Hunters, Dead Space features combat that is about managing threats rather than pointing at enemies with a gun and clicking until they die.
For example, the hammer is a slow, swinging weapon that is used to deliver massive single - hits that can knock off parts of a Behemoth, where as the chain blades and war pike are much more focused on constant damage - per - second (DPS) and can open - up wounds and weak spots on the enemies during battle.
The (semi --RRB- permanent damage taken differs with each difficulty level, so on the lowest one, the Way of the Acolyte, you'll start most encounters with almost full health, while you have to face much less and weaker enemies than on the higher difficulties.
Attacks might be a little bit speedier, and weaker enemies go down a little bit easier in Dark Souls III, but the game doesn't reward offense nearly as much as Bloodborne does.
The subweapons, throwing bombs and boomerangs — help close the distance gap between your character and the enemy, and are useful in boss fights, but are otherwise too slow and weak to be of much consequence during the levels.
Then you have the far weaker hackers and healers who are much better suited to stay in the background and hack objects to attack enemies or heal allies.
Much of the game's combat revolves around a rotation of abilities — for instance, stun a group of enemies, drop a wide area attack to take out the weak ones, then focus on the heavy hitters with direct attacks.
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