Sentences with phrase «where enemy»

I could pinpoint exactly where enemy gunfire, grenades and footsteps were coming from.
SteelSeries» headset sufficiently immersed me in the game's tense online death matches, allowing me to hear where every enemy bullet and footstep was coming from.
A good headset will help gamers know where the enemy are, which direction the threat is coming from and present a more immersive experience.
You'll always hear where the enemy is coming from, where your team is located, to strike with precision.
When it was time to test myself against other players in competitive multiplayer, I had no trouble pinpointing where enemy footsteps and gunshots were coming from.
Whether it's zeroing in on exactly where your enemy is or deftly locating the direction of every gunshot, you'll always be a step ahead.
Fixed an issue where the enemy could perform special attacks while in the middle of an evade animation
But there are too many instances where the enemy hordes just get out of control, to the point where you get lost in all the commotion.
The only real complaint I have about battles is the fact that after the first or second battle, there comes a point in every fight where the enemy receives reinforcements.
«You can imagine plenty of scenarios where an enemy mech is hiding behind a building and you just take it down to get rid of their cover.»
Thanks for sending me through a sector where every enemy had nothing but missile launchers, game.
For both games, I die quickly the first time I try a level, but I keep at it until I memorize where each enemy is and how I should deal with them.
Enemies move erratically and dance around the battlefield, so often it is better to just let the broad aim auto - assist do its thing while focusing on where an enemy is moving to next.
What Teti said about the real joy being in the moment where the enemy doesn't know you're there is very true.
Each map brings a new gameplay experience and fresh visuals, with characteristics such as foxholes, tunnels and dense jungles from where the enemy can launch surprise attacks.
The concept of using the same and / or similar enemy models to maintain frame rate in an environment where the enemy appears en masse is nothing new.
ECHO is an upcoming science fiction adventure where the enemy is you.
As a result, you tend to glide through combat by guzzling potions to compensate for the lumpen blocking mechanic, and even when you get to more challenging boss encounters where enemy healing and shielding threatens to become an issue, you can almost always progress through sheer gluttony and overkill rather than by having to think too deeply about what sort of combat approach to take.
You don't just hold up a sword and swing it, instead you must choose which angle you want to swing your sword from (there are six points), as well as anticipating where your enemy will attack from as well.
It is up to you the player to use your wit to discover where the enemy's weak spot lay and strike it with your bow and arrow.
Only a few times did the game really scare me but when it did the scares were solid, and simply creeping around Union can be pretty intense as you try to figure out where enemy groups are and which bodies won't jump at you.
This means that the player knows where enemy fire is coming from before being hit — a clever and logical feature that could stand to be included in similar games.
The game is played through many rounds where the enemy survivors get new upgrades to better withstand the increasing amount of towers.
Occasionally you fight battles where an enemy takes a hostage, and accidentally shooting an innocent will result in an instant Game Over.
At times it can also be difficult to identify exactly where the enemy hit boxes are to land an attack.
Sky Clash is a unique PvP and PvE war game, where enemy attacks and clashes of clans are everywhere.
He also praised the special visual indicators for the mobile version, which allow you to pick out where enemy gunfire and footsteps are coming from, even if you don't have headphones in.
Where Enemy Unknown granted you the support of all the planet's governments and asked you to watch it dwindle, XCOM 2 starts you off with next to nothing: a handful of ragtag fighters of questionable background, against the might of an alien enemy who have already conquered Earth.
The map hides your flag really well, so you might have to do some exploring to know where the enemy's flag is, and to take it back to your base.
There was one where the enemy I was supposed to kill was stuck underneath the floor and another where my character was stuck inside a building that he shouldn't have even been able to get into.
So now we have a situation where an enemy has been removed from an otherwise updated game, despite its boss version still remaining intact.
Robin Kreibich was selling a set of hacking tools allowing Paragon players to hack the game in order to implement aimbot, triggerbot, and map hack functions to know where enemy players are at all times.
It also constantly gets stuck in weird angles too, especially during battles held in small areas where it's crucial to see where the enemy is, making simple encounters rather frustrating.
The problem with this is it means you are micromanaging everything and sometimes it's pointless — you go into tactical mode, throw a grenade where the enemy is and then run behind cover and shoot — you unpause and in the time it takes for him to throw the grenade, the enemy has moved and is now attacking someone else.
WorldviewDefeat UFO which invaded the Earth, please save the Earth.Nanobots created the small wormhole where the enemy UFO appeared.Who \'s the pilot that can really save the planet torn by war?The game contents.1.
In battle a button is dedicated to awakening these powers, where enemy attacks will literally go through your body, allowing you to counter, with your enhanced elemental abilities added to your attacks too.
Move into a space directly in front of where an enemy is facing and you'll be killed.
For Samurai Warriors 4 - II, the implementation has been amended to make this type of attack less effective in areas where the enemy has high morale.
Knowing when to use each weapon is the key to success and survival in a game where the enemy can easily slay the witcher if you let your guard down.
Each battle is constructed from a scenario (such as planetary assault, which requires you to rush your ships to certain locations against tight time limits while the enemy tries to waylay you, or assassination, where the enemy tries to kill your flagship and you have to hold out until you can warp out from the battle), and both sides get to construct their forces up to a set point value.
One thing I've never seen yet in any games is different character characteristics, I'm fed up shooting & seeing character instances «clones» in games where every enemy / person looks the same.
We were interested in a stealth game where the enemy only has one (extremely keen) sense.
There are places in the levels where the enemy gunfire seems impossible to predict, however by following the trail of coins you will often be able to find a safe path through the chaos.
There was an indicator on the screen showing where the enemy was supposed to be, but when I'd scope in on the marker, there was nobody there.
Then, he / she levitates them in a narrow space where enemy patrols pass by regularly.
The HUD has changed, displaying useful new info like where the enemy got Power Ammo from, when players» Super abilities are ready, and whether players are alive or dead.
It would essentially be like controlling an FPS or TPS character, with the left stick moving you front - back - left - right, and the right stick used for aiming (free aim btw, no lock - on, or at least Armored Core 1 - style lock - on, where the enemy has to be inside a medium - sized reticle for you to lock onto him).
Little Nightmares is a unique horror experience that simply doesn't compare to anything that I'd played before, as not once did I encounter a jump scare or ferociously loud piece of music, instead the fear came from knowing where my enemy was and hoping they didn't see me, knowing that every footstep I make can be heard, and knowing where the exit was but not knowing if I'd get there safely.
By far the simplest, and perhaps the most effective new feature, is knowing when and where an enemy may have spotted you through a directional indicator, which is white static that appears on the top of the screen.
Don't forget to use this to communicate with your team to tell them where the enemy are hiding.
a b c d e f g h i j k l m n o p q r s t u v w x y z