2024.05.14 21:54 coffeemusic_ What multipurpose headphones should I purchase? Budget $250
2024.05.14 21:47 _Triple_ [STORE] 900+ KNIVES/GLOVES/SKINS, 100.000$+ INVENTORY. BFK Lore, Gloves Amphibious, Skeleton Fade, Bowie Emerald, BFK Auto, Gloves MF, Talon Doppler, Gloves POW, Bayo Tiger, Gut Sapphire, Stiletto MF, M9 Ultra, Ursus Doppler, Flip Doppler, M9 Stained, Nomad CW, Paracord CW, AK-47 X-Ray & A Lot More
2024.05.14 21:43 Illustrious-Lemon592 My hopes of Gerry Andersons Cutaway by Graham Bleathman
2024.05.14 21:38 ftfarshad Shadow Slave Chapter 1: Nightmare Begins By Guilty Three (Edited by Farshad Torkashvand)
2024.05.14 21:24 _ComeAlongWithMe Does my plant have root rot?
Hi, I have a medium sized peace lily that I got more than 2 weeks ago. I placed it beside a South-facing window with bright indirect light. After a few days the tips of the leaves started turning brown and black. I suspected leaf scorching at first, so I moved it a couple feet away from the window. I don’t think it was overwatering since I haven’t watered it since I got it, as the soil was still pretty damp. submitted by _ComeAlongWithMe to plantclinic [link] [comments] I finally watered it a couple days ago (after the outer leaves started drooping and the soil was dry), and pruned the dead leaves. However the dropping leaves never perked up, and some leaves started turning yellow and brown. I was trying to pull one of the brown stems out, but accidentally pulled the whole root instead. There I noticed the stems were brown, so perhaps its root rot. If it is, can you please advise me what to do? I know I should probably repot it, I’m a first time plant owner so I have no knowledge yet in repotting, have no soil mix/extra nursery pots at home etc. How do I start and what should I do now? Can I still save the outer plants with root rot or should I discard them? Also, the centre plants look healthy with a new flower budding as well. It’s the side plants that are unhealthy + one of the new flowers from the side plants turning brown as well (last pic). I got this plant because I read it was one of the easiest, but it’s my only plant that’s struggling. (I have a philo, snake, and spider plant all thriving). All advice is welcome! Thank you. 🪴 |
2024.05.14 21:23 Gambit-Accepted Wehr Battlegroup And DLC Ideas
Continuing this series on Battlegroup ideas, today is Wehr. Here are my DAK Ideas. To reiterate, I wanted to make these ideas thematic, different from existing battlegroups, unique and mostly historically accurate. Here I use the units that are already in the game files and propose how they could be implemented in an interesting way. Relic seem to have developed several bunker types which they intend to use, so when designing my battlegroups, I did it in a way where these bunker types were used but didn’t make the battlegroup Italian Coastal 2.0, rather fed into a larger idea. I introduce and expand a number of mechanics I have discussed in my other threads: submitted by Gambit-Accepted to CompanyOfHeroes [link] [comments] https://preview.redd.it/5pxs8daqzf0d1.png?width=1281&format=png&auto=webp&s=62517c6b48c79fe9ea3cdf8a8794e81cb8fd7ecb Central Idea: All in prevention, counter attack. Your opponent would have a hard time overwhelming you in one all in push. The left side of the tree consists of mostly callins and quick dispatch units for handling flanks quickly, the right side is more logistics themed with multiple reactionary abilities. BMW R75: Not a lot to say here, similar to the DAK bike except with an MG 42. It could be made to have no reverse, like the Coh1 bike, that was a fun mechanic. 4-Man Pios: Again, self-explanatory. Sd. Kfz. 251 Variants: This gives you access to other 251 variants, either by upgrading the 251 directly or by calling them in. I’ve chosen these 2 versions that I feel open up a lot more strategies, Mortar HT and Luft tier would be quite good, that tier lacks indirect. Pakwagen Panzer Gren tier would also be strong, as that tier lacks mobile AT. The ATHT would have the same AT performance as the Marder, but would have less HP and no lockdown ability. Panzer III H: As a unit to add to Wehr’s roster, this makes a lot of sense on many levels. In terms of performance, this would be closer to the Crusader medium tank. In terms of the timing, it would arrive at the same time as the Stug and the Wirbel, but unlike both of those specialists, this would be a generalist for that timing. Temporary Armour Assignment: This is exactly like the mechanic I described in my DAK designs. How it works is that this munitions only ability is used and a Stug, P4 pair arrive from off map. Neither unit requires fuel, manpower, upkeep or population. They benefit from all the upgrades that affect the normal version, ie vet and armoured skirts. You have direct control over them but after a set period of time, they will turn to AI control and leave. This makes them really good as a reactionary ability (your opponent is doing an all in) or as your own all-in, especially if you’re already maxed out on population. You’re especially incentivised to make risky plays with them as armour preservation is not so important. The number of use cases for this ability are so numerous that I won’t explain it anymore, it should be obvious how strong this is. I think to balance this out, it needs a heavy munitions cost and a long recharge timer. AI Temporary Elephant Assignment: One of the questions I’ve been asking myself since Coh3 came out is how do you add heavy tanks to the game in such a way that it’s not frustrating to play against and doesn’t break it. Given that the game is set so much earlier in the war and a number of the factions don’t have ready access to tank destroyers like the SU-85 and the Jackson, you can’t simply throw in the Elephant and hope for the best. To be completely explicit, I don’t see how the US with their current roster are expected to deal with a Coh2 style heavy tank destroyer. However, in Halo Wars 2 Blitz game mode, how it works is that you can call in a Scarab and its an incredibly strong unit but after a certain period of time, it spontaneously explodes and the game returns to normal. Why wouldn’t something similar work for Coh3? The risk reward calculus of using it would be; can you get enough damage done in the period available to justify the expenditure? There are a few ways that this could be implemented, you could, for instance, give the player direct control over the Elephant but I’m in favour of doing this slightly differently. Like the Infantry Assault ability for the US Advanced Infantry Doc, I think this should be AI controlled, should be on attack move and should be targeted on a position. After the timer, the unit would drive off map. This way you get the power fantasy of using a heavy tank without the game breaking potential of a heavy tank camping for the entire game between 2 VPs and zoning out all tanks. The reason I prefer this method of implementation is 2 fold; the first is that counterplay is much simpler, you just avoid the area and wait for it to time out. The second is that it has that appeal of being somewhat like a mini campaign mission within the game, you have to defend the tank with your forces as it advances. Your opponent would be easily able to flank it if its on it’s own, but when you support it yourself its more potent. The one exception to this AI control that perhaps should be considered is allowing the player to control the tageting directly, You wouldn’t want the Elephant to shoot at some random infantry while your opponent moves double Archers into position. In terms of relative strength of the abilty, I think if it was implemented in this fashion, the Elephant ability wouldn’t be that strong. I feel direct control over a P4 and a Stug is much stronger than an AI controlled Elephant. To me this is the best way of getting heavy tanks into the game. Logistics Field Officer: The right side of the tree very much has a logistics theme to it, starting with the officer. The Resource Priority ability works well with a variety of units, one could see this being handy in a situation where you want to increase the ROF of an MG, Mortar or Pak being extremely useful. Situations where you want to increase the ROF on a tank to help it win the engagement would also be strong. Speeding up the recharge on a Nebelwerfer would also be a common use. Source Replacements I could also see being a heavily used ability, either on the field or in base. Finally, given this battlegroup is munitions intensive, the Supervise Resource Extraction ability will allow you to increase your income like a cache does. You could even have some rush strat builds involving the officer, but unlike caches and trucks, the unit can be repurposed to do other things afterwards. Panzerschreck Trailer: This is another type of trailer unit. I’ve talked about trailer units a few times in my other posts, but here is the rundown: My thinking with this is that its a brand new unit type, which loosely can be defined as a support weapon. How it works is that infantry squads can crew it, push it around, vehicles can tow it, etc. When in a position, it provides an aura which in this case recharges nearby snares faster. However, the unit shouldn't require pop cap and moreover, you can actually manually decrew it and it will still provide you the benefits. So for example, let's say it spawns in your base and you want to setup a strong point, you can crew it with a squad, wheel it over to a house near the frontline and then decrew it. Units within its vicinity would still be benefiting from the aura. When you want to move it, recrew it again, or tow it, to a new location. The beauty of this dynamic is that your opponents can steal these units from you like an ATG, so while they don't take up popcap and would be relatively cheap (say 100 to 150 manpower), you're still incentivised to protect them. You can also attack move them with AT guns etc, would be interesting to play around it. I think it would make for a fun dynamic, but would need to be coded from scratch. It also indirectly makes tow yet more useful. With this trailer specifically, it’s aura will recharge nearby snares faster, however squads can also collect a Panzerschrek from the trailer for a munitions cost. This Panzerschrek is timed, so after a duration the squad will drop it. This is going to really strong in situations where your opponent is doing an all in dive with light vehicles and/or tanks and you need to bolster your AT immediately to hold on. Picking up these Panzerschreks is not cheap, but it makes it much harder for your opponent to dive you and also allows you to go for low AT builds with this trailer as the backup. The way I see this until being used is wheeling it behind a hedge or building near your cutoff and running over to grab a Panzerschrek if its needed. Let’s say your opponent does a double M8 dive, your 2 Grens and a Panzergren pick up 3 schreks between them and your opponent is basically able to do nothing but wait for them to time out. This could buy you enough time to reach T4 or whatever else you were doing. It’s a tool that adds a lot of flexibility to your composition, but remember if you get forced off, your opponent can just steal it and then its your problem! Weapon Stores: This gives your pios the ability to build Riegel mines but also Weapon Supply Bunkers. Now, the bunker has a straight forward aura that increases ROF of infantry and their grenade recharge times, but it also has another more expansive mechanic of temporary weapon upgrades. I’ve talked about this mechanic at great length in my Luftwaffe Field Division faction design, where the faction essentially revolves around that mechanic, but here I use a simplified version for a Wehr battlegroup. The TLDR is that infantry squads can pick up weapon packages from the bunker to either augment their current DPS or completely change the role of the squad for a short period. For instance, Jagers can pick up Beretta 38s to transform the squad from a mostly mid range unit, to a short range one. Grens can pick up G43s to improve their mid to long range performance and Pios can pick up an MG34. All the options are avialable to you. However, the upgrades are not timed, but depletable. This means that if the squad is not in combat, the upgrade duration doesn’t tick. You have to be in combat to expend the upgrade. The situations where something like this would come in useful are numerous, but to name a few; giving all your grens weapons at any point in the game, augmenting your jagers with MG34s, giving Stosstruppen Berettas so they become a close range powerhouse, or even double MGs. Relative to normal weapon upgrades, these upgrades are inefficient, but for rush strats they can be strong, as well as augmenting your units in the lategame with the extra munitions you have in the bank. HE Shell Delivery: Improves the splash and anti infantry power of all your vehicles at the cost of penetration. This could be somewhat tricky to use, as your opponent will become aware of its activation immediately and will come in with their vehicles. But situations where your opponent has dug in with ATGs and AT infantry, this ability will be devastating. https://preview.redd.it/n3ou7kaxzf0d1.png?width=1208&format=png&auto=webp&s=5bc267deaae4b64ba1bb97c294b92a5056835443 Central Idea: Team weapon play, heavy fire power and artillery. Good for just battering your opponents head on. SD-2 Line Drop: This is similar to the equivalent ability in Coh1, however the big difference is that you can customise the area where the mines will fall. For instance, you could do a relatively small field on a VP for 50 munitions, or you could do a large line of mines to completely block off a flank with mines. This flexibility allows you to employ the ability in a number of situations and adds some nuance to its employment. It terms of how this would work in game, I feel click and drag would be sufficient, the munitions cost being visible on the cursor. In the context of this battlegroup, it can block off the flanks of your team weapons. Pre-Sighted Terrain: This feeds into that team weapon focused gameplay, having extra range on your Paks and MGs in an area is going to be really strong. You could even use it with Mortars and Nebels for an extra long range barrage. 7.5cm Flak 264/3(i) AA/AT: The Flak 264/3 is an Italian medium AA piece that fits into what I will refer to as the ‘premium anti tank gun’ category. Similar to how the MG42 and DSKH were premium MGs, this ATG will be better than your standard ATG, at a higher price point. On the scale of ATGs, this will lie between the Pak 40 and the Flak 36 in terms of raw firepower. The damage should be exactly as the Pak 40, however it should also benefit from 10 more range and also the ability to shoot down air. The drawback however is that it should be relatively slow to move, like a Pak 40 in camoflage mode. For small adjustments, this should be fine, but to move it across the map, it would be easier with a tow vehicle. This means there are tradeoffs with this option relative to the Pak 40, the situations where the Flak 264/3 would be better is when you don’t want to invest in a wirbel but still want AA on demand when you need it (2 of these should take down planes pretty quickly), or situations where you’re camping 2 VPs and don’t expect to have to move around much, allowing you to utilise the greater range. Paks are going to be better when you need to move around a lot and expect your opponent to invest in indirect fire. Flakvierling 38: This gun is exactly as on the Wirbelwind, except it’s a team weapon. Relative to the Flak 30, this would have the advantage of suppression and probably better anti infantry performance. Perhaps starting with the same stats as the DAK Flak halftrack and going from there would be a good place to start. 28cm K5(E) Barrage: Heavy railway barrage, not much to say here. 7.5 cm IG 37: This is essentially work like the LeIG for DAK, it’s a later version of the same concept. Wehr don’t have anything like the Heavy Mortar equivalent and this would be it. This would be handy if you wanted to go Luft tier or tier 4 without having to tech to get Nebels. Springer Remote Controlled Bombs: Conceptually, this is identical to the Goliath remote controlled bombs, except these bombs are twice the size and are significantly more dangerous as a result. For me, one distinction that could be made would be dialling up their effectiveness against your opponent’s base structures. One thing I feel Coh lacks are tools for crippling your opponent’s tech. Kane’s wrath has a plethora of units and abilities for exactly this purpose and their employment is great to use and even more exciting to watch. So the Spinger should be able to knock out 75% of the health of a base tier structure. So conceivably, you could get a 251, drive it over to or into the base, deploy a Springer and blow it up next to T4, finish it off with Paks or Stugs. This will reinforce that whole dimension of the game, camping on 2 VPs will be much easier to punish. Sd.Ah. 57 Munitions Trailer: Another style of trailer, as discussed above. Here it would be used directly with team weapons to increase their ROF. It can also be used with indirect, so Rocket artillery would recharge faster. I feel the situations where this would be useful are fairly obvious but one extra way of making it interesting would be if it had an AOE explosion on death. So your opponent would be incentivised to move in with vehicles and target it down. They could also just steal it for themselves. Wurfrahmen 40 UE (f): Standard rocket artillery. One question I would expect a Wehraboo to ask is ‘why this and not the Panzerwerfer?’. The way I see it, this only has 4 rockets, so its damage per barrage is less. This leaves scope to make the barrage recharge time shorter, meaning you need to micro it more, but also, its less of a wipe machine or do nothing unit. You can also give it a lower price and require less population. Looking at the Walking Stuka in Coh2, that unit either killed everything or missed and was largely a waste of resources and popcap. If you can have the same unit, but with less alpha damage, at a cheaper price and popcap, it should be more consistent over the course of a match. It would also be easier to fit into your composition and would see greater use as a result. This essentially is why I picked this unit. That and because its new and different. AI Double Wespe Temp. Assignment: Like the Elephant assignment above, this is where double Wespe artillery pieces come onto the field and are controlled by the AI. They attack move to the target, shelling your opponent’s units within range. This ability should be much easier to employ, as they barrage from long range, but also they should be easier to counter (you can just dive them). Since we’re not using new vehicle models, it should be cheaper to develop and its different from the existing off-maps. https://preview.redd.it/ioj0msg40g0d1.png?width=1651&format=png&auto=webp&s=a0dad1a46e5e618833d25a2381033f0a0a9d10a6 Central Idea: Long range engagements. MGZ34 MG42 Scopes Upgrade: Simple upgrade, improves range and sight of MGs once they upgrade themselves for munitions. AI Double Sniper Temp. Assignment: This is most similar to the Wespe ability I just described, except with 2 snipers. What this ability would be strong aganst would be team weapon camp and entrenched infantry, as well as guarding VPs in the lategame. What this ability would be pretty bad against would be an opponent with several light vehicles and tanks which can drive up and elminate the snipers in 5 seconds. Its not like the AI will dodge. This ability is augmented by the numerous sight abilities and units in this battlegroup. Panzerbeobachtungswagen III: This is most similar to the 254 artillery observer for DAK, except where the abilities are largely air based. The unit has an MG, so it can be used to attack troops early on, but its mostly used for the focus sight ability in conjunction with tank destroyers and team weapons. The SD-2 Ground Burst drop I see being more like the M83 Cluster Mine drop from Coh2. The Ju-88 P-4 Heavy AT Strafe, is actually a 50mm cannon, so different from the JU-87 we have now by having more alpha damage. Fritz X Guided Bomb Strike: This is probably most similar to the Stuka Dive Bomb in Coh2, however, the big difference is that you can manually guide it to the target. The inspiration for this are the Predator missiles from MW2, however in Coh3, the easiest way of implementing this to my mind is that the player has to keep the cursor where they want the bomb to land. However, if they don’t want to do this, as it prevents other micro, you double click and it will go to where it was last targeted. So the situations where you’d want to perform this micro are quite niche, basically when nothing else is happening for 5 seconds. I think a sensible decision should be to cut off direct control from the player 2 seconds before it hits the target, so its still possible to dodge but harder. Nashorn Tank Destroyer: Not much to say here, its basically the Archer. Grenadier K98k Scopes Upgrade: Not a lot to say here, range and sight augmentation for grens. Ranged Bunker Options: Here we use some of the bunkers Relic has already invented. The mortar bunker is simple enough, but the Observation bunker is a bit more interesting. This emplacement should have a long line of sight, but it should be restricted to a narrow arc which can be refaced. This encourages active micro of the emplacement. It would be strong in matches where this is placed behind team weapons and artillery for spotting targets but would not detect flanks. Somewhat reminds me of the child’s game ‘Spotlight’. Fusiliers: These are another unit that Grens can be swapped out for. Unlike Jagers and Panzergrens, this unit is purely focused on long range DPS. You could use Gebirgsjager here instead, I use Fusiliers as one of my other designs uses Gebirgsjager. Range Adjustment: This unit ability increases the squad’s accuracy after each model drop to a maximum of 30%, 5% per model. I could imagine in most situations, this would be a simple DPS boost, but there would be situations where fighting low health squads where this would be especially strong. The same kind of logic applies to the ATG and Tank Destroyer ability, where everytime they land a shot while the ability is active, it increases their accuracy and ROF. Focused Gunnery: A global sight and range buff for vehicles, at the cost of speed. This blends well with the other abilities in the battlegroup. https://preview.redd.it/i3wsbhz50g0d1.png?width=1520&format=png&auto=webp&s=84fee451b9cebfbd3b19a7800e36450932f17bbe Central Idea: Area denial. Grenadier & Pio Field Defences: Gives access to a number of build options. Panzer-Stabmine 43 AT Mines are a variation on normal mines, where the emphasis is placed on the heavy engine critical rather than the damage of the mine. So these mines would be relatively spammable, specialised against vehicles and would cause a heavy engine damage critical. The focus here is leaving your opponet’s vehicle stricken and being able to move in with your own vehicles to take it out. However, unlike say Riegel mines, it doesn’t do that much damage, so your opponent will have a much easier time of quickly repairing off the damage. It’s a variation on mines with its own drawbacks and strengths. However, the main structure you get access to is the Luftwaffe Relay Point. This emplacement can call in strafing runs within its vicinity, the AT strafe would be particularly strong if combined with the Stab mine as it would be far harder to dodge. The relay point though can also call in a variety of crate drops with different infantry buffs. Ammunition crates increase ROF, which is simple enough, but the Explosives Crate doubles the squads grenade ability the next time its used. For instance, Grens would throw 2 stick grenades for the price of 1 with a 0.5 second delay between each throw. Naturally, this is pretty strong and also munitions efficient, at the cost of extra micro. The mechanic could also be made to give squads that don’t normally have a grenade, a grenade. For example, it would be cool if Jagers/Pios got stick grenades after picking up one of these crates. I’m not sure what you would do with Stosstruppen, a bundle grenade assault? Sounds overpowered and incredibly fun. Double frangible sounds fine. Camouflage Crates give your squad moving camo for 60 seconds, so you could conceivably pick up this crate on the way to your opponent’s side of the map and use it to ambush or do all manner of things. One question that would need answering is whether or not is should be possible to stack these crate bonues, I could foresee camoed Panzergrenadiers with double bundle grenades being very very good. Perhaps the best way of soft nerfing this combination is to have a shared cooldown timer of 90 seconds on the crates, this should severely limit the number of times a player can get explosives and camo at the same time. 251/17 Halftrack: Exactly like Coh2. Cannone Da 105/28 Howitzer Emplacement: A general howitzer emplacement, you could use the LeFH but this emplacement already exists. Panzerturm IV: A mixed AT and anti infantry emplacement. This emplacement absolutely should take up pop cap but also have prioritise vehicles. Bf109 WerferGranate 21 Rocket Strike: This would fire 4 rockets in unison, have fairly high alpha damage and flame dot damage. You would most use it against team weapons and infantry, especially in denying point caps, but potentially you could use it against vehicles, particularly if they hit a panzer stab mine, to cause them health damage and prevent them from being repaired. Sd.kfz. 251/16 Flame Halftrack: Similar to the unit in Coh2, except you can also upgrade it with MGs. As a general comment, I feel this unit and flame weapons more generally should have bonus damage against base tech structures. Sneaking flame tanks into the base and burning down your opponent’s tech is so much fun in Kane’s wrath and I feel Coh3 would do well to capture some of that magic. So being able to burn down a tech structure in 30-45 seconds in would give this unit extra utility, currently it fees like the flame units lack flexibility relative to their autocannon equivalents. Infantry Gestreckte Ladung: This ability is on infantry and it essentially is a grenade that sits between the Bundle Grenade and a Satchel charge on the spectrum. It would have the same damage as a bundle, but a longer fuse and shorter range. However, the charge would have bonus damage against emplacements, buildings and field defenses. The ideal use case would be against units behind sandbags and wire, as it would destroy them completely. Its much more likely to land than satchels, with its shorter fuse time, but is not as a good as bundle grenades which do the same damage with an even shorter fuse. So the bonus against field defences is the main advantage of the grenade. It goes without saying that this ability benefits from the Explosives crate from the other side of the tree. Decima Squad Infiltration: This squad is most comparable to Stormtroopers in Coh2. You would largely use the squad to charge cutoffs and plant explosives on points, its going to be strong in VP wars. This squad has no camo out of the box but you can get that from the other side of the tree. Communication Breakdown: This is activated in a circle zone and no off-maps can be used in it for the duration, nor do any global abilities like Designate Assault Position work there. There are many situations where something like this would be useful, for example, preventing someone from calling an off-map in during your assault, preventing an off-map being called in on a crucial VP in a close match. The main use I could see people using this is with their emplacements on the other side of the tree, preventing say bombing runs, etc. In Deckung!: This abilly mixes well with a variety of the other abilities in the battlegroup. Getting cheaper grenades will allow you to spam them during the duration of the ability, if you combine that with the Explosives crates, it will be yet more efficient. 15 munitions Panzer Stab mines will be strong. The crucial thing with this ability is timing, as you need to use grenades and mines en masse to justify the initial munitions cost. Other Unit DLC As I discussed before, I think it would be a mistake for Relic not to include the substitute units feature. In terms of what units should be substitutable, this is what I feel makes sense: https://preview.redd.it/dw9pq3w70g0d1.png?width=1121&format=png&auto=webp&s=e416e3e5bb9b982b1da5d5bd6177cd6f2ef87c71 Finally, as a general change, I feel we need to talk about the Pak 43. The Pak 43 is already in the game files and is presumably lined up for a battlegroup. I feel this unit should just be added to T4 so that stock Wehr has an answer to heavy tank spam (thinking about Matildas and Grants here). Wehr doesn’t have a great answer for dealing with heavy tanks, short of building 3 paks or several marders, neither of which are great from a faction design perspective. They come quite early, relatively, so improving their performance messes with the flow of the game and makes T4 less attractive, why bother going T4 if all the AT you need is in T2/T3? A Pak 43 in T4 has a pleasing symmetry between DAK, Brits and Wehr. If US got he M5 ATG (which they should), all factions would have this common tool. A number of players have been calling out for the Panther to be added to T4, I don’t think that’s the play here, as it would dominate so many other options. The situations where you would build a Pak 43 over a Panther are quite niche (look at Coh2), so having the more attractive unit in stock over the less attractive solution in a battlegroup, to me makes little sense. The Panther would also crowd out Flak 36 Emplacment play. However, the Pak 43 is easier to counter for your opponent, using indirect etc, while also giving you a reason to go for a battlegroup with Panther as the main attraction. Essentially what I’m getting at is that the Panther is too dominant of a unit to be in T4 and the Pak 43 should be there in its place. https://preview.redd.it/jrapt7y80g0d1.png?width=452&format=png&auto=webp&s=8d4c8bae94945e100777c1b9d53278bfb3f7bfb2 |
2024.05.14 21:09 danefrth Gilmour 2024 Setlist - Speculation
2024.05.14 20:51 M_i_c_K Bud Light Announces Genius Comeback Plan
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2024.05.14 20:41 Sweet-Count2557 Sugar Shack Restaurant in Chicago,IL,United States
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2024.05.14 20:38 Agzraider15 Picked up my New Car! 2016 Camaro 2LT Black with red racing stripes. Comes with Headsup Display HUD, Interior Spectrum Lighting Package, Red Interior , Lane Change Aler Side mirrors, Sun Roof , heated and cooled leather power seats, Bose Sound system.
submitted by Agzraider15 to camaro [link] [comments] |
2024.05.14 20:26 Sweet-Count2557 Jass Kitchen Miami Restaurant in Miami,FL,United States
Jass Kitchen Miami Restaurant in Miami,FL,United States submitted by Sweet-Count2557 to worldkidstravel [link] [comments] Jass Kitchen Miami: A Culinary Delight in the Heart of Miami, FL, United States Price Level: Jass Kitchen Miami: A Culinary Delight in the Heart of MiamiWelcome to Jass Kitchen Miami, a hidden gem nestled in the vibrant city of Miami. As a travel blogger, I have had the pleasure of exploring various restaurants around the world, and Jass Kitchen Miami truly stands out. This restaurant offers a unique dining experience that combines exquisite flavors, impeccable service, and a cozy ambiance.At Jass Kitchen Miami, you can indulge in a wide array of mouthwatering dishes that cater to all taste buds. From delectable seafood delicacies to succulent steaks, their menu is a culinary delight. Each dish is carefully crafted using fresh, locally sourced ingredients, ensuring a burst of flavors with every bite.Not only does Jass Kitchen Miami excel in its culinary offerings, but it also boasts a warm and inviting atmosphere. The restaurant's stylish decor and comfortable seating create the perfect setting for a memorable dining experience. Whether you're looking for a romantic dinner for two or a gathering with friends, Jass Kitchen Miami is the ideal choice.As a travel blogger, I highly recommend visiting Jass Kitchen Miami during your stay in Miami. The combination of exceptional food, welcoming ambiance, and attentive service will leave you with a lasting impression. Don't miss out on this culinary gem in the heart of Miami. Cuisines of Jass Kitchen Miami in Miami,FL,United States If you're a fan of Mediterranean, Turkish, or Greek cuisine, then Jass Kitchen in Miami is the place for you. This restaurant offers a delightful array of dishes that will transport your taste buds to the shores of the Mediterranean Sea. From savory kebabs and falafel to fresh salads and hummus, Jass Kitchen has something to satisfy every craving. Whether you're in the mood for a hearty gyro or a light and refreshing Greek salad, the flavors and aromas of these cuisines will leave you wanting more. So, if you're looking to embark on a culinary journey through the Mediterranean, Turkish, and Greek flavors, make sure to visit Jass Kitchen in Miami. Features of Jass Kitchen Miami in Miami,FL,United States Item 1Item 2Item 3 Menu of Jass Kitchen Miami in Miami,FL,United States Location of Jass Kitchen Miami in Miami,FL,United States Contact of Jass Kitchen Miami in Miami,FL,United States +1 305-927-4325 190 NE 46th St, Miami, FL 33137-3424 info.jasskitchen@gmail.com http://www.jasskitchenmiami.com Tags |
2024.05.14 20:03 HotTubAL Best way to demolish wall blocking garage door
We have a pole barn that is very nice, but the previous owner built a 2x4 frame with plywood on either side as a wall of sorts to block the garage door from opening. submitted by HotTubAL to Carpentry [link] [comments] Basically I'm trying to figure out the best/safest way to remove this wall without damaging my garage door, and then rehang the garage door opener that came with the house. Before you ask why somebody would do this, they were growing marijuana in the barn and needed to insulate the entire building from the elements and light. Any help is much appreciated! |
2024.05.14 20:02 VisibleProgress9997 Attempting to stop a massive, multimillion $$ drug trafficking ring
2024.05.14 19:48 thecollection14 The short story
2024.05.14 19:36 marksmopar What the hell is the world coming too?
2024.05.14 19:24 Gloomy_Trade Looking for something to do Friday??? Special drink discounts @ Shark Bar 🦈🍹
A Meetup group is hosting a party at Shark Bar with discounted drinks! submitted by Gloomy_Trade to StLouis [link] [comments] Sign up via this link to join! https://meetu.ps/e/N6jtf/rN3Ms/i Shark Bar is a beach themed club within Ballpark Village that only plays throwback music, so be ready to jam out to some Pitbull,Keisha,Lady Gaga, and other bangers you had on your iPod. $3 domestics Bud Light and Bud Select$4 well mixed drinks$5 house wines This is going to be a very fun time! We’re rewinding back to the 2010s!! Join us for a fun night of great music and an opportunity to meet new people. |
2024.05.14 19:03 DTG_Bot [D2] Weekly Reset Thread [2024-05-14]
Name | Description | Cost |
---|---|---|
Satou Tribe | Apply this shader to change the color of your gear. | 10000 Glimmer |
Flowers of Io | Apply this shader to change the color of your gear. | 10000 Glimmer |
New Monarchy Diamonds | Apply this shader to change the color of your gear. | 10000 Glimmer |
Upgrade Module | A collection of universal components that can be used to infuse power between gear items. Can be purchased from the Gunsmith or acquired from special reward sources. | 1 Enhancement Core & 10 Legendary Shards & 5000 Glimmer |
Name | Description | Type | Cost |
---|---|---|---|
Concentrated Mattergem | An Upgrade Module ionizer created from refined Mattergems. | Consumable | 200 Bright Dust |
Glimmershard | A shard with the ability to generate Glimmer during combat. | Consumable | 250 Bright Dust |
Unchained | Emote | 3250 Bright Dust | |
Unloved, to Be Cherished | Equip this weapon ornament to change the appearance of Beloved. Once you get an ornament, it's unlocked for all characters on your account. | Weapon Ornament | 700 Bright Dust |
Stasis Entrance | Modifications for your ship's transmat systems, so you'll always arrive in style. | Transmat Effect | 450 Bright Dust |
Oiled Gunmetal | Equip this shader to change the color of your gear. | Shader | 300 Bright Dust |
Tidesmoke | Equip this shader to change the color of your gear. | Shader | 300 Bright Dust |
Take Out the Trash | Emote | 700 Bright Dust | |
Star-Crossed Mark | Equip this ornament on any eligible Legendary armor item to change its appearance. Once you get a universal ornament, it's unlocked for all characters of the relevant class on your account. | Titan Universal Ornament | 1200 Bright Dust |
Multiband Shell | Ghost Shell | 2850 Bright Dust | |
Refashioned Shapes | Ship | 2000 Bright Dust | |
Wanderer's Wagon | Vehicle | 2500 Bright Dust | |
The Vanguard Dare | Equip this weapon ornament to change the appearance of Ace of Spades. Once you get an ornament, it's unlocked for all characters on your account. | Weapon Ornament | 1250 Bright Dust |
All Together Now | Equip this item to change your Ghost's projection. | Ghost Projection | 1500 Bright Dust |
Deep-Sea Jaunt | Equip this shader to change the color of your gear. | Shader | 300 Bright Dust |
Golden Age Wine | Equip this shader to change the color of your gear. | Shader | 300 Bright Dust |
Royal Treatment | Apply this shader to change the color of your gear. | Shader | 300 Bright Dust |
Irradiant Charoite | Equip this shader to change the color of your gear. | Shader | 300 Bright Dust |
Guiding Light | Modifications for your ship's transmat systems, so you'll always arrive in style. | Transmat Effect | 450 Bright Dust |
Blind Clutch | Modifications for your ship's transmat systems, so you'll always arrive in style. | Transmat Effect | 450 Bright Dust |
Resurrected Shadow | Modifications for your ship's transmat systems, so you'll always arrive in style. | Transmat Effect | 450 Bright Dust |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Ascendant Challenge | "The Awoken have long practiced the art of walking between worlds." —Techeun Kalli | 1500 Glimmer | 1 Ascendant challenge completed | XP++ & Dark Fragment & Legendary Gear |
Gateway Between Worlds | "The Blind Well can split wide the veins that run between realities." —Techeun Sedia | 40 Dark Fragment | 10 Activity completions | XP++ & Offering to the Oracle |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Slow-Wave Disruption | Complete waves of Altars of Sorrow in Sorrow's Harbor. | 1000 Glimmer | 7 Waves completed | Hymn of Desecration |
Lunar Spelunker | Loot chests in 3 of the Moon's Lost Sectors. | 1000 Glimmer | 1 K1 Communion Lost Sector looted & 1 K1 Logistics Lost Sector looted & 1 K1 Crew Quarters Lost Sector looted | 1 Firewall Data Fragment |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Nightmare Hunter | Defeat Nightmares in Nightmare Hunts. | 5 Phantasmal Fragment | 100 Nightmares | XP++ & 1 Phantasmal Core |
Nightmare Sojourner | Defeat Nightmares in Lost Sectors across the solar system. Nightmares defeated on the Moon only grant reduced progress. | 5 Phantasmal Fragment | 100 Nightmares | XP++ & 1 Phantasmal Core |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Courageous Expedition | On Europa, complete Lost Sectors, public events, and patrols. | 1000 Glimmer | 15 Progress | XP++ |
Controlled Experiment | During the Empire Hunt "The Technocrat," defeat Praksis and earn points by defeating combatants with precision final blows. Higher difficulties grant more efficient progress. | 1000 Glimmer | 50 [Headshot] Precision & 1 Praksis, the Technocrat defeated | XP++ |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Public Disturbance | Complete public events on the Cosmodrome. Heroic public events grant the most efficient progress. | 1000 Glimmer | 3 Public events | XP++ & Glimmer |
Full Spectrum | Defeat combatants on the Cosmodrome with Arc, Void, and Solar damage. | 1000 Glimmer | 25 [Arc] Arc & 25 [Void] Void & 25 [Solar] Solar | XP++ & Glimmer |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Old-Fashioned Way | Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with charged or uncharged melee abilities, defeat combatants with weapons equipped in the Kinetic slot, and complete the activity with an impressive score. | 5 Strange Coin | 125 Melee & 75 Kinetic weapon & 1 180000 Points | 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor |
Sticky Situation | Complete the following objectives in a single run of Dares of Eternity. Objectives will reset if not completed when the activity ends. Defeat combatants with attached grenade abilities, defeat combatants with grenades, and complete the activity with an impressive score. | 5 Strange Coin | 15 Attached grenades & 50 [Grenade] Grenade & 1 180000 Points | 2 Paraversal Haul & 1 Enhancement Core & XP++ & 50 Strange Favor |
Close and Impersonal | Complete the following objectives in a single run of Dares of Eternity on Legend difficulty. Objectives will reset if not completed when the activity ends. Defeat combatants with Submachine Guns, Sidearms, Fusion Rifles, or Shotguns; defeat combatants within streaks; and complete the activity with an incredible score. | 7 Strange Coin | 130 Weapon & 150 Defeated in streaks & 1 300000 Points | 3 Paraversal Haul & 1 Enhancement Prism & XP++ & 150 Strange Favor |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Vex Incursion Countermeasures | In the Vex Incursion Zone, defeat combatants using Strand to obtain Shellcode Fragments. Open a Terminal Overload Key Chest to obtain a Polymorphic Engine. | 1000 Glimmer | 8 Shellcode Fragments & 1 Polymorphic Engine | XP++ & Polymorphic Shellcode |
Name | Description | Cost | Requirement | Reward |
---|---|---|---|---|
Steadfast Onslaught | Defeat combatants in Onslaught. Bonus progress awarded for final blows with Void or Strand weapons and abilities. Complete 20 waves in a single run of Onslaught. | 10000 Glimmer | 50 Targets & 1 | 1 XP+ & 100 Lord Shaxx Reputation & 200 Lord Shaxx Reputation & BRAVE Engram |
Steadfast Gambit | Defeat combatants in Gambit. Bonus progress awarded for final blows with Solar weapons and abilities. Play 3 Gambit matches. | 10000 Glimmer | 50 Targets & 3 Gambit matches | 1 XP+ & 100 Lord Shaxx Reputation & 200 Lord Shaxx Reputation & BRAVE Engram |
Illustrious Crucible | Defeat Guardians and earn assists in Crucible. Bonus progress awarded for final blows with Hand Cannons. | 10000 Glimmer | 50 Opponents defeated | 1 XP+ & 200 Lord Shaxx Reputation & 400 Lord Shaxx Reputation & BRAVE Engram |
Illustrious Raider | Defeat combatants in raids and dungeons. Bonus progress awarded for final blows with Sidearms. Complete an encounter on Normal difficulty or higher. | 10000 Glimmer | 80 Targets & 1 | 1 XP+ & 200 Lord Shaxx Reputation & 400 Lord Shaxx Reputation & BRAVE Engram |
Distinguished Raider | Defeat combatants with precision damage in raids and dungeons. Bonus progress awarded for precision final blows with Bows. Complete an encounter on Master difficulty or higher. | 10000 Glimmer | 100 Targets & 1 | 1 XP+ & 400 Lord Shaxx Reputation & 800 Lord Shaxx Reputation & BRAVE Engram |
Name | Description | Objectives | Rewards |
---|
Class | Name | Vendor | Type | MOB | RES | REC | DIS | INT | STR | Total | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Titan | Exodus Down Greaves | Nessus | Leg Armor | 14 | 2 | 14 | 14 | 2 | 15 | 61 | 25 Legendary Shards & 1000 Glimmer |
2024.05.14 18:54 maulik252 [STORE] TI8/TI9/TI10/Diretide/ Aghanim's/2023 summer collector's cache sets/weather effects
Hero | Price ( USD) | Quantity |
---|---|---|
Trail of the Sanguine Spectrum(blood seeker) | 15$ | 2 |
Pitfall Crusader(Pangolier) | 23$ | 1 |
Insights of the Sapphire Shroud(Dark seer) | 10$ | 5 |
Pillar of the Fractured Citadel(Spirit breaker) | 12$ | 3 |
Forlorn Descent(Undying) | 15$ | 0 |
The Murid Divine(necrophos) | 22$ | 2 |
Primer of the Sapper's Guile(techies) | 20$ | 3 |
Molokau Stalker(venomancer) | 15$ | 4 |
Morbific Provision(witch doctor) | 15$ | 3 |
Raptures of the Abyssal Kin(queen of pain) | 12$ | 4 |
Fate Meridian(invoker) | 25$ | 3 |
Grasp of the Riven Exile(weaver) | 10$ | 6 |
Visions of the Lifted Veil(phantom assassin) | 35$ | 1 |
Endowments of the Lucent Canopy(shadow shaman) | 100$ | sold out |
Hero | Price(USD) | Quantity |
---|---|---|
Pitmouse Fraternity(meepo) | 15$ | 8 |
Fires of the Volcanic Guard(Ember spirit) | 20$ | 7 |
Third Awakening(Dragon knight) | 35$ | 0 |
Shackles of the Enduring Conscript(AXE) | 8$ | 10 |
Shimmer of the Anointed(Nyx) | 6$ | 10 |
Cruelties of the Spiral Bore(Magnus) | 45$ | sold out |
Loaded Prospects(Brew master) | 15$ | 8 |
Ire of Molten Rebirth(Phoenix) | 8$ | 6 |
Pattern of the Silken Queen(Brood mother) | 8$ | 11 |
Dread Ascendance(Doom) | 50$ | 1 |
The Rat King(Chen) | 10$ | 9 |
Raiments of the Obsidian Forge(Underlord) | 20$ | 4 |
Hero | Price(USD) | Quantity |
---|---|---|
Echoes of the Everblack(Abbadon) | 30$ | 1 |
Allure of the Faeshade Flower(Dark willow) | 25$ | 1 |
Paean of the Ink Dragon(Grimstroke) | 20$ | 3 |
Scorched Amber(Dragon Knight) | 30$ | 2 |
Priest of the Proudsilver Clan(Chen) | 15$ | 5 |
The Arts of Mortal Deception(Enigma) | 10$ | 4 |
Poacher's Bane(Tide hunter) | 20$ | 6 |
Soul of the Brightshroud(Death prophet) | 20$ | 2 |
Curse of the Creeping Vine(Undying) | 20$ | 3 |
Pursuit of the Ember Demons (Husker) | 22$ | 2 |
Appetites of the Lizard King(Slark) | 25$ | 3 |
Forbidden Medicine(Dazzle) | 20$ | 3 |
Riddle of the Hierophant(Oracle) | 12$ | 7 |
Glimmer of the Sacred Hunt(Drow ranger) | 30$ | sold out |
Adornments of the Jade Emissary(Earth Spirit) | 25$ | 1 |
Defender of Ruin(Disrupter) | 25$ | 8 |
Hero | Price(USD) | Quantity |
---|---|---|
Sight of the Kha-Ren Faithful(Drow ranger) | 15$ | 21 |
Tribal Pathways(Warlock) | 10$ | 26 |
Directive of the Sunbound(Clockwork) | 10$ | 23 |
Souls Tyrant(Shadow fiend) | 40$ | 4 |
Endless Night(Abbadon) | 25$ | 8 |
Dapper Disguise(Pudge) | 18$ | 16 |
Prized Acquisitions(Bat rider) | 6$ | 29 |
Verdant Predator(Venomancer) | 8$ | 23 |
Fury of the Bloodforge(Bloodseeker) | 10$ | 27 |
Automaton Antiquity(Broodmother) | 10$ | 25 |
Tales of the Windward Rogue(Pangolier) | 30$ | 5 |
Grim Destiny(Wraith king) | 20$ | 21 |
Distinguished Expeditionary(Tusker) | 12$ | 26 |
Fowl Omen(Necrophos) | 18$ | 21 |
Cinder Sensei(Ember Spirit)) | 80$ | 4 |
Hero | Price(USD) | Quantity |
---|---|---|
Origin of the Dark Oath(Night stalker) | 28$ | 22 |
Ravenous Abyss (Underlord) | 15$ | 34 |
Apocalypse Unbound(Ancient appartion) | 10$ | 36 |
Beholden of the Banished Ones(Warlock) | 15$ | 5 |
Fury of the Righteous Storm(Disrupter) | 10$ | 36 |
Lineage of the Stormlords(Juggernaut) | 35$ | 16 |
Silent Slayer(Silencer) | 20$ | 32 |
Mindless Slaughter(Pudge) | 15$ | 37 |
Heartless Hunt(Bounty hunter) | 15$ | 31 |
Herald of the Ember Eye(Grim stroke) | 15$ | 27 |
Fissured Flight(Jakiro) | 12$ | 34 |
Flashpoint Proselyte(Husker) | 20$ | 34 |
Glory of the Elderflame(Lina) | 25$ | 26 |
Signs of the Allfather(Nature's Prophet) | 20$ | 34 |
Songs of Starfall Glen(Enchantress) | 10$ | 23 |
Ancient Inheritance(Tiny) | 25$ | 51 |
Forsworn Legacy(Mars) | 40$ | 26 |
Hero | Price(USD) | Quantity |
---|---|---|
Evolution of the Infinite(Enigma) | 10$ | 24 |
Beast of the Crimson Ring(Bristle Back) | 15$ | 23 |
Clearcut Cavalier(Timbersaw) | 8.5$ | 27 |
The King Of Thieves(Keeper of the light) | 10$ | 27 |
Horror from the Deep(Tidehunter) | 20$ | 22 |
Ire of the Ancient Gaoler(Arc warden) | 40$ | 1 |
Talons of the Endless Storm(Chaos Knight) | 14$ | 22 |
Carousal of the Mystic Masquerade(Rubick) | 12$ | 26 |
Crown of Calaphas(Shadow demon) | 15$ | 26 |
Wrath of the Fallen(Doom) | 15$ | 26 |
Blacksail Cannoneer(Sniper) | 13$ | 26 |
Secrets of the Celestial(Skywrath mage) | 10$ | 27 |
Blaze of Oblivion(Phoenix) | 8$ | 26 |
Master of the Searing Path(Ember spirit) | 30$ | 10 |
Steward of the Forbidden Chamber(Templer assassin) | 30$ | 30 |
Claszureme Incursion(Faceless Void) | 80$ | 1 |
Hero | Price(USD) | Quantity |
---|---|---|
Silverwurm Sacrifice(Dragon Knight) | 40$ | 5 |
Scales of the Shadow Walker(Phantom lancer) | 12$ | 19 |
Perception of the First Light(Dawn breaker) | 12$ | 16 |
Apex Automated(Clockwork) | 10$ | 17 |
Test of the Basilisk Lord(Razor) | 12$ | 17 |
Secrets of the Frost Singularity(Ancient appartion) | 8.5$ | 20 |
Perils of the Red Banks(Chen) | 8$ | 20 |
The Chained Scribe(Grim stroke) | 12$ | 18 |
Widow of the Undermount Gloom(Brood mother) | 10$ | 20 |
Forgotten Fate(Mars) | 10$ | 18 |
March of the Crackerjack Mage(Rubick) | 10$ | 19 |
Stranger in the Wandering Isles(Drow ranger) | 55$ | 1 |
Cosmic Concoctioneers(Alchemist) | 7$ | 19 |
Days of the Demon(Axe) | 25$ | 7 |
Blightfall(Abbadon) | 8$ | 21 |
Pyrexae Polymorph Perfected(Ogre magi) | 20$ | 25 |
Wrath of the Celestial Sentinel(Chaos Knight) | 50$ | 8 |
Blue Horizons(Marci) | 25$ | 6 |
---|---|---|
Dark Behemoth(Primal beast) | 50$ | 3 |
Hero | Price(USD) | Quantity |
---|---|---|
Snailfire (SnapFire) | 25$ | 10 |
Brightfist (Marci) | 22$ | 10 |
Primeval Abomination(primal beast) | 8$ | 10 |
Astral Herald(dawn breaker) | 7$ | 10 |
Spectral Shadow(Abbadon) | 5$ | 10 |
Taur Rider(alchemist) | 5$ | 10 |
Crescent Huntress(spectre) | 10$ | 10 |
Tyrant of the Veil(wraith king) | 8.5$ | 10 |
Tomo'kan Footsoldier(hood wink) | 7$ | 10 |
Darkwood Eulogy(death prophet) | 5$ | 10 |
Sea Spirit(kunkka) | 12$ | 10 |
Triumph of the Imperatrix(legion commander) | 7$ | 10 |
Beast of Thunder(storm spirit) | 10$ | 10 |
Ancestral Heritage(jakiro) | 6$ | 10 |
Dezun Viper(dazzle) | 7.5$ | 10 |
Weather | Price |
---|---|
Ash | 10$ |
Aurora | 3$ |
Harvest | 3$ |
Moonbeam | 5$ |
Rain | 10$ |
Spring | 5$ |
Snow | 5$ |
Siroco | 3$ |
Pestilence | 2$ |
2024.05.14 18:47 tessercats Mom question: bladeless lightsaber?
2024.05.14 18:31 Accomplished_Buy8799 Men only showed interest in me.. when I whitewashed myself
2024.05.14 18:28 DISANews Bud Light boycott may be losing steam as beer brand holds on to more store shelf space than expected: analyst
submitted by DISANews to StonkFeed [link] [comments]
2024.05.14 18:26 Sweet-Count2557 Pinch Kitchen Restaurant in Miami,FL,United States
Pinch Kitchen Restaurant in Miami,FL,United States submitted by Sweet-Count2557 to worldkidstravel [link] [comments] Pinch Kitchen: A Culinary Delight for Dinner in Miami, FL, United States Price Level: $$ - $$$ Pinch Kitchen: A Culinary Delight for DinnerWelcome to Pinch Kitchen, a hidden gem in the heart of the city that promises to take your taste buds on a delightful journey. As a travel blogger, I have had the pleasure of exploring various restaurants around the world, and Pinch Kitchen truly stands out. With its cozy ambiance and delectable menu, this restaurant is a must-visit for any food enthusiast.At Pinch Kitchen, dinner is an experience like no other. The menu boasts a wide array of mouthwatering dishes, carefully crafted by their talented chefs. From succulent steaks to fresh seafood, there is something to satisfy every palate. The attention to detail in each dish is evident, with the use of locally sourced ingredients and innovative flavor combinations.One of the highlights of dining at Pinch Kitchen is the impeccable service. The staff is knowledgeable, friendly, and always ready to recommend the perfect dish or wine pairing. Whether you are a seasoned foodie or just looking for a memorable dining experience, Pinch Kitchen will not disappoint.In addition to the exceptional food and service, Pinch Kitchen also offers a charming atmosphere. The rustic decor and warm lighting create a cozy and inviting space, perfect for a romantic dinner or a gathering with friends. The restaurant's attention to detail extends to its interior design, making it a feast for the eyes as well.If you are a food lover seeking a memorable dining experience, look no further than Pinch Kitchen. With its delectable dinner menu, impeccable service, and charming ambiance, this restaurant is a true culinary delight. Make sure to add Pinch Kitchen to your list of must-visit restaurants and prepare to indulge in a gastronomic adventure like no other. Cuisines of Pinch Kitchen in Miami,FL,United States Pinch Kitchen Restaurant is a culinary gem that offers a diverse range of cuisines to cater to every palate. From classic American dishes to Spanish tapas, this restaurant has it all. The fusion of flavors and ingredients creates a unique dining experience that is sure to impress even the most discerning food enthusiasts. What sets Pinch Kitchen apart is its commitment to healthy eating, with a variety of vegetarian-friendly and vegan options available. Additionally, those with dietary restrictions can also find solace in the gluten-free options offered. Whether you're in the mood for a hearty burger or a light and refreshing salad, Pinch Kitchen has something for everyone. Features of Pinch Kitchen in Miami,FL,United States TakeoutReservationsSeatingParking AvailableStreet ParkingFree off-street parkingServes AlcoholWine and BeerAccepts American ExpressAccepts MastercardAccepts VisaAccepts Credit CardsTable ServiceDeliveryOutdoor SeatingPrivate DiningTelevisionWheelchair AccessibleFull BarFamily styleGift Cards Available Menu of Pinch Kitchen in Miami,FL,United States Location of Pinch Kitchen in Miami,FL,United States Contact of Pinch Kitchen in Miami,FL,United States +1 305-631-2018 8601 Biscayne Blvd located on the corner of 86th Street and Biscayne Blvd., Miami, FL 33138-3519 info@pinchmiami.com http://www.pinchmiami.com Tags |