Kindergarten thematic units

The Total Annihilation subreddit

2010.08.24 01:59 The Total Annihilation subreddit

Total Annihilation (TA) is a 1997 RTS game by Cavedog Entertainment under Chris Taylor. It was the first RTS game in history to feature fully 3D units and terrain and is the spiritual predecessor of the RTS games Supreme Commander and Planetary Annihilation. Total Annihilation: Kingdoms (TA:K) is a 1999 medieval RTS game, also by Cavedog Entertainment, and the second game in the TA franchise, though it is neither a prequel nor a sequel to the original TA.
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2024.05.29 04:16 FortheNine [H] Professionally Painted Sylvaneth and Stormcast Eternals Armies [W] PayPal/$$ [Loc] Southern California

Verification Photo
Hello again MiniSwap!
I am looking to sell ONE of my TWO beautifully painted AOS armies becasue I don't have as much gaming/painting time these days since becoming a father. Both armies are fully painted and based and full of great detail. I hate to throw around the word "professionally painted" but these definitely meet that standard. I have been painting a long time and you can check my post history if you want to see my work and commets on the models. I think my prices are very resonable if you do research and compare. I paint purely for the joy of it and to see the models fully realized on the tabletop. It is not a business for me and I am not trying to gouge anyone with the prices.
Check out all the photos below!
Sylvaneth Photos
Stormcast Eternals Photos
My Sylvaneth Army is painted in the traditional color scheme and has thematic forest/medow basing. Very large force with several options for army lists and beautiful centerpiece models like Alarielle and the Lady of Vines.
---ASKING $1,600---
My Stormcast Eternals Army is painted in a custom oxidzed bronze paint scheme and is based in a desert dunes style. Similarly, this army has a wide variety of units to use and plenty of centerpiece models like Krondys and the Stardrake.
---ASKING $1,600---
I know this is a big ball of cash to drop at once but I gurantee you will be impressed with the models' quality and don't underestimate the 100's of hours that have gone into assembling, painting, and basing these guys.
If you have any questions at all please let me know! I can provide painting schemes/guides, army lists, anything you need.
PLEASE I am not looking to part these models out at this time so don't ask. Shipping can be discussed in a DM.
All Models Below:
SYLVANETH
Battletome: Sylvaneth
Alarielle, the Everqueen
The Lady of Vines
Warsong Revenant
Druanti, the Arch-Revenant
Drycha Hamadreth
Spirit of Durthu
Treelord Ancient
Branchwych
Treelord
32x Dryads
15x Tree-Revenants
5x Gossamid Archers
3x Kurnoth Hunters w/Greatswords
3x Kurnoth Hunters w/Greatbows
6x Kurnoth Hunters w/Scythes
Endless Spells: Sylvaneth
3x Wyldwoods (Sets of 3)
STORMCAST ETERNALS
Battletome: Stormcast Eternals
Krondys, Son of Dracothion
Stardrake
Knight-Draconis
Stormdrake Guard
Celestant Prime
Yndrasta, the Celestial Spear
Lord Arcanum on Gryph Charger
Bastian Carthalos
Knight-Judicator
Lord Imperatant
Knight-Vexillor
Knight-Arcanum
Knight Incantor
5x Evocators
10x Vigilors
15x Vindictors
3x Praetors
3x Annihilators
3x Annihilators w/Grandhammers
submitted by FortheNine to Miniswap [link] [comments]


2024.05.29 00:10 SeaDistribution9554 AITHAH for being upset kids are playing in my apartment lobby??

Now I want to boil right down to the point-yeah I don’t like kids 🤷🏼‍♀️ but I have zero problem with them running around OUTSIDE, even if they are being loud and whatnot. If anything I’m really happy they’re outside playing with other kids and not inside playing video games or watching tv alone. But my problem here is they are CONSTANTLY playing in the lobby. They are hanging off the railings, leaving toys at my door step (none of them live on this second floor area on my side), setting up 6 car Hot Wheels race tracks IN the entrance, and there’s even one girl who runs up and hugs me and will KNOCK ON THE WINDOW OF MY CAR WHEN I PULL IN. One time they were throwing a ball in the lobby, one kid on each kid on the upper floors and one playing monkey in the middle on the ground floor. I came inside- albeit with a raised voice since life in general has just put me over the top- and told the little girl that is constantly up my ass to “move out of my way and to stay away from my door, you don’t live in either of the units up here, you have zero need to ever come up these steps.” Well, a couple days later her father comes up to me and is like “hey my daughter says you yelled at her and I’m just wondering what that was all about since I wasn’t here” I do instantly apologize for having my voice raised, but explain to him I don’t want his kids playing at my door and that they don’t need to be throwing a ball in the lobby. He goes on to tell me “yeah well she’s six so she doesn’t really know better and I told her she needs to play in here or in the parking lot” I’m sorry but it’s not the other 7 units problem that you cannot take time to parent your Kindergartener about stranger danger and how to behave in a shared space. At that point I just told him whatever and apologized for raising my voice at her again and went into my apartment. It’s just kind of crazy to me that you’d even tell your child to play in the lobby? Playing some chalk, maybe sitting down with a doll or two with the neighbor girl, but throwing a ball and setting up car tracks huddling 5 kids deep around the single wide doorway? I haven’t complained to my landlords yet because I just feel like I’m an asshole, especially after I’ve dealt with some parking lot situations that have cause me missed time at work and car damage, I just don’t want to pile this on top of that complaining and regular maintenance requests.
submitted by SeaDistribution9554 to AITAH [link] [comments]


2024.05.28 22:54 GMTitus Check Out My Alternate Imperial Paints

Check Out My Alternate Imperial Paints
So I took these guys to my local event this past weekend (minus Vader, he's just there as a bonus), and wanted to share the paint scheme with the world.
Basically it started with me wanting to do a Vader Redeemed paint, then doing Grand Inquisitor in his Temple Guard uniform. After doing those two, I realized I'd committed myself to a light side Empire and here we are.
All inquisitors are Temple Guard themed, Vader 2 box is him with 501st clone inspired stormtroopers, and Gideon is the loosest thematically with less imposing Beskar armored units.
Still need to base them obviously (never have done it before and the prospect of basing is terrifying for some reason) and some touch ups, but otherwise I'm very happy with them.
For those interested in the list I ran, it's Gideon/Deathtroope4th sister, Grand InquisitoStormtrooper Sargeant/5th Brother. It's a lot of fun, incredibly mobile, and causes havoc on your opponent's back line.
submitted by GMTitus to StarWarsShatterpoint [link] [comments]


2024.05.28 20:15 IdenticalThings Garland's Civil War: I think I have evidence there's a wider race war going on behind the scenes (Spoilers)

I know people think this film is apolitical and are irritated by left and right interpretations, and it's about journalism, which it is. For sure. I don't give a shit about politics and I'm a white guy that doesn't any kind of agenda, I'm not even American. I generally despise conversations about people looking too far into art/media but this film has the ol' wheels turning.
So I drank the Koolaid so you don't have to, and will present a case, I don't necessarily believe all of this but here's how the full Pepe Silvia / Charlie argument would go.
TLDR: there's a good amount of implied evidence that the Civil War in the film is somewhat connected to a wider race war. Would only be apt since the first Civil War was kind of about race... or was that just... state's rights (to WHAT?).
Hotel Bar Scene
Sammy: "And you can't get anywhere near Philly. So you gotta go west, maybe as far as Pittsburgh."
Question is why can't we go anywhere near a city that's still in the loyalist part of the US? It's 700 miles from the front lines, and thousands of miles away from the successionist states, so what's going on? (43% of Philly identifies as black, the most in PA.)
Sammy: "But... you gonna make me explain why I have to be there?"
Why the fuck does Sammy have to BE THERE in particular? Job security? Both Lee and Joe don't have a response and look semi-ashamed after he says this, they then agree to take him to Charlottesville, he is 100% fearful of going near Washington, possibly because he's big boned.
Road Trip Through PA
Impartial counterpoint: on the way out of NY into PA, a few of the checkpoint soldiers are indeed black or POC - but these are possibly just militarized police, conscripted MPs or National Guard, the Gov't is getting squashed in the war and probably aren't sparing real manpower to lowly checkpoint posts.
Sammy: "You don't wanna miss this" - he has Jesse look to up at the road - the US version of the highway of death in PA - Sammy damn well knows it's coming up (cars are pointing West - the direction they're travelling, likely on the Westbound road out of Philadelphia toward Pittsburgh. (digital highway sign says MINES AHEAD).
This is possibly an allusion to the infamous (in the 90s and 2000s at least) "Highway of Death" from the Gulf War, US/UK/Canada/French forces destroyed some 3000 mostly stolen Kuwaiti fleeing vehicles on the road from Kuwait to Basra mostly by airpower.) https://en.wikipedia.org/wiki/Highway_of_Death
So WHY were these people in particular targeted when other cities and people seem to functioning? These people weren't WF, maybe just sympathizers. They were clearly fleeing and stopped by force, fleeing from Philly going west?
Impartial counterpoint: Two looters strung up (and shot off screen) are white.
Sammy suggests hardball questions Joel should ask the President, obviously he's thought a lot about what he'd like to ask him himself but for some reason can't go to DC himself (possibly he's too big boned)
Sammy: "State of the nation is QED"? (Don't know what this means)
Hawaiian Shirt Militia scene
Like 80% of the Hawaiian shirt militia are POC. They execute a (white) wounded solider on sight and very happily machine gun three of the captives (white). This is the literal definition of a war crime. Joel is seen having a good laugh with the "war criminal henchman" afterward, the others are nonplussed as usual. But Joel is characterized as a generally good dude, so what gives?
Stadium Refugee Camp
Most people in the refugee camp stadium are POC, like 90%. No where anywhere does it say this, and it's a stretch, but is this a cordoned off ghetto? This can't be geographically far from idyllic pristine white town scene that comes next. The girl that lets them in looks like a volunteer, UNICEF type person, so maybe not.
Through exposition, Jesse's and Lee's parents are revealed to be back home on a farm 'pretending it's not happening'. They're white and possibly don't have an existential stake in this war for whatever reason.
Idyllic Town in West Virginia
All white, where are the POC? Sammy doesn't go in to the shop for whatever reason and leans against the truck on the curbside, physically covering his big bones from the line of fire from the two snipers on the roof, the camera pans up to reveal they've been watching him closely. He says be subtle when he asks Lee to take a look, then asks her "you actually bought something?". But not in a judgmental tone, just one of mild surprise. Lee says this is everything she'd forgotten (normalcy) and Sammy says it's everything he's remembered (people watching him with suspicion).
At this point the 'all white townspeople' dispels the notion that Garland just casted random extras for all the scenes. For me at least.
Meth Damon and the Genocide Boys
Meth Damon and the two guys are using 3 military earth movers, the SUV they captured (Hong Kong guy and Jesse) was forcibly parked and detained off camera just out front of a nicely kept estate with a freshly mowed lawn, the secret mass graves are literally in the backyard. This means the "secret" mass graves are mostly in plain sight.
From a distance Joel guesses they're "not government forces, not up here". Implying they're too far from the front line to be an active Gov't unit. So they're possibly deserters or extreme (very extreme) far right local civilian LARPers. Possibly taking advantage of the chaos and having a good laugh while ethnically cleansing their neighborhood.
However they have a CIB patch and SSI on their left shoulders which imply at least the uniforms are Gov't military. Nametags/rank/etc, are stripped from their uniforms and they don't seem to be enforcing much of a dress code, hence the sexy non-reg glasses. So they've been operating without oversight for a good while.
All of the people in the dump truck bed being dumped into the mass grave are POC.
Here's a stretch - they could be the far right US Gov't version of the Einsatzgruppen (Nazi death squads). https://en.wikipedia.org/wiki/Einsatzgruppen The Nazis tended to choose real hardliners for these units, guys who violently put down prison revolts, etc., seems within character with Meth Damon.
The first execution is the most obvious POC - no questions asked. Next is Joel, while facing execution, Joel pauses and is trembling when he's compelled to say he's from Florida, which the audience expects will seriously piss off Meth Damon because Florida is a (fucking) successionist state leading an insurrection against the US government.
Meth Damon replies 'central', as in "Central America", implying he cares more about Joel's ethnicity than the fact he's hailing from a literal enemy state.
Meth Damon gives the two white people (Jesse and Lee) free passes for being from Colorado and Missouri. American. Then shoots guy from China. The mass grave is full of POC, including lots of women, women weren't spared on account of them being women, but white. Post scene exposition regarding what the holy fuck just happened is completely missing because Sammy is dying and because of Sturgill Simpson.
There's definitely a kindergartener in the mass grave.
Counterpoint: Some people in the grave look potentially white/have white people looking hair.
My takeaway is that they're just a side effect of the chaos and lawlessness near the front - they're what the farthest of the far right neo nazis would do - Even the reporters haven't seen anything this bad, the underestimate it.
Counterpoint - If Garland wanted us to think they were legit, Govt forces carrying out policy he'd have out them in full kit, full name badges, receiving orders from superiors, etc. Clear decision here to leave the fundamental reasons ambiguous, but 100% racially motivated.
Why don't the journalists know any better? They don't know shit about the war.
At the hotel scene Sammy, a New York Times reporter, says the WF supply lines are collapsing and they are operating in anarchy, competition with one another, and will turn on themselves once the war is over. Totally not true when we see finally see the WF FOB, even reporters have been fed propaganda and don't know shit what's going on out there. There doesn't seem to be a functioning Internet anywhere on the road, outside of the hotel, which is slow and prone to disconnects (probably firewalled worse than China's).
After Sturgill Simpson
Super ambiguous - Lee says "it may sound fucked up there were so many ways it could have ended for him, and a lot of them a lot worse. He didn't want to quit." Why does Sammy have horrifying potential deaths and not the rest of them? Big bones?
White House
Presidents staffers and staff in the Beast are white. Secret service all seem white, I didn't rewatch this part closely so don't quote me.
Counterpoint - Press Secretary ? who tries to negotiate the President's extradition is black. However, the black lady WF soldier is the only person the squad allows to speak to her, the others don't interrupt, and she is the only person to open fire on her - a single shot, no backup fire or doubletapping. Why? At no point is she leading the squad so why does she speak for them? Seems like an very specific and intentional decision by the director.
Counterpoint - Before she dies, he requests the President's extradition to a neutral territory - Greenland or Alaska - Alaska isn't part of the US anymore (Alaska has been solely run by Republicans since the 1960s, and is only 4% black)
The most telling point of the film:
The three "Navy Seals" and the other WF Forces holding the President at gunpoint are white, except for WF black lady. The black WF soldier is allowed to fire the only two execution shots. The others don't jump the gun or ask if they can be the hero who pulls the trigger, or fire additional shots.
Imagine how thirsty Seal Team 6 was to be the guy who shot fucking Bin Laden. Why did Garland write this so only the black female soldier gets the kills shot?
That's what I got.
submitted by IdenticalThings to movies [link] [comments]


2024.05.28 20:14 IdenticalThings Garland's Civil War: I think I have evidence there's a wider race war going on behind the scenes (Spoilers)

I know people think this film is apolitical and are irritated by left and right interpretations, and it's about journalism, which it is. For sure. I don't give a shit about politics and I'm a white guy that doesn't any kind of agenda, I'm not even American. I generally despise conversations about people looking too far into art/media but this film has the ol' wheels turning.
TLDR: there's a good amount of implied evidence that the Civil War in the film is somewhat connected to a wider race war. Would only be apt since the first Civil War was kind of about race... or was that just... state's rights (to WHAT?).
Throughout my two rewatches - I absolutely was NOT looking for political undertones, just more background reasons for the war itself. There's lots of there's lots of showing, not telling in this film and here's what I've got:
Hotel Bar Scene
Sammy: "And you can't get anywhere near Philly. So you gotta go west, maybe as far as Pittsburgh."
Question is why can't we go anywhere near a city that's still in the loyalist part of the US? It's 700 miles from the front lines, and thousands of miles away from the successionist states, so what's going on? (43% of Philly identifies as black, the most in PA.)
Sammy: "But... you gonna make me explain why I have to be there?"
Why the fuck does Sammy have to BE THERE in particular? Job security? Both Lee and Joe don't have a response and look semi-ashamed after he says this, they then agree to take him to Charlottesville, he is 100% fearful of going near Washington, possibly because he's big boned.
Road Trip Through PA
Impartial counterpoint: on the way out of NY into PA, a few of the checkpoint soldiers are indeed black or POC - but these are possibly just militarized police, conscripted MPs or National Guard, the Gov't is getting squashed in the war and probably aren't sparing real manpower to lowly checkpoint posts.
Sammy: "You don't wanna miss this" - he has Jesse look to up at the road - the US version of the highway of death in PA - Sammy damn well knows it's coming up (cars are pointing West - the direction they're travelling, likely on the Westbound road out of Philadelphia toward Pittsburgh. (digital highway sign says MINES AHEAD).
This is possibly an allusion to the infamous (in the 90s and 2000s at least) "Highway of Death" from the Gulf War, US/UK/Canada/French forces destroyed some 3000 mostly stolen Kuwaiti fleeing vehicles on the road from Kuwait to Basra mostly by airpower.) https://en.wikipedia.org/wiki/Highway_of_Death
So WHY were these people in particular targeted when other cities and people seem to functioning? These people weren't WF, maybe just sympathizers. They were clearly fleeing and stopped by force, fleeing from Philly going west?
Impartial counterpoint: Two looters strung up (and shot off screen) are white.
Sammy suggests hardball questions Joel should ask the President, obviously he's thought a lot about what he'd like to ask him himself but for some reason can't go to DC himself (possibly he's too big boned)
Sammy: "State of the nation is QED"? (Don't know what this means)
Hawaiian Shirt Militia scene
Like 80% of the Hawaiian shirt militia are POC. They execute a (white) wounded solider on sight and very happily machine gun three of the captives (white). This is the literal definition of a war crime. Joel is seen having a good laugh with the "war criminal henchman" afterward, the others are nonplussed as usual. But Joel is characterized as a generally good dude, so what gives?
Stadium Refugee Camp
Most people in the refugee camp stadium are POC, like 90%. No where anywhere does it say this, and it's a stretch, but is this a cordoned off ghetto? This can't be geographically far from idyllic pristine white town scene that comes next.
Through exposition, Jesse's and Lee's parents are revealed to be back home on a farm 'pretending it's not happening'. They're white and possibly don't have an existential stake in this war for whatever reason.
Idyllic Town in West Virginia
All white, where are the POC? Sammy doesn't go in to the shop for whatever reason and leans against the truck on the curbside, physically covering his big bones from the line of fire from the two snipers on the roof, the camera pans up to reveal they've been watching him closely. He says be subtle when he asks Lee to take a look, then asks her "you actually bought something?". But not in a judgmental tone, just one of mild surprise.
At this point the 'all white townspeople' dispels the notion that Garland just casted random extras for all the scenes. For me at least.
Meth Damon and the Genocide Boys
Meth Damon and the two guys are using 3 military earth movers, the SUV they captured (Hong Kong guy and Jesse) was forcibly parked and detained off camera just out front of a nicely kept estate with a freshly mowed lawn, the secret mass graves are literally in the backyard. This means the "secret" mass graves are mostly in plain sight.
From a distance Joel guesses they're "not government forces, not up here". Implying they're too far from the front line to be an active Gov't unit. So they're possibly deserters or extreme (very extreme) far right local civilian LARPers. Possibly taking advantage of the chaos and having a good laugh while ethnically cleansing their neighborhood.
However they have a CIB patch and SSI on their left shoulders which imply at least the uniforms are Gov't military. Nametags/rank/etc, are stripped from their uniforms and they don't seem to be enforcing much of a dress code, hence the sexy non-reg glasses. So they've been operating without oversight for a good while.
All of the people in the dump truck bed being dumped into the mass grave are POC.
Here's a stretch - they could be the far right US Gov't version of the Einsatzgruppen (Nazi death squads). https://en.wikipedia.org/wiki/Einsatzgruppen The Nazis tended to choose real hardliners for these units, guys who violently put down prison revolts, etc., seems within character with Meth Damon.
The first execution is the most obvious POC - no questions asked. Next is Joel, while facing execution, Joel pauses and is trembling when he's compelled to say he's from Florida, which the audience expects will seriously piss off Meth Damon because Florida is a (fucking) successionist state leading an insurrection against the US government.
Meth Damon replies 'central', as in "Central America", implying he cares more about Joel's ethnicity than the fact he's hailing from a literal enemy state.
Meth Damon gives the two white people (Jesse and Lee) free passes for being from Colorado and Missouri. American. Then shoots guy from China. The mass grave is full of POC, including lots of women, women weren't spared on account of them being women, but white. Post scene exposition regarding what the holy fuck just happened is completely missing because Sammy is dying and because of Sturgill Simpson.
There's definitely a kindergartener in the mass grave.
Counterpoint: Some people in the grave look potentially white/have white people looking hair.
My takeaway is that they're just a side effect of the chaos and lawlessness near the front - they're what the farthest of the far right neo nazis would do - Even the reporters haven't seen anything this bad, the underestimate it.
Counterpoint - If Garland wanted us to think they were legit, Govt forces carrying out policy he'd have out them in full kit, full name badges, receiving orders from superiors, etc. Clear decision here to leave the fundamental reasons ambiguous, but 100% racially motivated.
Why don't the journalists know any better? They don't know shit about the war.
At the hotel scene Sammy, a New York Times reporter, says the WF supply lines are collapsing and they are operating in anarchy, competition with one another, and will turn on themselves once the war is over. Totally not true when we see finally see the WF FOB, even reporters have been fed propaganda and don't know shit what's going on out there. There doesn't seem to be a functioning Internet anywhere on the road, outside of the hotel, which is slow and prone to disconnects (probably firewalled worse than China's).
After Sturgill Simpson
Super ambiguous - Lee says "it may sound fucked up there were so many ways it could have ended for him, and a lot of them a lot worse. He didn't want to quit." Why does Sammy have horrifying potential deaths and not the rest of them? Big bones?
White House
Presidents staffers and staff in the Beast are white. Secret service all seem white, I didn't rewatch this part closely so don't quote me.
Counterpoint - Press Secretary ? who tries to negotiate the President's extradition is black. However, the black lady WF soldier is the only person the squad allows to speak to her, the others don't interrupt, and she is the only person to open fire on her - a single shot, no backup fire or doubletapping. Why? Seems like an very specific and intentional decision by the director.
Counterpoint - Before she dies, he requests the President's extradition to a neutral territory - Greenland or Alaska - Alaska isn't part of the US anymore (Alaska has been solely run by Republicans since the 1960s, and is only 4% black)
The most telling point of the film:
The three "Navy Seals" and the other WF Forces holding the President at gunpoint are white, except for WF black lady. The black WF soldier is allowed to fire the only two execution shots. The others don't jump the gun or ask if they can be the hero who pulls the trigger, or fire additional shots.
Imagine how thirsty Seal Team 6 was to be the guy who shot fucking Bin Laden. Why did Garland write this so only the black female soldier gets the kills shot?
That's what I got.
submitted by IdenticalThings to TrueFilm [link] [comments]


2024.05.28 20:06 IdenticalThings Garland's Civil War: I think I have evidence there's a wider race war going on behind the scenes (Spoilers)

I know people think this film is apolitical and are irritated by left and right interpretations, and it's about journalism, which it is. For sure. I don't give a shit about politics and I'm a white guy that doesn't any kind of agenda, I'm not even American. I generally despise conversations about people looking too far into art/media but this film has the ol' wheels turning.
TLDR: there's a good amount of implied evidence that the Civil War in the film is somewhat connected to a wider race war. Would only be apt since the first Civil War was kind of about race... or was that just... state's rights (to WHAT?).
Throughout my two rewatches - I absolutely was NOT looking for political undertones, just more background reasons for the war itself. There's lots of there's lots of showing, not telling in this film and here's what I've got:
Hotel Bar Scene
Sammy: "And you can't get anywhere near Philly. So you gotta go west, maybe as far as Pittsburgh."
Question is why can't we go anywhere near a city that's still in the loyalist part of the US? It's 700 miles from the front lines, and thousands of miles away from the successionist states, so what's going on? (43% of Philly identifies as black, the most in PA.)
Sammy: "But... you gonna make me explain why I have to be there?"
Why the fuck does Sammy have to BE THERE in particular? Job security? Both Lee and Joe don't have a response and look semi-ashamed after he says this, they then agree to take him to Charlottesville, he is 100% fearful of going near Washington, possibly because he's big boned.
Road Trip Through PA
Impartial counterpoint: on the way out of NY into PA, a few of the checkpoint soldiers are indeed black or POC - but these are possibly just militarized police, conscripted MPs or National Guard, the Gov't is getting squashed in the war and probably aren't sparing real manpower to lowly checkpoint posts.
Sammy: "You don't wanna miss this" - he has Jesse look to up at the road - the US version of the highway of death in PA - Sammy damn well knows it's coming up (cars are pointing West - the direction they're travelling, likely on the Westbound road out of Philadelphia toward Pittsburgh. (digital highway sign says MINES AHEAD).
This is possibly an allusion to the infamous (in the 90s and 2000s at least) "Highway of Death" from the Gulf War, US/UK/Canada/French forces destroyed some 3000 mostly stolen Kuwaiti fleeing vehicles on the road from Kuwait to Basra mostly by airpower.) https://en.wikipedia.org/wiki/Highway_of_Death
So WHY were these people in particular targeted when other cities and people seem to functioning? These people weren't WF, maybe just sympathizers. They were clearly fleeing and stopped by force, fleeing from Philly going west?
Impartial counterpoint: Two looters strung up (and shot off screen) are white.
Sammy suggests hardball questions Joel should ask the President, obviously he's thought a lot about what he'd like to ask him himself but for some reason can't go to DC himself (possibly he's too big boned)
Sammy: "State of the nation is QED"? (Don't know what this means)
Hawaiian Shirt Militia scene
Like 80% of the Hawaiian shirt militia are POC. They execute a (white) wounded solider on sight and very happily machine gun three of the captives (white). This is the literal definition of a war crime. Joel is seen having a good laugh with the "war criminal henchman" afterward, the others are nonplussed as usual. But Joel is characterized as a generally good dude, so what gives?
Stadium Refugee Camp
Most people in the refugee camp stadium are POC, like 90%. No where anywhere does it say this, and it's a stretch, but is this a cordoned off ghetto? This can't be geographically far from idyllic pristine white town scene that comes next.
Through exposition, Jesse's and Lee's parents are revealed to be back home on a farm 'pretending it's not happening'. They're white and possibly don't have an existential stake in this war for whatever reason.
Idyllic Town in West Virginia
All white, where are the POC? Sammy doesn't go in to the shop for whatever reason and leans against the truck on the curbside, physically covering his big bones from the line of fire from the two snipers on the roof, the camera pans up to reveal they've been watching him closely. He says be subtle when he asks Lee to take a look, then asks her "you actually bought something?". But not in a judgmental tone, just one of mild surprise.
At this point the 'all white townspeople' dispels the notion that Garland just casted random extras for all the scenes. For me at least.
Meth Damon and the Genocide Boys
Meth Damon and the two guys are using 3 military earth movers, the SUV they captured (Hong Kong guy and Jesse) was forcibly parked and detained off camera just out front of a nicely kept estate with a freshly mowed lawn, the secret mass graves are literally in the backyard. This means the "secret" mass graves are mostly in plain sight.
From a distance Joel guesses they're "not government forces, not up here". Implying they're too far from the front line to be an active Gov't unit. So they're possibly deserters or extreme (very extreme) far right local civilian LARPers. Possibly taking advantage of the chaos and having a good laugh while ethnically cleansing their neighborhood.
However they have a CIB patch and SSI on their left shoulders which imply at least the uniforms are Gov't military. Nametags/rank/etc, are stripped from their uniforms and they don't seem to be enforcing much of a dress code, hence the sexy non-reg glasses. So they've been operating without oversight for a good while.
All of the people in the dump truck bed being dumped into the mass grave are POC.
Here's a stretch - they could be the far right US Gov't version of the Einsatzgruppen (Nazi death squads). https://en.wikipedia.org/wiki/Einsatzgruppen The Nazis tended to choose real hardliners for these units, guys who violently put down prison revolts, etc., seems within character with Meth Damon.
The first execution is the most obvious POC - no questions asked. Next is Joel, while facing execution, Joel pauses and is trembling when he's compelled to say he's from Florida, which the audience expects will seriously piss off Meth Damon because Florida is a (fucking) successionist state leading an insurrection against the US government.
Meth Damon replies 'central', as in "Central America", implying he cares more about Joel's ethnicity than the fact he's hailing from a literal enemy state.
Meth Damon gives the two white people (Jesse and Lee) free passes for being from Colorado and Missouri. American. Then shoots guy from China. The mass grave is full of POC, including lots of women, women weren't spared on account of them being women, but white. Post scene exposition regarding what the holy fuck just happened is completely missing because Sammy is dying and because of Sturgill Simpson.
There's definitely a kindergartener in the mass grave.
Counterpoint: Some people in the grave look potentially white/have white people looking hair.
My takeaway is that they're just a side effect of the chaos and lawlessness near the front - they're what the farthest of the far right neo nazis would do - Even the reporters haven't seen anything this bad, the underestimate it.
Counterpoint - If Garland wanted us to think they were legit, Govt forces carrying out policy he'd have out them in full kit, full name badges, receiving orders from superiors, etc. Clear decision here to leave the fundamental reasons ambiguous, but 100% racially motivated.
Why don't the journalists know any better? They don't know shit about the war.
At the hotel scene Sammy, a New York Times reporter, says the WF supply lines are collapsing and they are operating in anarchy, competition with one another, and will turn on themselves once the war is over. Totally not true when we see finally see the WF FOB, even reporters have been fed propaganda and don't know shit what's going on out there. There doesn't seem to be a functioning Internet anywhere on the road, outside of the hotel, which is slow and prone to disconnects (probably firewalled worse than China's).
After Sturgill Simpson
Super ambiguous - Lee says "it may sound fucked up there were so many ways it could have ended for him, and a lot of them a lot worse. He didn't want to quit." Why does Sammy have horrifying potential deaths and not the rest of them? Big bones?
White House
Presidents staffers and staff in the Beast are white. Secret service all seem white, I didn't rewatch this part closely so don't quote me.
Counterpoint - Press Secretary ? who tries to negotiate the President's extradition is black. However, the black lady WF soldier is the only person the squad allows to speak to her, the others don't interrupt, and she is the only person to open fire on her - a single shot, no backup fire or doubletapping. Why? Seems like an very specific and intentional decision by the director.
Counterpoint - Before she dies, he requests the President's extradition to a neutral territory - Greenland or Alaska - Alaska isn't part of the US anymore (Alaska has been solely run by Republicans since the 1960s, and is only 4% black)
The most telling point of the film:
The three "Navy Seals" and the other WF Forces holding the President at gunpoint are white, except for WF black lady. The black WF soldier is allowed to fire the only two execution shots. The others don't jump the gun or ask if they can be the hero who pulls the trigger, or fire additional shots.
Imagine how thirsty Seal Team 6 was to be the guy who shot fucking Bin Laden. Why did Garland write this so only the black female soldier gets the kills shot?
That's what I got.
submitted by IdenticalThings to FIlm [link] [comments]


2024.05.28 19:23 Palandium Complete and utter Copium DLCs ( 1): Forests of Darkness

Complete and utter Copium DLCs ( 1): Forests of Darkness
https://preview.redd.it/k5tddauqb73d1.png?width=800&format=png&auto=webp&s=862f286c8911042ea173831c774cba3fcde2023b
I tried to prioritize Units that had rules on the tabletop and thematically fit , after that I kinda just cooked up stuff that's either in the lore or would at least make sense to a certain extend , so don't take this to serious.
(DW I have another Greenskin DLC planned)
submitted by Palandium to totalwar [link] [comments]


2024.05.28 14:11 Reaqzehz Spent a few days reflecting on 73 Yards, and this is my 3300 word analysis.

73 Yards confused the hell out of me on Saturday. I think me watching it at midnight was partly to blame, but it was certainly an episode that forced me to dust off and use my brain. Upon my rewatch, I kept some notes on my phone to help me analyse it. I called the notes “unWTFing 73 Yards” and wrote the following as the analysis. I decided to expand on it, format it a bit, and force it onto you lot.
Couple disclaimers first. As I wanted to try to analyse the episode without outside aid, I’ve avoided reading too much into what other people have said. That said, I can’t say I fully succeeded. RTD’s explanation played a big part in this, and I did read a bit into the post-episode discussion. Finally, I’m aware that this episode based itself on Fae magic. I know nothing of Fae magic, nothing at all, and I decided against doing any research in my analysis. I felt that the episode should stand on its own feet and was best analysed without any understanding the context of its inspiration. Chances are, I may have missed something, maybe even something big, because of that. Time will tell when I read up on Fae magic.
So, to summarise, everything except the following is my own interpretation: RTD explaining the Doctor and Ruby being punished, Ruby’s fear of abandonment playing a major role thematically (I did pick up on this in my first viewing, but it’s safer to just say it here anyway), and the involvement of Fae magic. Also, the fact there were no opening titles… Not quite sure how I missed that! I've purposely avoided reading any posts, so as many of the ideas written here are my own, but I expect most, if not all, has been said by other people. Anyway, onto my interpretation.
The episode acts as a character piece for Ruby Sunday. Given that I’ve felt Ruby to be under-characterised thus far, this is a much needed, and wholeheartedly welcomed, episode for her. The episode’s plot utilises the series’ novel, openly fantastical direction, that RTD set up in Wild Blue Yonder, through presenting the narrative in the form of “nightmare logic”. In my opinion, RTD has managed to utilise the fantasy approach brilliantly here. Space Babies and Devil’s Chord didn’t sell it for me, and Church on Ruby Road slightly did. Here, however, RTD really lets the storytelling potential show. I don’t know if I consider 73 Yards to be the greatest thing he’s ever written (like he himself stated, apparently) given that Midnight, Turn Left, and Children of Earth exist. But I can certainly respect anyone who does agree with him.
The episode is Doctor-lite, Gatwa’s presence in the story is minimised. This absence, coupled with the absence of opening titles, might be a technique in which RTD (or perhaps director, Dylan Holmes Williams, who deserves credit too) hints at the episode’s fantastical nature. The episode’s plot abandons the science-fiction approach, which (albeit often loosely) follows a form of traditional logic, even when telling stories with a fantasy element. The absence of the Doctor and titles might be a way of connoting the episode’s unconventional premise; that it does not follow Doctor Who’s traditional approach in storytelling. It’s withholding the safe and familiar, thrusting viewers alongside Ruby, into this unfamiliar territory where something’s not quite right. It’s a way of telling the viewer not to interpret this episode like any other; there is no “logical” plot-thread, so trying to apply traditional logic here is futile.
The Doctor’s disappearance, and Ruby being haunted by the woman, is explained by RTD as punishment for breaking the circle. As stated, the episode’s narrative doesn’t follow a “traditional” thread of logic. Instead, it follows the logic of a nightmare. As the one who broke the fairy circle, the Doctor’s punishment is to be erased from the universe. As an accomplice, Ruby’s punishment is to live her life with her greatest fear realised. She is perpetually abandoned.
The woman is an analogy for Ruby’s fear of abandonment. It makes her adoptive mother abandon her, including taking out an injunction against her. It makes Kate Steward and UNIT soldiers, all of whom are trained in anti-brainwashing, also abandon her. Kate’s abandoning especially is done to bring the audience into Ruby’s position. No way would the Kate we know fall for it, we know Ruby is safe with her. We know UNIT will step up, solve this mystery, and bring the Doctor back! We know that… until she isn’t, and they don’t. Abandoning Ruby is wildly out of character for both Carla and Kate, there’s no logical reason for them to do so, and that’s the point. Nightmares and fears aren’t logical; these out-of-character behaviours thematically illustrate the illogical nature of anxiety. There is no way in hell that Carla would brutally exclaim that even Ruby’s birth mother didn’t want her. Ruby’s relationships falling through due to her preoccupation with the woman is an analogy for Ruby’s fear of abandonment interfering with her ability to form meaningful relationships. the woman remains at a distance, never approaching Ruby but always staying near, "semper distans". The woman never interferes with Ruby's life unless Ruby does something to prompt the woman to speak to someone, be it as someone to talk to her or get the woman to scare a politician; an analogy for Ruby's fear being self-destructive, people abandoning her due to self-fulfilling prophecy. Not matter how hard she tries to ignore the woman, like her fears, it never goes away. Semper distans, never approaching, never straying, like fear itself. It all leads to the natural question of what exactly does the woman tell them? What could make then respond with such fear and disgust? One answer is simply nothing, that the audience never knows is part of the illustration of anxiety. There really is nothing that would lead to them having that response. It's also possible that the woman informed of the Doctor and Ruby breaking the fairy circle. Kate's look of absolute disgust, refusing to investigate a potential extraterrestrial or supernatural threat; Carla wanting nothing to do with Ruby, to the extent of getting an injunction; an ap Gwilliam, a newly elected, extremist prime minister, dropping everything and resigning. What could make Ruby scare and disgust them? An interesting line comes from ap Gwilliam upon being asked why he resigned, "ask her". If we consider RTD's words that the narrative follows Ruby being punished for something, then the idea that the woman told them of the Doctor and Ruby breaking the circle fits. It's not something that would lead any of them to react like that, which is where the nightmare logic kicks in. It's as if Ruby is being told she's done something wrong, but not what it is. It realises her fear, being abandoned but not knowing why, leading to her feeling it's because nobody wants to know her, but it's also telling her to work out what she did herself.
The role of Roger ap Gwilliam, and his connection to the circle, is unclear. My interpretation is that he is not intrinsically connected to it. It would be logical to consider "Mad Jack" as some kind of demon that had been entrapped in the circle before the Doctor inadvertently released him. RTD pre-emptively defuses this notion early by building it up through the Welsh pub’s occupants, before subverting it and revealing them as a merely joking, literally laughing off the idea. Furthermore, this subversion is foreshadowed by Ruby’s asking if she can pay via her phone. The landlady’s confusion implies Ruby is in the past, however this too is revealed as a joke at Ruby’s expense, subverting the notion that this episode is a “creepy, rural historical”. It's RTD subtly rejecting the "typical" Doctor Who story in this instance. In a sense, it is RTD picking up on a writing technique often used by Moffat; utilising a subversion to make a statement on what something isn't.
If Roger “Mad Jack” ap Gwilliam is not an escaped demon, the question remains: what is he? The Doctor mentions him when he breaks the circle, and Ruby reads the name “Mad Jack” on the circle — which ap Gwilliam later identifies as an old nickname used for him. Perhaps it is the Doctor mentioning him that made ap Gwilliam relevant, as if the circle picked up those words. Ruby takes the name as an indicator that by “defeating him”, the curse on her is lifted. Perhaps that is why “Mad Jack” is written in the circle. A message for Ruby, a task provided to give her the opportunity of redemption in the force’s eyes.
RTD stated that doing so, using the curse for good, saving millions of lives, led to Ruby and the Doctor being forgiven for breaking the circle. However, as Ruby was not immediately rewarded for stopping ap Gwilliam, there is perhaps more to it than that. Ruby stopped him and lived for four decades longer. She dies having not become bitter by the loneliness caused by the curse, she even toasts the woman a few times. This is not without hardship, obviously she struggles. She breaks down when Carla rejects her, lashes out in public when Kate does the same. It pulls her down but never breaks her. The woman in the party she volunteers for is a mirror of Ruby. Living in a nightmare, but relenting to it unlike Ruby, who takes action for as long as it takes. She tells the TARDIS that she never found her birth mother, yet she retains hope at the end. She describes having hope as very much like the Doctor. I believe it is this moment that might just cement Ruby’s redemption in the eyes of the circle’s forces. To stop ap Gwilliam for the sake of ending the curse could perhaps be seen as selfish in nature, an act done for self-gain, not of repentance or altruism. It’s both stopping ap Gwilliam and Ruby’s words to the TARDIS that grants Ruby a second chance.
The Doctor describes the circle as “charms and spells, hopes and dreams”. The word, “hopes” here is notable. If the fairy circle represents hope, then Ruby’s words of hope, her lack of bitterness, to the TARDIS could’ve been taken in by the circle’s forces as a reflection of both her and the Doctor. An understanding that Ruby stopping ap Gwilliam was not done solely for Ruby’s self-gain. In that, the forces behind the fairy circle deemed her as sufficiently repentant, or perhaps that she and the Doctor did not break the circle out of maliciousness, and rewarded her with a second chance. Furthermore, it is also possible that part of the “test” was that Ruby wouldn’t allow the disappointment of stopping ap Gwilliam leading to nothing making her bitter. Ultimately, if one considers the circle’s forces as evaluating Ruby, it’s plausible that the events of the episode are them observing if Ruby is worthy or being spared, or something to that effect. It is also plausible that Ruby being taken back to the moment the circle was broken was another, final test. To see if Ruby now understood why all that happened did, and if she would do anything to make amends and prevent the circle being broken.
While the episode strongly implies an elder Ruby is the woman following her, this implication leads to the notion the episode exists within a time-loop. As far as I see it, there are two possibilities here.
The first possibility is that the woman is Ruby, having failed to prevent the circle breaking when returned to the moment. It’s possible that the woman is a version of Ruby who grew bitter and continued the cycle, leading people to abandon her, due to that bitterness. When one considers Ruby using the woman, her curse, to save the world, the episode presents a moral: to use the hardship you’ve endured to better others. With that in mind, the woman could be the inverse of that. Allowing hardship to consume you, leading to you inflicting suffering in others, especially yourself. The episode would then present itself as a time-loop, testing Ruby over and over again, in a sort of purgatory, until she got it right.
The second possibility is that the old woman took the form of an elderly Ruby, but isn’t Ruby herself. Ruby as the woman at the episode’s climax is the only time Ruby is the woman. In this scenario, why the woman took Ruby’s form is perhaps done so as a warning to Ruby. The woman is dressed in black. A colour associated with death, mystery, fear, authority, and the occult, all relevant here. The warning could be implying Ruby’s potential of dying alone, her face unknowable to suggest Ruby as forgotten, abandoned by the world — like someone nobody notices, as supported by mention of the TARDIS’ perception filter. The woman realising Ruby’s fear of abandonment is a warning of the kind of person she could become if she let that fear consume her. A self-fulfilling prophecy that only Ruby herself would lead to her being abandoned. In this instance, the episode would not be a time-loop, meaning Ruby gets it right the first time round (perhaps, she wouldn’t be given another chance if she didn’t).
Whichever you prefer is up to you. It could even be a mix of both. Personally, I like the ambiguity of not knowing which one is the case. Adds to the mysterious nature of the woman and the circle’s forces. The ability to erase the Doctor from the universe suggests a god-like force, one that’s perhaps unknowable. Both the Doctor and the woman in the pub suggest the cliffs are a boundary between land and sea, where all is possible. This echoes the edge of the universe in Wild Blue Yonder. RTD hints once more at the episode’s fantastical nature by calling back to an episode where the antagonists were of a nature beyond understanding. With this in mind, it is perhaps futile to ponder on the intentions, reasoning, or even nature of this mystical force. As he did in Midnight, RTD fails to provide answers on purpose. The narrative does not require these explanations, nor would it benefit from them. Like the Midnight entity, it is better to leave the mystery as a mystery. The Doctor implies so at the end, suggesting they “give them their respect” and “let them rest in peace.”
I've already stated that RTD utilises a Moffat subversion trick, and this episode is one I would describe as a 'Moffat episode penned by RTD'. A common theme we saw in Moffat's era, though not unique to him, is the companion becoming the Doctor. RTD himself did this too, however his approach is more Moffat-esque than it was in his first tenure as showrunner. RTD tended to punish those that became too much like the Doctor: Rose risked death, had the Doctor not saved her, upon becoming the Bad Wolf; and Donna, like Rose, risked death had her memory not been wiped of the Doctor after she became too much like him. Cristina was a potential companion who paralleled the Doctor to an extent and was outright refused the opportunity to travel with him (she was, however, given the given the consolation prize of a replacement flying bus service). Moffat took a more optimistic approach best observed with Clara, who became like the Doctor and was rewarded with technical immortality, her own TARDIS, and a companion. Here, we see Ruby become like the Doctor and be rewarded for it. Ruby states she has hope, much like the Doctor would. She saves the world using a tactic that the Doctor would. Note the orange top she wears, the colour that has come to define Fifteen, highlighting that he has had an effect on her. Two key aspects of Moffat's era are the notion that anybody could be the Doctor, and that it didn't matter that the Doctor was fictional, they could impact anybody, even the viewer. RTD echoes these themes in Ruby. Becoming like the Doctor, in his absence, led her to besting her fear, which in turn serves the episode's moral. The Doctor is technically the first one to "abandon" Ruby this episode, and she returns to the TARDIS to "talk" to him of the hope she has at the end. She's conquered her fear of being abandoned.
Of course, it wouldn’t be a Russell T. Davies script without a good ol’ political statement, and 73 Yards is no exception. Upon my first viewing, I was somewhat critical towards ap Gwilliam as a character. I believed he and his politics were shallowly defined, and somewhat extreme. Too extreme to be believable, in my opinion (yes, even for a 2024 audience — then again, with how bad the 2020s are, God knows what the 2040s will be like). Upon reflection, it‘s better to have not done so. For one, ap Gwilliam and his politics are given as much explanation that the narrative required. Further elaboration would be a waste of screentime. Secondly, I feel that ap Gwilliam isn’t the political figure in this episode; Ruby is. It’s not an episode about politicians like ap Gwilliam, it’s an episode about their followers. Ruby volunteers for ap Gwilliam’s party. Her reasoning for doing so is owed to her curse, her fear of abandonment. My read is that RTD is making a statement that those who turn to extremist politics do so because they have unresolved, personal issues. They turn to extremist politics because they blame the world around them, projecting their issues outwardly rather than attending to them inwardly. Ruby’s decision to volunteer comes off the back of a break-up, an analogy for this being the response to grief and hurt for many people. Ap Gwilliam’s politics are irrelevant, only that he is extreme. Granted, Ruby volunteers with an ulterior, altruistic motive, but I feel the point stands regardless. It works to the themes I’ve discussed in this post; one can use their hardship to help others and make the world a better place, or let it consume them and spread further suffering until things spiral out of control. It’s entirely possible that this is why the fairy circle made “Mad Jack” the target of Ruby’s redemption. Perhaps to teach her that value. There is also a lesson here in respecting the cultures of others. RTD stated that the Doctor's uncharacteristic disrespect led to the episode's events.
But one last question that I have is this: if the fairy circle was intending to teach Ruby a lesson, what good is that if she can’t remember? Well, perhaps she does. Deep down, without knowing so, Ruby does remember. When the episode begins, Ruby mentions having visited Wales twice. At the end, she says she visited three times. When the Doctor asks her the third time, she dons a confused expression before suggesting, “now”. This could indicate that Ruby has, though means beyond our logical understanding, retained something of her “purgatory” life. She says “three” times, not four or five, leading me to think she only “remembers” being the old woman at that moment. She doesn’t remember the “purgatory” life, but perhaps she remembers the lessons learned if not the events surrounding them.
Annnnnd that’s all I got. Just a couple notes, of course, nothing too elaborate. I did write them without a format so I’m hoping I’ve formatted it in a way that’s more readable. Overall, I think that was a fantastic episode. Space Babies was a rough start for me, and I enjoyed Devil’s Chord but not as much as others. Now we have Boom and 73 Yards, I’m glad to say that we. Are. So. BACK!
submitted by Reaqzehz to gallifrey [link] [comments]


2024.05.28 04:26 SilverkittenX9 Question About Pokey Oaks Kindergarten

We know that The Powerpuff Girls is an American cartoon, so obviously the Pokey Oaks kids would all be around 5-6 years old. In The United States, kindergarten classrooms tend to be within elementary schools rather than their own separate buildings. It's also the first year of elementary school too. However, their school only has one classroom and no other grades besides kindergarten. With that in mind, I'm guessing Pokey Oaks might be a charter school of some sort, considering Ms. Keane both teaches and runs the school. Either that or single kindergarten schools are apparently a normality in their world. It's obviously not a preschool, though it could easily be mistaken for one, what with all the colorful imagery and the fact there's no older kids roaming about. Not to mention, the kids are often shown socializing and playing with toys rather than sitting down at desks and doing standardized tests. Another theory is that Pokey Oaks is loosely based on older kindergarten classrooms from the 20th century (most notably the 1950s/1960s). Knowing Townsville has somewhat of a retro aesthetic to it, it's highly possible. The reason Pokey Oaks only has one kindergarten classroom is because the girls would be able to interact with kids their age, rather than older kids. Would you agree with that? Overall, what are your opinions on this?
One more thing: I also have a headcanon that preschool does exist in their world, but it's for 2-4 year olds. Kindergarten is similar to preschool, only it's for slightly older kids aged 5-6 years old. Unlike preschool, kids are also assigned homework and are expected to pay attention during lessons, which is plausible since the students are older and would more likely be able to handle bigger responsibilities.
submitted by SilverkittenX9 to powerpuffgirls [link] [comments]


2024.05.28 03:20 LordRicardios Any issues with my load order? I am constantly crashing after a few seconds on the main menu, and i have reinstalled and redownloaded both the game, and all these mods at least six times. Thanks for any help.

0 0 Fallout4.esm
1 1 DLCRobot.esm
2 2 DLCworkshop01.esm
3 3 DLCCoast.esm
4 4 DLCworkshop02.esm
5 5 DLCworkshop03.esm
6 6 DLCNukaWorld.esm
254 FE 0 ccBGSFO4044-HellfirePowerArmor.esl
254 FE 1 ccfsvfo4001-modularmilitarybackpack.esl
254 FE 2 ccawnfo4001-brandedattire.esl
254 FE 3 cctosfo4001-neosky.esm
254 FE 4 ccBGSFO4115-X02.esl
254 FE 5 ccBGSFO4116-HeavyFlamer.esl
254 FE 6 ccBGSFO4110-WS_Enclave.esl
254 FE 7 ccBGSFO4096-AS_Enclave.esl
254 FE 8 ccacxfo4001-vsuit.esl
254 FE 9 ccFSVFO4007-Halloween.esl
7 7 cctosfo4002_neonflats.esm
254 FE a ccBGSFO4046-TesCan.esl
254 FE b ccSBJFO4003-Grenade.esl
254 FE c ccOTMFO4001-Remnants.esl
8 8 Unofficial Fallout 4 Patch.esp
9 9 ArmorKeywords.esm
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254 FE d XDI.esm
254 FE e PPF.esm
11 b SS2.esm
12 c SS2_XPAC_Chapter2.esm
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14 e AmericaRising2.esm
254 FE f Arbitration - Resources.esm
254 FE 10 Automatron Special Defense Assembly.esl
254 FE 11 Munitions - An Ammo Expansion.esl
15 f InstituteTechnologyOverhaul.esm
16 10 CWPointLookoutFO4.esm
254 FE 12 JamaicaPlainPathing.esm
254 FE 13 Skb_MachinegunsRebirth.esl
254 FE 14 Zapgun.esl
254 FE 15 SSTRagsPirates.esl
254 FE 16 SSTTomsBruisers.esl
254 FE 17 SelectRevolver.esl
254 FE 18 CWPointLookoutFO4Patch.esl
254 FE 19 Balisong.esl
254 FE 1a CROSS_VertibirdFlightsuit.esl
254 FE 1b DanseHelmet.esl
254 FE 1c F4MS.esl
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254 FE 23 Munitions - Vanilla Ammo Addon.esl
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254 FE 25 PickaxeWeapon.esl
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254 FE 26 RunningWithHandsAnim.esl
254 FE 27 SelectBlaster.esl
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254 FE 33 SS2 Fortress Commonwealth - Croup Manor Lvl3 ESL .esl
254 FE 34 sanctuaryWG.esl
254 FE 35 Reina_Vault88-SS2.esl
254 FE 36 Reina_Starlight2022Masters.esl
254 FE 37 RedRocketFoundry.esl
254 FE 38 MurkFactory.esl.esl
254 FE 39 MechaTown_CityPlan_MechanistLair.esl
254 FE 3a Marina.esl.esl
254 FE 3b Home plate.esl
254 FE 3c Holy Sanctuary.esl
254 FE 3d HangmansvaultSS2.esl
254 FE 3e Gris- Hangmans Alley Outpost (Fort Halley).esl
254 FE 3f GavMan_Zimonja_Cityplan.esl
254 FE 40 GavMan_Vault88_CityPlan.esl
254 FE 41 GavMan_RedRocket_Outpost_CityPlan.esl
254 FE 42 Gavman_MurkTreesMAY21_Cityplan.esl
254 FE 43 GavMan_LongfellowsJun21_CityPlan.esl
254 FE 44 GavMan_Egret_CityPlan.esl
254 FE 45 GavMan_CroupMar21_CityPlan.esl
254 FE 46 GavMan_CastleMar22_CityPlan.esl
254 FE 47 FortSomerville.esl
254 FE 48 FortifiedCroupManorHub.esl
254 FE 49 Fort Starlight V1.0.esl
254 FE 4a CSC_NoirPenthouse_Base.esl
254 FE 4b CSC_NeonFlats_Base.esl
254 FE 4c Castle Restoration Project.esl
254 FE 4d BunkerHillbyWG.esl
254 FE 4e Bunker Hill Mega City.esl
254 FE 4f Abernathy Stronghold.esl
254 FE 50 Dank_ArmorOverrides.esp
25 19 BeastWhisperer.esp
26 1a Phase4DLC.esp
27 1b SS2Extended.esp
254 FE 51 IHO - Immersive Hunting Overhaul.esp
28 1c RED.esp
29 1d SuperMutantRedux.esp
30 1e OutcastsAndRemnants.esp
31 1f virgil.esp
32 20 Depravity.esp
254 FE 52 CombinedExpansion4.1.esp
33 21 Stm_DiamondCityExpansion.esp
34 22 0BVB_OLD_V1.esp
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36 24 AA FusionCityRising.esp
254 FE 53 WCLI_North_Point_Park.esp
254 FE 54 StoryWealth-SS2-DEP-Patch.esp
37 25 AmazingFollowerTweaks.esp
38 26 An Office Fit For A Mayor.esp
39 27 Relic Space Marine.esp
40 28 The Space Marine.esp
41 29 Vertibird Faction Paint Schemes.esp
42 2a PhaserLaserGun.esp
43 2b CombinedArmsNV.esp
44 2c CombinedArmsEXPack.esp
254 FE 55 Dank_LEO.esp
45 2d Flashy_CrimeAndPunishment.esp
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47 2f InstituteSettlements2.esp
48 30 RD_Technologies.esp
49 31 Flashy_CrimeAndPunishment_GunForHire_Addon.esp
254 FE 56 GunForHire-eXoPatch.esp
50 32 MilitarizedMinutemen.esp
51 33 Snappy_HouseK.esp
52 34 Backpacks of the Commonwealth.esp
53 35 functionalobjects_vanilla.esp
54 36 M2_Flamethrower_2.2.esp
55 37 tdow_lc.esp
254 FE 57 BuildingGroundFix.esp
254 FE 58 Dank_ECO.esp
254 FE 59 Fallout 4 AI Overhaul.esp
56 38 SKKSynthVision.esp
57 39 InstituteTechnologyOverhaul - FULL.esp
58 3a SS2_FDK_TinyLiving.esp
59 3b Eli_Armour_Compendium.esp
254 FE 5a CROSS_InstituteExpeditionarySuit.esp
60 3c MW1Mike4.esp
61 3d 1CAS_ServiceRifle.esp
62 3e AEWS.esp
63 3f Fleshsmith.esp
64 40 battletech.esp
65 41 ProjectValkyrie.esp
254 FE 5b GrayGardenIdles.esp
254 FE 5c FPVertibird.esp
254 FE 5d FPV_Armored.esp
254 FE 5e MechLairPathfindingFix.esp
66 42 0006___SkyLight_Bunker - PV2.esp
254 FE 5f 3dscopes-wmsr.esp
67 43 3dscopes.esp
68 44 [BFV]Kar98k.esp
69 45 AttachPack.esp
254 FE 60 CROSS_MojaveManhunter.esp
70 46 CROSS_PlasRail.esp
71 47 M1918nv.esp
72 48 SPR300.esp
73 49 MK18.esp
74 4a SS2-Jampads2.esp
75 4b PoliceWeaponPack.esp
76 4c M1Garand.esp
77 4d SS2WastelandVenturers.esp
78 4e UniquePAFrames.esp
79 4f [SS2 Addon] SimSettlements SuperStructures.esp
80 50 BerettaM9FS.esp
81 51 LeeEnfieldNo4MkI.esp
82 52 GtN_SettlersatPlay.esp
83 53 Cho1_SS2_Encv_Plots.esp
84 54 DakVintageRepeater.esp
85 55 DakGrenadeAPW.esp
86 56 DakSwedishK.esp
254 FE 61 Firelance1.0.1.esp
87 57 DakBAR.esp
88 58 DakWin1907.esp
89 59 InstituteArsenalOverhaul.esp
90 5a RU556.esp
91 5b MTs255.esp
92 5c DT_MercOutfitPack.esp
254 FE 62 Mercenary Outfit Extreme Overhaul.esp
93 5d ALSID.esp
94 5e DakPoliceShotgun.esp
95 5f F4NVSingleActionArmy.esp
96 60 DakFAL.esp
254 FE 63 Castle Helipad.esp
254 FE 64 SS2-Ch2-CR-NeonFlats.esp
97 61 DakRugerRifles.esp
98 62 DakFR2.esp
99 63 DakSW59.esp
100 64 WestTek.esp
101 65 DakHomemadeVityaz.esp
102 66 PigAAMDeag.esp
103 67 PigAAMBeretta.esp
104 68 DakDeagle.esp
105 69 DakM202.esp
106 6a AranLaserCarbine.esp
254 FE 65 CROSS_BreakActionLaser.esp
107 6b Dak20mm.esp
108 6c InfiltratorSMG.esp
109 6d Disruptor.esp
110 6e DakBowieKnife.esp
111 6f SS2_Addon_NWE.esp
112 70 SelectRapidMG.esp
113 71 SS2_STRA_Support_Buildings.esp
114 72 SS2_STRA_Buildings_and_Skins.esp
115 73 SS2_ruined_simsettlement_addonpack.esp
116 74 SS2_Addon_R2R.esp
117 75 Cho1_ss2_Barmod_Conversion.esp
254 FE 66 SS2_Addon_Favelabulous.esp
118 76 GavM_SS2Addon_Buildings.esp
254 FE 67 DownTime2_SS2_Addon_Des.esp
254 FE 68 SS2_ruined_plotapalooza_messhall.esp
119 77 SS2_Addon_PSC_Plots.esp
120 78 SS2_Addon_FHE.esp
121 79 BMW_ALA.esp
122 7a JunkTownTwo.esp
123 7b GarageHomesAndSensibleSecurity.esp
124 7c DZK_1x1_Pack.esp
125 7d SS2-PraRandomAddon.esp
126 7e Schotel22.esp
127 7f tumba_CaravanSecurityArmor.esp
128 80 tumba_bountyhunter.esp
254 FE 69 tumba_SynthCourserArmor.esp
254 FE 6a Sten.esp
129 81 Kar98k.esp
254 FE 6b Springfield M1903.esp
130 82 AX50.esp
131 83 DaksCombatRifle.esp
254 FE 6c ODW - Winchester Model 1873.esp
132 84 WWII - SOV Nagant Revolver.esp
133 85 G43.esp
134 86 IFC Complete.esp
254 FE 6d TacticalReloadVanilla.esp
135 87 P90.esp
136 88 Cyberpunk 2077 Malorian Arms 3516.esp
254 FE 6e [BFV]P08.esp
254 FE 6f AdvBubbleTurretSet.esp
254 FE 70 AdvBubbleTurretSet-RHDSKPatch.esp
254 FE 71 AdvSettleTurretSet.esp
137 89 AEAR01.esp
254 FE 72 AEWS_NukaWorldPatch.esp
254 FE 73 AFT_Allow_Piper_Face_Presets.esp
138 8a MilitarisedMinutemen_PatchesAddon.esp
254 FE 74 AFT_Allow_Preston_Face_Presets.esp
254 FE 75 AFT_Allow_X688_Face_Presets.esp
254 FE 76 AFT_Alt_Names_Pack1.esp
254 FE 77 AFT_Use_Original_Spouse.esp
254 FE 78 AFTSpouseTweaks.esp
254 FE 79 AlexSleevePatcher.esp
254 FE 7a AmazingFollowerTweaks_XDI_FIX.esp
254 FE 7b AnotherMoleratDiseaseCure.esp
139 8b AR2 Attachment Pack Patch.esp
254 FE 7c Bullet in the Chamber.esp
254 FE 7d Arbitration - Button Lowered Weapons.esp
140 8c AssaultPhaser.esp
141 8d Archimedes-II.esp
254 FE 7e Attach Pack Mod Description Fixes.esp
254 FE 7f RemoteExplosives.esp
142 8e AutoMines.esp
143 8f autoweapons.esp
254 FE 80 AWKCR - Mod Power Armor Engine Glitch Fix.esp
144 90 AzarPonytailHairstyles.esp
145 91 BarstoolGames_FH.esp
146 92 BarstoolGames_NW.esp
254 FE 81 Bastion.esp
147 93 battletechfootstep.esp
254 FE 82 BeastWhispererTreats.esp
148 94 BetterSettlers.esp
254 FE 83 Live Dismemberment - BrutalNoHeadshots.esp
254 FE 84 Live Dismemberment - LiebermodeNoHeadshots.esp
254 FE 85 Live Dismemberment - RegularNoHeadshots.esp
254 FE 86 Below-the-belt.esp
254 FE 87 Better_Notes.esp
254 FE 88 BetterSettlersCleanFacePack.esp
254 FE 89 Lots More Facial Hair.esp
254 FE 8a Lots More Female Hairstyles.esp
254 FE 8b Lots More Male Hairstyles.esp
254 FE 8c BS NS BFS Merged Patch - Mortal.esp
254 FE 8d BetterSettlersMortalPack.esp
254 FE 8e BetterSettlersNoLollygagging.esp
149 95 BogartNick - Hazel Stubble.esp
254 FE 8f CBBE.esp
150 96 CF_AtomicWarlord.esp
151 97 Reverb and Ambiance Overhaul.esp
254 FE 90 CGOsoundsplugin.esp
152 98 SKKFastMinutemen.esp
153 99 Colt1911.esp
154 9a Companion - Chris Fathom.esp
254 FE 91 CovenantCitadelLayoutV1.6.esp
254 FE 92 CROSS_BrotherhoodRecon.esp
254 FE 93 CROSS_CoA.esp
254 FE 94 CROSS_CourserStrigidae.esp
155 9b CROSS_GoreCrits.esp
254 FE 95 CROSS_GoreCrits_FarHarborPatch.esp
254 FE 96 CROSS_ReducedLaserSmoke.esp
254 FE 97 D13SynthSpyDetectionElimination.esp
254 FE 98 DakFR2-TR.esp
254 FE 99 Dank_ArmorOverrides_DLCCoast.esp
254 FE 9a Dank_ArmorOverrides_DLCNukaWorld.esp
254 FE 9b Dank_ArmorOverrides_DLCRobot.esp
254 FE 9c Dank_ECO-INNR.esp
254 FE 9d Dank_ECO_DLCCoast.esp
254 FE 9e Dank_ECO_DLCNukaWorld.esp
254 FE 9f Dank_ECO_DLCRobot.esp
254 FE a0 Dank_INNRoverride.esp
254 FE a1 Dank_LEO-Automatron.esp
254 FE a2 Dank_LEO_ChipCraft_Free_ECO.esp
254 FE a3 Dank_LEO_DLCCoast.esp
254 FE a4 Dank_LEO_DLCNukaWorld.esp
254 FE a5 Dank_ECO-LEO.esp
156 9c DarkestHourRemastered.esp
157 9d Deeper Male Protagonist Voice - Type A3 - DLC1-Automatron.esp
158 9e Deeper Male Protagonist Voice - Type A3.esp
159 9f Deeper Thoughts - Expressive Curie.esp
254 FE a6 Edit_Hancock.esp
254 FE a7 BetterSettlersCCAPack2.0.esp
160 a0 ESPExplorerFO4.esp
254 FE a8 F4NVSingleActionArmy_TR.esp
161 a1 Family Mauser.esp
162 a2 FineZoom.esp
163 a3 Flashy_CommonwealthFishing.esp
164 a4 Flashy_CommonwealthFishingFarHarborAddon.esp
254 FE a9 Flashy_CrimeAndPunishment_CrossMM_Patch.esp
254 FE aa Flashy_GunForHire_NamesPatch.esp
254 FE ab FPVCorrectMinigunAmmo.esp
254 FE ac FPVBoSPilot.esp
254 FE ad FPV-Paintjobs.esp
254 FE ae FPVTrackingModule.esp
254 FE af FPVPilotCommands.esp
254 FE b0 FunctionalDisplays-Collectibles.esp
165 a5 FunctionalDisplays.esp
254 FE b1 FunctionalDisplays-Patch-DLC-ALL.esp
254 FE b2 FunctionalDisplays-MISC-Vanilla.esp
254 FE b3 GammaGunRedux.esp
166 a6 Gammaremesh_AttPackPatch.esp
254 FE b4 GhastlyHancock.esp
254 FE b5 GunForHire-AmericaRising2.esp
254 FE b6 Homemaker - Streetlights Use Passive Power.esp
254 FE b7 Homemaker - Unlocked Institute Objects.esp
254 FE b8 FPV_IHO_Loot_Patch.esp
254 FE b9 Dank_ECO-IHO.esp
254 FE ba ImmersiveAnimationFramework.esp
254 FE bb IAF - Far Harbor & Nuka World.esp
254 FE bc ImmersiveTeleportation_lessPower.esp
254 FE bd ImmersiveTeleportation_lessRads.esp
254 FE be ImmersiveTeleportation_quickstart.esp
254 FE bf Infiltrator - Lockpicking Overhaul.esp
167 a7 KSHairdos.esp
168 a8 KSHairsFemsheppingRadbeetle.esp
254 FE c0 3dscopes-leeenfield.esp
254 FE c1 lewismunitions.esp
254 FE c2 LongerPowerLinesInf.esp
169 a9 WeaponDisarm.esp
170 aa PIP-Pad.esp
171 ab LooksMenu Customization Compendium.esp
254 FE c3 LooneyLongfellow.esp
172 ac M1 Carbine.esp
254 FE c4 M14.esp
254 FE c5 3dscopes-m14.esp
254 FE c6 M1Garand-2xDMG.esp
173 ad M1Garand - AWKCR.esp
174 ae ManufacturingExtended.esp
175 af ManufacturingExtendedFH.esp
176 b0 MG69.esp
254 FE c7 MilitarisedMinutemen_ScarvesFix.esp
254 FE c8 MMSREP.esp
254 FE c9 MMSREP_PatchesAddonCompatibilePatch.esp
254 FE ca MilitarizedMinutemenImmersionFix.esp
254 FE cb MinutemenEnforcer.esp
254 FE cc EnforcerCrafting.esp
254 FE cd MiscHairstyle.esp
177 b1 Modern Military Pack.esp
178 b2 Mosin.esp
254 FE ce 3dscopes-mosin.esp
254 FE cf Munitions Manufacturing.esp
254 FE d0 Munitions-Additional Ammo.esp
254 FE d1 Munitions Manufacturing - Additional Ammo Expansion.esp
254 FE d2 Nability - IAF Fusion City Rising Patch.esp
254 FE d3 no_pipboy_light.esp
179 b3 OCDecorator.esp
254 FE d4 OMEGA - CommonwealthFishing IAF Patch.esp
254 FE d5 OMEGA - IAF CoA Overhaul Patch.esp
254 FE d6 OMEGA - IHO IAF Patch.esp
254 FE d7 Nability - IAF Outcasts And Remnants Patch.esp
254 FE d8 Flashy_CrimeAndPunishment_OAR_Depravity_Patch.esp
180 b4 Ozzys_MCPR-300.esp
254 FE d9 Ozzys_MCPR300_TRPatch.esp
254 FE da P90NPC.esp
254 FE db PAUP_TargetingHUD.esp
254 FE dc PAVertibirdDockFix.esp
254 FE dd Backpacks of the Commonwealth - FPV Patch.esp
254 FE de personalvertibird.esp
181 b5 PhotonDisruptor.esp
254 FE df PIP-Pad_LMCC.esp
254 FE e0 PlatinumCurieV2.1.esp
182 b6 PWR.esp
254 FE e1 PWR_SKE.esp
183 b7 RED-CAP.esp
184 b8 Relic Space Marine - Raven Guard.esp
254 FE e2 40K_Relic_Space_Marine_Craftable_Armor.esp
254 FE e3 40k RSM Carcharadons Paint.esp
185 b9 Remote Explosives CTD fix in Workshop.esp
186 ba Retro_Style_World_Distribution.esp
254 FE e4 3dscopes-ru556.esp
187 bb SelectMarksman.esp
254 FE e5 SelectPhoton_ITOinjectPatch.esp
188 bc SettlementMenuManager.esp
189 bd HomemakerMenuFixer.esp
254 FE e6 SexyHancockEveryHancockDepravity.esp
190 be CabinInTheWoods.esp
254 FE e7 SimpleAttackReactions.esp
254 FE e8 SimpleCombatGrabs.esp
254 FE e9 SimpleFinishersRE.esp
191 bf SimpleSmokes.esp
192 c0 Skitarii.esp
193 c1 SKKRESystemManager.esp
194 c2 SKKSettlementAttackSystem.esp
254 FE ea SpotlightFix-300-Shadow.esp
254 FE eb SPR300_LvlList.esp
254 FE ec SPR300_TacticalReload.esp
195 c3 TacticalMods.esp
254 FE ed TacticalModsDLC.esp
254 FE ee TacticalReloadDLC.esp
196 c4 The Eyes of Beauty Looking Stranger.esp
197 c5 The Eyes Of Beauty.esp
254 FE ef HCFB_Maccready_smooth.esp
254 FE f0 The Ultimate Piper - nexus release.esp
198 c6 TheEyesOfBeauty.esp
254 FE f1 TheKite_Railroad_Handmaiden.esp
254 FE f2 TheKite Handmaiden - Triggermen.esp
199 c7 Thematic and Practical.esp
200 c8 Thematic and Practical - DLC.esp
254 FE f3 There It Is x Perfectionist.esp
201 c9 tumba_SynthCombatArmor.esp
202 ca tumba_EnclaveCombatArmor.esp
254 FE f4 tumba_mysterious_stranger.esp
254 FE f5 Ultimate Cait.esp
203 cb United Security Contractor.esp
204 cc Vault-Tec Workshop Overhaul.esp
205 cd VertiBirdRetextureProject.esp
254 FE f6 WCLINPP_FastTravelFix.esp
254 FE f7 WeaponDisarm - Dismemberment+Groin.esp
254 FE f8 Dank_ECO-WestTek.esp
206 ce WestTekTacticalOptics.esp
254 FE f9 Wireless Workshop Items.esp
207 cf WorkshopPointLookout.esp
254 FE fa TheRedoubt.esp
208 d0 SS2WastelandReconstructionKit.esp
254 FE fb SS2CityPlanGunForHireModOfficeofRelaxation.esp
209 d1 SS2CaravanSnatex.esp
254 FE fc SS2C2PoliceWeaponsPatch.esp
254 FE fd SS2AOP_VaultTecTools.esp
254 FE fe SS2Addon_MS_BareEssentials.esp
254 FE ff SS2_XDI Patch.esp
254 FE 100 SS2_WestTek.esp
210 d2 SS2_WastelandDefense.esp
211 d3 SS2_SIMPDDDD.esp
212 d4 SS2_MsB_PlainPlans.esp
213 d5 SS2_CityPlanPack_RiseOfTheCommonwealth.esp
254 FE 101 ss2_caravanshipment.esp
254 FE 102 SS2_AFT.esp
254 FE 103 SS2_Addon_ShazbotsCots.esp
214 d6 SS2_Addon_BrickNClay.esp
254 FE 104 SS2-AUR-HangmansAlleyCityPlan.esp
215 d7 SS2 Settlement Management Terminal.esp
254 FE 105 SS2 Sanctuary Green Hills.esp
254 FE 106 SS2 Junk Storage Capacity.esp
216 d8 SS2 Excess Resource Manager.esp
254 FE 107 SS2 Better Outfits.esp
254 FE 108 SimSettlements2_AddOnPack_ApocalypticAdditions_SirLach.esp
254 FE 109 SimHomestead2.esp
254 FE 10a Sim Settlers 2 Go Shopping.esp
254 FE 10b Reina_SS2_Plotapalooza_SigTrg.esp
254 FE 10c ProjectValkyrie-SS2-Patch.esp
254 FE 10d PrasPlotapaloozaEntry.esp
217 d9 ohSIM_Sim2_Settlements_Scrappers_Addon.esp
254 FE 10e Murkwater Manor.esp
254 FE 10f MS SS2 Camera Takes Screenshots.esp
254 FE 110 Lyudw_NorthPointPark_CityPlan.esp
254 FE 111 JunkTown2 - EXTREME.esp
254 FE 112 JunkTown-FENCES2.esp
254 FE 113 IT_SS2.esp
254 FE 114 IDEKsLogisticsStation2_SS2_Patch.esp
218 da GtN_SettlersatWar.esp
254 FE 115 CountryCrossing.esp
219 db Cho1SS2FlagsMod.esp
254 FE 116 [SS2] BBVault 88.esp
254 FE 117 [SS2] Ad Vic.esp
254 FE 118 WW2SmockEN.esp
254 FE 119 WWII - German Smock - v1.0.esp
254 FE 11a WWII - USA Paratrooper Uniform.esp
254 FE 11b WWII - USSR Coat Uniform - v1.0.esp
220 dc WWM Gear Pack.esp
254 FE 11c zz_Automatron_Robots.esp
254 FE 11d Crafting Ammunition.esp
254 FE 11e Crafting Components.esp
254 FE 11f Crafting vanilla chems and drinks.esp
254 FE 120 Crafting vanilla grenade and syringe batch sizes.esp
254 FE 121 Crafting vanilla signal.esp
254 FE 122 Grenades - No sort and weightless.esp
254 FE 123 New Chems - No sort and weightless.esp
254 FE 124 New Devices - No sorting.esp
254 FE 125 Syringer Ammunition - DI - No sort and weightless.esp
254 FE 126 Syringer Rifles and Pistol.esp
221 dd SKKFastStartNewGame.esp
222 de WorkshopRearranged.esp
223 df Vault-Tec Workshop Overhaul Redux.esp
254 FE 127 PRP.esp
254 FE 128 Thuggysmurf_Optimization.esp
254 FE 129 OCsV81TradeCamp.esp
254 FE 12a OCsV81TradeCampGrassReduced.esp
254 FE 12b WCLINPP_Previs.esp
254 FE 12c OCsv81TradeCampInstantUnlock.esp
254 FE 12d PRP-SS2.esp
254 FE 12e GavMan_V81TC_CityPlan.esp
224 e0 Eli_Faction Housing Overhaul - AiO.esp
225 e1 Scrap Everything - Ultimate Edition.esp
226 e2 Mechanist Lair Overhaul SEC.esp
254 FE 12f Pip-Boy Flashlight.esp
254 FE 130 PIP-Pad_Pip-BoyFlashlight.esp
submitted by LordRicardios to Fallout4Mods [link] [comments]


2024.05.27 23:17 itwillhappenforsure Dual language for 3yr boy

Hi. New here today and very glad to find a place that I get to learn insights.
I am a Korean mother living in Norway with Norwegian husband. We have a 3yr old boy(+8mths old girl) who got an ASD diagnosis today.
It has been pretty long (approx 2yr) since I started to have suspicions that he has an autism. However, he has had it pretty much in ambigious/mild ways or levels AND it took such long time - very slow workflow to file and process case with Norwegian authorites - so it became today that we could get an official diagnosis.
This boy can speak maybe 10-20 words in Norwegian, 2-3 words in Korean. He sings a lot (5-6 songs) with fairly accurate melody but very blurry lyrics, still all Norwegian. Not only latency in speaking but also pretty low level of comprehension he has. Only basic things he understands, not very complex things.
Question is - how do we deal with language at home?
Father is native Norwegian. His Korean level is such beginner so no point to consider. Mother is native Korean and speak decent Norwegian. I can speak/understand more or less daily matters with no difficulties but will struggle with advanced topics(for ex politics, academic field...)
I and father have spoken only English to each other for last 12 yrs. Half year ago we quitted speaking English and switched to Norwegian by wishing it helps our boy better. Besides, I also started to speak only Norwegian to him so that we have one united language at home (before only Korean). He is attending Norwegian kindergarten and most of his language exposure is of course Norwegian. We have few Korean families around that gather pretty often so he has situations wrapped around Korean language as well, quite frequently.
In this case, still me keep speaking Norwegian to him is going to be better than me speaking Korean? Of course, him speaking whatever language is much more important than him learning Korean. But if me speaking Norwegian will not matter for his language development anyways, then I prefer to speak Korean instead to him with those two reasons.
  1. Still there are moments that I cannot articulate something well in Norwegian. For example, certain insects on the grass. I do not know all the names so everything is going to be said as 'that insect'. I am willing to learn more for sure, but I feel that this limits the shape of world that I can show him..
  2. My 8month daughter finally managed to speak her first word 'mother' in Korean. Such stunning moment. I strongly want to speak in Korean to her. Then there could be a moment that both kids (and I) are confused..
In most of multilanguage family there exists this 'one parent stick to one language' rule. I wonder how this applies to our situation. In short, would it be still helpful for my son to hear only one language or I should keep speaking my mother tongue since it is more 'natural' and anyways won't disturb his development?
Please share your insight and I am vastly grateful to your sharings in advance.
submitted by itwillhappenforsure to Autism_Parenting [link] [comments]


2024.05.27 16:55 Possible-Put-4695 [operations research] integer linear programming

[operations research] integer linear programming
My current solution
Hello! I have been staring at the problem for more than a week already. The problem requires to decide the number of items in a pouch and the pouch will be used to satisfy the contents of a backpack which is different for each school level. I made the pouches to be placed in a back pack per school level and the number of items in a pouch. However, it becomes non-linear as both decision variables has to be multiplied to compare to the standard required number of items per bag type. Is there a way to make this linear?
submitted by Possible-Put-4695 to HomeworkHelp [link] [comments]


2024.05.27 14:11 DarthKuriboh Feeling lost with Orks

I'm a fairly new player, about 9 months, and have been collecting Orks mainly amassing over 3000 Points. I started collecting at the end of 9th edition when there were no specific detachment rules.
Now, with the new Detachment rules, I feel stuck into playing Orks a specific way. I can play Green Tide but need 100 Boyz, Bully Boyz and play only Nobs and Meganobz or play Dread Mob and focus on Meks. I don't like the Speed Freak or Beast Snaggaz aesthetic to I'm not even gonna try to build around Kult of Speed or Da Big Hunt. I feel like I'm forced to play Orks a special way rather than throw all your favorite units into an army and play. For example, Squighog Boyz are one of my favorite models, the only way to get good use out of them is in Da Big Hunt, so okay now I need to get 30 Beast Snaggaz and their respective Characters just to play, kinda ridiculous. Same with Bully Boyz, okay now I need 18 Meganobz and 20 Nobz that won't really be useful if I want to play Green Tide or Dread Mob. I feel like I'm stuck building models just for the detachment rather than rule of cool. I'll still get the models I like the best but now they don't play well together. Why even bother painting up Mozrog Skragbad when I can't even use him properly!
I love the variety of Detachments and how they make Orks stronger and allow their lists to be more thematic, I'm just feeling forced into buying more Boyz, Nobz or Meks just to play one specific detachment. Is anyone else feeling this way?
submitted by DarthKuriboh to orks [link] [comments]


2024.05.27 02:24 Curious_Candle5274 What box helps out republic units?

I don’t play a ton of shatterpoint, but really enjoy the game. The big thing keeping both my wife and I away from it is our current unit balance. I only have the starter set, dookus box and plo koons box. We really like staying in clone wars, and keeping units alignment mostly the same (so good guys vs. bad guys) the issue is that maul dooku and jango kinda kick our other units to the curb (we are very casual and not looking for an insane how to play/unit breakdown). Anyways, was just wondering if there are any more boxes for republic units that can really help balance the sides a little bit more and still feel thematic and cool. Thanks in advance!
submitted by Curious_Candle5274 to StarWarsShatterpoint [link] [comments]


2024.05.26 20:35 HotGrzyb The legendary lord I’m hoping for

It would be so cool if the hobgoblin steppes would be redesigned, so they are actual and at least a little bit bigger steppes. In there, I’d like to see a greenskin lord. Why greenskins?
I don’t think it’s realistic to bring the hobgoblin into the game as a new fraction. So make them a subtraction: They’ll get the hobgoblins the chaos dwarfs have plus some additions. But nothing above tier 3. they can’t recruit Orks/goblins, instead, they need to go and subjugate the greenskin tribes. There need to be a mechanic for that, but by doing so, they’ll get access to build the normal (and advanced) greenskin units too.
I think it would make the area north of Cathay more interesting. If you play inside Cathay, the ai won’t be smart enough to use the mechanic anyway, but at least you’d fight hobgoblins to hold the wall, feels more thematic to me. As a player however, you would have an incentive NOT to rush the wall right away, but give Cathay time and reunite the tribes - with cool hobgoblins.
submitted by HotGrzyb to totalwarhammer [link] [comments]


2024.05.26 19:46 leaf_as_parachute This game is great but sandworms are insanely stupid

The fact that it's totally random and that even with an Orni above your army you may have less than 5 seconds to react before losing like 6 units is stupid. You can't realistically have a decoy ready at all time and especially not in early game and even then in x2 speed there are times where you have litteraly 3 seconds to use it before it's too late. I don't see what good it does to the game beside being thematic, it incentivizes you to camp on your ground or take the risk to lose your whole army to a dice roll which is insane.
I wish they at least would make it so the timer when you get the alert is always the same, it'd still be a shitty mechanic but it would be manageable.
submitted by leaf_as_parachute to Dunespicewars [link] [comments]


2024.05.26 18:35 vcisjb1 What to expect, kindergarten to 1st grade

Hey dads, my son(united states) is currently in kindergarten and next fall will be starting 1st grade. Kindergarten has had areas that he's improved dramatically in, handwriting, spelling, and life skills, (i.e. counting change and public speaking). But I was curious what some of the bigger differences from kindergarten to 1st grade are. He doesn't really have homework now. His teacher sends home 30 spelling words every week. And we work on those. He doesn't have "quizzes or tests". No real science, no real history. He's pretty good at the basic Pete the Cat style book, but I think chapter books are a year or two away. Not much math, I swear he's learned more math from "Number blocks" than school at this point.
I'm looking for what I should expect 1st grade to look like.
Thanks!
submitted by vcisjb1 to daddit [link] [comments]


2024.05.26 12:42 And-I-Must_Scream « Lance keyword »

How would you play this list ? This is my lance thematic Crusade army for late summer. A techpriest conclave with their mighty escort. How would you guys play it ?
++ Army Roster (Imperium - Adeptus Mechanicus) [1,995pts] ++
Battle Size: 1. Incursion (1000 Point limit)
Detachment: Data-psalm Conclave
Tech-Priest Dominus [75pts]: Macrostubber, Volkite blaster
Tech-Priest Enginseer [45pts]
Tech-Priest Enginseer [45pts]
Tech-Priest Manipulus [80pts]: Magnarail lance, Temporcopia
Technoarcheologist [45pts]
Pteraxii Sterylizors [65pts] . 4x Pteraxii Sterylizors: 4x Phosphor torch, 4x Pteraxii talons
Secutarii Hoplites [Legends] [130pts] . 8x Secutarii Hoplite: 8x Arc lance . Secutarii Hoplite Alpha: Arc lance . Secutarii Hoplite w/ omnispex
Secutarii Hoplites [Legends] [130pts] . 8x Secutarii Hoplite: 8x Arc lance . Secutarii Hoplite Alpha: Arc lance . Secutarii Hoplite w/ omnispex
Secutarii Hoplites [Legends] [130pts] . 8x Secutarii Hoplite: 8x Arc lance . Secutarii Hoplite Alpha: Arc lance . Secutarii Hoplite w/ omnispex
Archaeopter Stratoraptor [170pts]: Command Uplink
Sydonian Dragoons (Taser Lance) [180pts] . 3x Sydonian Dragoon (Taser lance & phosphor serpenta): 3x Phosphor serpenta, 3x Taser lance
Sydonian Dragoons (Taser Lance) [180pts] . 3x Sydonian Dragoon (Taser lance & phosphor serpenta): 3x Phosphor serpenta, 3x Taser lance
Sydonian Dragoons (Taser Lance) [180pts] . 3x Sydonian Dragoon (Taser lance & phosphor serpenta): 3x Phosphor serpenta, 3x Taser lance
Cerastus Knight Lancer [465pts]
Eversor Assassin [75pts]
++ Total: [1,995pts] ++
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2024.05.26 06:22 Exver1 A Deep Qualitative Look into Pantheon's Kit

Hello everyone, this will be a long one. First, I wanted to discuss Pantheon's thematic concept and thematic playstyle. Both of these terms are subjective. Then, I wanted to analyze his current state and kit to get a better understanding and highlight his strengths and weaknesses. Then I made some small, large, and redesigning suggestions for the champion. This document is about 13 pages single space. I hope you enjoy.

Thematic Concept

Thematic concept refers to his out of game concept, clearly being a mix of a spartan warrior and partially a vessel of a god of war. What stands out in the character is the combination of spear and shield. As a vessel of the god of war, there is an expectation that his fighting is flexible to be both offensive and defensive as well as dueling and large combat prowess. This works well with the spear and shield combat as both Spartans and gladiators often used this combination of weapons. Spartans could create a protective front line and pierce enemies from behind the shield wall. In formation, they could use their shields to push enemies back and stab when opponents were knocked off balance. Gladiators with spears and shields are very defensive and it only takes a few pokes and some endurance to whittle away at your opponent until you go in for the kill (or they surrender). As a vessel of a god of war, we want to embody these two characters as well as being a durable fighter. He should be bulky, someone on the front line who's not afraid to get into the thick of it while maintain this offensive and defensive balance.

Thematic Playstyle

The thematic playstyle should flow from the thematic concept. These two concepts should match to the best of their abilities. Obviously the game has to have some balance and a space dragon and guy with a shotgun should be able fight on a more or less even playing field. Pantheon currently has two distinct playstyles: fighter, and glass cannon.
If above the curve, his glass cannon builds can 100-0 most isolated squishy targets, and if not can leave them very low on health (or kill them if they are below 100%). Usually the playstyle looked like this: ult onto target or surprise from a bush or flank >> empowered w (+3 quick autos) >> q >> auto >> e >> empowered q. There's not a lot of mechanical skill in this playstyle, the skill comes from your ability to set up the kills (map awareness, timing, understanding current vision control, know when to push and then duck into cover). The main reason I didn't call this an assassin build is because assassins are usually defined by their slipperiness. Assassins are meant to get a kill and then slip out. However, they usually can slip out of ganks easily with their dashes or other mobility spells. Pantheon is meant to be a frontline/diver in his thematic concept and playstyle and so he doesn't have this ability to slip out of a gank (unless you want to use your 3 (down to 2:30 minute ultimate cooldown which can easily be cancelled if the enemy is in range). Pantheon does have his empowered e, which does help him escape these ganks if near a turret (or allies), but with it's long cd as well being the only defensive tool, pantheon becomes a sitting duck if ganked in a long lane (particularly in the mid/late game). What this playstyle means a lot of the time is that you're clearing waves and clearing waves, running away at the sight of an opponent (even if it's just one), then clearing some more waves, and then try to find a good ult when objectives are spawning. This glass cannon build plays super scared, does not want to be in a fight, but can often be more successful since getting a pick in the early/middle game puts the enemy carries behind; and getting picks in the middle/late game leads to objective control as well as top laners being less valuable than carries. Let's also be clear that if you cannot get a kill on a carry (usually because the support protects them), then you will die 95% of the time with no recompense. There is a thematic mismatch between this playstyle and his concept. It's not a mechanical playstyle, since you're just landing all of your abilities while a target is stunned for half of the time and running away; it's not a tactical playstyle, because you're not baiting out abilities, spacing the opponent, or waiting for your cd's; but it is strategic in the general sense that you have to be a strong macro player to play pantheon well, however I would argue that this is not part of Pantheon's thematic concept (although in general I don't think many champions fall under a "strategic" concept, with maybe the exception of Swain and Teemo). More importantly, with his glass cannon build, there is no balance between spear and shield (offense and defense), it's all spear. There's no front line soldier who gets into the thick of it, only a coward that runs away. There's no culmination of small victories (winning small trades) until your opponent dies or has to surrender, it's just a one-shot from a surprise angle. I like Pantheon's glass cannon build solely because I win more with this build.
Pantheon's fighter build is closer to matching his thematic concept. His trading patterns are a longer, he can last longer in combat, and he is threatening enough that he can dissuade kills. His major strengths come from his point-and-click stun which counters pretty much all assassins in team fights as well as gets picks for your allies. Pantheon's kit is indeed strong and so his bruiser build functions well on low economy. All he really needs is a black cleaver and another defensive fighter item (DD or Maw depending on matchup, which you end up getting first) and he's off to the races (this is Keegun's - NA challenger pantheon main - current build suggestion for pantheon). It's almost always better to gives your teammates the gold in team fights because they are more gold efficient than Pantheon. Similarly, it's also better to give your jungler the kill when they gank your lane (top lane) because they can use the gold and affect the map better. This is also partially how jungle and support Pantheon function, they become a stun bot so that their teammates can collect the goal. Pantheon's fighter build still suffers from similar issues as his glass cannon build where he can be run down in the long lane. If even, most (if not all) duelists and tanks will win the 1v1 at 3 items+ if both Pantheon and his opponent are at 100% hp. In many cases where Pantheon goes even in the trade, Pantheon will find his enemy life stealing against the wave. Even if Pantheon went a life steal build, he will find himself running out of mana quickly and so it is better to give his opponent the push, which impairs his ability to move to a team fight, ultimately taking away one of his major strengths. Regarding the flow from thematic concept to thematic playstyle, Pantheon's bruiser build gets closer to mending the two with his ability to be in the thick of a fight for a little bit, but even this aspect doesn't stand out amongst the other bruisers in the game; he becomes as tanky as camille or fiora, but without their late game upside. He doesn't balance offense and defense; or spear and shield; burst and endurance. With this build, he's not a vessel of the god of war, he's a sidekick who helps feed his teammates.

Pantheon's Current State

Pantheon's glass cannon build seems to be his best performing build, but this is partially because this build becomes more effective when he's played mid lane. As mentioned earlier, he can one-shot squishy targets with this build and so it makes sense that playing in a lane that typical plays squishy champions (mages, assassins) pantheon is able to excel. Riot Phreak said in his recent patch notes rundown video that they have to be careful when buffing Pantheon because his win rate is strong in the mid lane, which comes from the common matchups that he plays against. Based on the previous section, it's likely that the best changes for Pantheon would be to diminish his strength as a glass cannon. I'm going to largely talk about top lane (I'm most familiar with this role for Pantheon) because this is where the fighter class general thrives, but also because his role in other positions is more one-dimensional (as explained in the glass-cannon section).
Early Game/Lane Phase
In top lane and mid lane, pantheon's lane phase is largely similar. Usually the difference between playstyle is based less on lane and more on the range of the opponent. Pantheon has clear mana problems (I will get into this in my section on each of his abilities). In lane, he can usually use his full kit twice (essentially 2 e's, 3 w's before fully oom, not including q's). Other than his e, which drains him of mana, he has no defensive mechanics in his kit. He technically has his w to stun someone and walk away, but this doesn't negate damage nor does it sustain him - it also drains him of mana. So Pantheon relies on his Q in lane to poke to a point where his full combo is enough to get the enemy low. This is a strong strategy early game, but if you don't get his poke off, the enemy can easily all-in you from levels 3-5. So usually Pantheon succeeds on hard pushing the first wave to hit level 2 first - if the enemy doesn't respect the level 2, then they will lose the trade pretty hard. However, depending on the matchup, Pantheon can lose the level 1 and if the other player is aware of the matchup, then Pantheon is playing on the backfoot for a while. If the opponent respects the level 2, then they back up and usually nothing happens and you can get a cheater recall off (if perfect success, you have 450g which goes to boots + refillable). After first back, Pantheon excels at his poke trade patterns, and it's important that he is either freezing or crashing waves against his opponent. He's very good at not letting opponents freeze a wave assuming both Pantheon and his opponent are equal. However, if he's behind and frozen on, he will struggle greatly because he loses pretty much every all-in (from 100%) after level 3. As mentioned earlier, one of his strengths is to whittle the opponent down, but as long as they respect his range; Pantheon can't do much about it. This is where the jungler plays a crucial role for Pantheon top. Pantheon is great for setting up dives for most junglers and so he works very well with carry/damage oriented junglers. If Pantheon gets ahead, as long as his opponents don't give him a freeze and they respect Pantheon, Pantheon is very bad at pushing his lead in lane. If Pantheon keeps receiving help for the dives, it's likely his other lanes will start losing. This is why it's best for jungler teammates to gank early to get themselves ahead and transition their lead to winning the rest of the map. At this point, Pantheon's goals change to winning the lane through farm, not dying to ganks, and finding opportune moments to roam (particularly mid lane).
Mid Game
As the data suggests (I use lolalytics), Pantheon's win rate falls off a cliff in the mid game (and then comes back up a bit in the end game). The main reason, I believe, that Pantheon loses a lot of his win rate in the mid game is because he loses his poke-trade pattern. When tier-1 turrets fall, the lanes become longer and so enemies either give him the push, they all-in him in the long lane, or he gives them the push. Since his ultimate is 3 minutes long from levels 6-10 (and 2:30 from 11-15), he basically only has an ultimate once every 5 minutes for when dragon spawns. If Pantheon doesn't save his ultimate for objective spawn, he will find it very difficult to be effective in the team fight. It will require running to the fight early (or pushing strong, which means your mid laner (who is running tp) needs to cover weak side, which means you're fighting for position around the objective without your mid lane carry, which puts you at a disadvantage), and finding a good flank. Because he loses his poke trade pattern, he cannot 100-0 bruisers, he's often just farming up and waiting for fights. This is a fairly underwhelming trade pattern and can lead to Pantheon mains likely getting bored and starting unideal fights. Overall, his play pattern changes the most after the early game when the enemy opponent is not required to interact with Pantheon in a shorter lane.
Late Game
Late game has similar problems to early game, but his win rate stabilizes to 50% likely because of the confounding variable where a team that cannot beat Pantheon's team by 30 minutes, it could be because Pantheon's teammates are farther ahead and scale better. This is not to say Pantheon scales poorly. Pantheon's scaling is difficult to define. If Pantheon can stun or kill an enemy carry late game, his team will likely win the game. With Black cleaver and BotRK, Pantheon can also hold off most split pushers. However, he's not a win condition and is not great at applying pressure. He's good at taking one tower at a time if his team plays safe and enemy top laner doesn't have TP up, but since he cannot dive or all-in well, he cannot pressure an enemy in the 1v1.

Pantheon's Kit and Stats

In this section, I will be looking at Pantheon's current kit to analyze the strengths and weaknesses. I will cover both their numbers, relative to other champions in his class as well as his former kit, and their concept. I will then discuss some of his base statistics. To save a bit of time reading, I will not be displaying the full text of each ability.
Passive - Mortal Will
Pantheon's passive is likely the most problematic part about his kit. Conceptually, it's generic. Pantheon's current passive requires him to have 5 stacks, which can be stacked from either autos or abilities, which can then empower one of his basic abilities. Previously, pantheon needed 4 stacks, which would cause the next basic attack to be blocked. Additionally, Pantheon's old W (same ability more or less) would give him his passive immediately and keep the stack counter the same. This means at 3 stacks, Pantheon could W a target, that target's auto would be blocked, then pantheon would auto, and the target's next auto would be blocked again. The old passive gave him a unique defensive tool which matched his thematic concept with his thematic playstyle. It also gave him tactical depth because he could W an opponent before their empowered auto to negate the damage. His current passive does not give him the same tactical depth, and actually limits his depth because of how reliant he is on empowered W as part of his trade pattern. It does offer you the choice though if you would like to kill your opponent immediately with empowered Q or chase them down a bit if you need a few more autos with empowered E (or just run away). But even if you did believe that his passive adds some depth, it still has two other major issues. The first is that it encourages Pantheon to be more auto-based. None of his kit except this part encourages auto attacks, nor does thematic concept or playstyle revolve around an auto-based kit. He's a midrange ad spell casting fighter, akin to Jayce, but instead of a melee/range form he should have a offensive/defensive balance. The second major issue with his passive is that it frontloads too much of his power into his basic abilities, which creates balance issues.
Q - Comet Spear
This is Pantheon's bread and butter, but it still has problems. To start with empowered Q, this may be one of the most satisfying abilities, but it's just too strong. His regular Q deals about half damage. While his poke in lane is good, it's not as good as it used to be. Pantheon used to have a Q that dealt 75/115/155/195/235 (+140 bonus AD), with a 4s CD, point and click and is 600 range. Pantheon's current regular Q deals 70/100/130/160/190 (+115% bonus AD) with a 4.4-3.2s CD, aoe skill shot, and 560 range. Old Pantheon used to fall off heavily after level 9 because his old Q was so weak, and it's a similar story now. In lane, this is a great ability; however, base weak is just very weak in all-ins. The other frustrating thing about his Q is its thrown version. Since this ability is his bread and butter, if you use the thrown version, it becomes an 11-second CD rather than 4.4s. This means you basically have to back off after using thrown Q. Therefore, the only time you should be using it is when you've clearly won the fight and you're looking for chip-damage or you're trying to execute. In the first case, it's pretty meaningless because they'll just back at this point. In the second case, it's great! However my point is that thrown Q is a fake part of the spell, it does more harm than good when using it. It gets worse though, since if you try to use thrown Q through a minion wave, it gets reduced by 50% if thrown through a minion wave. It has its fringe uses, but I think it has room for improvement. In general, I think this is a great ability, but it must be remembered when looking at solutions for this champion.
W - Shield Vault
This is Pantheon's best ability, for the reasons listed above. A point-and-click stun is just strong. I think everything about this ability is fair; however, it may even be too strong, and changing the ability so that it's not point-and-click should be considered. The big issue with his W is it's empowered version. There are two problems and a big consideration with this ability. The first problem The first problem is that the three auto attacks are just so strong with on-hit. I considered BotRK to be Pantheon's best item by far last patch because the 3 auto's at 12% current health was the only thing winning him 1v1s. Similarly, Pantheon is able to stack conqueror, black cleaver, and PTA well with this combo. While this may sound like a benefit to him, it moves away from a preferred thematic concept. This leads into my second point, the three autos feel small with the quick animation and high pitch audio. They're three little stabs, and when you don't go BotRK, they really don't deal much damage. Thematically, this just feels bad, it feels like an ability that xin zhao, fiora, gwen, irelia, kat, shaco, or talon would have. When it comes to playstyle, there's no skill expression with this second part either, it's just the same W and since their stunned and your auto attack timer is up, it's basically just a free "combo". The consideration that needs to be made is how it stacks Pantheon's passive. While it did fully stack the old passive, his old passive was... passive, it wasn't part of his offensive trade pattern. Pantheon's current trade pattern almost always starts with empowered W because it becomes a free empowered Q (or E sometimes). His W being a passive stacking mechanic is what brings down the depth of his trade pattern.
E - Aegis Assault
Pantheon's E is pragmatically his most problematic ability. It's pragmatically problematic (rather than thematically) because the base ability is so strong (there's a theme here if you can't tell). Because it's so strong, the CD is super high, the damage is low, the empowered E got heavily nerfed a few seasons ago, and the mana cost is also high. To compare his current E to his old E: Current E has a CD from 22-18, costs 80 mana, and deals 55-255 (+150 bonus AD). Old E used to have a 10-6 CD, cost 45-65 mana, and dealt 100-300 (+300% bonus AD). Yes, you're reading that right. 300 + 300% bonus ad on a 6s CD with only 65 mana, which you would get at level 9 if maxed first. Talon R total physical damage (hits both parts) deals 360 (+200% bonus AD) at level 16. I'm not suggesting to return Pantheon's current E to similar damage, I am just trying to highlight how much damage was lost in Pantheon's kit. If I recall correctly, Pantheon was around 54% wr top consistently prior to being reworked; nowadays he sits below 50% as a "simple" champion (he's currently ranked 65/95 champions according to lolalytics over the last 30 days in emerald+). The two main issues with this ability are it's cooldown as well as its mana cost. Pantheon has 1 defensive ability and it feels like you only get to use this as a last resort. It feels like you don't get to play with the shield as a spear and shield guy. And when you do use it, you're severely punished mana-wise. Lastly, his empowered E just feels bad. Rarely do I use empowered E offensively, and it's much more likely that I use it to run away after. Although since the movement speed is small and only lasts 1.5s, you're likely to get caught afterwards in a long lane, which is why he has to play so scared in the long lane. However, even if you do escape, he's not (nor feels like) the champion that tanks in a fight and stays, he tanks a bit and runs away. Again, playing with a cowardly playstyle.
I want to compare his defensive ability to that of other champions in the same class. On top of Camille's mobility and healing, her passive shields every 14-10s (lvl 1-13). Fiora W costs 50 mana and CD is 24-16s. Gangplank W costs 60-100 mana (usually 60 since maxed last) and CD is 22-14. Riven E is manaless and the cd is 10-6s. Gwen W is 60 mana and CD is 22-18s. Irelia W is 70-90 mana and CD is 20-12s. Jax E is 50-90 mana and 15-9 CD. Olaf W is 50 mana and is 16-12 CD. Sett W is manaless and 18-12 cs. Volibear E is 60 mana and CD is 12s. Assuming Pantheon can even survive in the 1v1 after a full use of spells, all of these champions will have big defensive spells up like 4-8s sooner than Pantheon. During the early game, his ability is more mana hungry and his E loses in often 3 different ways compared to his fighting counterparts. What's most important though is that Pantheon's shield should be defining in his playstyle, but since you can't use it often, you feel like you're just the spear guy.
R - Grand Starfall
Pantheon's R has remained the same the most compared to all of his abilities through the rework. One thing to note is that his ult used to be 2:30-2:00 CD while his current ult is 3:00-2:30, which feels a bit bad. But all global abilities in League have been strong and so they need to be gated behind a long cooldown. I think this is more or less okay, and his ultimate does play into his thematic concept and playstyle well. I think his old ultimate had a bit more oomf to it but both of them are betteworse in minor ways. I think there is a way to reimagine this ability in a following section, but for now I think this is a great ability that needs to be changed the least. However, the 30% armor penetration that was added to his kit a few seasons ago is a band aid solution. In fact, it what makes his glass cannon build so much stronger because lethality becomes more gold effective on him.
Base Statistics
Mana - Pantheon has a starting mana of 317, which puts him the bottom 3rd of base starting mana as a spell-casting (rather than auto based) melee fighter (let's also remember that much of top lane are manaless champions). Pantheon is in the bottom 15% of champions for mana mana growth per level (31/lvl). In the list of champions with a worse growth coefficient are all mages; the next 3 are auto-based fringe top laners (ww, nocturne, quinn), while Poppy - a champion with 2 possible mana items that they are able to purchase in their class - is the next closest (40/lvl). Camille and Jax are the next comparable champions (52/lvl).
For Pantheon's other stats, he usually is in the realm of the fighter class (which has higher base stats on average) but is usually near the bottom in his class. However, it should be noted that his base health regen and health regen coefficient are both low for his class, and without any healing or cheap shielding in his kit, he will often get out endured in a lane where he doesn't have good opportunities to back. For a champion who's playstyle should be partially about sustained fighting, he is bad at it from a base statistics perspective.

Small Changes

These are my band aid solutions. These are direction suggestions and the exact numbers shouldn't be taken literally. Also, since I'm including multiple suggestions, I know that adding all or even multiple of them will make Pantheon overpowered. These are just the directions I suggest the balance team should take.
Q: Have the base Q scale harder off of bonus AD (remember old Pantheon Q had +140%). Compensate by nerfing Q5 base damage by a bit or nerfing empowered Q base scaling.
Q: Either make thrown Q able to deal full damage through minions, or reduce cool down of thrown Q. If cool down is reduced, nerf tap Q cool down refund respectively.
W: Remove the effectiveness of the on-hit portion of his W.
E: Buff this ability overall. Reduce mana cost to something like 60-90. Reduce cooldown from 22-18 to 16-12; however, nerf W cool down to 16-12 in response. It would make sense that these two abilities are up at similar times (similar to alistar Q and W) so that there's more choice between spell usage.
E: This damage can be buffed. This ability basically deals 3 auto attacks worth of damage over a 1.5s duration.
R: Remove the armor pen.
Increase base mana, base mana regen, and base health regen.

Larger Changes

These larger changes are more unrealistic.
Tap Q: Slows enemy by 5/10/15/20/25% for 1s. Serylda's grudge got massively nerfed for Pantheon because he can no longer go Black Cleaver + Serylda's, and also the slow was nerfed to below 50%. If a champion is below 50% while Pantheon is on them, they're basically dead (assuming he hasn't used his abilities yet). A slow on his Q, while incredibly strong - and should perhaps be tuned by champion level rather than skill rank - gives him the ability to space opponents and play that endurance fight more effectively. He keeps them at bay slowing them and so they can't chase him down as easily in the long lane.
E: Do the E small changes (regarding mana and CD) but also make the channel a smaller window. A 0.75-1s channel window makes the ability more skillful and allows room for buffs.
Empowered E: Refund cool down on E. Something like 50% allows his 22s cd to come back up in 11s can be big as a defensive option.

Redesigning Pantheon

To reiterate, here's what I would want from Pantheon's kit: balance of offensive and defensive, spell-based mid range melee fighter (mid range similar to ryze, cass), mostly endurance fighter but some opportunity for burst, and someone who can be a front line or duelist. With this in mind, we need to set up some weaknesses. He can't be a burst champion, he has too many tools that we need to give his enemies time to outplay him. Since he's mid range, he will be weak to champions that out-range him. With this combination, it should be hard for him to jump on an enemy, but if he does, there should be time for them to react. This means he will be weak to mages and supports which should shift him out of mid lane and support.
Passive - Mortal Will
Pantheon generates a stack of Mortal Will whenever he lands an ability on an enemy champion or large monster, stacking up to 3 times. At 3 stacks, Pantheon's next basic ability consumes the stacks to become empowered. Pantheon gains maximum stacks of Mortal Will upon starting the game, completing a Recall channel, and respawning.
Note - The purpose of changing this ability to 3 stacks means that he has to be more skillful with his abilities. He can't just rely on autoing minions or Q-ing the air to get himself to full stacks. This will also nudge him away from being an auto-based champion. With 3 stacks it will will take longer to get multiple passive procs, but this allows for the passive to be strong. If you can extend the fight, Pantheon will shine.
Q - Comet Spear
Cost: 45 (20 mana nerf) Cooldown: 5/4.5/4/3.5/3 Range: -40 - 560 / 1100 Cast time, width, speed: same. For the rest of the ability, I would keep the text and numbers largely the same. Added: Tapping Comet Spear refunds 55% of the mana cost (~25 mana total). Comet Spear impales his target causing them to bleed for 3s and take 5/10/15/20/25 (+ 25% bonus AD) total physical damage over the duration. Empowered Q will cause the bleed to deal double damage.
Note - This needs to be his major damage source. As mentioned above, tap Q has a 4.4-3.2s CD with 0 ability haste, so this would technically be a minor nerf early game, however this gives him his thrown ability back. Thrown Q is harder to hit because you need to channel the ability for 0.55s to throw as well as the speed, while fast, is slower than an instant tap Q. It will still take reduced damage through the minions which means that it shouldn't be great for harassing range opponents, but it will give him some ability to play into the matchup after his loss of engage and burst (as you will see). To also mitigate this buff to thrown Q, the mana cost is nerfed to old Pantheon's Q cost, however the mana is refunded if used for tap Q. The bleed damage backloads the damage a bit which gives time for enemies to react. The bleed does not stack, but does get refreshed upon further Comet Spear hits. Bleed should be added to Pantheon's kit because it brings out the endurance side of his thematic playstyle. Bleed will keep conqueror, grasp, black cleaver and other similar effects up which highlights that he's still in the fight. Additionally, this damage will mitigate the damage that is lost from being an auto-based champion, as well as mitigate effects from passive/active health regen and items/runes such as doran's shield and second wind (old Pantheon had this problem where he lost every matchup into players who took doran's shield + second wind). The empowered Comet Spear getting double bleed damage is to mirror that this ability practically does double damage. Lastly, the numbers for the bleed were chosen to mimic Darius' Hemorrhage (passive) which does 13-30 (based on level) (+30% bonus AD), but stacks up to 5 times. 3 seconds was chosen as a timeframe for the bleed for Pantheon because he can make full use of it early game, but once it's rank 5 and with ability haste, he won't be benefitting from a spam Q playstyle and will be slightly rewarded for playing it slower. Lastly, the bleed damage can be used to balance his Jungle clear since he won't be getting his passive up as easily without the auto-based passive.
W - Shield Bash (New Spell)
Active: Pantheon bashes his shield in front of him. Enemies near Pantheon are also stunned for 0.5s and knocked back up to 300 units based on their proximity to him. Damage is the same as what's on PBE right now (5-7% max HP + ap scaling). Effect Radius: 300 Cast time: 0.35s Cooldown: 14/13/12/11/10 (1s nerf). Empowered W will be the current Shield Vault. The damage will be the same, but it will be a skill shot similar to Malphite ultimate, although smaller radius, slower travel speed, stuns rather than knocks up, and Pantheon will have a 0.25s animation lock upon landing.
Note - Shield bash is pretty much a copy of Maokai's inner Bramble Smash (Q) which knocks back enemies. It doesn't have the extended range, slow or damage though. The point of this ability on Pantheon is that it gives him a defensive tool that gets melee champions off of him, which helps his midrange play style. The reliable stun which comes up every 6 seconds in the mid/late game going away takes away his current identity of being a stun-bot. Additionally, he takes away his burst and dive potential since it's harder for him to get onto targets. He will have to either use empowered W to get onto target or his ultimate. Shield Bash also gives more out play potential because you can time melee champs out of their attack (if you're familiar with Maokai, you know how strong this can be). Ultimately, this makes Pantheon become a disengage-poke champion which plays into that midrange thematic playstyle. As for the empowered W, this will give him the flexibility to engage, and with it being an AOE spell, it allows him to be a strong team fighter. However, because it's a skill shot rather than point-and-click, it gives his opponents potential to outplay. Often carries would flash Pantheon's Shield Vault but would still get hit by the stun which is unfair to them. The purpose of the 0.25s animation lock after casting gives him the heavier and slower rolling feel that you get in dark souls games but also it's meant to be clearly weaker than Malphite ultimate. Also this ability helps Pantheon run away from enemies which is important for a side laner, but also the animation lock gives them a little room to hit a skill shot on you. Also, if you are using this ability to run away, you will find that your passive is down and since you have to hit enemy champions (or large jungle monsters), you will often find yourself at a disadvantage for the next find or if they try to pursue you.
E - Aegis Assault
Cost: 50/60/70/80/90 Cool down: 22/20/18/16/14 Duration: 1s Effect radius, angle, and everything else is the same. Due to less duration, Aegis Assault deals damage 8 times (every 0.125s to enemies hit). Empowered E inflicts armor reduction for 5% each time an enemy takes damage from Aegis Assault up to 40% armor reduction for 5 seconds.
Note - The cost is lowered early so you're not as heavily punished for using it. The cool down remains the same early to be in line with other early game defensive abilities. However, as a spear and shield champion, he should have this ability up more often in the mid and late game. Because of this, the duration should go down and mana up slightly to compensate. The damage is being nerfed slightly also since it doesn't last 1.5s. The empowered E getting armor reduction helps his team fighting prowess and will likely only give him the armor reduction against front liners. This greatly takes away his power to burst squishy targets and also means that he won't be using his empowered W to stun opponents (carries). Here there are significant trade offs to using his abilities for offensive vs defense in a more satisfying way. Additionally, if enemies don't take the full channel of armor shred, they're not getting their armor reduced which should be slightly weaker against mobile enemies in the 1v1 but stronger against tanks.
R - Grand Starfall
Remove the armor penetration from ultimate rank up. New passive: Hitting an enemy with an ability slows affected units by 10/20/30% for 1s.
Note - The slow will give him his true duelist potential in the mid/late parts of the game because it allows him to space appropriately against the mobility creep. Without Serylda's Grude Pantheon doesn't have the ability to stick on targets well over a duration of time which is partially why he needed to be burst-oriented. The slow should alleviate this issue and allow his mid-range thematic playstyle to shine. It's important to note that this only works on abilities that hit enemies and therefore doesn't work on the bleed that was added to his kit. Taking away the armor penetration also goes away from his glass-cannon build.

Conclusion

Pantheon's current kit misses the mark for what should be his thematic concept and thematic playstyle. He should be a warrior that can go into battle or a duel with a balance of offense and defense, outplay his opponent through a fight of attrition while having his moments for heavy damage. He should not be a pseudo-assassin who can't 1v1 in the side lane and is scared to walk up. I have highlighted his issues above which come from being mana hungry while also being too auto-dependent when he should be ability dependent. The "Small Changes" section shows reasonable band-aid fixes to his kit. The "Larger Changes" section are some fixes that drastically change a few of his abilities but are what's needed to make his playstyle feel better. The "Redesigning Pantheon" is how I would go about reimagining this champion to fit the thematic playstyle and concept that he deserves. It is largely a rework, and the numbers are not exact, but this gives a lot of complexity to a champion that currently plays more generically than he seems.
This took me a long time to write and I'm happy to hear all questions and comments about any part of this document or Pantheon in general. Pantheon is my highest mastery champion (however I'm far from a one-trick) and I've hit Masters in multiple roles if that's something that's important to the discussion. Thank you for reading.
Edit: Formatting. Also thank you for everyone who responded. I also just wanted to added that I'm not married to any of the numbers that I've listed, I just wanted to give suggestions for the direction I believe Pantheon changes should go.
submitted by Exver1 to leagueoflegends [link] [comments]


2024.05.26 03:35 NOT_i_t_i_M_M THEY REFERENCED IT

THEY REFERENCED IT
6th track off of the hit album Currents. Currents is the third studio album by Australian musical project Tame Impala, released on 17 July 2015 by Modular Recordings. It was released by Interscope Records in the United States and by Fiction Records in the United Kingdom, while Caroline International released it in other regions. Like the project's previous two albums, Currents was written, recorded, performed, and produced by Kevin Parker. For the first time, Parker mixed the music and recorded all instruments by himself; the album featured no other collaborators.
After the release of his previous album, Lonerism (2012), Parker began work on Currents, largely recording at his home studio in Fremantle. He engrossed himself with writing and recording, and in keeping with his reputation as a musical auteur, laboured over the details of each song, ultimately causing the release date to be delayed by two months. In contrast to the psychedelic rock sound of the project's prior work, Currents marks a shift to more dance-oriented music, with more emphasis placed on synthesisers than guitars. Parker was inspired to seek a change out of desire to hear Tame Impala's music played in dance clubs and a more communal setting. Thematically, the record is about the process of personal transformation, which many critics interpreted to be the result of a romantic breakup. The album's cover art depicting vortex shedding is a visualisation of these themes.
Currents was supported by the release of the singles "Let It Happen", "'Cause I'm a Man", "Eventually" and "Disciples". The album became the project's best charting release, debuting at number one in Australia, number three in the United Kingdom, and at number four in the United States. As of January 2023, Currents has sold over one million copies in the United States. Like its predecessors, the album received critical acclaim and appeared on various critics' lists of the best albums of 2015. At the 2015 ARIA Music Awards, Currents was awarded Best Rock Album and Album of the Year, and it also received nominations for the Grammy Award for Best Alternative Music Album and the J Award for Australian Album of the Year. In December 2021, the album was listed at number 12 in Rolling Stone Australia's list of the "200 Greatest Australian Albums of All Time", and in 2020, Rolling Stone ranked Currents 382nd on its list of "The 500 Greatest Albums of All Time".
submitted by NOT_i_t_i_M_M to tameimpalacirclejerk [link] [comments]


2024.05.26 03:20 Abject_Plantain1696 Vert, the Undercity Renegade (Looking for Feedback)

Vert, the Undercity Renegade (Looking for Feedback)

Forward:

I had an idea for a jungle champ a few months ago back when I wanted to come up with a new way to jungle. But due to some school assignments I didn't flesh it out as much as I would have liked. The basic idea for Vert is a hoverboard riding champion. The main gimmick is that he grinds on the perimeter of terrain, moving around the edge of terrain, even able to loop them if needed all the while kiting camps and enemies. He heavily relies on terrain, but luckily he is also a jungler so terrain seems to always be nearby, especially when it matters most.
Role: Jungle
Class: Specialist (I have no idea what class this is. I just know I want him to use autos and abilities for damage and flank high priority targets with his mobility. So maybe a diving skirmisher that goes in and out of fights.)
Attack Range: Melee (175)

Appearance:

Vert after Hextech explosion
O.L.L.I.E. (Omni-Locomotion and Levitation Integration Engine) A.K.A. A.R.I.A (Artificial Resilience and Innovation Assistant)

Lore:

Not finished yet, coming soon.
But basic TLDR: Vert, a skilled skater from the undercity of Zaun, harbors a deep hatred for Piltover and Zaun's advancements in hextech and chemtech. His tragic past involves the death of his close friend Aria in a hextech accident, leading him to despise the technological progress that caused her demise. With his sentient hoverboard O.L.L.I.E., created by a grieving inventor named Guiseppe, Vert navigates the urban landscape, driven by a desire to protect his home from the forces of progress. Guiseppe, driven by grief and a desire to preserve the purity of Zaun's environment, crafted O.L.L.I.E. to harness natural energy sources, ensuring that the hoverboard operates sustainably. Unbeknownst to Vert, O.L.L.I.E. is actually Aria, Guiseppe's daughter, whose consciousness was uploaded into the hoverboard after her tragic death. Guiseppe changed A.R.I.A.'s name to O.L.L.I.E. to protect her from the greed of Piltover's and Zaun's leaders, hiding her true identity from those who would exploit her for their own gain. During their perilous journey, Vert is startled to hear O.L.L.I.E. humming a familiar melody—an aria that Aria used to hum while working in Guiseppe's shop. This discovery sets them on a path of revelations, driving them to uncover the truth behind Aria's death and Guiseppe's motivations while fleeing from Piltover and Zaun's authorities.

Kit:

Innate: Gravity Flux
Vert generates Gravity Flux by grinding along the edges of terrain with his hoverboard, O.L.L.I.E. He gains 10 Flux for every 100 units he grinds. Vert cannot cast Static Active effects while grinding. Instead, while grinding, Vert will consume Flux to cast Kinetic Active effects instead.
  • Gravity Flux: +10 per 100 units
Vert gains bonus movement speed based on his current Gravity Flux.
  • Bonus Movement Speed (per 10 Flux): 4%
Note: While out of combat and Vert isn't grinding, Vert's Gravity Flux falls at a rate of 20 Flux per second.
Innate: Hoverwave Spool
Vert can perform basic attacks while grinding and gains bonus attack range while grinding (+325).
Upon Reaching 100 Gravity Flux, Vert's next basic attack is empowered and grants Vert Hoverwave Expulsion for 4 seconds.
Hoverwave Expulsion: Vert's basic attacks consume 20 Flux to deal bonus magic damage on-hit (+30% AP?).
Q - Shockwave Emittance:
Static Active: Vert swings O.L.L.I.E., unleashing a wave of energy in a wide cone, dealing magic damage to all enemies hit and granting himself a shield for 2.5 seconds that increases his attack speed while it holds.
  • Magic Damage: 60/100/140/180/220 (+60% AP)
  • Shield Amount: 60/100/140/180/220 (+50% bonus movement speed)
  • Attack Speed Increase: 30/35/40/45/50%
  • Cooldown: 12/11/10/9/8 seconds
Kinetic Active: Shockwave Emittance becomes a narrow, piercing beam, dealing damage and slowing all enemies in a line.
  • Line Attack Magic Damage: 80/120/160/200/240 (+70% AP)
  • Slow: 40%/45%/50%/55%/60%
  • Cost: 40 Flint Charge
W: Force of Antigravity/Gravity:
Static Active: Vert unleashes a powerful force from his hoverboard, knocking back enemies in front of him and dealing magic damage. Enemies that collide with terrain are stunned for a short duration.
  • Magic Damage: 80/120/160/200/240 (+70% AP)
  • Knockback Distance: 200 units
  • Stun Duration: 1.1/1.2/1.3/1.4/1.5 seconds
  • Cooldown: 14/13/12/11/10 seconds
Kinetic Active: Enemies near the terrain Vert is grinding on are pulled towards Vert. If they collide with terrain during the pull, they are stunned for a short duration.
  • Range: 400 units
  • Pull Distance: 200 units
  • Stun Duration: 1.1/1.2/1.3/1.4/1.5 seconds
  • Cost: 40 Flint Charge
E: O.L.L.I.E.:
Vert automatically puts a skill point into this ability at lvl 1.
Passive: While grinding, Vert's abilities' cooldowns are reduced by 0.5 seconds for every 100 units he grinds.
Static Active: Vert ollies forward in the target direction with his hoverboard. If Vert collides with terrain, he begins to grind around its perimeter in the direction he was most facing. The player can input a movement command to end the grinding at any time.
  • Leap Range: 300
  • Cooldown: 14/13/12/11/10 seconds
Kinetic Active: Vert ollies forward further and has a reduced cooldown. (can chain grind from one terrain to the next.)
  • Leap Range: 300 (+100% bonus movement speed) units
  • Cooldown: 9/8/7/6/5 seconds
Note: Vert is revealed to nearby enemy champions while grinding (600 range). Vert will be knocked down if he collides with an enemy champion or semi-permanent terrain while grinding.
R: Boardslide Blitz:
Kinetic Active: For 8 seconds, Vert boardslides on terrain, leaving a trail of Gravitational Energy surging along the perimeter he has traveled. Upon encircling a terrain's perimeter with a trail of gravitational energy, O.L.L.I.E. creates a black hole in the center of the trailed terrain, perpetually slowing enemies moving away from it and letting out a gravitational shockwave in a circle from the black hole every second, dealing magic damage to all enemies it passes through. The shockwave's range and longevity is determined by the total length of the energy trail.
  • Magic Damage per shockwave: 100/150/200 (+50% AP)
  • Perpetual slow: 10%/15%/20%
  • Shockwave Range Increase: 50 units per 100 unit of trail length
  • Longevity: 1 second (+1 second per 500 units of trail length)
  • Cooldown: 120/100/80 seconds

Thoughts:

Thank you for reading, any and all feedback welcome as always :) Let me know if you have a better ultimate, as this was just the only thing that came to mind. I like it thematically, but it may not be the right fit for Vert. I mainly just want to know if the grind mechanic works, everything else can be reworked if necessary. I also did some tests with Kayn moving along the edge of terrains as close as I could to see if camps would deaggro, but it looks like the patience bar only decreases once you exit the circle around the terrain so Vert should be able to grind-kite camps as his own unique style :D
  • maGeDNA
submitted by Abject_Plantain1696 to LoLChampConcepts [link] [comments]


2024.05.26 00:50 Apprehensive-End-301 Dear Breeder Nika. Here is a visual picture of the grade levels by age. Screenshot this 😊

Dear Breeder Nika. Here is a visual picture of the grade levels by age. Screenshot this 😊
submitted by Apprehensive-End-301 to independentshanika [link] [comments]


http://swiebodzin.info