Sentences with phrase «weapon combinations makes»

I love the art style that is used for the character portraits and cinematics coupled with multitudes of «mechs and different weapon combinations makes for some pretty amazing strategies.

Not exact matches

For our fully functioning / more advanced lifters who might be looking to make things a little more challenging — grab yourself a weapon of choice — a set of dumbbells, a barbell, kettlebells, some resistance bands or any combination you like.
It's possible some players will get a real kick out of experimenting with all the combinations, but we kept feeling the pressure of time passing quickly and our need to find the bike parts was too much to worry about what weapons we could make — and regardless, most of the weapons in Case Zero can't be combined anyways.
It features a masked head sculpt with 5 pairs of interchangeable eye pieces to create numerous combinations of Deadpool's expressions, an iconic red and black Deadpool suit made with new materials and excellent tailoring, Deadpool's signature weapons including a pair of metal swords, a dagger, and pistols, DP's favorite mystical animal toy unicorn, a pair of interchangeable high heels, an X-Men Trainee jersey, a wearable neck device, variety of interchangeable hands available for different gestures, and a specially designed Deadpool 2 themed dynamic figure stand perfect for aerial poses!
Using a combination of her feminine guile and a sudden disposition for weapons and explosives, Jane must fight off the clan of invading Bishop Boys while also coming to terms with the losses in her past that have made her the woman she is today.»
Few cars in the evo car park could provide such satisfying spur - of - the - moment B - road blasts, the combination of a rev - happy naturally aspirated 2 - litre engine, sharp steering and gearchange, superb grip levels and a small, easy - to - place footprint made it the office weapon of choice for «just going out for a drive».
With so many weapons to choose from, you need a weapons system that makes it easy to not only chose which weapon combination you like to play with, but to be able to swap from one to the other on - the - fly.
The combinations of statistics provide a real strategy element; for instance heavy duty weapon MG Judge 2.0 unleashes 106 damage on an enemy, albeit with a low attack speed, while the twin - rigged Claws of the Gestalt has less damage at 83 damage dealt to an enemy, but more than makes up for it with a high attack speed; therefore resulting in Claws of the Gestalt actually being the more effective of the two weapons.
There are over half a million combinations that can be made between the weapons, costumes, accessories, and jutsu.
What's ultra smooth about it is that you automatically switch to these weapons as soon as you press the corresponding button, making it second nature to chain combinations together.
This combination of weapons and enemies makes for some great strategies.
- 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
focused on the combinations and making them interesting, the combos here mostly just involve adding an element to a weapon (flame swords, shock spears, etc.) And don't change the appearances of the weapons.
This greatly enhances the potential combinations of weapons, their associated Sword Skills, and magic attacks, making your encounters and victories even more satisfying.
The hard hitting combination of lethal weapons, stackable perks, furious combat and a killer synthwave soundtrack makes Hyper Jam a multiplayer title that'll keep you coming back for more.
With its eight different kinds of enemies, six types of weapons and shields for your ship, 24 different challenges (or modules) to make the enemies stronger and faster and set the environment against you with asteroids or EMP fields, there are tons of combinations you can do.
There will be over half a million combinations that can be made between the weapons, costumes, accessories, and jutsu.
There was one idea that never came to fruition but sadly I couldn't make it happen, but I wanted to make it possible that each pairing of characters, rather than the defaults, would each have a unique weapon mode, but due to their being seven characters, that would mean many unique and possible combinations to contend with outside of the defaults.
This deadly combination of stats and skills make them a force to be reckoned with on the pitch, whether they focus on tricks (agility, secret weapons, or special skills such has hypnotic gaze or throwing a teammate with the ball), or sheer strength to beat the opponent team.
While playing through the game, you'll ease into the combination of characters that best suits your play style, but I usually stuck with the characters who had the best personalities, despite if their weapons or skills ultimately made my team the most effective.
Killing a room full of enemies with a pistol is boring; killing them with a combination of shotgun, machine gun and plasma rifle is infinitely more fun as you juggle your weapons to make the most of your position within the map.
The combination of boring weapons and uninspired action make Lethal VR less fun that a shot in the foot.
Similar to Fallout 4's comprehensive settlement building, the games weapon modification system also featured customisation on an epic scale; the various available modifications made possible an almost baffling number combinations.
In a shoot - em - up, a player has to press multiple keys at once — to walk, run, crouch, fire, reload, swap weapons, and so on — and the combination of all those possible actions, together with trying to predict the actions of others, makes for a vastly more complex task.
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