Sentences with phrase «weapon type so»

Not exact matches

So it's still legal to buy, sell, and exchange these kinds of weapons, including in Nevada, as long as they're a few decades old — although with some extra hurdles that don't apply to other types of firearms, such as registering fully automatic guns with the US Bureau of Alcohol, Tobacco, Firearms, and Explosives (ATF) and paying a special tax, with the risk of additional penalties if someone doesn't comply.
So take a wild guess why American Citizens who DO own guns, especially assault type weapons... ARE NOT GOING TO GIVE THEM UP AND FOR A VERY GOOD REASON!!!
So please join me in calling for the passage of common sense gun laws that reinstate the ban of assault - type weapons that used to exist from 1994 to 2004.
This is not a situation of President Obama's making but a direct result of Assad using chemical weapons against his own people, so if you're getting all jacked up and thinking about giving Putin some type of international accolade on the level of the Nobel Peace prize, I'd caution you Congressman, I fully expect this whole deal to fall apart in about 3 days in any case; and for the President Obama to be forced to move forward post haste with Syrian Strike legislation.
«That's a type of weapon that you so often see in these types of situations,» former NYPD Commissioner Bill Bratton told MSNBC.
«I am so happy that more of these types of nanoparticle - based hyperthermal therapies are being developed to increase the arsenal of weapons against cancer.»
Inhibiting the protein in astrocytes had no impact on disease progression, so the search for the weapons that cell type uses against motor neurons continues.
The rest of the time is spent exploring (only you can't in any type of satisfying manner because after 10 seconds you've got the pointless button pressing combat again) some terribly badly designed maps (on roughly the same tech and inspirational level as Horace Goes Skiing - seriously that lost world of dinosaurs game on the Spectrum 128K had way, way better level design), following a story line that is so shallow it makes Jet Set Willy look like story telling genius, buying weapons and armour and levelling up which is all pointless because the combat is just so useless.
Changes are incoming for almost every weapon type in Monster Hunter World — so how does your weapon of choice fare?
This was implemented intending for the players to try out many types of weapons, but even so, I felt they broke too quickly.
Understanding the timing of your weapons and applying that across dozens and dozens of different enemy types is the core of Dark Souls III, and it's immensely satisfying to do so.
The bigger monsters you fight, the more types of Bone weapons you'll be able to craft, which will do more damage so you can fight the bigger monsters, which'll give you more bones to craft better weapons... you get the idea.
Even more so if their weapon is configured to deliver the proper damage type.
There are the familiar role - playing elements that allow you to upgrade your character, from their basic stats and inventory size to the ability to specialise in different types of combo weaponso that you can create specific weapons from non-specific parts in the same category.
You'll have to excuse us a little as this was quite literally our very first hour with the game — so there's a little control fiddling and a real sense of unfamiliarity with our choice from Monster Hunter World's 14 unique weapon types — but even with us fumbling around the game speaks for itself.
You will need to play very differently depending on the one you choose, but there's no penalty or loss for changing weapon types, so feel free to keep a variety on hand to suit the needs of each mission.
There are a whole lot of weapons available in the game and you can equip them on any character, however their skills might be enhanced if they equip their favorite weapon so other weapon types are usually not good in this situation.
Luckily weapon types in Monster Hunter: World are not strict «classes» like in other RPGs so you can freely swap and pick different weapons throughout the game without worrying about skills or abilities.
In MH it is really easy to switch class whenever, so you never really have to worry about getting stuck in a weapon type.
Putting a well thought weapon combo can help you deal more damage to enemies, and even then, some of them will be weak to a certain type of weapon so you will need to keep this in mind as well.
Multiple heroes strong or weak against certain types of enemy, each with their own distinctive personality and weapon set, each working well or not so well with other agents; even in the current build, you can unlock gun and character skins to show off your abilities.
Tsugio's parents are typical Tezuka comedy types: his father is an inventor who doesn't invent so much as create weapons of mass destruction and his mother who defines a loving, cheerful, crushing, husband basher.
You'll encounter different type of weapons, even flame throwers but you'll keep your old sword, knives and so as you will not be able to use the guns for long...
Where the problem lies is that Battleships combat just feels generic and soulless, and with just three enemy types (one of which is actually a mine, so really two enemies) and only a few weapons to choose from it's also lacking in variety.
Applying more attacks will cause higher damage, and even more so if you keep hitting with a weapon of the favorable type.
A single weapon is gifted to each of the team members so team leader and chief ball - bag is Dalton, who gets a mag - shield type pistol, Naya a cold professional killer gets the black hole creating assault rifle, Izzy, the token sassy redhead scientist gets a gun that crystallises people, and Jacob the gruff ex-cop with a bucket of chips on his shoulder gets a crossbow which sets people on fire.
Unlike the original game, every weapon you collect will have the same stats as any other of that type (so every Sunshot Exotic will be as powerful as the next you find), director Luke Smith told Mashable.
Clothing alters defense and overdrive stats and appearance, weapons have basic stat changes but all weapons of the same type (so far) share abilities, and most perks or superpowers are equip - able items.
Also, as in previous games, XCOM 2 factors in things like cover, height and weapon type when estimating your chance to hit, so you know how risky a move is before you roll the dice.
With so many different types of Warframe armour and weapons to pick from, plus numerous ways to slice and dice foes, there are hundreds of hours of entertainment here for the grand price of absolutely nothing.
Macross is practically defined by its use of missiles, so it's nice to see them come to center stage with a game mechanic rather than leaving them as a «fire and forget» type weapon while focusing mainly on the gunpod's aim, but at the same time it sounds intimidating considering Macross games already have you juggling between three different forms.
A welcome feature comes in the form of weapon proficiency, with weapon types (blunt, blade, and so on) becoming more effective with increased use.
Each enemy type has a weakness against at least one of the weapons, so constantly switching tactics is the best way to build an impressive high score... and stay alive.
There are numerous weapon types to choose from, ranging from snipers to submachine guns, and better weapons will make it so you can dish out more damage to the game's enemies.
So I chose to play as Lisa because she looked badass with the shotgun and G looked like he shouldn't be anywhere near any type of weapon.
This is where communication with friends will be key; some enemies require specific weapon types to defeat them, so you can't all just run shotguns and think you'll be able to get very far.
So far, I've come across six different weapon types, maces, spears, swords, axes, shields, and crossbows.
- 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
I believe I've only seen generic type weapons that Link uses, so not sure what's up with that system.
Tokyo Mirage Sessions also brings the weapon - type weaknesses of Fire Emblem, so some enemies are weaker or hold resistances to swords, lances, bows, and axes, as well as skills that target specific enemy types, like horses.
You will literally only get these four types of weapons, so you will want to sell and dispose of lower power weapons as you pick up more powerful versions of them.
Additionally, players have access to three class types and all abilities and weapons from the start, and these can be further improved through the completion of challenges, which grant attachments so as long as you keep playing, your character gets better.
To do so you need to gather different type of items and combine them in your inventory to unlock weapons that will take out the different enemies quicker than your first weapon in the game which is basically just a stick.
We have no idea whether he will get any type of projectile weapon, however — so we'll have to wait and see if it's all going to be up - close and personal, or perhaps have some more «Snake - like» elements.
The change also streamlines the way that ammo types affect enemies, so you are no longer struggling with how to approach a particular type of shielded enemy, you simply switch to energy weapons, bring it down, and then go right back to your bread and butter.
All of them have certain susceptibilities to certain types of weapons, so for example the OD are susceptible to fire - based weapons, the robtos to energy, things like that.
We don't have much information on when and where Kulve Taroth has amassed all these relics, so the nature and quality of these weapons (read: type and stats) are entirely up to fate.
This will be so tight, can't wait to do a zombie type mode with the modern weapons, hope they keeep the cheats though and not death cards, those just weren't as fun to me as playing in slow motion with cluster bombs
Enemy weaknesses and strengths flash across the screen as you target, so you're inspired to keep your equipped weapons (limited to 8 at a time) mixed with mods for different types of enemies.
A single fire bolt - action rifle isn't the best weapon for the job when you consider that I'm more of an in your face type of player, so for the first 5 - minutes I was running around like a chicken with its head cut off, and getting completely destroyed as I tried to single - shot hip fire enemy soldiers with a slow moving sniper rifle.
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