Sentences with phrase «weapons at a bit»

Maybe starting new weapons at a bit of a higher default level would have made using them a little more palatable for me.

Not exact matches

That and the bit where Jesus stays at a Buddhist temple and studies martial arts — but being The Son of God, he can not wield and weapons or practice offensive moves.
It might be a bit of a stretch to say that Theo Walcott is a secret weapon for Arsenal, as the England international flyer has already showed us some great form in pre-season to back up the brilliant way he signed off at the end of last season, with a stunning hat - trick in our final Premier League game and the FA cup final opener at Wembley against Aston Villa.
The announcement, particularly the bit on the NRA, confirms one line of attack on Young will be her vote against an assault weapons ban — added after roll call — in the wake of the mass shooting at Marjory Stoneman Douglas High School in Parkland.
Aside from waffling a bit on questions about the wisdom of nuclear - weapons testing and whether climate change represents a global crisis, Perry generally said the right things, says Michael Lubell, a physicist at the City College of New York.
D - 9 definitely has a lot going for it — character development, great acting a at least a few people, awesome alien weapons; it felt a bit preachy at times at different times though
At first the game may seem to take away a little bit of control with the weapon lock - on, but in the heat of the battle you'll feel lucky that it has your back.
It's also a worthwhile endeavor: the Anjanath deals something like 400 damage in one massive neck - biting body slam, whereas each hit of my weapons was dealing 10 to 15 at most.
The gameplay is challenging at first, but better weapons, armour, skills and perks make the game a bit easy in later occasions.
After a decent gallop up through its power curve, at 6850rpm, when your average 2.0 - litre four is getting a bit wobbly in the knees and complaining of a stitch, it delivers a weapons - grade surge of power right up to its 8K redline.
We get looks at Concrete Man, Magma Man and Tornado Man, and a bit of info on their weapons and their backgrounds.
The games melee weapons are also a bit of a bugger to use thanks to some dodgy hit - detection that requires you to get in really damn close, at which point the zombie eats your face off.
There's not much to say about the ranged weapons, really, except that they work, feel decent and bring a little bit of extra variety into the whole affair, although on the Xbox One at least they are just a tad twitchy.
Also, the weapons don't feel like they have much power to them at the moment, sometimes taking insane amounts to put an enemy down and just feeling a bit useless, especially when compared to those sodding rocket launchers of doom and that sniper rifle with max damage stats.
Balancing out how many weapons are available to you at one time along with how many you can carry at a time is perfect and adds a bit of strategy in how you decide to take on the missions that you are tasked with completing.
It's a nice mechanic, but a bit fluffy at times — exactly the same as the weapon system.
At its early stages, the weapon classes seem like the need a bit of tinkering, as sub-machine guns don't offer much in the way of a response to many of the other gun classes that outclass them in damage or range.
The levels, which are slightly warped versions of their real life alter egos, and the cars, also add a little bit of realism to the experience; granted a Ford transit van with an F1 engine that has shields and weapons isn't exactly the norm in everyday life, but its a little more so than a monkey who's throwing shells at a talking mushroom whilst driving a go - kart.
Everyone at Housemarque is very excited that you are finally able to get your hands on our latest game, and I'm taking this opportunity to tell you a bit more of some of my favorite Augmentations, which are some secondary weapons and passive abilities that will help you to survive.
One problem that I found with the weapons is that the sniper rifles have quite a bit of recoil that really messed up my precision aiming at times.
In addition to this, all Primary weapons are available to all hero classes, and you will also have three exclusive bullet colors at your disposal to make the game more colorful than ever and allow you to blast the Xenos with a bit more personal style.
Also as far as the weapons, I believe that it did make you conserve your ammo a bit more since you did not have all these other weapons immediately at your disposal.
That, coupled with some bizarre weapon pickups serve to make this title a bit of a frustrating mess at times.
The Cryogenic weapons (functionally similar to slag weapons) at least have the effect of freezing or slowing down enemies, so you can smash them into icy bits.
It's a system that works nicely, though it occasionally gets a bit annoying when players have to leave dungeons in order to get a new weapon so they can level it up instead of gaining experience on an already mastered one, since these creations can only be done at the in - game headquarters.
The system, and the way it works, is a bit unclear at first, as the game does a dreadful job of explaining its upgrade mechanics in any type of detail, but once you clear its initial bewildering minutes, its mysteries open up to you and offer a nice bit of strategic depth when improving your weapons.
Zombie HQ will let you slowly grind away at its hundreds of buyable bits, but what it really wants is for you to microbuy improved charater stats, better weapons, costume pieces, and furniture for your eponymous zombie headquarters.
Firing weapons is almost identical to Resident Evil — characters will automatically take aim at the nearest enemy, which limits the frustration factor quite a bit.
On the plus side there's quite a bit of variety to the weapons at your disposal, even if the system itself feels sparse.
When using your melee weapons you can lock - on to enemies using the Left trigger — this will prove useful as the camera can be erratic at times, although the lock - on does fail at times when things on the screen get a bit too hectic or if things move to quick.
Alternatively, if you prefer a bit more control, you can purchase your favourite weapons using tokens collected in game to use at your leisure.
The lunacy of each race did at times get a bit much for my internet connection and on more than one occasion I was destroyed by a phantom weapon, rendered invisible and unavoidable by lag.
At the end of each round, players will earn currency, which will allow players to purchase new weapons, cards (which are the secondary weapons you can take into battle), and appearance customization options, allowing players to tweak their gameplay style a bit while rewarding frequent play.
It will take a bit of practice to become prolific at mixing combos, but it will definitely become necessary as you face many enemies at once that are only vulnerable to a specific kind of weapon.
Blue Print Schematics, however, grants players access to new purchasable weapons and T.E.C.H. at the Teletraan store, expanding the arsenal in the game quite a bit.
Actually, Bethesda seemed to be a bit too eager to show us what Fallout 4 is capable of, as you are given a powerful weapon and a huge armour right at the beginning of the game to fight against a vicious enemy.
Most of the franchise contains at least eight stages while the original only has six stages but many new features (such as sliding and charging your weapon) didn't exist in the original, some of the newer features may have made the game a slight bit easier.
Re-Volt is very entertaining and funny racing game, where you drive cars different from other racing games - the toy cars at your disposal and extremely fast and in each race you can collect weapons to blast your opponents or other tricky stuff to make sure your rivals bit the dust before you!
The Vita's second analogue stick makes aiming weapons easy enough at a distance, but the controls get a bit finicky at close range, especially for flying enemies.
Buying and upgrading weapons can get a bit pricey, and just relying on the campaign may not be enough to get new weapons at a decent pace.
At some point the crafting system in the game can be a bit tedious, but fulfilling the items in that wishlist to create that powerful weapon or armor is a good enough incentive to hunt a specific monster or loot the area for the materials needed.
There are just those moments where it feels a bit spongy, particularly when fighting with rapid fire weapons at mid-range.
Crafting an armor or weapon can seem like a chore at some point since you will have to do quite a bit of research.
Kiros = a black Voldo form the Soul Calibur series, Ward = a fat sailor who is only a few fry - ups away from cholesterol poisoning and Laguna — who is a bit like Irvine in looks / weapon and whom is featured right at the end of the final FMV (after you defeat future witch).....
EA has toned it down quite a bit in the days leading up to the game's release, taking certain weapons out of loot boxes and instead having them be unlockable by playing the weapon's specific class, making players have to be at a certain level to equip and upgrade higher level Star Cards, removing Epic Star Cards from loot boxes, and reducing the amount of credits needed to unlock heroes by 75 percent.
EA has responded by toning the system down a bit as Heavy reported such as taking certain weapons out of loot boxes and instead having them be unlockable by playing the weapon's specific class, having to be at a certain level to equip and upgrade higher level Star Cards, and removing Epic Star Cards from Crates.
In addition to the trailer showcasing the story, a nice surprise at the end of the trailer showed that an adorable 8 - bit styled Mega Man will be playable in Monster Hunter: World, while various weapons (and even music options) from the series will be integrated into the title.
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