Sentences with phrase «weapon damage effects»

Not exact matches

I decided to hold off on explaining elemental damage and status effects which are a big reason to actually use S & S. I am confident these topics will be covered in future episodes once weapons with these attributes are available to us.
Hunting Horn: similar to Hammer, but tends to have less damage with the ability to create songs that have different affects, overall great weapon for groups, such as multiplayer Sword and shield: able to use items while holding weapon, able to block as well Switch Axe: Ability to morph inbetween Axe and Sword form, sword form tends to have different effect than axe.
I like tangible weapon upgrade systems like this, but it felt very limiting; although there are a variety of upgrades available (such as rate of fire, ammo capacity, duration of effects, greater damage, or increased drop - rate of bolts, raritanium, or holocards), only three of these types of upgrade can be applied to each weapon.
Elsewhere, Cranky Kong's cane, known as a Boombow, is a close - range, wide - spread weapon, and his secondary Barrel Bolt attack can fire over cover to do area - of - effect - style damage to multiple opponents.
Special weapons have special effects that can cause tremendous damage against specific enemies.
When Kirby is using a weapon ability like a Cutter and holding it in the air, allies can strike at it to enchant your attacks with new effects and increased damage.
The game is now a loot fest, as players will not only collect cash and health from enemies and bosses after killing them, but they'll also drop new weapons, equippable stones that increase damage, add elemental effects and more.
- 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
Theres a secret passage in the wall and if you have full health but I do nt think full subtanks there will be a capsule where light gives you a chip that provides all 4 of the body chip effects, regen when standing still, a new weapon that lets you fire off fully charged shots for a bit, 2x air dashing and even better damage reduction.
The upgrades are essential and equally important as each character and weapon choice you make can have vastly different effects on the battlefield, for example sometimes selecting a weapon with more range as opposed to damage may be the preferred choice.
New weapons, vehicles and activities Additional wildlife Denser traffic New foliage system Enhanced damage and weather effects, and much more
Among the new features are the first person camera mode, new weapons, vehicles and activities, wildlife, denser traffic, enhanced damage and weather effects, and over 100 new songs.
In addition to increased draw distances and higher resolution, players can expect a range of additions and improvements including: new weapons, vehicles and activities, additional wildlife, denser traffic, new foliage system, enhanced damage and weather effects, and much more.
, killing zombies, and completing quests grants progress towards three distinct skill trees: Agility, which handles the parkour abilities like slide - dashes and drop - kicks (the latter of which I found utterly useless, though the Internet at large has taken to calling the game as a whole «Drop Kick Simulator»); Survivor, which deals with crafting recipes, backpack size increases, and general quality - of - life upgrades; and Power, which focuses on dealing damage, granting elemental effects, and making melee weapons last longer.
The first of the systems has a tangible effect on gameplay by reducing accuracy and vision every time Tokaj is frightened — with an inverse boost to physical damage — while the latter is basically a fancy way of describing how many of the objects you find in the environment are able to be used as melee weapons.
The sequel adds a deeper and more involved experience, adding a ton of mods for weapons that span from damage and crit multipliers to elemental effects and a wealth of chi skills.
Oh, you may find an item of armor with better protection, or a weapon with a more damaging effect on the enemy, but this is going to be the standard by which all other items are judged.
Mass Effect 3 is due for release this year, and to meet this deadline Bioware has enlisted the help of fellow EA developers, DICE, to assist in development of the game's slew of weapons, factors such as bullet damage and ballistics, as well as environmental damage and acoustics.
Other added features include new weapons, new fvehicles, new activities, new wildlife, a better foliage system, denser traffic, weather effects, enhanced damage, and enhanced radio.
some of the additional features for the next - generation and PC versions include additional wildlife, new weapons, activities and vehicles, denser traffic, enhanced damage and weather effects and new foliage system among others.
From normal weapons with different damage outputs, reload speeds, accuracy, and more, to more powerful and explosive weapons with status and elemental effects like fire, corrosion, lighting and others, there is something for everyone here.
You may not get Maiming Strike in your lifetime but put in the time to Forma that Galatine Prime (which must also be farmed separately through Relics, which — as you've guessed — must be farmed separately) and you'll gain a beast of a weapon with 200 percent more melee damage, numerous status effects, higher attack speed and a new stance.
Using a vehicle's flamethrower (one of the game's secondary weapons, along with an armor - piercing railgun and formidable rocket launcher), produces a pleasing incendiary effect, as damage points peel off fiery foes.
Instead you have a great variety of close - up, ranged, high damage, fast fire, and area effect weapons to choose from.
Switch weapons and move masterfully to unleash Attack Sequences — special moves that deal bonus damage and effects.
I assume the right - click - to - improve - aim will still be there, but I'd love to see the nerdy math behind cover / concealment / suppression penalties, range penalties, effects of weapon status / merc health / merc stance, damage vs armor, single shot vs burst vs auto, etc..
This weapon shoots out a projectile that deals area of effect (AoE) damage, and can be very devastating to Aloy early on in the game.
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