Caliber recoil comparison

colt M1911 memes

2018.08.13 20:43 dacweepa64 colt M1911 memes

A useful gun that deserves all the praise it gets. GIVE PRAISE TO YOUR LORD AND SAVIOR THE COLT 1911.
[link]


2024.05.14 03:01 ZachTheLitchKing [SerSun] Serial Sunday: Void!

Original Prompt

Chapter 26
"Okay, what about...that one. The five stars about...two handspans above that dune?" Cass asked.
Kher looked where Cass was pointing, holding his torch aside so he could get a clear view of the stars.
"That is one of the Twins," Kher said, "See the three stars to the right? That is her brother, fleeing the Serpent."
"Weird." Cass had unbraided her hair earlier in the night because of the chill. Now she was trying to hold it out of her face so she could see the stars clearly. "In Sammos they're the Mother and her child, running to embrace each other after being parted over the winter season."
"Or reaching for each when the winter floods wash the boy away," Charis added. They were riding on Cass's other side, holding their torch down low over the side of their camel to keep the light off of Cass's left arm. She appreciated the gesture.
"In Chol they don't' have a name for those stars," Cass continued, "but they do have a Serpent. I don't think it's visible this time of year though. And in Harenae it's the 'Father and Son'. The father's teaching his son how to hunt."
"Do they have a story in Desheret?" Kher asked.
"I haven't heard one." Cass turned in her saddle to look back along the short caravan. Kebb was nowhere to be seen, probably keeping vigil in the rear. Anatu was attached to one of the carts, which only left Nuu as someone she could see to ask.
"Nuu!" She called, waving. They looked her way, eventually approaching. "What do you call those stars?"
"Is there a tale to them?" Kher asked.
"The three bright ones?" They looked skyward vacuously for a moment. "That is Sobek, a large crocodile that follows the flood waters of the Great River. Those stars are his open maw."
"What about the five stars to the left of them?"
"The two lower ones," Nuu said while pointing, "are his body. The upper three are his tail curled around."
"Ah yes, I can see it!" Kher said excitedly. "A more creative tale, I think. I wonder how it is yours is so different from our tales. We call them the-"
"Hey, Cass," Charis whispered, leaning closer, "you mentioned I could see your arm after dark?"
She looked down at her bandaged limb and flexed her fingers uncomfortably. The wrappings were much tighter now that she'd had ample time out of the sun.
"Okay, but keep your torch away." She tugged on the knot holding the bandages in place, let them loosen, and unwrapped her arm. Charis gasped as her skin showed in the starlight with thin motes of light of its own.
Under the light of the sun or flame, Cass's arm was thin and the skin looked brittle and burnt. The comparison to burnt wood was not uncommon. But under the stars and moon it looked wholly different.
"Beautiful," Charis whispered, gazing at the black abyss. The colors and patterns within it were similar yet very different from the sky above. As Cass moved the lights moved as well, as though flowing through her limb. Never the same pattern twice.
"Thanks." People were always mesmerized by her arm at night. The ones who weren't convinced it was a blight of some sort, at least. She extended her hand to Charis. They looked up at her briefly for permission, then took her hand in theirs. Unlike during the day, there was no pain. Their skin didn't feel uncomfortably warm either. In fact it was rather cool and pleasant.
Charis tucked their long curls behind one ear as they laced their fingers with hers. She lifted her hand closer to their face so they could take a closer look.
"It's strange," they said softly, "your hand looks so different, so..."
"Weird?" Cass offered.
They shook their head. "No...magical. But if I close my eyes I would be unable to tell this hand from your other."
Weird, odd, cursed, strange, these were what Cass was used to hearing her arm called. The only person who'd ever complimented her on it like that - who'd called it magical - before was Helen. Back before the war, before she'd killed the King of Sammos. When their encounters were furtive and hidden at night.
"Oh?" Cass looked away and tried to change the subject. "Can't tell your left from right?"
Charis chuckled and gave her hand a squeeze.
"What's going on here?" Nuu asked while riding closer. Their torch illuminated Cass's arm and the pain instantly came back. It wasn't as bad as if she were caught out in sunlight, but the entwined fingers became sore. She only barely got her hand out of Charis's before her hand clenched reflexively.
"Damnit!" Cass swore.
"You need to back away, Nuu." Charis said hotly.
"Calm, everyone, calm." Kher spoke up. "No need for such vehemence. Nuu, I believe they want some...alone time?" He gave Cass a big smile through his braided beard.
Nuu narrowed his eyes at her. "I thought I saw her changing."
"I wasn't. You'd know if I was." She felt bad enough every time she saw their sister's brass leg. Being reminded that they were survivors of one of her attacks was not a pleasant vortex of emotions.
"If you lose control-"
"I don't lose control! I've never lost control. It's not something I'm not in control of." Cass clenched her left fist, reminding herself it wasn't worth hurting them. "Put your torch out and I'll show you."
"I've already seen it."
"You've seen it as an enemy. How about I show you what it actually looks like?" Cass turned in her saddle and extended the black and burnt-looking hand. Nuu recoiled, but there was a curiosity behind their eyes. They gave a quick glance at Charis who lowered their torch behind their camel again. Nuu did the same, and Kher followed suit. Bathed in darkness again, they all looked at the starry field of Cass's arm.
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2024.05.14 01:21 House_of_Lij Lij's Drag Race Recasted: CVSTW EP3 "The Weather Ball" Lip-Sync

The "Weather Ball" Challenge results are in!
DURING THE EPISODE...
Monét X Change has won the "Read Off A Weather Teleprompter While Indoor Skydiving" Mini Challenge!

── ࣪˖ ࣪ ⊹ ࣪ ˖ 🇨🇦 ࣪˖ ࣪ ⊹ ࣪ ˖──

ON THE MAINSTAGE...
Monét X Change is declared safe and exits the stage, leaving the tops and bottoms of the week to hear their critiques...
Adore Delano receives negative critiques from the judges. Brooke says her package this week was underwhelmingly pedestrian, a reversion back to her season 2 fashion antics. She was incredibly sexy in her lingerie look, loving the all-black ensemble, yet every other queen that went after she stepped it up, so she looked weak in comparison. Her silver fox look was undeniably an older version of a Chola. While they loved incorporating her upbringing's fashion onto the mainstage, they wish she elevated the look to be much more. On top of all this, her design look could be more impressive, feeling like the tulle is a coverup for messy hot glue and a lack of shape. She got into her head this week, and they need her to pull herself out because she's been doing fantastic.
Angeria Paris VanMichaels receives positive critiques from the judges. The entire panel is shocked by how her package turned out, saying she used that winner's budget. First of all, her lingerie look was so incredibly sexy that they couldn't even clock that it wasn't her body; something about it was so Beyonce-esque; with this silver lingerie with this honey blonde wig and robotic parts, she looked so well put together. Her second runway was even more impressive, turning out this elevated church lady look dressed for the snow in her gorgeous white furs. When she let down that pageant bun to show her flowing gray hair, they knew she was locked in for the win. Her design look leaves the largest stamp on her; with her creation, this pantsuit meets pageant gown, fully complete for someone of her caliber with such stunning detail.
Elektra Shock receives negative critiques from the judges. Brad says that regarding her package, they felt her runways were the least cohesive, and when looking at them side to side, they clashed against one another. Her first look was right, but she was supposed to show her body, and they felt her look was too conservative. They know she has excellent padding, so she needs to push herself to the max because this fell short of what they know she's capable of. Her second look was much better, loving the way that she exited out of her igloo coat and came out as this sexy wolf MILF, but they do think she could've pushed that artic wolf concept a bit further since they felt she didn't fully commit to it. Her design runway, though, is their biggest problem. It's a pretty gown, but that's it. Besides some accessorizing, this is a step down from their knowledge of her skills.
Eva Le Queen receives negative critiques from the judges. Traci says they know she has some fantastic looks in here and that her package this week was more of a mixed bag, but her design look truly brought her down. Looking at her lingerie, she had a gorgeous body, and she stepped out looking like a fairy, especially with her long tuft of fabric and fairy wings flowing in the wind. She fully committed to the concept, even having fairy dust flow from her hair. Her second look was another fantastic entry into the package, coming out with this skinned polar bear look only to wear the bear fur as her outfit in this Cruella-inspired garment was a creative take on the category. The only problem was her design look, which seemed like a rush and afterthought, though it was the most critical part of the challenge.
Plastique Tiara receives positive critiques from the judges. Brooke says that she knows that Plastique wasn't playing around when she said she would give fashion, but this is on an entirely new level. First, they couldn't even clock that she was a drag queen on her first runway. No padding, just her sexy lingerie and Victoria's Secret angel wings. They were gagged by how she looked like she came right off the runway and served them cisgender realness. Her second look was even better, seeing as how she showed up in this icicle-inspired garment and melted herself on the mainstage into this sexy Elsa look; she had them gagged the most on the runway with that look. Then, her design runway was the most impressive one they've seen tonight. She turned out a cultural garment from unconventional materials. She's by far one of the best designers here.
Shannel receives positive critiques from the judges. The judges give her the moment she's finally been waiting for, telling her she's gorgeous as she begins to tear up on the runway, taking a shallow breath. They say that her first look was breathtaking because she embraced her body as an older queen, having the wind make her dress fly off in a reveal was so Marilyn Monroe-esque, turning out this gorgeous Old Hollywood to New Hollywood slut look. Overall, they were impressed by her thoughts during the presentation. Her second look was incredible in this Snow Queen-inspired garment, ripping the fairytale straight to this real-life drag. Her design look is her best, churning out this structural business garment that's just so well made.
Angeria Paris VanMichaels, Plastique Tiara, Condragulations! You are the Top Two All Stars of the week!
Adore Delano, Elektra Shock...I'm sorry, My Dears, but you are both up for elimination...

── ࣪˖ ࣪ ⊹ ࣪ ˖ 🇨🇦 ࣪˖ ࣪ ⊹ ࣪ ˖──

DURING UNTUCKED...

── ࣪˖ ࣪ ⊹ ࣪ ˖ 🇨🇦 ࣪˖ ࣪ ⊹ ࣪ ˖──

AFTER DELIBERATION...
Angeria Paris VanMichaels and Plastique Tiara make their lipstick choices and walk back to the stage, where the other Queens are waiting for them...
TOP2: Angeria Paris VanMichaels / Plastique Tiara
HIGH: Shannel
SAFE: Monét X Change
LOW: Eva Le Queen
BTM2: Adore Delano / Elektra Shock
The Top Two Queens will Lip-Sync for their Legacy to "Nobody's Supposed To Be Here (Hex Hector Dance Mix)" by Deborah Cox. This is your chance to impress me, win the challenge prize, and gain the power to give one of the Bottom Queens the chop. Good Luck, and Don't Fuck It Up!
POLL / Track Record
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2024.05.13 23:56 juliaxyz 8 year old male - abdominal pain since February

Son 8.5 M, 45 lbs has abdominal pain since February. He doesn't go to school and stays in bed most of the time. It happened before but not as severe and went away after a month or so. We realize we need to wait longer for Amitripltyne to work but we are concened that he has rear good days (hours) and in bed most of the time. Normally he is a bright, fun and social boy and now doesn't leave his bed. Could this be something not tested for?
Current Outpatient Medications
famotidine 40 MG/5ML Recon susp - Take 2 mL (16 mg) by mouth at bedtime
gabapentin (Neurontin) 250 MG/5ML Solution Take 3 mL (150 mg) by mouth twice a day

hyoscyamine 0.125 MG Tab - does not help

amitriptyline 10 mg Tab - full dosage started May 2nd, makes him agressive

Medical History Summary:
8.5 years old has been constipating for many years. He has been diagnosed with encopresis in 2021. Ever since he was diagnosed with encopresis He was on MiraLAX .5 to .75 cup twice a day. This helped him to control his constipation. During all this time except for approximately a few weeks he was soiling his pants almost daily. He was also frequently complaining about abdominal pain. Per doctor’s recommendation we were reminding him to sit on the toilet after each meal. Feeding him with homemade meals and we try to limit processed food. We did physical therapy and psychologist therapy. He has a toilet foot stool and seat.
About 1 year ago (January 2023), a bowel cleanup was performed per Max’s pediatrician recommendations. One cupful of MiraLAX was given every 3 hours. (No fasting or clear food diet was recommended)
During that time evacuated lots of poops with diarrhea content. We did not achieve the yellow fluid and stopped after a couple of days. Since this cleanup Max experienced severe abdominal pain for about a month.
Per GI doctor recommendation, we were no longer doing cleanup to avoid severe abdominal pain. Instead, Max was back on his MiraLAX dose .75 cup twice a day with fiber gummies 4mg a day.
He has good apetite most of the time, except after a dose of Exlax. His stool was always help soft over these years.
Notes from GI visit April 22nd - Today he has more guarding, mild distension and tenderness. I can't tell if he has a surgical abdomen (ie volvulus, appendicitis) but it is not associated with vomiting or eating. His most likely diagnosis is abdominal migraines (abdominal pain and headaches) and anxiety at this point, but the pattern has been consistent without as much good days. Activity makes him worse, and we have considered ACNES as well. He has had multiple cleanouts, and the periodic soiling could be from inattentiveness. Perhaps this is from constipation, but should rule out surgical abdomen at this time. We had a long conversation today about abdominal migraines, but upon repeat exam, it is still quite guarded. Pain is daily / off and on. Has had 2 good days in last 3 weeks Appetite is good except when pain is high. No vomiting. Stooling daily with miralax. Sleeping well.
UPPER Endoscopy Diagnosis
A. Duodenum, mucosal biopsy:- Duodenal mucosa with no pathologic change. B. Duodenum, bulb, mucosal biopsy:- Duodenal mucosa with a small lamina propria lymphoid aggregate. C. Stomach, antrum/body, mucosal biopsy: - Antral-and oxyntic-type gastric mucosa with focal features of mild reactive (chemical) gastropathy. D. Esophagus, distal, mucosal biopsy: - Squamous epithelium with rare intraepithelial eosinophils (up to 2 per high-power field). E. Esophagus, proximal, mucosal biopsy:- Squamous epithelium with rare intraepithelial eosinophils (up to 1 per high-power field).
The overall findings are nonspecific. The esophageal findings do not meet threshold numerical criteria for a diagnosis of eosinophilic esophagitis. Reflux related changes are favored. Clinical correlation is recommended.

CT ABDOMEN PELVIS W CONTRAST

Narrative

IMPRESSION:Normal appendix. No CT evidence of inflammatory changes in the abdomen or pelvis. Moderate stool burden in the colon.NarrativeINDICATION: o appendicitis/abscess - GI requesting CT d/t guarding/distensionEXAMINATION: CT ABDOMEN AND PELVIS WITH CONTRAST - CT Abdomen And Pelvis W/ Contrast InjectionTECHNIQUE: Multiple axial images were obtained of the abdomen and pelvis following IV contrast. A radiation dose optimizationtechnique was used for this scan. DLP: 29.8 , CTDI vol: 0.63IV Contrast dosage and agent: 63 mL of Isovue 300Oral contrast: Administered.COMPARISON: None.____________________________________________FINDINGS:LOWER CHEST: Lung bases are clear without any infiltrate. No pleural effusion noted. There is no cardiomegaly or pericardialeffusion.LIVER: The liver has a homogeneous density. No focal masses noted. There is no intrahepatic biliary ductal dilatation.GALLBLADDER AND BILIARY TREE: No calcified gallstones. No gallbladder distension or wall edema. No intra- or extrahepaticbiliary ductal dilation.PANCREAS: No focal cystic or solid mass. There is no pancreatic ductal dilatation or peripancreatic fluid.SPLEEN: Normal size without focal cystic or solid mass.ADRENAL GLANDS: Normal.KIDNEYS AND URETERS: Both kidneys have a normal enhancement without hydronephrosis, renal cysts, masses or perinephric fluid.There is no hydroureter.PERITONEUM: No ascites or free air. No other fluid collection.BOWEL: No abnormal dilatation of the bowel loops is noted. Contrast is noted in several nondilated small bowel loops and in thecolon up to the splenic flexure. Moderate stool noted in the colon, including the rectum. Terminal ileum is visualized andappears normal. A normal caliber partially contrast filled appendix is seen in the right lower quadrant. A few scattered foci ofair also noted in the appendix. No adjacent inflammatory changes are seen. The appendix is best visualized on axial series #2,images 58-69/139.LYMPH NODES: No enlarged mesenteric or retroperitoneal lymph nodes.VESSELS: Vasculature appears normal. No stenosis or aneurysmal dilatation noted.URINARY BLADDER: Appears normal without wall thickening, mass or trabeculations.REPRODUCTIVE ORGANS: No pelvic masses.ABDOMINAL WALL: No discrete abdominal or pelvic wall hernia.BONES: No lytic or blastic abnormality.
Blood tests - Collection date: April 30, 2024 11:08 AM
Lactase 13.9 Normal value: >=14.0 nmol/min/mg Prot
Sucrase 51.0 Normal value: >=19.0 nmol/min/mg Prot
Maltase 201.3 Normal value: >=70.0 nmol/min/mg Prot
Palatinase 15.8 Normal value: >=6.0 nmol/min/mg Prot
Glucoamylase 24.2 Normal value: >=8.0 nmol/min/mg Prot

Sed Rate 9

Ferritin 24.7

C-Reactive Protein < .5

Lead, Venous, B <.1

White Blood Count 5.98

Hemoglobin 14.7

Mean Cell Volume 81.8

MCHC 34.5

Platelet Count 302

Red Blood Count 5.21

Hematocrit 42.6

MCH 28.2

RDW 12.4

MPV 8.8

Segmented Neutrophils (ABS #) 2.35

Final Absolute Neutrophil Count 2.35

Lymphocytes (ABS #) 3.8

Eosinophils (ABS #) 0.05

Immature Granulocytes (ABS #) 0

Monocytes (ABS #) .47

Basophils (ABS #) .03

Add: he has headaches on the right side and sensativity to light, not sure how often but at least several times a week.
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2024.05.13 23:37 Perfect-Accident4660 Got my first milsurp rifle !

Got my first milsurp rifle !
Recently got a Zastava M48, it's my first ever high caliber rifle and holy crap the recoil hit hard 😂. Had a hard time cleaning the cosmoline but it's all clean now.
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2024.05.13 23:32 PumpkinsVenue Parallels between Elden Ring and Dark Souls 2 according to fans - the gods

Parallels between Elden Ring and Dark Souls 2 according to fans - the gods
I've compiled a list of parallels that fans have drawn between Elden Ring and Dark Souls 2, along with brief commentaries and illustrations on the patterns they may have observed.
https://preview.redd.it/rf3iddqmh90d1.png?width=1600&format=png&auto=webp&s=6dcbeb73ef5011e8ac1d0906c3efc5daad3f8382
"The game is called the Elden Ring and it's a sequel to a video game that came out a few years ago called Dark Souls, My work on it was actually done years ago. These games, they're like movies, they take a long time to develop." - George R.R. Martin
He [George Martin] actually knew about the Dark Souls games. He was aware of them and what they were about, so that made me happy. That sort of gave me a little bit of a boost. I knew immediately from talking to him, it just became apparent his skill and his passion for the fantasy genre, and for games as well. - Hidetaka Miyazaki
“I can't deny the fact that, maybe down the line, I want to go back to the [Dark Souls] series and make one more game before I retire. I don't want to be branded a liar if that happens.” - Hidetaka Miyazaki
Dark Souls 2 probably bears the Souls series’ closest resemblance to Elden Ring. Design wise, both Dark Souls 2 and Elden Ring stressed open-ended gameplay and ditched linear progression.
Miyazaki agrees and in fact goes a step further. “In regards to Dark Souls 2, I actually personally think this was a really great project for us, and I think without it, we wouldn’t have had a lot of the connections and a lot of the ideas that went forward and carried the rest of the series. We were able to have that different impetus and have those different ideas and make those different connections that we otherwise might not have had.” He goes so far as to say that “there’s really no way of telling how or if the series would have continued the way it did without Dark Souls 2.” Hidetaka Miyazaki
https://preview.redd.it/c1l0ai2qh90d1.png?width=1000&format=png&auto=webp&s=d04121342a939c455bdc3981526a1ef66e88ea48
Elden Ring was co-directed by Yui Tanimura who is the director of Dark Souls II: Scholar of the First Sin.
"There are countless vestiges of long-lost gods in the ruins of Drangleic. Or perhaps they are the very same gods as ours, only known by different names."
I’ve seen people make comparison with the deities mentioned on the Name-engraved Ring list. (although the one they made about Ranni didn’t make sense to me and seem to be more relevant to the Gloam-Eyed Queen if anything).
https://preview.redd.it/kk5x27yth90d1.png?width=1640&format=png&auto=webp&s=821ee94090b83e3b5f63470ac3fcb1ef30ad771d
St. Trina and Miquella from Elden Ring share striking similarities with Quella, the deity of dreams dreams from Dark Souls 2, and Nehma, the goddess of love. Like the latter, Miquella has the power to "compel affection" through the Bewitching Branch. St. Trina and Quella are associated with sleep, trees, and dreams. Miquella shares similarities with Quella, as both are associated with ethereal, dream-like entities like the Nascent Butterfly and White Ring,
Quella’s icon also depicts a boy with wings, which something similar we see Miquella have during Elden Ring’s intro cut scene.
https://preview.redd.it/a1uyuv0xh90d1.png?width=900&format=png&auto=webp&s=c0fa27e5087b6c1ae5f4052fa94608e6a588b8c5
Hanleth is the goddess of bliss. After the war of the erdtree, Marika's reign ushered in an age of plenty when It is said that drops of blessing once dripped boughs forever which gradually restored HP.
In Marika's own words. Hark, brave warriors. Hark, my lord Godfrey. We commend your deeds. Guidance has delivered ye through ordeal to the place ye stand. Put the giants to the sword and confine the flame atop the mount. Let a new epoch begin. An epoch glistening with life. Brandish the Elden Ring, for the Age of the Erdtree! - Melina
Kremmel, god of Struggle.
Lord Radagon was a great champion... He came to these lands at the head of a great golden host, when he met Lady Rennala in battle. He soon repented his territorial aggressions though, and became husband to the Carian Queen. However, when Godfrey, first Elden Lord, was hounded from the Lands Between, Radagon left Rennala to return to the Erdtree Capital. - Miriel, Pastor of Vows
“Solemn duty weighs upon the one beholden; not unlike a gnawing curse from which there is no deliverance” descriptions from both Marika's & Radagon's Soreseals
Queen Marika has high hopes for us. That we continue to struggle. Unto eternity. - Gideon Ofnir
https://preview.redd.it/0tur3izzh90d1.png?width=2528&format=png&auto=webp&s=4e63f98f0a1350762a4de8997dba2dc69e98b16c
Radagon’s thorns
Prevented by the mantle of barbs. The thorns are impenetrable. A husk of the Erdtree's being; that spurns all that exists without. The only way to stand before the Elden Ring...and become the Elden Lord...is to pass the thorns. My purpose serves to aid in that very act. So I'd like you to undertake a new journey, with me. To the flame of ruin, far above the clouds, upon the snow mountaintops of the giants. Then I can set the Erdtree aflame. And guide you. Down the path to becoming Elden Lord. - Melina
“Ring granted protection by Kremmel, god of Struggle. The ring's spikes drive into the wearer's skin, so that each blow fuels spite toward the perpetrator. When damage is taken the ring retaliates and inflicts damage upon enemy.” - Ring of Thorns
https://preview.redd.it/s9vqoo92i90d1.png?width=1700&format=png&auto=webp&s=851342900eedd3d6923e96467b74991ee7dc4bee
Assuming the theories that Mesmer are true, his association with the snake (which is viewed as a traitor to the Erdtree), consumption of dragon hearts, and seeking ultimate power suggest the pursuit for supremacy for his own gain. This aligns with the Covetous Gold Serpent Ring), which depicts the snake, a manifestation of the god of desire, Zinder. The serpent is an imperfect dragon and symbol of the undead. Mesmer's ambition and willingness to embrace forbidden power mirrors the ring's representation of insatiable desire and the undying nature of the serpent.
Rykard from Elden Ring and Zandroe from Dark Souls share a striking similarity - they are both associated with serpents and the concept of greed. Zandroe is described as the "god of greed" whose manifestation and servant is the snake, while Rykard fed himself into a massive "god-devouring serpent" in his pursuit of immortality through devouring others, an act of ultimate greed.
https://preview.redd.it/2xwppab5i90d1.png?width=2250&format=png&auto=webp&s=759285b5d91b9f67f2a4e21b7af7d63992b9b701
Nahr Alma, the god of blood and a god of war, where Mohg is a demigod and the lord of blood.
Both Mohg and Nahr Alma are divinely associated with blood and have followers who use blood-themed weapons like the Scythe of Nahr Alma. Mohg and Nahr Alma's followers have rejected the world and vow to travel a bloody path. Mohg is the Lord of Blood and seeks to inaugurate a new dynasty, similar to Nahr Alma's influence
https://preview.redd.it/9c9qs347i90d1.png?width=1600&format=png&auto=webp&s=751dd7bc64dab8497a03de36ec265dd9019f58c6
Morgott, the "Fell Omen" 忌み鬼 (Imi Oni) meaning "Abominable Demon#cite_ref-14)." , and highly-ranked clerics of Lindelt from Dark Souls 2 share similarities as holy knights who wield "demonic powers" to castigate those who harbor ambitions for power. Both are feared by their enemies for their ruthless tactics in battle, with Morgott slaughtering countless champions during the Shattering and these clerics of Lindelt use the miracle "Unveil" to reveal the location of traitors.
Wilful traitors, all. Thy kind are all of a piece. Pillagers. Emboldened by the flame of ambition. Have it writ upon thy meagre grave: Felled by King Morgott! Last of all kings.” Morgott, the Grace-Given.
https://preview.redd.it/k5dmrtw9i90d1.png?width=900&format=png&auto=webp&s=813daad7b1759a5976733b2b0b0cb828edb029da
Godwyn the Golden from Elden Ring and the God of Sun from Dark Souls 2 were revered for their mastery of lightning and their incantations, such as Lightning Spear*,* Dragonbolt Blessing*, and Sacred Oath. Additionally, Godwyn's victory of the ancient dragon Fortissax and his subsequent friendship with the fallen foe gave rise to the* ancient dragon cult in the capital, much like the God of Sun's connection with the Blinding Bolt that was forbidden so to protect the world from hatred, or sorrow, and the ancient clan) whose leader was revered as the deity.

https://preview.redd.it/48erum2ci90d1.png?width=1148&format=png&auto=webp&s=55ffc3756e529ae9c2fd97140d24b617bd320249
The demigod general Radahn and Faraam like Nahr Alma, is a god of war from Dark Souls 2 are both associated with lions, a symbol of strength and ferocity in battle, representing their prowess as mighty warriors. Known for their skill in combat, with Radahn being captivated by the Lord of the Battlefield from a young age, now wields a greatsword in each hand, and the Faraam Knights being feared for their nimble two-handed swordplay.
https://preview.redd.it/whovyokei90d1.png?width=1720&format=png&auto=webp&s=fa1f0618adf2f96b5f9b6ff25851b698e978443d
Galib (I’ve seen it spelled “Calib”) from Dark Souls 2 and Malenia (who released her bloom in Caelid) both have a thematic connection to disease and affliction. Malenia and Miquella, both children of a single god, were afflicted with rot and eternal childhood respectively. Leydia apostles manipulated both the onset and curing of disease but were denied peaceful deaths, while Malenia's rot was an incurable sickness (as her army are undergoing their gradual, putrefaction of their flesh) that Miquella tried to ward off with unalloyed gold needles and her great rune provides healing after receiving damage*.*
Coincidentally Malenia can grow wings as well.

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Caffrey, deity of Fortune, and Godfrey the first Elden lord. The name “Frey” might be derived from Nordic mythology. Frey is primarily associated with fertility, prosperity, and abundance.
Caffrey's icon mirrors the currency and EXP icon from Dark Souls 2, representing experience points gained by defeating enemies. In a similar vein, Godfrey is portrayed as the lord of the battlefield, who bravely battled Giants, confronted the Storm Lord and had countless victories, ushering in the Age of the Erdtree which was forged through the use of valuables like Smithing Stones [8], becoming the embodiment of Order. This left a long legacy of loyal warriors honored him by wielding axes like himself.
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The hunting Goddess Evlana was no goddess at all, but rather a brave and highly skilled bow huntress. Long after her demise, the passing of lore transformed her into a deity.”
The Hunter's Hat
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores the Sleeping Arrow Puppet
:P
submitted by PumpkinsVenue to DarkSouls2 [link] [comments]


2024.05.13 23:10 PumpkinsVenue Parallels between Elden Ring and Dark Souls 2 according to fans - the gods

I've compiled a list of parallels that fans have drawn between Elden Ring and Dark Souls 2, along with brief commentaries and illustrations on the patterns they may have observed.
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"The game is called the Elden Ring and it's a sequel to a video game that came out a few years ago called Dark Souls, My work on it was actually done years ago. These games, they're like movies, they take a long time to develop." - George R.R. Martin
He [George Martin] actually knew about the Dark Souls games. He was aware of them and what they were about, so that made me happy. That sort of gave me a little bit of a boost. I knew immediately from talking to him, it just became apparent his skill and his passion for the fantasy genre, and for games as well. - Hidetaka Miyazaki
“I can't deny the fact that, maybe down the line, I want to go back to the [Dark Souls] series and make one more game before I retire. I don't want to be branded a liar if that happens.” - Hidetaka Miyazaki
Dark Souls 2 probably bears the Souls series’ closest resemblance to Elden Ring. Design wise, both Dark Souls 2 and Elden Ring stressed open-ended gameplay and ditched linear progression.
Miyazaki agrees and in fact goes a step further. “In regards to Dark Souls 2, I actually personally think this was a really great project for us, and I think without it, we wouldn’t have had a lot of the connections and a lot of the ideas that went forward and carried the rest of the series. We were able to have that different impetus and have those different ideas and make those different connections that we otherwise might not have had.” He goes so far as to say that “there’s really no way of telling how or if the series would have continued the way it did without Dark Souls 2.” Hidetaka Miyazaki
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Elden Ring was co-directed by Yui Tanimura who is the director of Dark Souls II: Scholar of the First Sin.
Name-Engraved ring
"There are countless vestiges of long-lost gods in the ruins of Drangleic. Or perhaps they are the very same gods as ours, only known by different names."
I’ve seen people make comparison with the deities mentioned on the Name-engraved Ring list. (although the one they made about Ranni didn’t make sense to me and seem to be more relevant to the Gloam-Eyed Queen if anything).
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St. Trina and Miquella from Elden Ring share striking similarities with Quella, the deity of dreams dreams from Dark Souls 2, and Nehma, the goddess of love. Like the latter, Miquella has the power to "compel affection" through the Bewitching Branch. St. Trina and Quella are associated with sleep, trees, and dreams. Miquella shares similarities with Quella, as both are associated with ethereal, dream-like entities like the Nascent Butterfly and White Ring,
Quella’s icon also depicts a boy with wings, which something similar we see Miquella have during Elden Ring’s intro cut scene.
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Hanleth is the goddess of bliss. After the war of the erdtree, Marika's reign ushered in an age of plenty when It is said that drops of blessing once dripped boughs forever which gradually restored HP.
In Marika's own words. Hark, brave warriors. Hark, my lord Godfrey. We commend your deeds. Guidance has delivered ye through ordeal to the place ye stand. Put the giants to the sword and confine the flame atop the mount. Let a new epoch begin. An epoch glistening with life. Brandish the Elden Ring, for the Age of the Erdtree! - Melina
Kremmel, god of Struggle.
Lord Radagon was a great champion... He came to these lands at the head of a great golden host, when he met Lady Rennala in battle. He soon repented his territorial aggressions though, and became husband to the Carian Queen. However, when Godfrey, first Elden Lord, was hounded from the Lands Between, Radagon left Rennala to return to the Erdtree Capital. - Miriel, Pastor of Vows
“Solemn duty weighs upon the one beholden; not unlike a gnawing curse from which there is no deliverance” descriptions from both Marika's & Radagon's Soreseals
Queen Marika has high hopes for us. That we continue to struggle. Unto eternity. - Gideon Ofnir
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Radagon’s thorns
Prevented by the mantle of barbs. The thorns are impenetrable. A husk of the Erdtree's being; that spurns all that exists without. The only way to stand before the Elden Ring...and become the Elden Lord...is to pass the thorns. My purpose serves to aid in that very act. So I'd like you to undertake a new journey, with me. To the flame of ruin, far above the clouds, upon the snow mountaintops of the giants. Then I can set the Erdtree aflame. And guide you. Down the path to becoming Elden Lord. - Melina
“Ring granted protection by Kremmel, god of Struggle. The ring's spikes drive into the wearer's skin, so that each blow fuels spite toward the perpetrator. When damage is taken the ring retaliates and inflicts damage upon enemy.” - Ring of Thorns
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Assuming the theories that Mesmer are true, his association with the snake (which is viewed as a traitor to the Erdtree), consumption of dragon hearts, and seeking ultimate power suggest the pursuit for supremacy for his own gain. This aligns with the Covetous Gold Serpent Ring), which depicts the snake, a manifestation of the god of desire, Zinder. The serpent is an imperfect dragon and symbol of the undead. Mesmer's ambition and willingness to embrace forbidden power mirrors the ring's representation of insatiable desire and the undying nature of the serpent.
Rykard from Elden Ring and Zandroe from Dark Souls share a striking similarity - they are both associated with serpents and the concept of greed. Zandroe is described as the "god of greed" whose manifestation and servant is the snake, while Rykard fed himself into a massive "god-devouring serpent" in his pursuit of immortality through devouring others, an act of ultimate greed.

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Nahr Alma, the god of blood and a god of war, where Mohg is a demigod and the lord of blood.
Both Mohg and Nahr Alma are divinely associated with blood and have followers who use blood-themed weapons like the Scythe of Nahr Alma. Mohg and Nahr Alma's followers have rejected the world and vow to travel a bloody path. Mohg is the Lord of Blood and seeks to inaugurate a new dynasty, similar to Nahr Alma's influence
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Morgott, the "Fell Omen" 忌み鬼 (Imi Oni) meaning "Abominable Demon#cite_ref-14)." , and highly-ranked clerics of Lindelt from Dark Souls 2 share similarities as holy knights who wield "demonic powers" to castigate those who harbor ambitions for power. Both are feared by their enemies for their ruthless tactics in battle, with Morgott slaughtering countless champions during the Shattering and these clerics of Lindelt use the miracle "Unveil" to reveal the location of traitors.
Wilful traitors, all. Thy kind are all of a piece. Pillagers. Emboldened by the flame of ambition. Have it writ upon thy meagre grave: Felled by King Morgott! Last of all kings.” Morgott, the Grace-Given.
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Godwyn the Golden from Elden Ring and the God of Sun from Dark Souls 2 were revered for their mastery of lightning and their incantations, such as Lightning Spear, Dragonbolt Blessing, and Sacred Oath. Additionally, Godwyn's victory of the ancient dragon Fortissax and his subsequent friendship with the fallen foe gave rise to the ancient dragon cult in the capital, much like the God of Sun's connection with the Blinding Bolt that was forbidden so to protect the world from hatred, or sorrow, and the ancient clan) whose leader was revered as the deity.
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The demigod general Radahn and Faraam like Nahr Alma, is a god of war from Dark Souls 2 are both associated with lions, a symbol of strength and ferocity in battle, representing their prowess as mighty warriors. Known for their skill in combat, with Radahn being captivated by the Lord of the Battlefield from a young age, now wields a greatsword in each hand, and the Faraam Knights being feared for their nimble two-handed swordplay.
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Galib (I’ve seen it spelled “Calib”) from Dark Souls 2 and Malenia (who released her bloom in Caelid) both have a thematic connection to disease and affliction. Malenia and Miquella, both children of a single god, were afflicted with rot and eternal childhood respectively. Leydia apostles manipulated both the onset and curing of disease but were denied peaceful deaths, while Malenia's rot was an incurable sickness (as her army are undergoing their gradual, putrefaction of their flesh) that Miquella tried to ward off with unalloyed gold needles and her great rune provides healing after receiving damage.
Coincidentally Malenia can grow wings as well.
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Caffrey, deity of Fortune, and Godfrey the first Elden lord. The name “Frey” might be derived from Nordic mythology. Frey is primarily associated with fertility, prosperity, and abundance.
Caffrey's icon mirrors the currency and EXP icon from Dark Souls 2, representing experience points gained by defeating enemies. In a similar vein, Godfrey is portrayed as the lord of the battlefield, who bravely battled Giants, confronted the Storm Lord and had countless victories, ushering in the Age of the Erdtree which was forged through the use of valuables like Smithing Stones [8], becoming the embodiment of Order. This left a long legacy of loyal warriors honored him by wielding axes like himself.

https://preview.redd.it/81ze5i0qd90d1.png?width=1200&format=png&auto=webp&s=80a838c57b4b826d959f8bda05c32dbda4a12214
The hunting Goddess Evlana was no goddess at all, but rather a brave and highly skilled bow huntress. Long after her demise, the passing of lore transformed her into a deity.”
The Hunter's Hat
Spirit of a handsome archer who dressed in the style of a man. Called the Silent Hunter by some, she fires St. Trina's arrows from her shortbow.
Dolores the Sleeping Arrow Puppet
:P
submitted by PumpkinsVenue to fromsoftware [link] [comments]


2024.05.13 21:42 HD-MOVIE-SOURCE Dune: Part Two (2024) 4K Ultra HD Blu-ray Review - HD MOVIE SOURCE

Dune: Part Two (2024) 4K Ultra HD Blu-ray Review - HD MOVIE SOURCE
Dune 4K Ultra HD Blu-ray Review

VIDEO QUALITY

Dune: Part Two is an excellent-looking movie on 4K Blu-ray! Placing bonus content on the same disc was a concern of mine, considering disc space, and considering the film's length. However, encoding quality is high. Dune 2 is also a cleaner-looking movie than Dune 1. There is a light layer of grain, and film grain does resolve well. Film grain is more visible in low light shots vs brighter day shots. I think the film grain level is just right. Enough of it to make it look filmic, and enough to make it so grain haters really shouldn't be bothered by it.
Ringing is non-existent, which is great, and has an excellent level of detail. The movie is also significantly brighter than the first movie. With these improvements from the first movie to this one, my assumption is that the scanning to film and back to digital process has been improved. Or, at the very least refined. They may have found that they lost light output converting to film and back, and they've found a way to augment that. Likewise, with film grain appearing tighter, I wonder if a different film stock or variation could have been used. I don't personally know, however, the entire look that Dune 2 has, is much improved over Dune Part One, and I really appreciate that. Because I wasn't a fan of how Dune 1 looked. I didn't like the muddy film grain that they used.
No artifacts or breakdown are visible. A 100GB Disc was used for this encode, and it's a pleasure to watch from start to finish. I didn't think that WB were capable of producing encodes this good, but I give them a lot of respect for this transfer. It shows me that when they want to produce greatness, they can. I'd like to see all of their releases look this good. So, I'm extremely happy.
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AUDIO QUALITY

The Dolby Atmos mix is spectacular! Dune: Part Two is a reference disc from start to finish. It is mixed perfectly, and the level balance is excellent. I thought Dune 1 was a reference disc, but this actually goes some and improves on the first one in terms of balance. Dialog and clarity are far better. It's balance between the sounds around and the dialog are perfect. Even the opening monolog of Part One vs Part Two, the balance is so much better in Part Two. The sound design team have either upgraded the way they do things or have balanced their own studios in a far better way to get this mix sounding this good. If music is playing, you can still hear the sounds of the desert around them. Dialog, again, is clearly discernable even in complex scenes. Sound and video get better over time, and from an audio point of view this mix is on a whole-nother level.
The bass is at reference levels and at times becomes scary. Because the power of the bass is tremendous and is used at the right times. When massive machines are landing, you feel it, and you feel the weight of the machines landing. When copters are banking, my room inflates with massive bass. I've actually had to start fixing vibrations in my room because the bass go so low and so deep with this movie. When you reach this level of bass, I always say to people, I hope you have at least 2 subwoofers. As always, the more subs you have the smoother and cleaner sounding bass you will have. I currently use two Monolith, 13 inch THX subs, and I'm at the point now where I don't actually want more bass. So, if you're a bass-head like me then this movie will provide you with everything that you could ever want. It's not overdone, I think it's just balanced absolutely perfectly. There's never a point where I thought, hmmm, that didn't sound right. Whereas, by comparison, Part One, does have scenes where I thought it actually could have sounded better. So, I'm blown away with the balance, and the quality of the bass.
Another thing I'd like to point out is the audio directivity, it's superb! I think it might require multiple listens and watches to really appreciate everything. There are so many subtleties to the sound. Sounds can move from center to the right speaker, but it's like the sound floats. The audio sounds like it's not coming from a speaker but a point in space. The use of heights and surrounds is involving, and multi-layered. However, it's true, there isn't a scene like in Dune Part One, where Paul gets blasted by the sandstorm and you hear particles of sand move through the room. It doesn't use sound isolation in that way. But creates these layers upon layers of sound to create a 3D world. It's the small things that add to this. Whisps of sand in the back left surround, a flutter in the front right to rear height channels, all sound incredible. Whatever the process for getting the balance like this, THIS IS IT! Because this is sound quality and balance that I've never heard before in a Dolby Atmos system. Other movies do and can sound flashier. They use a more obvious sound design and play audio pinball. Dune: Part Two doesn't do this, and I don't think it needs to, to make great sound. It's the layering of all of these sounds that creates this believable world. I think Dune 2 will be at the number 1 spot for the best sounding movie of the year. This is a masterclass in sound design and pushes the boundary up in what can be done with audio in 2024.
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OVERALL

Overall, a stunning movie. Warner Bros. They really stepped up for this release, and I'm extremely happy with what they've achieved here on 4K Ultra HD Blu-ray. 4K Blu-ray is in a position where, some may only buy fan favorites on disc, and maybe stream others. Dune: Part Two is the one that requires a disc to see and hear it at its best. Simply having uncompressed audio on a movie of this caliber is almost mandatory. The increased dynamic range, the power, the bass, and subtleties of this sound isn't possible when streaming. It's a release that can take full advantage of a great home theater setup. This release was made to be experienced in the best way possible, on a 4K Disc. It's releases like this that make me realize why I still buy movies on Disc. Because this experience isn't possible on a streamer. Streaming is great for casual stuff, but when it comes to getting the most out of a movie, that's what 4K Discs are made for. This is the reason to own a 4K Ultra HD Blu-ray Player!
HIGHLY RECOMMENDED! - A Must Own For Fans That Crave The Best!

REVIEW SCORES

  • VIDEO: 5 out of 5
  • AUDIO: 5 out of 5 (REFERENCE)
REVIEWED BY: Carl Mulder
MOVIE REVIEWED: https://www.hdmoviesource.com/Dune-Part-Two-4K-Ultra-HD-p/15635.htm
Thanks for reading, let me know what you think in the comments below.
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submitted by HD-MOVIE-SOURCE to HD_MOVIE_SOURCE [link] [comments]


2024.05.13 20:48 Laxntiga P07 - Not impressed

So, bought a P07 (used), came with the rubberized Talon grips. Cleaned it, played with it, dry fired it. Feels nice in the hand, trigger is ok (some mushy feels but not terrible, reset is nice and audible).
Always wanted a metal CZ, so looked into a SP01, P01 and 75 Compact. Wanted one with a safety and something carry-able. Crossed out the SP01, since too big. I read that the 75D is the softer shooter and could only find the P01 in decocker(probably could make it safety if needed). Also read the P01 shoots/feels similar to the P07, but less felt recoil due to the weight (steel vs aluminum alloy).
So… acquired a CZ 75 Compact, oiled it up some more, and went to the range with my P07 (and my main carry, S&W MP Shield Plus).
The CZ 75 Compact… wonderful. Yes, recoil is there, but definitely manageable. The stock plastic grips gotta go (I wish I came with the rubber ones from the SP01). Most accurate of all 3 (also, I compared it to my Beretta 92X Centurion… I know, not real fair comparison, but the CZ is more accurate).
The P07, recoil feel is about the same, maybe a tad more muzzle flip. The stock sights are prettttttty bad. I wasn’t comfortable shooting at anything more than 10 yards out (aiming at 6” circles). If the CZ 75 compact hit 7-8/10 shots in the circle at 7 yds, the P07 was around 5-7/10. With the tiny MP Shield Plus, I can do the same as the P07, yes recoil is much more apparent, maybe it’s bc I have more experience with the Shield.
I like the ergonomics of the P07 just not sure if it’s worth keeping, if I have the CZ 75 compact. Anyone else felt the same after shooting the P07?
Is the P01 that much more of an upgrade to the P07? Compared to the CZ 75 compact, is the P01 that much more different? To me, accuracy and muzzle flip+felt recoil are most important.
submitted by Laxntiga to CZFirearms [link] [comments]


2024.05.13 20:42 Federal_Skirt6754 Smith & Wesson 4040

Smith & Wesson 4040
Offering the rare Smith & Wesson 4040 Airlite, a gem produced from 2003 to 2005. This compact powerhouse operates on a .40 S&W caliber, featuring a recoil-operated semi-automatic action with a distinctive double-action (DA/SA) trigger. Notably, its frame is crafted from lightweight scandium alloy, making it a truly uncommon model. Text me on ‪(720) 608-0149‬ Location:CALIFORNIA
submitted by Federal_Skirt6754 to CaliforniaGuns [link] [comments]


2024.05.13 18:59 Axcell_Proteus Liberator rebalance idea?

Liberator rebalance idea?
Wonder what yalls opinions are. Truthfully I just slapped this together in paint.net for fun. I swapped the liberator and tenderizers stats and made slight changes to the damage of the penetrator. What cool weapon traits could be added to these weapons?
submitted by Axcell_Proteus to Helldivers [link] [comments]


2024.05.13 17:31 UX-ologist A Designer's Take on Weapon Balancing - OPEN TO DISCUSSION / FEEDBACK

IMPORTANT CAVEAT - Please Read

I'm a User Experience designer and can only talk about my perspective as a wandering craftsman, looking in from the outside. Most importantly, and to put my biases down on the table, I've been playing this game for over 340 hours, reaching level 82 at the time of writing and mostly play at level 9 (bugs & bots). I love this game and feel passionate about it, hence the length of this post.
As such, my take is both influenced by my "veterancy" in this game (I don't have the "new player" eyes anymore), and my experience as an IRL designer. This can and will influence my opinion below.
To mitigate that, I've read through all the balancing discussions I've seen and have read the devs comments and the CMs' answers on Discord to try and form a cohesive chain of thoughts. You're welcome to comment below, simply make sure to quote the passage you're referring to so we can have constructive discussions.
I've included some suggestions in italic to outline areas of improvements that I, lacking full understanding of the inner-workings of AH, can see.
**This post is quite lengthy but I hope it helps encapsulate what I, alongside many Helldivers, feel in regards to weapon balance in the game.**
_______

Primary weapons

This is a heated topic at the moment, the recent Polar Patriots war bond came with its fair share of balancing changes, some of which were highly divisive. I'm looking at the topic from a broader perspective and would like to invite you to walk that path with me.
Why focus on the primary weapons? Because they're the bread and butter of a Helldiver's experience, they are the first point of contact between player and character and are used an overwhelming amount of time during missions. They shouldn't be able to single-handedly carry you to victory but they need to significantly contribute in that goal.
With the game currently featuring two (illuminates we see you) enemy factions, primary weapons will fall in either one of 3 categories - Bug killers, Bot killers, both killers. This makes balancing weapons inherently more complicated as it requires the weapon to fall in one of those branches before being refined to fall in a comfortable spot. "Side-grades" as they're often referred to are inevitable when pushing for variety, yet every weapon should offer advantages and drawbacks to make them individually interesting to pick. Some might prefer one variant as it feels better to them whilst others will prefer its counterpart and that's okay.
With that being said, current weapon balance seems to prioritize creating a very level playing field across all branches to avoid certain weapons sticking out or over-performing. A lot of folks in the community seem to disagree with that and I can certainly understand why. Conformity leads to boredom and saturation, this is true in games and IRL.
Assault Rifles
Laser Weapons
Explosive Weapons
Concussive Weapons
_________

Support Weapons

I am aware that support weapons are seen as hit-or-miss by a fair number of divers, yet in my experience, they're all viable in different situations or when paired with other support items or primaries (eg. the heavy machine-gun being an all-around solid weapon that, yes, could benefit from a magazine increase, but when paired with a support backpack will allow you to mow-down enemies very effectively).
With the above caveat out of the way, I'd like to take a closer look at the origin of the discontent surrounding certain support weapons like the MG-43, the HMG, the Railgun etc.
To my understanding (feel free to correct me if you think I'm wrong), the reason why some support weapons are disregarded in favor of others stems from their lack of edge as compared to their counterparts. For instance, why pick the HMG when the Auto-Canon basically outclasses it in every way bar ammo capacity and fire-rate? Why pick the MG-43 when the stalwart and the Auto-canon exist? Why pick the railgun when the QuasaEAT/Recoilless Rifle/AMR exist?
They don't offer a significant enough reason to pick them, or straight up offer a lesser tool to solve the same problem.
Balancing all support weapons to be viable is a challenging task for sure, yet some improvements could go a long way to make them more interesting picks at all levels of play. This includes tweaking handling / ergonomics, ammo economy, etc. to creating more specialized items to pair with (think of an ammo backpack you could link your HMG or MG-43 to, forgoing reloads but needing a resupply box to refill; or a battery backpack to supercharge your rail-gun shots to deal incredible damage in unsafe mode, or pre-charge safe shots so the weapon fires instantly).
_________

To summarize

Arrowhead did a fantastic job with the weapon handling and feeling in the game, proving their ability to offer amazing experiences with a great variety of weapons. And they have continuously improved a lot of the outliers like the Counter-Sniper, the AMR, the Dominator, the Flamethrower and many more.
It seems that in some instances, the experience has been sacrificed on the altar of numbers, with the focus shifting from great-feeling weapons to "balanced" weapons. Helldivers is an incredible game that offers mind-blowing levels of fun which is the reason why so many of us fell in love with the game. This is echoed in the cries of the community that asks for fun over balance. I agree, yet balance still remains quintessential to a good experience and to avoid monopolies of certain loadouts as the only viable ones.
Balancing is multi-factorial and incredibly complex, often requiring the designers and developers to juggle between a great number of facets to get right. Player enjoyment is one of them and, in my opinion, the most important one at that.
submitted by UX-ologist to Helldivers [link] [comments]


2024.05.13 07:48 NoPermission4386 H: good armour W: 21 to 101 leaders

H: good armour W: 21 to 101 leaders submitted by NoPermission4386 to Market76 [link] [comments]


2024.05.13 07:35 tab_rick 10 Best Bathroom Sink Manufacturers in the World

10 Best Bathroom Sink Manufacturers in the World
In the ever-evolving world of kitchen & bathroom design, the bathroom sink stands as an iconic centerpiece, embodying both form and function. From the rustic charm of copper sinks to the sleek elegance of solid surface, stainless steel and vitreous china, choices in the market cater to every taste and decor style. Vessel sinks, with their countertop placement, have risen in popularity, especially in upscale powder rooms and modern bathroom designs. Pedestal sinks exude a classic aura, while the durability of granite composite and cast iron remains unmatched. As we dive deeper into this sector, we’ll spotlight some of the industry’s top manufacturers, shaping trends and elevating spaces across the globe.

Kingkonree

Headquarters: Shenzhen, China
Years of Experience: 23
Main Market: Worldwide
Main Products:
  • Solid surface washbasins
  • Hand wash sinks
  • Above-counter basins
  • Wall-hung basins
  • Cabinet basins
  • Freestanding basins
  • Undermount sinks
https://preview.redd.it/e6ykuow6t40d1.png?width=307&format=png&auto=webp&s=c0fa1e1ebcbba0b404d59c23e6c8c2fe6eb98ba2
About Kingkonree:
Kingkonree, often referred to as KKR, is more than just a brand—it represents a benchmark of excellence and innovation in the commercial sink industry. With over two decades of history, KKR offers a diverse product portfolio, from solid surface sinks to meticulously crafted bathroom vanities, addressing a wide spectrum of needs.
KKR offers a wide variety of products that not only showcase diversity but also meet exceptional quality standards. Each product reflects KKR’s unwavering commitment to superior craftsmanship, evident in the immaculate finishes achieved through meticulous sanding processes and the uniform textures they maintain. Their utilization of high-grade resins guarantees the sustained beauty and effectiveness of their products.
Central to KKR’s ethos is the principle of collaboration. Their in-house design experts, consistently updated with the latest design paradigms, work synergistically with external specialists to craft tailored solutions for each requirement. Their expertise in providing both OEM and ODM services underscores their adaptability and dedication to client fulfillment. Whether engaging with furniture enterprises or coordinating with distributors from inception to finalization, KKR maintains an unwavering emphasis on quality and timeliness.
Being ISO 9001 certified, KKR continuously surpasses international benchmarks, making them a top choice in sectors such as hospitality and retail design. Their esteemed reputation is further elevated by recognition from the hospitality sector, particularly for adhering to hygiene standards. Ultimately, Kingkonree is more than just a brand—it signifies a promise of quality, forward-thinking innovation, and enduring collaborations.

Kohler Co.

Headquarters: Wisconsin, USA
Years of Experience: Over 150 years
Main Market: Global
Main Products:
  • Pedestal sinks
  • Undermount sinks
  • Top-mount sinks
  • Vessel sinks
  • Wall-mount sinks
About Kohler:
Kohler Co. epitomizes the fusion of tradition, innovation, and luxury in bathroom fixtures. Established over a century ago in Kohler, Wisconsin, the brand has persistently set industry benchmarks in bathroom and kitchen aesthetics, gaining global recognition.
Kohler’s sinks manifest their unwavering dedication to quality. From the classic allure of their pedestal sinks evoking timeless elegance to the contemporary finesse of their undermount sinks that merge flawlessly with countertops, they cater to diverse preferences. However, Kohler’s distinction lies beyond mere design; it’s in the craftsmanship. Every sink isn’t just an aesthetic achievement but also a pinnacle of functionality, designed for enduring daily demands, guaranteeing homeowners a harmonious blend of style and resilience.
At its core, innovation drives Kohler’s vision. Beyond just manufacturing sinks, they are committed to elevating the user experience. Innovations such as noise-reducing basins and scratch-resistant surfaces exemplify their progressive mindset. They intuitively address the requirements of today’s homeowners, providing solutions that streamline and enhance daily tasks.
What genuinely distinguishes Kohler Co., though, is its storied legacy. While they have navigated through changing design currents over decades, their foundational principles of quality, luxury, and innovation have been unwavering. This amalgamation of deep-rooted experience and agility ensures that they not only meet but frequently surpass the dynamic needs of the market.
In summary, Kohler Co. transcends mere fixtures; they curate experiences. Each sink they fashion embodies a commitment – an assurance of unparalleled quality, enduring design, and trailblazing innovation.

VIGO

Headquarters: New York, USA
Years of Experience: 14
Main Market: USA and worldwide
Main Products:
  • Matte stone vessel sinks
  • Tempered glass sinks
  • Concrete stone sinks
  • Bathroom vessel sinks
About VIGO:
Located in the dynamic heart of New York City, VIGO stands as a distinguished icon of contemporary design within the kitchen and bath fixture industry. For over ten years, the brand has pursued a singular vision: enhancing daily life. Their method? Designing products that seamlessly meld functionality with visual appeal.
The collections from VIGO underscore their unwavering dedication to design excellence. Each item, whether it’s their top-tier faucets, robust sinks, or refreshing showers, embodies a modern aesthetic that balances style with practicality. But VIGO goes beyond mere aesthetics; they curate experiences. Envision immersing yourself in a shower framed by VIGO’s sophisticated screens, or using a faucet that operates as seamlessly as it looks. This encapsulates the VIGO journey.
Yet, VIGO’s focus isn’t limited to the present; they’re poised for the future. Their commitment to innovation shines through the meticulous testing of each product, assuring that customers receive items that are not just in vogue but also of the highest quality. Boasting certifications from renowned bodies like ANSI, IAPMO, and UPC, VIGO products not only adhere to industry benchmarks but frequently define them.
What truly differentiates VIGO is their design philosophy. They are steadfast in the belief that every kitchen and bath, irrespective of dimensions or decor, merits excellence. With VIGO, this excellence is guaranteed – a harmonious fusion of New York City’s pulsating energy, avant-garde design, and unparalleled quality.

Kraus USA

Headquarters: Washington, USA
Years of Experience: 16
Main Market: USA and worldwide
Main Products:
  • Ceramic sinks
  • Solid surface sinks
  • Glass sinks
  • Undermount sinks
  • Vessel sinks
About Kraus USA:
Located in the central district of Port Washington, New York, Kraus has stood as a hallmark of innovative design since 2007. With an ambition to redefine the kitchen and bath sector, Kraus consistently offers products that are not only in line with contemporary aesthetics but also emphasize functionality and longevity.
Exploring their product lineup reveals a diverse selection of sinks tailored to various design tastes. Whether you appreciate the timeless appeal of ceramic sinks, the modern sophistication of solid surface basins, or the distinct beauty of glass sinks, Kraus presents a fitting option. Beyond aesthetics, Kraus’s sinks prioritize user experience. From the streamlined undermount sinks that meld seamlessly with countertops to the striking vessel sinks that enhance bathroom visuals, each product harmoniously merges style with utility.
Central to Kraus’s ethos are three fundamental principles: Quality, Creativity, and Design. They champion the idea that thoughtful design can elevate daily spaces, transforming them into zones of relaxation and revival. Their continuous drive for innovation, coupled with a focus on affordability, ensures that every product embodies their slogan: “Live Beautifully™.”

Blanco

Headquarters: Oberderdingen, Germany
Years of Experience: Over 98
Main Market: Worldwide
Main Products:
  • Stainless steel sinks
  • Silgranit sinks
  • Ceramic sinks
About Blanco:
Within the domain of kitchen and bath fixtures, Blanco is distinguished not only by its product assortment but also by its unwavering dedication to quality and innovation. Among their diverse sink offerings, spanning ceramic to stainless steel, are their SILGRANIT sinks that are truly distinctive. So, what sets SILGRANIT apart?
SILGRANIT is a premium granite composite designed with contemporary homeowners in mind. Beyond its visually appealing matte finish and refined appearance, it champions both functionality and durability. These sinks are built to last, ensuring a lasting return on your investment. Their non-porous nature renders them hygienic and effortless to maintain. From spills and stains to scratches, SILGRANIT stands resilient, making it a preferred choice for those seeking a harmonious blend of aesthetics and endurance.
However, Blanco’s dedication extends beyond pioneering materials. Recognizing that a sink is more than a mere functional unit, they view it as a pivotal component of your home’s design ethos. Whether your preference leans towards a sleek modern aesthetic or a classic touch, Blanco offers a sink that flawlessly aligns with your design vision.

Villeroy & Boch

Headquarters: Mettlach, Germany
Years of Experience: 275
Main Market: Worldwide
Main Sink Products:
  • Drop-in sinks
  • Undermount sinks
  • Vanity sinks
  • Vessel sinks
  • Wall-mounted sinks
  • Double sinks
  • Small bathroom sinks
About Villeroy & Boch:
Established in 1748, Villeroy & Boch epitomizes enduring dedication to quality craftsmanship and forward-thinking design. Centrally located in Europe, this brand has consistently led the realm of ceramic excellence, setting new standards in design and utility.
Within their extensive collection, you will discover a diverse array of sink designs tailored to cater to distinct tastes and requirements. From the flawless integration of their drop-in sinks, the refined elegance of their vessel sinks, to the utility of their vanity sinks, Villeroy & Boch strikes a perfect balance between aesthetics and functionality. Their TitanCeram sinks, defined by meticulous craftsmanship and slender walls, underscore the brand’s devotion to pioneering ceramic artistry.
Furthermore, Villeroy & Boch’s spirit of innovation extends beyond mere aesthetics. They have incorporated cutting-edge technologies such as CeramicPlus, facilitating effortless cleaning as liquids effortlessly roll off the sink. Moreover, with a focus on health, their AntiBac technology delivers antimicrobial protection, promoting a hygienic bathroom ambiance.
In essence, Villeroy & Boch isn’t merely a brand but a storied legacy. It symbolizes a tradition of quality, design, and an unwavering commitment to elevating home interiors. Their sinks serve not merely as fixtures but as testamentary pieces, reflecting a storied past while embracing the future of design.

Elkay Manufacturing Company

Headquarters: Downers Grove, Illinois
Years of Experience: 103
Main Market: Worldwide
Main Sink Products:
  • Stainless steel sinks
  • Quartz sinks
  • Fireclay sinks
  • Workstation sinks
  • Undermount sinks
  • Drop-in sinks
  • Farmhouse sinks
  • ADA-compliant sinks
About Elkay Manufacturing Company:
Established in 1920 by Leopold Katz and Louis Katz in Chicago, Elkay Manufacturing Company set forth with a clear objective: to deliver superior-quality sinks and provide exceptional service. Today, they are recognized as America’s premier kitchen sink manufacturer, having diversified their product line to include an extensive range of kitchen and bathroom plumbing systems, commercial sinks, and water delivery systems.
Elkay’s diverse product lineup underscores their dedication to innovation and excellence. Their workstation sinks, crafted from materials such as stainless steel, fireclay, and quartz, are structured to elevate kitchen efficiency, promoting a streamlined and organized workspace. Elkay ensures there’s a sink suitable for every taste, be it the resilient nature and adaptable aesthetic of stainless steel, the lively hues of quartz, or the wear-resistant finish of fireclay.
Elkay’s prowess extends beyond residential offerings. They have established a distinguished presence in the domain of commercial-grade stainless steel sinks, serving industries like healthcare, education, and foodservice. Their ADA-compliant offerings further reflect their commitment to inclusivity, making certain that facilities cater to all individuals.
Central to Elkay’s impressive journey is their steadfast dedication to customer contentment. Their sink selection tool, curated to aid customers in identifying the ideal sink, exemplifies their client-focused approach. From their modest inception in Chicago to their present stature as sector front-runners, Elkay consistently upholds its legacy, extending quality and novelty with each contented customer.

Hansgrohe

Headquarters: Schiltach, Germany
Years of Experience: 122
Main Market: Worldwide
Main Products:
  • Stainless steel sinks
  • SilicaTec granite sinks
  • Single sinks
  • Double sinks
About Hansgrohe:
Hansgrohe sinks transcend mere functionality. They epitomize the brand’s commitment to marrying aesthetic elegance with practicality. Their minimalist rectangular silhouette, accentuated by a distinctive L-shaped rim, integrates gracefully into contemporary kitchens or bathrooms, serving as a central design feature.
For any setting, from individualized compact spaces to expansive family kitchen islands, Hansgrohe presents a curated selection of sink sizes and styles to address every requirement. The portfolio ranges from sleek single sinks designed for constrained spaces to dual sinks that facilitate efficient multitasking.
Material selection further underscores Hansgrohe’s unwavering dedication to excellence. Their stainless steel sinks radiate enduring sophistication, while their SilicaTec granite variants introduce an essence of organic grace, available in hues to harmonize with all interior palettes.
Beyond aesthetics, durability is paramount. Their stainless steel models, crafted from premium hand-welded steel, guarantee prolonged use and effortless maintenance. In contrast, their granite sinks, fortified with sturdy quartz particles, ensure a resilient surface.
Conclusively, Hansgrohe assures the impeccable pairing of taps with their sinks, achieving design cohesion without any sacrifice in quality.

Linkasink

Headquarters: Phoenix, Arizona
Years of Experience: 22
Main Market: Worldwide
Main Products: Copper, Cast Bronze, Smooth & Hammered Metals, Concrete, Glass, Mother of Pearl Inlay, Jeweled, and Mosaic Tile Sinks.
About Linkasink:
Linkasink stands as a beacon of artistic excellence, craftsmanship, and innovative design. Catering to both modern and classic aesthetics, it has established a distinct presence in the realm of kitchen and bath design. Whether you appreciate the historical essence or the modern sophistication of stainless steel tile mosaics, Linkasink promises elegance in every creation.
Its dedication to handcrafted precision distinguishes the brand. Each sink is a testament to the skills of artisans, who employ time-honored methods to breathe life into every design. This rigorous precision ensures that every Linkasink product transcends functionality, becoming a piece of art.
Linkasink’s genesis traces back to the vision of esteemed interior designer, Kirk Guthrie. His pursuit of bespoke copper sinks, unmet by the market, led him to partner with copper craftsmen in Mexico. This collaboration birthed unparalleled, custom-made sinks that swiftly garnered industry attention. Transitioning from a modest showcase at the Kitchen & Bath Show to an industry stalwart, Linkasink’s trajectory underscores its commitment to innovation, zeal, and the art of handcrafted design.

Stone Forest

Headquarters: Santa Fe, New Mexico
Years of Experience: 32
Main Market: Worldwide
Main Products:
  • Vessel sinks
  • Pedestal sinks
  • Copper sinks
  • Bronze sinks
  • Stainless sinks
About Stone Forest:
Stone Forest stands as more than a brand—it represents a harmonious fusion of nature’s pristine beauty and human innovation. Grounded in a deep appreciation for natural elements and an astute sense of design, Stone Forest has consistently led in creating sinks and fixtures that balance artistry with functionality.
Each creation by Stone Forest narrates the tale of its origin, detailing the journey of a raw stone meticulously refined into an opulent fixture. The brand’s unwavering dedication to preserving the authentic allure of these materials guarantees that every product boasts its distinct texture, character, and charisma.
Beyond mere visual appeal, Stone Forest underscores its dedication to sink excellence and longevity. By leveraging the inherent robustness of natural elements, the brand ensures its sinks are not only aesthetically pleasing but also enduring, presenting unmatched value to its clientele.
Stone Forest’s legacy is rooted in its relentless pursuit of innovation and superior quality. From sourcing the most exquisite stones to engaging skilled artisans who mold these elements with unmatched precision, Stone Forest has continually set new standards in luxury kitchen and bath design.

What Defines a Good Bathroom Sink Manufacturer?

A premier bathroom sink manufacturer is characterized by meticulous standards that underscore quality, utility, and client fulfillment. Essential factors to evaluate include:
  • Material Excellence: Esteemed manufacturers employ superior-grade materials, ranging from porcelain, stainless steel, to stone, ensuring the sink’s longevity and resilience against daily wear. The caliber of these materials directly influences the sink’s durability and its ability to resist evident signs of deterioration.
  • Design Diversity: Leading manufacturers present an extensive array of designs, addressing diverse aesthetic preferences and bathroom motifs. The assortment spans from modern to classic, facilitating customers in selecting a design that resonates with their individual taste and bathroom decor.
  • Advanced Features: Features such as effortless cleaning surfaces, integrated drainage systems, and water-conservation technologies augment the user experience and reflect the manufacturer’s dedication to addressing current-day requisites.
  • Sustainable Practices: In the current era, with heightened environmental awareness, consumers gravitate towards sustainably-produced items. A distinguished bathroom sink manufacturer often embeds eco-friendly measures throughout their operations, from raw material procurement to manufacturing processes, and may also champion water-saving products.
  • Client Support: The significance of post-purchase service, comprehensive warranties, and agile customer assistance cannot be overstated. Manufacturers that uphold their offerings and efficiently resolve client inquiries are inherently deemed more credible and dependable.
  • Industry Credibility: A manufacturer’s enduring presence in the industry, accentuated by positive consumer feedback and accolades, differentiates them from others. Such recognition indicates their consistent fulfillment of commitments and industry-wide acknowledgment for their superior standards.
To encapsulate, a top-tier bathroom sink manufacturer isn’t solely defined by product quality. They accentuate client satisfaction, evince dedication to innovation and eco-friendly practices, and maintain an esteemed market reputation. Such manufacturers don’t merely vend sinks but proffer holistic solutions that amplify the overall bathroom ambiance for end-users. They remain attuned to market shifts, stay abreast of prevailing design inclinations, and prioritize delivering sinks that amalgamate functionality with aesthetic allure.

Conclusion

Here is a summarized comparison table:
Manufacturer Headquarters Years of Experience Main Products Advantages
Kingkonree (KKR) Shenzhen, China 23 Solid surface washbasins, hand wash sinks, above-counter basins, etc. Extensive product range, superior craftsmanship, flexibility in design
Kohler Co. Wisconsin, USA Over 150 years Pedestal sinks, undermount sinks, top-mount sinks, etc. Blend of tradition and innovation, durability, forward-thinking approach
VIGO New York, USA 14 Matte stone vessel sinks, Tempered glass sinks, Concrete stone sinks, etc. Modern design, top-tier quality, rigorous testing
Kraus USA Washington, USA 16 Ceramic sinks, solid surface sinks, glass sinks, etc. Innovation, design excellence, commitment to quality
Blanco Oberderdingen, Germany Over 98 Stainless steel sinks, Silgranit sinks, Ceramic sinks Innovative materials, design flexibility, commitment to quality
Villeroy & Boch Mettlach, Germany 275 Drop-in sinks, undermount sinks, vanity sinks, etc. Timeless allure, innovative design, commitment to enhancing user experience
Elkay Manufacturing Company Downers Grove, Illinois 103 Stainless steel sinks, Quartz sinks, Fireclay sinks, etc. Top kitchen sink manufacturer in America, commitment to customer satisfaction
Hansgrohe Schiltach, Germany 122 Stainless steel sinks, SilicaTec granite sinks, Single sinks, etc. Minimalist design, commitment to innovation, quality craftsmanship
Linkasink Phoenix, Arizona 22 Copper, Cast Bronze, Smooth & Hammered Metals, etc Handcrafted quality, unique designs, commitment to innovation
Stone Forest Sta Fe, New Mexico 32 Vessel sinks, Pedestal sinks, Copper sinks, etc. Harnessing nature’s beauty, commitment to quality and durability, innovative designs
In the vast world of bathroom sink manufacturing, choosing the right partner can be challenging. From our extensive research, we’ve identified the top 10 manufacturers globally, each bringing unique strengths to the table. It’s essential for B2B buyers to consider factors like years of experience, product range, and innovation when making a decision. By partnering with a trusted manufacturer, businesses can ensure they offer their customers the best in design, functionality, and durability. A worthy choice for economical benefits and quality assurance is KKR. Feel free to contact us for more information.
submitted by tab_rick to KKRsolidsurface [link] [comments]


2024.05.13 02:36 Practical_Basketball Alex Sarr Is Not the #1 Pick

Ceiling: Borderline all-star level impact with the versatility and rim protection to make a couple of all-defense teams. Hit 3s at a decent clip and volume
Projection: Defensive minded starting/backup big who can finish lobs and dumpoffs
Floor: Bounces around teams hoping to unlock his potential, but never really finds a role in the league. Lack of offensive game won’t make up for defensive prowess
Comparison: A taller Precious Achiuwa, Nic Claxton
With Atlanta lucking into the #1 pick, Alex Sarr should not be their top option. A Sarr, Trae, Murray trio would definitely be interesting to watch, but the Hawks will be disappointed if they think Sarr will be an all-star caliber player.
Weaknesses
Strengths
There’s a decent chance Sarr will be considered a “bust” if he’s drafted first overall. However, if he somehow falls to the late lottery, that’d be a good pick up. The potential is there to be an impactful player, but even at his peak, he probably won’t be anything more than a great role player.
submitted by Practical_Basketball to NBA_Draft [link] [comments]


2024.05.13 01:59 sgtViveron This post is an answer to Mr."EddieShredder40k" - who asked for evidenses, cause I told that CoH3 looks cheaper than previous game\games.

Before we proceed:
  1. I'm not CoH3 hater - I like playing CoH3, I had my claims because of release state. And I sincerely believe that releasing of halfbaked game is the worst sin of a developepublisher. Now can declare that game become much better after patches. I will continue playing it, I even fking left positive review during free weekend to compencate negative ones. Currently have almost 188 hours. I wish only best for devs and game.
  2. I haven't played CoH1 multilpayer (few skirmishes with BOTs and 1-2 online matches) - I met it a bit late to roll in. But I've done campain and fond it very nice.
  3. CoH2 - 3038 hours - what else should I say =)
______________________________________________________
So: "Can you post some screenshots of both games at max settings to help describe why one looks cheaper?
it's a genuinely baffling statement to me given that coh 3 is clearly technically superior, with better textures, higher poly models, more advanced lighting, post processing etc etc (as it should have)."

While I'm talking about cheapness, I don't mean textures and polygons. No jokes that CoH3 is technically superiour, it would be bloody pitty if not. Visuals are important but there are other weighty parts.
______________________________________________________
Campain.
Just check the campain 1st mission of all 3 CoH games, and say which one looks more interesting and engaiging:
CoH1: https://www.youtube.com/watch?v=vEoauGzRILs
It gives me vibes\atmosphere of a "Save private Ryan" or "Band of Brothers" series: https://www.youtube.com/watch?v=S1Qj_AVu2pA
______________________________________________________
CoH2: https://www.youtube.com/watch?v=6is27nOLADE

It is like "Enemy at the Gates": https://www.youtube.com/watch?v=oJ3bzg-Tvt4
______________________________________________________
And CoH3: https://www.youtube.com/watch?v=iusHBTPDXpE
It is very spectacular to compare with CoH1 because they have similar "coast assault" missions.

In CoH1 and CoH2 we have narrative campaign with nice cinematics presentation that drive us into mood. Videos that are made on ingame engine that makes you easier to believe in those what you see. Overall atmosphere is much better. CoH2 makes it even a bit deeper, cause we have additional conflict of "former comrades", that is shown through memories - that engage you even more: Why is he arrested? What happened? What is his fate? How do he know that guy?
In comparison CoH3 uses "moving picture placeholders", no focused camera shots. At 6:34 that guy says "models looks amazing" - yea, they are, but theatricals of that scene looks weaker than CoH1 or CoH2. It is much harder to make Italian campain that way because it uses "Total War" strategic style, which transforms it into bunch of skirmish battles.
______________________________________________________
Music.
Also I wanna attend point to sounds and music. Espesially music. It is ok in CoH3, but after this:
https://www.youtube.com/watch?v=dR0ev5adrho
And this:
https://www.youtube.com/watch?v=zLdAURdn4o4
It is like a that meme: Thi one (CoH3) is good, but I prefer that one (CoH2).
I dunno where Cris Velasco took inspiration but it freaking worked.
______________________________________________________
Animations.
I love how little details can change your imersion:
Here we have Helping Hans match:
https://www.youtube.com/watch?v=zrLvMr2K0-Y
At 11:40 he engages and we can see how models behave, pay attention to his Rangers with M1919 LMG - they just stay-shooting ot run-shooting. No attitional animations for models.
And here we have CoH2 unit test also using M1919: https://www.youtube.com/watch?v=spd4YM3k0iI

Do you see that mgs have recoil? That models strugle to hold it while shooting?
Also at 2:42 we can see woulnded soldier trying to crawl somewhere out of sandbags for help. Just nice detail. CoH3 have laying wounded models only if there is med bunker\station nearby.
Another CoH2 video with units test: https://www.youtube.com/watch?v=agP6D7XYo1M
Have you notised that paratroopers with M1919 are laying on the ground while shooting? Because there is no cover where you can put it?
______________________________________________________
Menu, UI, and other...
With all my respect.
This:
https://interfaceingame.com/wp-content/uploads/company-of-heroes-2/company-of-heroes-2-main-menu-1920x1080.jpg
and this:
https://interfaceingame.com/wp-content/uploads/company-of-heroes-2/company-of-heroes-2-lobby-1920x1080.jpg
Main menu - animated background and music theme for every faction. Nice and readable buttons. Skirmish menu where you can invite friends, veto maps, choose gamemode.
Tutorial section with videos and audio explanations for new players: https://www.notebookcheck.net/fileadmin/Notebooks/Sonstiges/Games/CoH2/menu5_1.jpg
Fraction icons looks unique and stylish, not like CoH3 circles with pictures: https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Foshdt90nl5l41.png%3Fauto%3Dwebp%26s%3D9b10033e0b70410febd5be49fc89dfdf96790254
It looks more attractive, more solid than this, at least for me: https://medias.community.companyofheroes.com/forums/john-re/1701727912547.png
I dunno how to explain. CoH3 has its own style, but more clean, more simple. Its like difference between business and family car. They both have engine, wheels and do same job but they feels in different way. ______________________________________________________ Here should be something else I also wanted to add, but I forgot what exactly... =(
P.S. I hope I haven't messed up with links.
______________________________________________________
I'll repeat CoH 3 is a good game. IMHO, It like this cause SEGA, which owned and sponsored Relic during development, didn't believed that game will succseed and provided limited funding. Lack of which caused such "decisions of simplificense". Also, I'm pretty sure SEGAs money lack due to "HYENAS" development failure, forced game releace to get at least some money.
Anyway, I wish devs luck and will continue playing and investing some additional money into game - until devs will do some stupid greedy shit. Hope that not.
submitted by sgtViveron to CompanyOfHeroes [link] [comments]


2024.05.13 01:27 Flat-Dark-Earth Thoughts on the 6.8 Western Cartridge? Any owners?

Despite this being a relatively new release (2021) you don't hear very much about this cartridge.
Released as a joint venture between Winchester & Browning, the 6.8 Western is a .277 caliber (i.e. 270) short-action cartridge that is specifically designed to shoot heavy-for-caliber bullets that exhibit both high ballistic coefficients and sectional densities.
It's essentially a modern take on the 270WSM that can utilize heavier bullets up to 175grains due to it's 1:7.5 twist.
The 6.8 Western strikes the perfect balance between long range capability, muzzle energy, felt recoil and terminal ballistics.
Situated right between the likes of the 6.5PRC and 7PRC it showcases the benefits of both calibers without their downsides.
The main criticism of the 6.8 Western is that it won't see widespread uptake and will disappear into obscurity within 5-10 years. Hornady refuses to load for it as it's a direct competitor to their PRC line of cartridges.
The cartridge is currently supported by two of the largest firearms companies who designed it (Winchester & Browning) who are also the only two companies chambering rifles for it (XPR, Model 70, X-bolt). It is rumoured that both Barnes and Norma will be loading factory ammo for it this year.
I'm seriously considering this cartridge in a future lightweight, mountain/sheep rifle.
What are your thoughts on the 6.8 Western? Do you own one or would you consider a rifle chambered in it?
submitted by Flat-Dark-Earth to canadaguns [link] [comments]


2024.05.13 00:27 SSteve_Man Seeing all the Senator edits decided to throw my own into the mix

Seeing all the Senator edits decided to throw my own into the mix submitted by SSteve_Man to Helldivers [link] [comments]


2024.05.12 23:37 Archangel_Anthony AR-61 Tenderizer Color

AR-61 Tenderizer Color
Hello Fellow divers! Quick question, why is the AR-61 green and brown when all the promos for it are black and gray?
https://preview.redd.it/fhrfd96de20d1.png?width=1920&format=png&auto=webp&s=272f15d8b972ceddd49871db9a8e9024398437fb
Promo AR-61
In-Game AR-61
submitted by Archangel_Anthony to Helldivers [link] [comments]


2024.05.12 22:38 DuatAnpu AR Balancing (Slight rant)

Here's the stats for the AR right now:
AR- 23 Liberator
Damage: 60 LP (Light Penetration)
Ammo: 45
RoF: 640 RPM
Recoil: 15
(Conveyed) DPS: 640 ((RPM/60)*DMG)
Reload After: ~4.2s
DPM(agazine): 2700
AR-23P Liberator Penetrator
Damage: 45 MP
Ammo: 30
RoF: 640
Recoil: 19
DPS: 480
Reload After: ~2.8s
DPM: 1350
AR-23C Liberator Concussive
Damage: 65 LP
Ammo: 30
RoF: 320
Recoil: 28
DPS: ~346
Reload After: ~5.6s
DPM: 1950
BR-14 Adjudicator
Damage: 80 MP
Ammo: 25
RoF: 550
Recoil: 40
DPS: ~733
Reload After: ~2,7s
DPM: 2000
Now let's compare that to the Sickle:
LAS-16 Sickle
Damage: 55 LP
Ammo: 99* (Heat)
RoF: 750
Recoil: 2
DPS: ~687
Reload After: ~7.9s
DPM: 5445
Let that sink in for a bit. The best overall "Assault Rifle", isn't even in that category.
And the Sickle is amazing, and has always felt amazing despite its slight windup. You're reloading less, especially if you manage your heat, and you're typically doing more DPS.
So my argument is that all ARs should be balanced around the Sickle, rather than the Liberator. And in fact, I think all of the current ARs should also be re-balanced based on the Sickle.
None of this is new information. I'm sure posts like this exist on this subreddit, I just haven't looked. (And I'm sorry for that.) But even with the recent buffs, none of these weapons truly compare to the Sickle. The Adjudicator is the only one to do have a higher DPS, but its recoil and small Magazine size far outweigh the damage it deals.
Damage should be slightly higher across the board. Medium Armor pen shouldn't require a huge downside on these weapons. (Looking at you AR-23P.) Take a look at the Dominator for comparison:
JAR-5 Dominator
Damage: 275 MP
Ammo: 15
RoF: 250
Recoil: 75
DPS: ~1145
Reload After: ~3.6s
DPM: 4125
It's weapons like this that just show the huge gap between weapon categories. Higher DPS and DPM while still maintaining that Medium Armor pen. Sure the recoil is higher, but with the slower RoF it's hardly noticeable. In order for the Penetrator to do similar damage, it would have to do over 100 damage per bullet. So why is it at 45?
Again, I know I'm not the only one to point out the strange balancing decisions made for this game. I just haven't slept and wanted to vent by posting my opinions onto the internet. lol
submitted by DuatAnpu to Helldivers [link] [comments]


2024.05.12 18:54 foreskinfarter A Compilation of Patch Fails (huge post)

After the Polar Patriots warbond release, I decided it was time look back and review some of the fixes and features Arrowhead has tried to push out. This post is not about the balancing philosophy. It's about Arrowhead's tendency of rushing things out before they've been properly tested or thought-out. Basically I've chronicled all of their previous slip ups to date to paint a picture of how unhealthy it is for the game to be developed this way, as it merely leads to compounding issues and an ever growing list of known issues that only gets bigger with each patch. Let this be a trip down memory lane for my fellow helldivers, and a wake-up call to Arrowhead. I wanna be clear that I love this game and am only writing this up out of passion for the game because I want it to be the best that it can be.

Patch 01.000.100 - March 6th

Eradicate Missions
  • Eradicate missions now require more kills and enemies spawn more often. The time to complete the mission was previously shorter than intended and should now take twice as long to complete.
Notes:
Caused an issue with spawn rates for higher class enemies (heavies, elites) being increased across the board.
Fixes
  • Fixed armor rating values not reducing damage as intended.
Notes:
Was in fact not fixed, and re-addressed in a later patch.
This patch also added the Patriot Exosuit, which it was quickly discovered had a suite of unfortunate bugs associated with it.
  • Rockets fired from the Exosuit launcher may sometimes make contact with the Exosuit’s hitbox and explode, instantly killing the player and destroying the mech. A work around was to not fire rockets while turning or walking forward, as this was believed to exacerbate the issue.
  • The weapons could still be fired while viewing the map, leading to many accidental discharges.
  • The mech was unusually vulnerable to damage, getting one shot by a single rocket from even the lowest tier raider, or a single melee from a Charger.
  • Using a stim while inside the Exosuit crashes your game.
    • After being fixed there was still an issue where using stim while holding a grenade inside the Exosuit crashed the game.
  • The Exosuit’s melee ability was barely functional and didn’t work half the time.
  • The Exosuit would sometimes get delivered in a damaged or broken state, or dropped on a rock high up, such that a Helldiver could not enter it.
  • Enemies would frequently ignore the Exosuit if there was another helldiver nearby.

Patch 1.000.102 - March 12th

This patch introduced a particularly nasty crash associated with having cross-play enabled. I can speak from personal experience that me and my friends were borderline unable to play the game in this period because it was guaranteed all of us would crash at least once, and if the host crashed there was even a bug where they could not rejoin. Thankfully, ensuring all players have cross-play disabled seemed to mostly resolve the crashing.
It also introduced the Termicide Tower missions to the game to tie in with the major order. This mission had an annoying issue that confused a lot of players where if you repeatedly pressed the button to activate a tower, you would cause a near endless series of bug breaches. Many players didn't realize this, and would desperately hurry to re-activate the tower after a shutdown, not understanding that doing so only made the situation worse.
2 days later we also received the Cutting Edge warbond, which had the following issues:
  • LAS-16 Sickle
    Really good gun on release, only issue is not being able to shoot through foliage.
  • Punisher Plasma
    This gun was pretty mediocre on release. It wasn’t plagued by any bugs or major issues, it just needed some buffs to really be worth bringing. The low projectile velocity combined with the small AoE on impact and the inaccuracy made it hard to utilize at medium-long engagements. At the same time, the fact that it did splash damage made it bad in CQC situations as well, leading to an overall very meh weapon.
  • LAS-7 Dagger
    Not necessarily weak, but it was competing with the Redeemer which was just top notch at the time.
  • ARC-12 Blitzer
    Fire rate was too slow, but a very interesting weapon none the less. Trading fire rate and range for infinite ammo is an interesting mechanic.
Overall this warbond was pretty solid on release, and now after some buffs it is undoubtedly one of the best ones in the game.

Patch 1.000.103 - March 20th

Fixes
  • Shots from arc-based weapons, such as 'Blitzer' shotgun and 'AC-3 Arc Thrower' stratagem now count towards "Shots fired" and "Shots hit" stats.
Notes:
Fixed, but introduced a new issue that caused freezes whenever an arc based weapon was fired. This was addressed a week later in a new patch. In the meantime, players could not use arc based weapons.
This patch also introduced the Shriekers, which had the infamous 1-shot ragdoll issue where a dead shrieker hitting you would instantly kill you. They also had an issue where they could call bug breaches. It is unclear if this was intentional or not but it was immediately removed in the following patch.

Patch 01.000.200 - April 2nd

Fixes
  • Heavy and medium armor protects you better and you now take about 10% less damage than before while wearing heavy and about 5% less when wearing medium armor. Fortified commando and light armor is unchanged.
Notes:
This really helped make heavy armor actually feel like heavy armor, but there was still the problem of enemy crits (headshots) making even the beefiest armor feel like cardboard.
Fixes
  • Fixed cases where the ground under some assets could be bombed causing them to float.
Notes:
This still happens.
This patch also infamously introduced the crash on extract bug where every player in the mission would crash after extracting.

Patch 01.000.202 - April 9th

This was the patch that finally acknowledged a series of long-standing issues:
  • Damage-over-time effects may only apply when dealt by the host.
  • Certain weapons like the Sickle cannot shoot through foliage.
  • Scopes on some weapons such as the Anti-Materiel Rifle are slightly misaligned.
  • Arc weapons sometimes behave inconsistently and sometimes misfire.
  • Spear’s targeting is inconsistent, making it hard to lock-on to larger enemies.
It also introduced the Evacuate High-Value Assets mission type, which had a strange issue where red tinted dev boxes were visible on the map, seemingly indicating an out of bounds area. There's also an issue where Factory Striders can peek over the Extraction site and destroy the Generators without ever making it inside the launch area.
We also got the 4th tier ship upgrades, of which 2 did nothing, 1 was partially bugged, rendering half of the new content broken.
  • Superior packing methodology just flat out did not work.
  • Blast Absorption - which was supposed to give sentries explosion resistance - made no difference to the sentries ability to tank explosions. It is debatable whether or not the upgrade “worked” in a technical sense (50% of 0 is still 0), but in practice it provided no benefit to the user, making it effectively worthless.
  • XXL Weapons Bay correctly added 1 additional missile to most of Eagle-1’s arsenal, but mistakenly added 1 additional airstrike missile to the Cluster bomb. Furthermore, the upgrade itself is just kinda weak, as adding a single extra missile to an already massive barrage.
Never mind that these were expensive upgrades and players could only afford one at launch, so imagine spending your hard earned samples on one of the 3 broken ones.
2 days later we also received the Democractic Detonation warbond, which was amazing on release, and only had the following issues:
  • Adjudicator
    This weapon was just really meh on release. Insane recoil and ammo problems made it undesirable. It had decent damage and AP 3 so it was like a harder hitting, harder to control Lib Pen. Unfortunately, it wasn’t quite there at launch and needed some buffs to get to a decent state. Furthermore, it was just insanely overshadowed by the other weapons in the warbond.
  • Thermite
    A really interesting concept for a grenade, unfortunately the DoT bug made it pretty much unusable. However, even with the DoT bug fixed, this grenade still suffers from some issues. For one, actually sticking it to things can be really inconsistent, and that’s a problem because that’s the whole basis for the grenade. The damage also feels inconsistent still somehow, from my own testing I haven’t been able to get a solid idea of how many thermites I need to take down a chargebile titan/tank/hulk, it always seems to vary by quite a lot. I think the execution of this grenade needs some more work still, fans have rightfully pointed out that it would be cool if the thermite weakened the armor value of the spot that it’s stuck to, basically letting players “soften up” a heavily armored part so it can be damaged with a lower pen weapon. This would at least make it so you’re not just running around waiting for the burn to finish and can choose to shoot back to stack damage with the thermite.
  • CE-27 Ground Breaker
    Had the wrong passive on release. Player’s rightfully pointed out that it would have been cool to see some new armor passives, for example fire resistance armor, which would have lined up well with the previous warbond having arc resistance armor.
Unfortunately, after a series of nerfs, this warbond is in an abysmal state, and probably one of the worst you can pick up.

Patch 01.000.300 - April 29th

Balancing
  • LAS-99 Quasar Cannon
    • Increased recharge time by 5 seconds
Notes:
The recharge time was indeed increased, but the UI indicator now no longer matched the new timing of 15 seconds, and would show the weapon as ready to fire still after 10 seconds, leading to some confusion.
Balancing
  • Machinegun Sentry
    • Increased health to match other Sentries
Notes:
Probably worked as intended? The problem with this change is that the Machinegun sentry is literally just an inferior version of the gatling gun, with no redeemable qualities. That just makes you wonder why they would even bother with this buff.
Enemies
  • Hulk Scorcher direct flamethrower damage reduced by 20%
Notes:
This is a strange one. A few patches back when they decided to increase fire damage across the board by 50%, they unintentionally made certain things unreasonably lethal, like the fire tornadoes on Helmire, or the flamethrower from the Hulk. The problem with this change is that it seems to ignore a deeper issue with the Hulk (and “spewing” weapons in general) that causes the 1 frame instakill. Nerfing the damage by 20% does not fix the underlying issue where you get randomly 1 shot from a single stray collision with the fire, which is what players were ACTUALLY asking for to get fixed. I verified that this is still happening the day the patch dropped, and it has yet to be addressed by Arrowhead.
Enemy Patrols
We unintendedly had non-linear scaling of the patrol spawns so they didn't spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.
  • Balancing adjustment to patrol spawning.
  • Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before. The biggest noticeable change will be for solo players at higher difficulties.
Notes:
This change actually fucked patrol spawns even more, instead making it so the patrol spawn modifier is always at 100%, regardless of how many players are in the game.
Gameplay
  • Shots that ricochet from heavy armored enemies will now properly hit the Helldiver who fired them. Trigger discipline is highly recommended.
Notes:
This infamously caused shrapnel from the Eruptor to sometimes ricochet 50m and annihilate helldivers in 1 shot. It was a very rare thing, but it led to some outcry from the community, and assurance from the dev team that it would be fixed in an upcoming patch.
Fixes
  • Fixed an exploit that allowed overly eager Helldivers to use grenades excessively.
Notes:
Not fixed. Before it was possible to have negative grenades, which effectively meant infinite grenades. Now you can instead get an integer overflow giving you 4,294,967,296 grenades. So not technically infinite, but still excessive.
This patch also introduced the bug where the plasma punisher would explode against the inside of the shield generator, making the two unusable together.
Shortly before this patch dropped we also got access to the Airburst launcher. However, Arrowhead unintentionally gave us an old version of the weapon that suffered from a few bugs. For one, the rocket had a weird tendency to burst toward the player, leading to many accidentals. In addition, the proximity trigger on the launcher would trigger off of pretty much any kind of environmental entity, which made the weapon extremely difficult to use without blowing yourself up.

Patch 01.000.302 - May 7th

Balancing
  • R-9 Eruptor
    • Increased explosion damage by 40 and removed shrapnel from the explosion
    • This is to avoid cases in which players would randomly one-shot themselves or their teammates in a huge radius around the explosion
Notes:
As advertised, the Eruptor lost it’s shrapnel to prevent unfair deaths from ricochets. It also received a compensatory buff to make up for losing a part of it’s damage. It was assured that losing shrapnel would not negatively impact the Eruptor, as it played a negligible part in it’s total damage, so gaining 40+ explosive damage would be a net positive for the weapon. This was immediately proven to not be true, as players could tell right away that the weapon had been severely nerfed, having worse breakpoints against pretty much all targets. This whole change was very concerning because it was being sold to us as a "fix", claiming the high damage of the Eruptor was actually an exploit. It sets a worrying precedent where we can't take anything for granted; if a weapon feels strong on release, is it by design or an exploit?
Fixes
  • Fixed issues with some weapon scopes not being aligned in First-Person-View.
Notes:
Not fixed. There still seems to be some issues with alignments on different display configurations, not to mention the HMG is still severely misaligned. It’s gotten better, but it’s not fully resolved.
Fixes
  • The sound when stimming no longer plays while being interrupted
Notes:
Not fixed. It still happens.
Fixes - Firing the Punisher Plasma while wearing a shield backpack no longer damages the Helldiver
Notes: Almost fixed, there seem to still be edge cases where the gun clips the shield.
2 days later we also got the Polar Patriots warbond, which is undoubtedly the worst warbond they have released to date:
  • CW-4 Arctic Ranger
    Another light armor with Scout. Along with just being a recolor of the existing Scout armor, it is a recolor that cannot be mixed with any other item in the game. We have nothing that fits an orange/blue color scheme, which makes it really stand out in a sore thumb kind of way.
  • CW-22 Kodiak
    Another heavy armor with Fortified. You know what would have been cool? A new passive to tie in with the snow theme. For the love of god, the armor even comes with cleats on the boots, which is literally designed to prevent slipping on ice - and you still slip on ice while wearing this armor. Ngl this apple kinda taste like bacon. There is also a general issue for all of these armor pieces that the prefix does not line up with the armor’s passive, adding to the already long list of armor’s with incorrect prefixes.
  • ** CW-36 Winter Warrior**
    Same thing as above.
  • AR-61 Tenderiser
    This weapon is just a worse version of the Liberator, but once you look closer, you start to realize why that is. To start, the armory describes it as being a high-caliber assault rifle with a restrictive magazine but more stopping power. Well, at 60 damage per shot and AP 2, that puts at the exact same damage and AP as the Liberator, which has more ammo per magazine. It does feature slightly less recoil and more spare mags, but when you pick up ammo, you surprisingly get fewer mags back than the Liberator. However all of these oddities start to make sense when you realize this weapon was designed on an older patch of the game, from before they increased the Liberators damage, increased the amount of ammo most guns recover, and lowered carriable magazines across the board. There is more evidence that this is the case, which I’ll get into as we go along. Oh and the weapon also shipped with the wrong color scheme.
  • SMG-72 Pummeller
    The only decent weapon in this warbond, and it’s just a re-skin of the Defender. The stun effect is cool, and regardless of effort, it is nice to have another 1-handed primary.
  • Plas-101 Purifier
    Wow, something went wrong here. This weapon is clearly suffering from some kind of bug because it is a worse version of every single other explosive weapon in the game. Worse than the Eruptor, worse than the Crossbow, worse than the Scorcher even. There’s a theory going around that part of it’s damage isn’t working because the gun reportedly doesn’t track shots fired correctly. So it is possible the direct damage isn’t working correctly, and instead we only get the splash damage. Furthermore, in the trailer for the warbond, they showed this weapon 1-shotting a strider to the face, which got a lot of players excited because the striders had just gotten a buff to their explosive resistance which meant most weapons now needed 2 shots to kill them. And then the warbond released, and the Purifier needed 2 shots just like every other weapon. This only further supports the theory that this warbond was designed on an older patch, from before they gave striders explosive resistance.
  • P-113 Verdict
    My verdict for this weapon? It’s outclassed by the Senator. Again, if this had been the old patch where the Senator still had to reload each round manually, then the Verdict would make a little more sense. You trade a bit of firepower and AP for a larger magazine that can be reloaded at once. However now that the Senator has a speed reloader, the Verdict just doesn’t make sense.
  • Booster: Motivational Shocks
    I haven’t fully tested this booster yet, but from reading other’s experience, it seems like it reduces the duration of slows caused by attacks. That’s a bit disappointing to me as I was hoping this booster would act more as a “cleanse" that triggers when you get slowed and removes it. I guess that would’ve taken more work to implement but it would’ve made for a stronger and more interesting booster in my opinion. And we desperately need some more boosters because right now all I’m seeing is the same 4 every mission. Funny how quick they are to nerf popular weapons but for everything else, they seem to turn a blind eye (disclaimer: I am not asking for nerfs to the popular boosters, I am asking for buff/reworks of the bad ones).
In conclusion, this warbond is the worst one we’ve gotten thus far. It has 2 redeemable qualities, the SMG-72 and the impact incendiary, everything else is not worth it. Not to mention this is the 4th time we get a warbond that has a ton of new animations and they are all victory poses. Why Arrowhead? Why can’t these also be used as emotes? We literally have not received a single new emote since release, it is absurd.

Long standing issues that still haven't been fixed

To close off this compilation, here’s a list of issues that have been in the game since release that still haven’t been fixed, most of which have not been acknowledged by Arrowhead:
  • Spear still cannot lock-on to things reliably.
  • Arc based weapons still sometimes fail to target things, especially if there are corpses between you and a valid target.
  • Scopes are misaligned on some weapons like the AMR.
  • Hulk flamethrower sometimes 1 shots players.
    • This can also happen with bile spewers and bile titans.
  • The bile titan often freezes upon dying, instead of ragdolling into the ground.
  • Enemies ragdolling can sometimes result in glitchy behavior sending them flying. This is problematic as making contact with them in this state can be lethal.
  • Bots can infamously sometimes shoot through terrain and obstacles. This seems to most commonly happen with Devastators due to their ability to track players behind cover.
  • Having a massive dropship crash out of the sky and land on top of the bots seems to rarely do anything besides occasionally trapping them inside the wreckage until it despawns (which they often can shoot through anyway).
  • The stratagem beam still inconsistently tracks sticked targets.
  • The engineering perk that gives 30% less recoil when crouched also applies when standing or prone (don’t change this, just update the description).
  • Thermites very inconsistently stick to things despite that being the whole premise of the item.
  • Exosuits rockets are still awfully aligned with the crosshair
  • 500kg bomb feels inconsistent or the visual explosion feels misaligned with the hurtbox
  • devastators, spewers, and bile titans can fire their ranged attack at unreasonable angles, completely betraying the animation.
  • The terrain around a detector tower is still hard to call down stratagems on.
  • The last input for a Stratagem call-in or chat message is sometimes (or always?) misread as a standard input. This most infamously leads to controller users unintentionally using a charge of their supply backpack when an input sequence ends with “down”.
  • Sometimes for an unknown reason, a player can become unreinforceable. This has happened twice to me personally since release, and the only fix seems to be leaving and rejoining the mission.
  • The limb health bonus from the fortified perk gets overridden by the Vitality booster
  • It's often hard to stand up from prone when you are surrounded, or if you are slowed.
  • Sometimes Pelican-1 leaves immediately when only 1 player enters without starting a timer (I have verified from testing that this coincides with the pelican being on fire, HOWEVER it doesn't happen consistently when the pelican is on fire. This is why I consider it a bug rather than a feature.)
  • If a bile titan dies on top of Pelican-1, there is a chance that it can cause the door hitbox to break, preventing players from entering the Pelican-1 (you can walk around inside the pelican, but your character doesn't sit down).
  • When a weapon is changed, it's armory description doesn't update. Examples include the Eruptor still mentioning shrapnel, or the Liberator Concussive mentioning it has less damage than the standard Liberator, even though that's now no longer the case.
  • Sometimes your camera flies off from your character, leading to confusion about your whereabouts.
submitted by foreskinfarter to Helldivers [link] [comments]


2024.05.12 12:51 Physical_Owl_7215 I was once of them now I am not

I was once of them now I am not submitted by Physical_Owl_7215 to antifurry4doom [link] [comments]


2024.05.12 10:17 JahJah_On_Reddit Steel and Chitin - Chapter 3: Love

Link to the first part for those not caught up. I’ll organise everything into a single Google doc at some point
Love is one of those subjects that always confuses a few creatures at every turn. It’s also a foundational element to grasp concerning Changelings, everything from its production to its consumption drives Phalanta forward, and the course of (changeling) history has been changed many times by it.
Beginning with the basics, explained in laygriff’s terms so we’re all on the same page: love is a substance created and consumed by changelings as our source of sustenance. It is tied with the emotion of affection felt by all creatures, but they are not “the same”; as in, the extraction of love from a creature doesn’t steal their capacity to love, contrary to a certain myth (although a creature might not be very loving after being bitten and harvested for food), but the amount of love harvested is often tied to how loving the creature is.
Love as a substance has two states: a material and an immaterial state. It is exerted by, and radiates out from, all sapient creatures (other than changelings) in its immaterial state, and changelings can soak up this love by holding proximity to, or extracted directly from such a creature when a changeling holds a bite on them. The material form of love is created by changelings through the process of melken. So far, the only state of matter achievable for love is as a liquid, but the possibility of boiling or freezing it has not been taken off the table.
Material love is what most think of when they think of “love”, and it is often depicted as a luminous pink, but this is a stereotype. There are in fact seven different, distinguishable “types” of love. Each of these exists in both immaterial and material forms, but are most distinct - and can be isolated from each other - in their material states. Each “type” has a unique colour, taste, properties, and availability. Elaborating on that last point, each type of love “grows'' in different environments. Some creatures have Agape, and some don’t. Eros can only be harvested under specific circumstances, while Storge is quite commonly found all over the place. Some types can only be harvested on the Maten farms, others need to be obtained by infiltrators.
The seven “types” of love are as follows:
Eros’ red is a pleasant sight to all changelings. It has the strongest flavour of all of the love types - an intoxicatingly-so one - and provides a large burst of strength when consumed. However, since the circumstances to harvest Eros means that it is the rarest, and as it is probably the most sought-after, it is in the greatest demand at all times. Eros does have an unfortunate property similar to alcohol: if consumed in large amounts it can cloud the mind and dampen the senses for long periods of time. Due to all the above factors, its sale and consumption is regulated. Due to it’s large energy burst, it’s often used “power up” mages preparing a taxing spell, or as a stimulant for
Philia practically glows with the pink colour that almost all can recognise. It is harvested in mass in the Maten farms due to its relative ease of collection, meaning that it is the most common type of love to be found. Philia tastes even, some have even described the flavour as “uninteresting” and “basic” compared to the others to be found. However, most agree that Philia has almost no faults. It forms a sturdy base to mix with other flavours, as it doesn’t overpower any of the other types; it’s consistently enjoyable; and it has no aftertaste (literally, no aftertaste, the flavour immediately disappears after it leaves the tongue, which could be seen as a flaw or a benefit). Philia doesn’t change all that much in terms of flavour when refined, and as such refining it for civilian consumption is usually just not done. Changeling armies, however, have typically used refined Philia for rations throughout history, when pillaging Maten farms was not an option.
Storge is an off-white colour, and is the second-most common type of love, being harvested in large quantities in the Maten farms. As a general rule of hoof, Storge is not used in mixtures with Philia, as their flavours are quite similar, and the experience is often jarring. Consider Storge to be an ingredient version of Philia, as opposed to a base, since it has a stronger, more prominent taste and doesn’t lack an aftertaste.
Agape, a bright yellow, is one of the tougher love types to harvest. On one hoof, creatures exuding Agape essence output a lot of it, and as such Agape tends to have the highest love-per-creature ratio. On the other, creatures from which Agape can be harvested are few and far between, and it can almost never be harvested on the farms, or in any meaningful quantities, at least. It has a flavour that hides when you aren’t looking for it, but is a great treat when on the tongue. For this reason it works well with Pragma, which allows it to have some perpetuation.
Ludus, a darkish orange, has both a bitter and sweet taste. It sits around the middle of the list of love types from common to rare. It’s relatively easy to harvest when a source of it is found, but finding such a source can be a bit long. In general, the Maten farms produce very little, and most of it comes from infiltrators, especially in Equestria. In its raw form, Ludus has little value, but when separated into Ludusüß and Ludarsch, it can be used for a variety of things. Ludusüß is sweet and potent, it perks changelings up, and gives a pretty big burst of energy. Ludarsch is a bitter liquid with few uses, mostly being a good sobering substance for changelings drunk on alcohol or even other types of love. Other than that, Ludarsch is viewed as a byproduct.
Pragma is a pleasant blue. It is not as plentiful as some of the other love types, since it is usually hard to harvest on the Maten farms, and most of it comes from infiltrators. Pragma has a slow-burning flavour that often is a great compliment to Agape. While there’s not much to say about it, Pragma was originally thought to have the capability to grant longevity. While experiments have since proven contrary, there is still an interest in pursuing further study into this myth to see if it holds at least some water.
Philautia has a light-green colour, and despite this is the second-least desired type of love. It is an odd love to harvest, only being able to be harvested through direct extraction. It is close to tasteless - in a bad way - and on the lower end of energising, although it is warming. Philautia is often given as pension to changelings who for one reason or another cannot get other types, and can often be found in the rations of soldiers relying on “living off the land”. However, it does have some medicinal properties, and with some refining it can be prescribed as an antidepressant. Finally, Philautia extracted from a creature, when consumed by a changeling, helps that changeling to better mimic the creature, a useful tool for infiltrators in replacer roles. With all the above facts, Philautia is the only type of love not available for free purchase on the market, its sale is limited to institutions licensed to distribute it.
You will notice that occasionally I mentioned types of love working together. Love is not just a static source of food that you just have, it would get boring quickly if that were the case. Much effort has been put into the trial-and-error process of creating unique mixtures, combining the different types in many ways, refining, mixing, splitting, imprinting, all to create so-called “Love Crushes” - or just a “Crush” - to make consumption more enjoyable. In times past, Crushes were mostly a thing for royalty; what changed that was the introduction of currency - and then enterprise - into Palantra in the 10th century, which allowed businesses to begin making them for drones to buy with their new Royals.
But let’s return from the sidetrack:
As previously mentioned, immaterial love can be soaked up by a changeling in proximity. The closer the better, but that also has other complications. Alternatively, a changeling can hold a draining bite on another sapient creature, allowing them to siphon away love from the creature directly. A creature on the other end of a siphoning is drained of physical energy as a consequence, if not outright killed by excessive siphoning. Either way, harvested love is stored in the love sac, located behind the brain and just above the roof of the mouth. In the love sac, immaterial love is converted into its material state, as part of a mess called raw love. Raw love is the unseparated mixture of whatever love types in whatever quantities hanging around. At any time, love from the love sac can either be diffused into the bloodstream directly, or extracted through a changeling’s fangs.
Raw love can be extracted through the fangs by notching the fang forward and squeezing the sac with the muscles around it. Raw love is a soup, an amalgamation of the different love types floating around in it. It is often overpowering and unpleasant to taste, and it is relatively weak compared to the sum of its parts.
This transitions into the topic of love refining. Initial, basic love refining is concerned with the separation of the different types of love. This is achieved by adding additives into a mixture of raw love. These additives bond with some of the types of love, and are used to increase the density of said types, allowing them to be removed from the raw love individually. For example, salt absorbs into Ludus and Eros, but not any of the others. By adding salt to raw love, it causes the density of the Ludus and Eros to increase, causing them to separate from the rest of the mixture and sink to the bottom. From there, once the Ludus/Eros mixture is isolated, water can be added, which absorbs a slight amount into the Eros, causing it to become more dense than both the water and the Ludus; meanwhile the water is less dense than the Ludus, causing it to settle between the Ludus and Eros. Boom, Ludus and Eros have been separated from the raw love and from each other.
However, these additives also contaminate the love, diluting its energy, and slightly polluting its taste. Thus, another method is required to remove the additives. Advanced love refining is a lengthy and complicated process that is unfortunately outside my area of knowledge, and if I did, they probably wouldn’t be riveting material for your brain’s consumption. All you do need to know is that love that has undergone the advanced refining process gives more energy and is purer in taste.
Finally, finishing up this section with the consumption of love.
The energy provided by love when consumed has two manifestations: a stored, longer-lasting energy, like what’s created when a different creature eats food; and an immediate burst of energy that dissipates quicker. Exactly how much of each energy is dependent on how much love is consumed and of what type.
I already explained what a consistently large consumption of love does in the previous chapter, and it’s obvious what a standard consumption does, so let’s talk about lack of love. What happens when a changeling doesn’t eat enough? Changelings that don’t eat a sustaining ration begin to suffer what is known as Lebendertod, which can only be described as a ravenous hunger. Those suffering from Lebendertod become more aggressive - volatile, one might say - and experience incredible hunger pains. The severity of this condition is dependent on how much they are consuming: a little bit will not be as severe as if they were not having any. Such changelings don’t starve in the traditional sense, they can withstand a long period in such a state, kept alive by traces of love drawn from the Hive (hivane) itself, although this is nowhere enough to sate the appetite of the void that Lebendertod is. After the Hive begins to run out of love to sustain all its members, the changelings of the hive start to simply snuff out, like a machine running out of battery: one moment they’re - lethargically - moving about, fully conscious; and then the next they… aren’t. It’s a horrible death that changelings fear the most, some religions even believe this form of death to cause complete annihilation for the soul of the victim.
It’s a genuine question I get asked, can changelings eat “normal” food? Changelings cannot subsist off of typical foodstuffs in their base form, with the little exception that a shapeshifted changeling that assumes the form of a creature with a working digestive system can digest standard food, although this is a highly inefficient method that requires constant maintenance of the form, otherwise the extracted nutrients are lost. Changelings do however still need to drink water to survive.
[The next page is a different grain from the rest of the book, and clearly has been stuck into it. It is attached to the remnant of a page that has been torn out. The foreign page has words written in neat hoofwriting instead of printed type like the rest of the book].

Maten

All other books I’ve found on the subject of changelings have one thing in common that they all miss: the existence of Maten and Maten farms. This is excusable, since I doubt any outsider has ever trotted into a Maten farm on their daily commute.
Maten are small, sapient creatures native to the Phalanta Basin. For the past ever, Maten has been the backbone of Changeling society. Currently, Maten love accounts for over 90% of all love consumed in the changeling hives, so without it, Phalanta would have shrivelled up and died pitifully long ago. There’s an adage back where I’m from: Any event in (changeling) history happened either for Maten or power, and Maten is power.
Standing erect, a typical Maten is about thirty-centimetres tall to their head, with ears that can reach another five. Maten typically move quadrupedal, but stand bipedal, and can manipulate their foredigits to interact with their surroundings. Their bodies are remarkably well furred (and makes great clothing), and they can easily survive at temperatures down to -10°C. Their noses are relatively underpowered compared to similar creatures, with small olfactory receptors. Counter to this, their sense of hearing is remarkably good, owing to their large ears, which are their only major heat-bleed.
Maten farms vary in size and methods as much as they vary in location. A glade deep inside the Nymark, a crater heated by geothermal springs near Purifia, a cliff shelf overlooking the ocean, these are all examples of farms. All that really matters is a stable source of food of building materials, an easily monitored area for the farm itself, and a nearby location for the base for the changelings harvesting the love and managing the farm.
Because it’s so easy to set up a farm, the only real bottleneck for new farms is getting enough Maten to start a new Maten colony. This isn’t usually a problem, as Maten multiply quickly. The development period is about three months, and the adolescent period is about two years. With a total average life of nine years, that means that a single pair of Maten can produce about 21 offspring over their life.
This multiplication is perpetually locked in a constant race against the ever-expanding changeling population, which in the last two centuries has come close to collapsing in on itself many times. A data leak following the Canterlot Coup revealed that 2% of Maten were killed in the ensuing chaos simply to satisfy love quotas, and that comes nowhere close to the Vesali-Vrak war of 938-945, during which some estimates put the slaughtered Vesali Maten at ~30% killed for love, and ~8% killed by or lost to Vraks. The result of the sheer drop in Maten after the Vesali-Vrak war almost paralysed Vesalipolis, and the newly crowned Queen Chrysalis was forced to strike an alliance with Ditrysium just to pull through the crisis; meanwhile Vraks experienced a second Trötthetens tid, and was forced to recoil for three decades before having any semblance of a fighting spirit again.

Love as a resource

In times past, love was used as a standard to value money to. Indeed, the first Vraksian Royals were minted to represent a value of love in lieu of having it (like credit) to allow the employment of larger workforces for industrial-size projects. It wasn’t until the Chrysalis’ queenship that love and currency separated in purpose. Today, the price for love is set at about 20 Hivgild (the national currency of the Confederation) for one 50ml vial of Eros, and its price is determined and maintained by the nation as opposed to typical supply & demand, ostensibly to keep it semi-affordable in the case of a famine.
In older days, typically the Maten farms were “owned” by the hive as a whole, and the queen was responsible for the organisation of them. In modern days, that responsibility has mostly been outsourced to independent corporations such as Skittler and Pheromor, who do the work of maintaining and growing the farms, while employing the workforce required to work them. However, hives often do keep a few personal farms so as to not completely rely on the companies.
At a national scale, love is measure in erots. An erot is a unit of measurement used to manage love at the national level. It is approximate to 10,000 bottles of eros (which it derives its name from) worth of love, and as such represents a large quantity of food: enough to feed an entire small hive for a day.
The national conversion rate - and thus the national prices - for the other types of love are in comparison to Eros, which serves as a standard. Those conversions are as follows.
1 vial of Eros = 6 vials of Philia
1 vial of Eros = 4 vials of Storge
1 vial of Eros = 3 vials of Agape
1 vial of Eros = 2 vials of Ludusüß, 6 vials of Ludarsch
1 vial of Eros = 4 vials of Pragma


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