Shimano stx 8 speed shifter repair

[PS4 price check]

2024.05.17 07:37 Stunning_Medicine_70 [PS4 price check]

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2024.05.17 07:04 Blaxican_stig H: Q50c15r Ult Laser W: Loon+Buffoon

H: Q50c15r Ult Laser W: Loon+Buffoon submitted by Blaxican_stig to Market76 [link] [comments]


2024.05.17 06:40 Wise_Main3187 H: aa2525 epr W: offers

H: aa2525 epr W: offers submitted by Wise_Main3187 to Market76 [link] [comments]


2024.05.17 05:56 Rickylahey9 [PC Price Check] Bloodied Chainsaw

[PC Price Check] Bloodied Chainsaw
Getting back into the game just wondering what I can get for this?
submitted by Rickylahey9 to Fallout76Marketplace [link] [comments]


2024.05.17 04:43 Every-Medicine5246 Opinions on Shimano Cues Group Set

I have a 2022 Trek FX 2 I use as a commuter bike. I’ve been looking at Shimano’s new drivetrain components. Here is a list of what I was thinking of building.
Shimano CN-LG500 LINKGLIDE Chain 11 Speed w/Quick Link (Works with 9/10/11 speed LINKGLIDE systems)
Shimano CS-LG300 CUES LINKGLIDE HG 10sp Cassette 11-39t
Shimano FC-U6000-2 CUES Double Crankset 170mm x 46/30T
Shimano RD-U6020 CUES LINKGLIDE Rear Derailleur Long Cage, SGS
Shimano SL-U6000 CUES Mono Left LINKGLIDE Shifter 2 Speed (Left Side Only)
Shimano SL-U6000 CUES LINKGLIDE Single Shifters 10 Speed (Right Only)
Shimano FD-U6010 CUES Double Front Derailleur 31.8/34.9 Low Clamp / Dual Pull / (2x10/11)
Would these make decent upgrades for my commuter?
submitted by Every-Medicine5246 to TrekBikes [link] [comments]


2024.05.17 04:39 updawg Are these rare gloves any good?

Are these rare gloves any good? submitted by updawg to Diablo_2_Resurrected [link] [comments]


2024.05.17 04:14 MrG0j H: B2525 Fixer W: Apparel Offers

H: B2525 Fixer W: Apparel Offers submitted by MrG0j to Market76 [link] [comments]


2024.05.17 03:55 debu_chocobo Quicklink for Shimano 8-speed chain

My current chain is going to need replacing soon, and I'm thinking using a quicklink will make it easier to clean.
Im wondering how the link will affect its size and if I'll need to resize the chain. I've never had to resize my chain before - it's always fitted out of the box. I've checked its size in the past though.
Ive included some pictures of the chain model and where it joins. Is there any particular type or chainlink I need to buy or anything else I need to know?
Any help very much appreciated.
https://ibb.co/vQqHTZs
https://ibb.co/54C36pF
submitted by debu_chocobo to bikewrench [link] [comments]


2024.05.17 03:42 Even-Assist6414 Moving Tokyo to Seattle

Maybe a useless post, more looking for validation than advice.
We finally have all our visas settled and scheduling the move for end of June. Now deciding what to do with our 2 S3s. Both have issues:
  1. Black S3, broken e-shifter but I have a new one I ordered from a post on here, will change it this weekend. Currently this has no other problems so hoping we have 1 "good" VM.
  2. Blue S3, rapidly falling to pieces. Rear hub is shot, 2nd gear crunching through and since last night basically not catching cogs at all. Bluetooth is unreliable and flashing while trying to connect. I need to reset every other day to get connection, and I tried to use the app to change to manual gears but couldn't. Thinking to remove e-shifter and try and set into 3rd (will that work??).
Reading reports of how shitful the service in Seattle is now, seems wouldn't even be a chance to repair there. AND, we can't ship the batteries (they refuse on seafreight with our furniture, and airfreight of batteries is $1600!).
So my best options seem to be - move the black to a second apartment we have here and leave it as a "Tokyo bike" - how long can you leave a VM uncharging before they brick? Dump the blue, either offer at a cheap price for parts or pay for scrapping (it's registered and I have morals so river or street dump is out of the question).
This is it isn't it? Bye bye VM, a 30 month clusterf***. Buy something better with Shimano or Bosch running gear in Seattle.
submitted by Even-Assist6414 to vanmoofbicycle [link] [comments]


2024.05.17 03:31 One_Information937 [Discussion] this worth anything

[Discussion] this worth anything
Just wondering if it’s worth anything
submitted by One_Information937 to Fallout76Marketplace [link] [comments]


2024.05.17 03:20 VxV-Jacob [PS4]H:Whats in the picture W:Offers

[PS4]H:Whats in the picture W:Offers submitted by VxV-Jacob to Fallout76Marketplace [link] [comments]


2024.05.17 03:19 VxV-Jacob H:What’s in the picture W:Offers

H:What’s in the picture W:Offers submitted by VxV-Jacob to Market76 [link] [comments]


2024.05.17 02:53 lonelyelliot [XB1 price check]

[XB1 price check]
wondering how valuable these two rolls are
submitted by lonelyelliot to Fallout76Marketplace [link] [comments]


2024.05.17 02:03 wasdtomove How to diagnose pedal issues for repair?

I bought a used Boss Phase shifter PH-3 that recently died. I used a donner DP-1 power supply on 9V.
I noticed at first the 8 stage option wasn't working but all the others (4, 10, 12, fall, rise, and step) were.
But now, when i turn it on, all audio cuts out in phases (heh) on all the settings. When I press the footswitch it doesn't turn off after a few more stomps.
Anyway, I don't have too much electrical experience besides basic soldering and some computer component repairs. but I would like to diagnose it to try a DIY repair. I took it apart and don't see any burned components, at least to the naked eye.
I was wondering if anyone had a good procedure to test a dead pedal to start a repair process. Or any preferred resources for this.
Thanks!
submitted by wasdtomove to guitarpedals [link] [comments]


2024.05.17 01:27 Fancy-Reindeer-2862 Protein Powder Recommended

Hi everyone,
I have seen this question "what the best Protein Powder?" asked often in many subreddit. So, I've decided to compile a list according to what other redditors like the most. I read a lot of posts and discussions in many subreddit and these are some protein powder to buy in 2024
Best Protein Powders:
  1. Optimum Nutrition Gold Standard Whey
  2. Dymatize ISO100
  3. MyProtein Impact Whey
  4. MuscleTech NitroTech
  5. Transparent Labs ProteinSeries 100% Grass-Fed Whey Protein Isolate
  6. KOS Organic Plant-Based Protein
  7. Garden of Life Organic Raw Fit
  8. Black Magic
  9. PEScience
  10. Ryze Skippy
1. Optimum Nutrition Gold Standard Whey
Optimum Nutrition Gold Standard Whey is a famous protein powder that gives about 24 grams of protein steady with serving. It has very little fats and carbs and lots of flavor. It is without difficulty mixed with water or milk. It has been tested to make sure first rate and protection to apply, making it the terrific choice for building muscle and staying healthy.
Pros:
· Contains a complete amino acid profile
· Fast absorption
· Excellent for post-workout recovery
· Various flavors available
· Relatively low in carbs and fats.
  1. Dymatize ISO100:
This one's all about speed and purity. It's processed to break down the protein even more, making it super easy for your body to digest and use. With minimal carbs and fats, it's perfect if you're keeping a close eye on your macros.
Pros:
· Extremely pure and fast-absorbing protein
· Minimal carbs and fats
· Ideal for those with lactose intolerance
· Supports lean muscle growth.
  1. MyProtein Impact Whey:
Consider this the dependable buddy of protein powders. It won't burn a hole in your pocket and comes in a bunch of flavors to keep things interesting. It does the job well – providing good protein content without any fancy frills.
Pros:
· Affordable, good taste with multiple flavor choices
· Adequate protein content
· Suitable for various fitness goals.
  1. MuscleTech NitroTech:
NitroTech contains whey protein isolate and concentrate. This one's like a protein booster with added ingredients like creatine and amino acids. It's meant to help muscles grow and recover faster after hitting the gym.
Pros:
· Includes additional ingredients like creatine and amino acids for muscle recovery and growth
· Various flavors available
· Promotes strength gains
5. Transparent Labs ProteinSeries 100% Grass-Fed Whey Protein Isolate:
If you're a stickler for clean eating, this one's your match. It's all about the good stuff – sourced from cows that munch on grass, free from artificial additives or hormones.
Pros:
· High-quality
· Sourced from grass-fed cows
· Free from artificial ingredients
· Rich in essential amino acids
6 . KOS Organic Plant-Based Protein:
This is the hero for plant-powered folks. It's a blend of various plant proteins that give you all the essential amino acids without any animal products, perfect for vegans or those who prefer plant-based options.
Pros:
· Vegan-friendly
· Suitable for those with dairy allergies or lactose intolerance
· Contains a blend of plant-based proteins.
7. Garden of Life Organic Raw Fit:
Think of this as your health-conscious protein pal. It's plant-based, organic, and aims to support weight management and metabolism while delivering nutrients from whole food sources.
Pros:
· Organic and plant-based
· Supports weight management
· Provides nutrients from whole food sources.
  1. Black Magic:
Black Magic Multi-Source Whey Protein Powder is a protein supplement that contains more than one protein resources, together with whey protein isolate, whey protein concentrate, and different protein assets This protein combo affords the amino acids located in apples- stretch in- straighten in -stretch again they are able to assist in muscle boom and restoration.
9. PEScience:
PEScience is a protein powder that supports muscle growth and recovery after exercise. They have two main types: Select Protein, which contains clay and casein for a complex protein, and Vegan Select Protein, which is for people who don’t eat dairy, and both are made with peas and grain flavours, this is what gives this is Many gymnasts like it.
  1. Ryze Skippy:
RYSE Up Supplements Loaded Protein Powder is a powder which you mix with water or milk to make a easy drink. It makes it less difficult to reinforce and repair your muscle tissues after exercising. It is synthetic via the RYSE Up Supplements mark and has a huge variety of flavors to pick from.

submitted by Fancy-Reindeer-2862 to u/Fancy-Reindeer-2862 [link] [comments]


2024.05.17 00:59 Old-Discussion2525 [xb1] h: pic w: ammo .45 15k

[xb1] h: pic w: ammo .45 15k submitted by Old-Discussion2525 to Fallout76Marketplace [link] [comments]


2024.05.17 00:51 TheSkarcrow What kind of value does this bring?

What kind of value does this bring?
Quad explosive 90 weight. It seems fine but I don't know if I'll use it. Looking to get a value on it please!
submitted by TheSkarcrow to Market76 [link] [comments]


2024.05.17 00:51 classic-bean Looking for a new washer/dryer after 25 years.

In the market for a new top loading washer and gas dryer set, the old ones both Kenmore 80 series finally bit the bullet. Dryer won't heat and the washer doesn't agitate like it used to. After many repairs over the past 3 years we're looking for a new unit. I'm tempted to go for speed queen, the price point is high but the promise of reliability is pulling me in. I see newer models with more bells and whistles, smart washers that hook up to wifi, etc, but I just need a good reliable machine. I don't particularly want a samsung or LG, or any touch screen, I've seen some of the reddit reviews about the price of maintenance and repairs and needing special technicians to service the unit. With some of the deals for appliances coming up for Memorial Day/Labour Day I'm trying to get a good idea of the machines out there. Someone save me from the laundry mat, any recommendations, machines you use?
Looking for a
4.6-5 c.u. ft Top Loading Washer Electric
4.8-7 c.u. ft Gas Dryer
Needs not to have bells and whistles.
submitted by classic-bean to Appliances [link] [comments]


2024.05.16 23:35 SuperCustodiam A Buyer's Guide to the AL Ships

This is a straight to the point buyers guide for people that are wondering if any of the AL ships are worth buying or not. I am here to give you an idea of what's worth, and what's not. I will rank them in descending order for convenience. Keep in mind that these are from my own opinions on the game: my word is not law. These are just my recommendations from my personal experience and a spur of the moment deal personally.

Best Pick: AL Montpelier

This is a premium version of Cleveland, the USN tier VIII CL. However, unlike the later AL premiums, AL Montpelier was unique in at least, a very minor way: She has tighter shot grouping due to a 2.15 sigma versus the standard 2.0 at the cost of slower reload at 0.5 sec slower (7 sec vs 6.5 sec). The result is overall consistent salvos, at the cost of just a little DPM that can be fixed with Adrenaline Rush and Top Grade Gunner, depending on how you build her.
Besides that, she also has un-nerfed version of radar, at a 30 sec vs 27 sec on Cleveland. That doesn't sound like a big deal, but if you run Consumable Enchantments and or Surveillance Radar Mod 1, you have a larger number that the percent based changes will take affect on. Essentially, with both the commander skill and 2nd slot upgrade, you get 39.6 sec vs 35.6 seconds on duration. So a radar build is not bad compared to Cleveland. Besides that, she doesn't have access to the catapult fighter consumable, but that is super seceded by radar and anyways so who cares.
And above all else, it is a Cleveland, which is IMO, a very competitively viable cruiser at tier VIII, with it's very small citadel, thin profile / narrow beam that leads to a lot of over-penetrations, good DPM, good concealment, and good AA. It really only lacks in the speed, gun range, and shell flight time problems, which can be remedied with skill and positioning.
As far as the commander voice acting, Rie Takahashi voices Montpelier. If you do not know who that is or do not care, and just want to know if the commander's voice is annoying or not, then be happy that she isn't overtly grating compared to some of the other commanders you can get. I find her rather composed, cool, and relaxed, fitting the trope of kuudere, if you even know what that means.
TLDR: Premium Cleveland with higher sigma, slightly lower RoF, Longer lasting radar.

Runner Up: AL Sovetsky Rossiya

This is a premium version of Sovetsky Soyuz, the VMF (Soviet Navy) Tier IX BB. Like Montpelier, she is slightly unique to her tech tree counterpart, bar being premium, by having standard battleship dispersion (USN, Royal Navy, German, etc.) instead of Russian BB dispersion formula that gets way better inside 15km. She does also have 1.8 sigma versus 1.7 sigma, for slightly tighter shot grouping. So, while Soyuz excels at mid range, Rossiya excels at long range, which does reasonably well considering the average high tier meta these days.
Other than that, you retain all the upsides of Fast action Damage Control Parties, the tough hull design of the Sovetsky Soyuz. The only other thing you DO NOT get is the AA, as she has the Hull A of Sovetsky Soyuz, and in turn has worse AA overall. In fact, she has such bad AA that only Musashi beats her out in having worse AA for Tier IX battleships. So yeah, CVs that know their targets will have free reign on you, so stick close to allies in CV matches.
Now a I'll be honest with you, Rossiya is not a super competitive BB at tier IX, so this choice is really just down to being different in few ways instead of blatant copy paste. Really, only AL Montpelier is the only super competitive option here. So above all else, Rossiya is a side grade if anything and you should not fear of having FOMO for not getting her. Besides, she's not an historical ship that is going to get removed because it was OP, so fret not (COUGH COUGH MUSASHI, COUGH COUGH ALASKA, COUGH COUGH MISSOURI).
Lastly, the commander is voiced by Manami Numakura. I can really only characterize her as cool, tough, deep voiced anime woman archetype. I dunno really how to explain it that well, so I apologize for anyone that likes her due to my poor description.
TLDR: Premium Sovetsky Soyuz Hull A with 1.8 sigma and standard battleship dispersion.
OK, with those two out of the way, I want to put a disclaimer here that the next ships are purely optional and not super worth it IMO and really only selected for being different than the rest, I.E. not something that is currently offered in other ships / premium ships already in-game.

Optional 1st Pick: AL Prinz Heinrich

This is a premium version of Prinz Heinrich, the tier VII german battlecruiser of the Ersatz Yorck class. She is a 1 for 1 copy of Prinz Heinrich: no special differences here besides premium benefits.
Now, while she is not unique in any way, she is not a bad battlecruiser for tier VII standards. This mainly comes down to the 50mm deck plating she has in a tier wrought with battleships with just 26mm of plating on their decks. Really, any tier VII battleship that has more than 27mm of plating is really competitive in this tier, simply because they don't get overmatched or full-penned by HE. It's sort of why Scharnhorst '43 is so popular and good, since she doesn't get chunked for 10k when hit by 15 in + guns (380mm guns for ya'll metric nerds).
Besides that, she's not slow as hell, going at a decent 28 knots, has 15in guns herself, has fast acting DCP, and is the first ship in the german battlecruisefast battleship line that gets that sweet improved secondary dispersion formula, which despite the 9km max range, means that she has free DPM to let the game play itself essentially. Combined with torpedoes, she can bum rush many slower and weaker battleships that the german battlecruiser line is famous for. And on top of all that, she also has hydro for better pushing to see torpedoes earlier, or push smoked up ships.
Now for some cons, the guns, while using battlecruiser dispersion have an awful 1.5 sigma, so your shot grouping is... bad. Do not be surprised if a lot of your shells in your salvo get a mind of their own. Besides that, she's on the below average end of HP for tier VII, at 56k. Also, she does have 25mm bow and stern. She does have a 30mm extended belt (colloquially known as an ice breaker), which is followed by 120mm extended belt, that protects the lower portion of the ship from overmatch bar 18in guns that she MIGHT face in the likes of Georgia, Sun Yat Sen, Musashi, and Tsurugi, and Adatara. Still, that doesn't mean she is immune from overmatch, as the odd shell can still get through her bow and stern and chunk you, so do not bet on it 100%.
Now that is for the most part, the review. However, for any true fans out there, they know that Prinz Heinrich from AL is actually a P-Class cruiser, AKA Schill in this game. Since Schill was a limited time ship that required whaling for her, and that wargaming dropped the ball and just did "Oh this ship has the same name! Here ya go!" then you know how much this kind of sucks. If you just like Prinz Heinrich, and want her as a premium, you can ignore this tidbit, but for any true fans that DO NOT have Schill, you're shit outta luck.
As far as commander goes, the voice actor, Hiyori Nitta, does a wonderful job characterizing a carefree and bubbly character. As previously mentioned, I recommend putting her on Schill if you really care about game accuracy, that is, if you even had Schill to begin with.
TLDR: Premium Prinz Heinrich copy-paste. Get it only if you really like Prinz Heinrich (the ship) which is actually pretty good for its tier, and want a premium version of it, or Prinz Heinrich as the character.

Optional 2nd Pick: AL Shimakaze

Hoo boy, this one might be controversial. This is a special ship (NOT a premium ship) of IJN DD, Shimakaze.
Shimakaze really needs no introduction. It is the old school torpedo boat that coined the phrase "Torpedo soup" or at least contributed to that phrase. It can put 3x5 23k damage, 12km Type 93 long lance torpedoes into the water. It has some of the best concealment for her tier, getting down to 5.6km surface detect, and good speed at 39 kts (42 kts when speed boost is active). It has been here since the games launch, and well, admittedly, or at least in my opinion, has seen better days.
Still, while some other DDs might have powercrept her a little, you can't mistake the fact that a well played Shimakaze can terrorize a team that lacks the tools to pin her down. Even if that is seldom the case most of the time (48% win rate on NA out of 8 million battles), the ship still has strong tools when played to it's strengths. 23k damage torpedoes are no joke... if you get hit by them at least, as they have a pretty awful average reaction time of ~9.35 sec (according to wows ship builder). Now, this can be sort of remedied with building for torpedo speed, getting torpedo tubes mod 1 and swift fish to decrease that time to ~8.5 sec, but that's still far above the average of 7.8 sec most torpedoes have in other nations. Still, if you get the right angle, devstriking a full HP battleship is not uncommon if you get a perfectly lined up shot. Thing is, it takes WAY more skill and positioning than you think it does, especially considering that most top tier players sort of know what they're doing, and that a lot of top tier ships can run hydroacoustic search these days.
Combined with the fact that she has some of the worse gun DPM of any tier X DD, and has fairly low HP for the tier, it can be fairly hard to play this ship unless you get just the best matchmaking ever. It's a real feast or famine type ship, which I would say summarizes most of the IJN Shimakaze line in general, bar maybe the mid tiers. All this really means is that Shimakaze is NOT the most competitive DD at tier X, as arguably many other nations have better torpedo boats, or better yet, opt for hybrid boats that can defend themselves fairly well, such as the Pan Euro DDs. Still, as mentioned earlier, if played to her strengths, she can be a good ship, but all I am arguing for is that she is not a meta ship, at least in my opinion.
Now, onto the whole Special Ship thing. Yes, this IS a tier X ship that can be bought for money. And YES, this is like the ARP Yamato deal, allowing noob whales to skip to tier X and forgo all the blood sweat and tears that goes into grinding to top tier. And YES, IT'S A SHIMAKAZE, THE TIER X NOOB MACHINE. I DO NOT HAVE HIGH HOPES FOR MANY AL SHIMAKAZE PLAYERS EITHER. With that out of the way, what benefit do you get for getting a special ship version of Shimakaze?
Well, to start, Special ships essentially have the premium bonus package already baked in, I.E: +50% Credits, +100% Ship XP, +100% Commander XP, +100% Free XP. On top of that, you also have a reduced repair cost compared to a standard tier X. Besides that, you can freely swap commanders onto this ship like a premium ship with no retraining required, making it a good trainer. These are the ONLY 2 reasons that make this ship more economically viable compared to Shimakaze. While the bonus package on Shimakaze can achieve 1 of these 3 effects, the other two, reduced repair cost and free commander swapping, puts this above standard Shimakaze as a result.
So, unfortunately, This is a slightly better Shimakaze. So if you REALLY like Shimakaze, and want a premium version of it, well, here it is, for a lot of goddamn money. Like $100+ expensive. Go figure ya know?
Also, the commander is voiced by Saori Hayami.
TLDR: Special Ship verison of Shimakaze. Take if you are a whale have a lot of expendable income to burn, AND really like Shimakaze (The ship), and or really like Shimakaze (the AL character).

Optional 3rd Pick: AL Yukikaze

AL Yukikaze is a similar version of the IJN DD Kagero, but with F8 torpedoes and no option for torpedo reload booster.
Now, this is the last of the semi-unique AL ships, as every other one has been copy-paste. Yukikaze at the very least is different in that she has F8 torpedoes. These differ than Kagero's choice by having less range, (8km vs 10km), higher damage (21k vs 20k), faster reload (104 sec vs 112 sec), and higher speed (76kts to 67kts) which also leads to a better reaction time of ~8.8 sec vs ~9.45 sec.
Now, does this make Yukikaze better? No, not really, as 8km is rather short range for high tier standards. It does make them almost break past ~8 sec reaction time with a full torpedo speed build, the best of any type 93 torpedo, but combined with the fact that it has no other differences in gun handling, DPM, HP, and consumables, I find this shorter ranged torpedo to be a high risk high reward setup, which already exacerbates high tier IJN DD gameplay further than it already is, being so heavily feast or famine.
I can really only recommend this ship if you really like Kagero for whatever reason and really like the 8km F8 playstyle. That and if you like the history of the ship and or like the character of the ship, voiced by Kana Yuuki, despite how annoying and self aggrandizing her character is made out to be.
TLDR: Kagero but 8km F8 torpedoes.
OK, now for the ships I really do not recommend at all for varying reasons. The reviews are going to be more brief from here on out.

Skip 1: AL Cheshire

Only get this if you really, REALLY want to get Cheshire right now. Currently, regular Cheshire is off sale, and cannot be obtained. For whatever reason you think you might need Cheshire, this is the only way to obtain her at the moment in AL form. Which more than likely means that if you want her, you are more than likely a fan of the AL character, as the ship itself is pretty bad. Kind of polarizing given that Cheshire in AL is pretty meta, and her in WoWs she's pretty solidly in D tier for competitiveness.
She is essentially a worse Albemarle, having no Spotter Plane, and garbage DPM for the tier. Really, the 9.2 in guns really only offer 59mm of pen vs 34mm, and better AP pen with overall flatter flight times, but not by much. The armor is Okayish, but trust me when you will get smacked through your bow and stern often, as you have a stepped citadel that if you get overmatched through either direction, you WILL get citadelled. While you get that 50% cit and hull repair party, it really doesn't matter that much when it happens so often, or you just get straight up dev striked. Combined with the lack of spotter plane, that 16km gun range will feel really short, especially when you are bottom tier.
You can at least be happy that the AA she has is up to par in how she is in AL, as it's best in class for her tier. Well, mostly, but her Flak Count is above average at 6+1, and combined with always having defensive fire, I recommend getting the commander skill Focus Fire Training, so you get that +1 flak cloud for 8 in total, which combined with Defensive fires flak buff, those flak bursts will do 7k a pop, Which is the equivalent to instantly destroying about 7 to 3 planes depending on the type if they run into it while DF is active.
Besides that, the commander is voiced by Shizuka Ishigami, and well, pretends to be a catgirl.
TLDR: Get this if you really really, REALLY want Cheshire and you don't have one, or because you really like the AL character.

Skip 2: AL Hornet

This is just Hornet. You can get her cheaper with a 25% discount coupon. It's also a CV, which I imagine is not everyones cup of tea.
The commander is voiced by Nozomi Yamamoto, and personally, I enjoy the happy go lucky characterization she has. This might be the ONLY reason you want to get Hornet, that or because you like the cool skin the ship has, and or the free 10 point commander.
TLDR: Get regular Hornet with 25% discount. ONLY buy this if you love AL Hornet (the character) to pieces.

Skip 3 & 4: AL Azuma and AL Agir

These two are just Agir and Azuma, coal ships, that you can get absolutely for free. They are also not really the best Tier IX cruisers anyways, as Azuma is super vulnerable to battleships, and Agir doesn't match up to the likes of other large cruisers at this tier.
That said, I can only imagine you getting these ships for the same reasons for Hornet, and that is because you are a fan of the AL characterization of these ships, as Azuma is voiced by Kiyono Yasuno, and Agir, Ayane Sakura. Or you just like the ship skins.
TLDR: Get Azuma and or Agir for free with Coal. ONLY buy this if you love AL Agir / AL Azuma (the characters).

BONUS: Commander Pack

Hahaha no. Unless you really love AL and don't mind by dropping... looks at price... 100$+ USD and getting a ton of fully voiced commanders, then go for it. The only other reason would be because you are a fresh player and need 10 point commanders for most of the nations in this game, which is really only useful if you need say concealment expert on destroyers for example, then sure, go for it if you find that to be an OK option.

EDIT: BONUS BONUS: AL Littorio

I forgot AL Roma, I mean AL Littorio is also a thing, and on an 80% sale.
Anyways, Roma herself sucks.
The guns have so much muzzle velocity that you will overpen targets 50% of the time. Combined with the Italian / french dispersion, which is one of the worst battleship dispersion formulas for battleships. So, they are fairly inconsistent guns as a result. Still, if the guns behave, they are pretty mean, as they have a lot of penetration for 15 in guns, on par with some of the best penetration for tier VIII battleships. They also have the best damage for 15 in guns for the tier as well. The gun handling is at least not total crap, as they have 30 sec 180° rotation time, which is above average for most BBs. The forward gun angles are decent too, at 31°, but her rear angles are worse at 40°.
Speaking off, the armor is fairly good at a first glance, with 45mm deck, 70mm deck sides, and a fairly small superstructure which has extra protection from her 90mm dual purpose guns 40mm barbettes and the conning tower. The citadel is slightly above water, but it is not a turtleback, so you WILL get punished for being broadside, considering the armor is 375mm + 40mm of armor or protection. The 40mm inner plate is not overmatchable at least, which is a small plus. At least, compared to the tech tree Tier IX and Tier X that have 25mm plates under their turtleback.
She also gets points for good concealment for her tier, being among the best, at 13.39km base, 11.7km max.
Overall, she's... a tough and sneaky nut to crack, unless she shows broadside. The guns themselves are a massive dirce roll each time, and kind of suck. When they behave though, usually at range, they are amongst the best 15in guns at tier VIII.
Oh and Roma is voiced by Yui Kondou.
Oh wait. This supposed to be Littorio. Whoops. Then that would be Shizuka Itou that voices her. And Yes, if you didn't know, this is for all intensive purposes SHOULD be AL Roma. The simple version of this is that the Vittorio Veneto class all had striking unique features that set them apart at a glance. There was a controversy a while ago about AL Littorio literally being Roma with a skin, as if you demout the camo, the Roma nameplate is still there. Same goes for our Tech Tree Vittorio Veneto, as it is too, just Roma. In fact, the upcoming Spanish Tier IX premium Victoria will be the first version of Roma that is somewhat different. But honestly, it doesn't count.
TLDR: It's a freaking Tier VIII BB on 80% off. Get it while it's hot I guess. Besides that, she has poor gun handling and accuracy, but strong armor (when angled), and good concealment.
submitted by SuperCustodiam to WorldOfWarships [link] [comments]


2024.05.16 23:20 hclopez883 H: B E 25 Fixer W: Ari E 25 Fixer + SG Bobbles or BOS

H: B E 25 Fixer W: Ari E 25 Fixer + SG Bobbles or BOS submitted by hclopez883 to Market76 [link] [comments]


2024.05.16 22:42 Shattered_Disk4 This is the feedback layout I’m going to put in the final survey that touches on almost everything in the game. Give opinions (stay civil please) (long)

I have an amateur background in game design, concept artist, study game design, work in education, and honestly obsessed with game design as a whole. Heros, cards, mechanics, systems etc, etc, I’m very passionate about it and I don’t want to sound pompous cause i am aware to how the “oh I KNOW about game design” sounds, but I am serious about it so I don’t want this to sound like it comes from ignorance.
Here’s the list of changes, tell me what stands out, ideas, etc..
General- ultimate Charge rates need to be increased significantly, cooldowns should not carry over between rounds. Healing across the board needs to be reduced slightly which I will go into in each character suggestion for Strategist. (If not mentioned the healing stays the same)
Give players more information- damage numbers, stats, healing numbers, ability explanations, Etc..
Teamups need to be reworked or removed from the game all together. They should be flavorful add ons, not so important that they make or break a charcater like magneto and scarlet witch or almost useless like Magik and black panther, or massively oppressive like punisher and rocket.
Seasonal buffs need to be removed. They are not enjoyed in any game they have ever been in, and creates artificial metas. Also defeats the purpose of the playing your favorite characters, because it pushes you to play other characters if the seasonal buffs are made too strong.
Melee damage characters need to have movement speed increased above normal speeds to help chase and not get backpedaled by other characters. Black panther, spiderman, hulk, etc.
More signs you are taking damage, either visual effects, screen effects, sounds, etc. sometimes it’s hard to tell where or who is damaging you and makes the game feel floaty.
Possible suggestion- add “power” health- a new type of health that can replace a portion of characters like vanguards health bars, that reduce instances of damage by a percentage. Rapid damage instances will be reduced more than single shots.
Example: A fast hitting attack that does 10 damage multiple times will be reduced more than an instance of damage that does 70 damage 1 time.
Similar to armor in other games. Example- hulk health: 400HP+200 power= 600 total on health bar.
Add a universal HP regen when out of combat for a certain time period.
Add a role lock or Queue system, at least in competitive play. Unbalanced teams are un-fun to play against and un-fun to play with.
Hulk- put his leap on a cooldown, dealing damage when he lands. Remove the targeter and make it a leap in the direction he is looking with a set distance about the maximum length of the current jump if not a little less. Also let him aim it down to target people next to him.
Start the game and respawn as the hulk instead of Banner. Makes getting out of spawn after dying take way too long to return to the fight and serves no real purpose compared to other vanguard.
Remove the radioactive lockdown ability, and replace it with something new. Doesn’t feel like a “hulk” ability.
Ability concept Suggestion: a stomp that leaves a jagged rock wall going forward and up in a line that knocks up enemies and damages them. Leaving the wall in place as an obstacle that can be destroyed or that last a short duration before breaking.
Vanguards are all about controlling the area; and right now hulk just doesn’t do that, he feels like a giant duelist who’s doesn’t do any damage.
Gamma burst- reduce damage, now pierces enemies.
Increase melee damage slightly.
Overall the hulk doesn’t feel powerful like the hulk should, I feel like these changes can fix that problem.
Magento- Replace his primary fire with the greatsword from his team up. Reduce the damage, cleave width and range.
Metal bulwark- can now place it on himself as well as Allies.
Metallic curtain- blocking damage adds to megnetos metal rings.
New passive- hold jump button to float into the air, doing so slowly consumes metal rings. Can no longer slowly descend.
Team up (if they are kept in the game)- scarlet witch makes metal malwark deal damage in the area around it when destroyed or when it ends.
Peni Parker- Make being pulled to her web a cooldown that can be activated, instead of being a certain distance away. Current form of set distance feels very clunky, and awkward to use in regular gameplay.
Reduce the amount of mines placeable, and damage of arachno-mines. Limit amount of mines to either 5 or 6. I stopped counting when I had 14 mines on the ground at the same time.
Make arachno-mines able to be destroyed by shooting them. Mines inside the webs are now invisible.
Mines from the ultimate are not limited in amount.
Doctor strange- Reduce damage on primary fire.
Groot- Reduce the amount of walls that can be placed. 1 for each wall type at a time. Cooldown of each wall starts when walls are retrieved or destroyed.
Walls now also have a duration.
I know the initial idea of him building ramps and connecting walls was cool, but in practice it just provides too much ability spam potential instead of building like intended, and that many obstacles in the game at one time that can be used rapidly makes some matches purely unplayable.
Reduce damage of primary fire to be more similar to hulk. ( no reason Groot should have more damage at a longer range)
Ironwood wall health reduced to 600 from 900.
Reduce damage Groot Ultimate does significantly, almost to nothing. Around 50 damage on initial hit and ticks of 5 damage for its duration.
Storm- Make movement similar to magneto, where she floats on the ground. And an activated flight can be turned on and off with an ability key-bind with a 1.5 second cooldown between activations, but consumes no resource, just a different movement type.
Increase base movement speed in the air while flying.
Enemies hit by the Lightning strikes on goddess boost, receive a chain lightning debuff. When they are hit by bolt rush, a chain lightning bolt will arc to nearby enemies who also have the new debuff. But for reduced damage of the initial bolt rush.
Black panther- Reduce cooldown on sprint rend to 8 seconds from 12 seconds.
Increase amount of spears to 3.
Remove spinning kick and replace with a new ability to help him initiate attacks and stay alive.
Suggestion: vibranium shielding-black panther crosses his arms and reduces his movement speed slightly. Creating a small shield that only covers his own body that floats in front of him. This blocks damage all frontal damage and last 2 seconds. Does not block melee damage.
This ability would have a 8 second cooldown.
If spinning kick is not removed, make it aim-able in any direction similar to sprint rend.
Sprint tend cooldown is refunded if a KO is achieved with it, no matter if a vibranium mark was applied.
Bast’s decent resets sprint rend cooldown when it is used.
Increase primary fire melee damage and range to be more inline with other melee characters. Reduce attack speed.
Make subtle step a passive like spider-man or Peni Parker. Feels too clunky to be on a cooldown and doesn’t make sense.
Iron man- Make movement the same as storm new movement I suggested above. Always flying feels like a detriment to the player and does not feel good to play.
Increase direct hit damage of his primary fire.
Keep direct damage as it is now in armor overdrive.
Increase damage of micro missle barrage and make it usable in Ironman’s regular mode, not just flying or overdrive.
Scarlet Witch- Reduce sensitivity of chaos control lock on. Slightly Increase the rate of chaos energy gained.
Mystic projection charges reduced to 1 and now is a single use ability cooldown reduced to 7 seconds from 8 seconds.
Starlord- Primary fire Damage fall off increased (should do less damage at longer ranges)
Primary fire spread increased slightly.
Suggestion: replace blaster barrage with a new ability. This ability is essentially a “I win” button, which feels really bad to play against this strong of an ability that isn’t even an ultimate.
Suggestion: an element gun element switch that have different effects for a few seconds when switched (not constant) fire, ice, shock, etc.. which activate after hitting a certain amount of shots on a enemy.
Effects would be up to devs.
If not removed than the damage should be reduced.
Punisher- Primary fire Damage fall off increased (does less damage at longer range)
Primary fire Spread increases the longer the trigger is held down, starting when the magazine reaches 20 rounds and ramps up on continuous trigger hold.
Stopping the trigger pull will reset the spread.
Shotgun damage reduced significantly, headshot multiplier reduced, damage fall off increased, spread of pellets increased.
Ultimate should have wider spread, doesn’t make sense he can laser beam people across the map. Also increased damage fall off.
Turret health reduced to 400.
Hela- Primary fire Damage fall off increased.
Primary fire damage decreased
Ultimate damage decreased, ultimate duration decreased (maximum 4 Nastrond crows can be fired.)
Blast radius of Ultimate decreased, makes the player be more accurate to get KOs with it.
Magik- no longer gains bonus health on primary fire melee attack or quick melee attack but these melee attacks heal Magik if she is below full health for the same amount of bonus health previously gained: 13 HP.
Bonus health received for dealing ability damage is increased slightly.
Primary fire melee attack speed increased slightly.
Spider-Man- No changes needed that I can currently tell. These other changes should make the character more reliable when playing.
Namor- Character needs to be reworked from the ground up. Does not feel like I’m playing Namor or feel like a comic book character. Decent viability, but boring design.
If the same playstyle is kept, give him different turret types, (fast firing fish, water barrier turtle, slower fire rate octopus that gets an incsreaed attack from wrath of the seven seas) allow him to move while shielding himself and does increased damage with wrath of the seven seas, but has a longer cooldown.
Loki- No longer receives full ultimate ability when transforming, but has a massively increased charge rate.
When KO’d in his ultimate, he no longer is eliminated but reverts back to Loki.
Reduce the amount of healing and damage illusions do.
Regeneration domain- renamed “untouchable domain” no longer heals from damages received, but character inside can no longer be damaged.
Hela and Loki team up removed from the game, or when activated goes into a long cooldown.
Mantis- Ultimate no longer is a heal over time, but a large bonus health shield that is applied to all Allie’s in range. Keeps the same duration.
Movement speed of the ultimate stays the same.
Her current ultimate Feels way too similar to Luna snow ultimate and when used together or back to back feels really unfun to play against.
Luna Snow- Ultimate duration reduced from 12 seconds to 7.
Healing reduced for primary fire.
Healing from share the stage stays the same. So percentage would be increased to accommodate the reeducation of primary fire healing.
Rocket raccoon- Primary fire damage reduced, projectile speed increased. Now has significant damage fall off at longer ranges.
Healing reduced from secondary fire repair mode. But increased if the orb fired is closer to the ally they are healing. (Rewards accuracy)
B.R.B.- now has a duration. (Maybe 30 seconds)
Recall cooldown increased to 10 seconds from 5.
Cooldown increased to 35 seconds on revive from 25 seconds.
Punisher team up removed from the game.
submitted by Shattered_Disk4 to marvelrivals [link] [comments]


2024.05.16 22:37 unfit_ibis Wormhole War, Part III: On Sugar, Spies and Evictions

Tldr: A critical SYNDE coalition home hole is burned to the ground by HAWKS and hundreds of billions are lost or safelogged.

Starting Points

One of the more contentious elements of any major conflict is identifying when, precisely, it actually began. In EVE, as IRL, that is particularly challenging given the breadth of metagaming which takes place. Did the Wormhole War begin when SYNDE decided last summer that they wanted to replace HAWKS as the dominant high-class wormhole group and committed to making that a reality? Did it begin when they solidified their alliance with the Initiative? When they build their wormhole coalition? When they seeded HAWKS home with capitals? Any of those, had they been out in the open, would likely have triggered open hostilities. But those plans and the steps towards their ultimate objective were carefully and smartly hidden from view.
The widespread SYNDE coalition assault on HAWKS C5 and C6 holes began on March 24th. With the information we now have available to us, the real start of the war was likely the eviction of Voidlings during the first week of March 2024. HAWKS and their future allies were almost certainly unaware of the significance of that eviction, but leaked internal SYNDE comms put truth to the notion that SYNDE viewed that as a critical first step in isolating and crippling HAWKS. It was, then, the first overt act of war by SYNDE – though its place in that broader campaign remained shrouded for several weeks.
Voidlings is a small to midsize wormhole group. A few years ago, they were a growing low class wormhole group living in a C2 with HS and C3 statics. In 2022, they moved into a new home, a C5 wormhole with a C5 static. For non-wormholers, nearly every high class PVP group lives in a C5 with a C5 static. C5 space is both where the majority of high class farms are. The abundance of C5 statics means that living on the “C5 Highway” is often the best route to all forms of high class pvp and pve content. Honor brawls also almost exclusively take place in C5 holes.
So Voidlings grew from a low-class group into a high-class group, and they continued recruiting in an effort to become one of the relevant high class PVP groups. Their zkillboard suggests they participated in most traditional high class activities – farming, feeding, fighting, evicting, ganking, skirmishing. It appears they were supported during this period of growth by one or more HAWKS members. As a result of this affiliation they were not approached by SYNDE during their coalition-building period. Instead, they were marked for pre-war eviction both to be a preliminary test of coalition coordination and also to eliminate a potential HAWKS ally. Isolating HAWKS was key to the entire war plan.
SYNDE began seeding the Voidlings home with dreads in Feb 2024, ultimately bringing in 6 to support their eviction. At the appropriate time, a robust joint fleet led by SYNDE but also including key coalition allies TURBO and Stay Feral infiltrated the Voidlings home hole, installed a staging POS and began their eviction. They diligently held hole control, adding another half-dozen capital ships to their arsenal over the next several hours. A Voidlings eviction seemed inevitable, as they simply lacked the manpower and experience needed to prevent a collection of wormhole groups that large from evicting them. As is often the case when a home hole is under threat of eviction, batphones rang out across wormhole space. HAWKS, NOVAC and SL0W answered the call for Voidlings. The future SYNDE coalition was on already on standby to support this eviction if necessary, as well as future neutral LUPUS. SYNDE had also secured a commitment from the Initiative to support should the need arise.
At first, it did not appears that the batphoning was likely to change anything. SYNDE maintained diligent hole control, not permitting either Voidlings or any allies from bringing in ships or pilots via the Voidlings static. HAWKS rage rolled from their home to get into the Voidlings home, but was unsuccessful.
For the non-wormholers, when you rage roll a C5 static in order to connect with a specific C5 wormhole, you have a 1 in 531 chance of getting connected to that specific hole with each rage roll. Rolling into a specific hole requires days of 24/7 rage rolling and even then the odds are against you. Wormhole groups really only engage in this level of commitment for really high-level situations, such as the historical eviction of HK’s home hole Rage back in 2018.
Midway through the eviction, however, a frig hole popped connecting the Voidlings home with Horde space. HAWKS, NOVAC and SL0W immediately burned in shuttles to that frig hole, and SYNDE was unable to stop the vast majority of them from jumping into the hole and docking in the besieged Voidlings fort.
Voidlings leadership distributed their home defense handout Ravens to their comrades and the stage was set for a glorious home eviction defense fight. SYNDE and friends had a large 100-ship Barghest fleet supported by nearly a dozen capitals (dreads/fax) while Voidlings and friends could field 100 cruise Ravens with FAX logi and nearly two dozen long-range dreads. Range control and capital placement was understood by both sides’ FCs to be critical to the outcome of the fight. SYNDE had a fleet advantage, but one that could be overcome. Unbeknownst to the Voidlings side, once the frig hole popped SYNDE leadership had invoked their war alliance with Initiative, The Initative pinged and mobilized a 200-man Tengu fleet, travelling quickly to the wormhole chain’s entrance. Jumping in, the Initiative fleet docked in a nearby SYNDE farm and waited.
As a critical citadel timer approached, SYNDE FC Cyrus Kurush fleet warped dreads to range the full Barghest comp along with them. Bubbles exploded all over the grid, aiming to stop the Voidlings defense fleet from warping to a good position. This was an effective stratagem, as SYNDE knew that the Voidlings defense fleet would rely on FAX logi – so pinging around grid was not a viable option. The Voidlings fleet needed a clean warp-in, to a position favorable for their cruise Ravens. The dreads began bashing the fortizar, forcing the Voidlings fleet to commit the fleet or watch their citadel burn. The Ravens and their FAX logi aligned and warped, accepting a mediocre initial position that would permit the SYNDE dreads to apply well. Once the FAX landed, the HAWKS FC leading the Voidlings fleet called for all dreads to undock, and they were warped in to support this all-in defense effort. Those dreads landed, activated siege modules, and began primarying the SYNDE dreads.
After one SYNDE dread exploded and another started taking damage, the trap was sprung. Reports on both comms noted that a 200-man tengu fleet was on dscan. Confusion turned into delight on SYNDE comms and resigned frustration on Voidlings comms as the Initiative fleet landed on grid and immediately began fragging Ravens. What might have been a closely-fought battle quickly turned into a complete rout. Voidlings was able to extract a small number of dreads – but the butcher’s toll was a heavy one. Voidlings – having supplied all the ships used by the defenders – lost the entire Raven fleet and nearly all the capitals, for a total of 327b lost against 1117b killed. https://br.evetools.org/related/31001880/202403020300
The remainder of the eviction proceeded to plan, and all Voidlings citadels were destroyed. SYNDE celebrated a successful test run of their broader vision and campaign. In recent leaks that cover the aftermath, SYNDE lead Cyrus Kurush noted that although SYNDE had shown they could take on HAWKS alone, they would take advantage of their massive alliance to simply speed the broader war goal of taking all the HAWKS high class farms and taking their rightful place atop a New Wormhole Oder.

Rallying Cries and Motivations

This leads to another critical element for how the war would unfold. Wars in EVE are won by motivated pilots first, and a war chest second. For some time, SYNDE and their primary allies had planted the seeds of resentment towards HAWKS among their members. This is not a challenging task, as most wormhole groups generally dislike each other to begin with. In casus belli discussions with HAWKS immediately prior to the war, and in coalition and leadership meetings with their side, SYNDE was fairly consistent about their war aims: take all HAWKS C6 farms, take HAWKS C5 farms, and take HAWKS home. Those farms were to be distributed to SYNDE and their allies, although the specifics were studiously avoided in discussions.
The leak of the SYNDE pre-war CTA gives real insight into members motivations going into the war. Typically, pre-war CTA meetings in EVE are full of hype, energy and enthusiasm. The Synde CTA, by contrast, seemed a much more pragmatic event. Members were concerned about their current farms, about the plan to deploy out of home and into a C6 staging, about working with blues, and about their ability to participate in NPSI fleets during the war. SYNDE lead Cyrus Kurush needed to make clear several times that the expectation was that even though many SYNDE members were also members of other LS and NS groups, they were expected to devote their full effort and focus to the upcoming war against HAWKS. It is almost impossible to take away from that CTA meeting anything other than a rather shocking lack of enthusiasm for the war from SYNDE line members.

The War in Heaven

On the other hand, HAWKS motivations were much easier to discern. This War presented an existential threat. In the eyes of the SYNDE coalition, HAWKS farms and home were both forfeit. Everything they had built over the preceding decade was destined for destruction. Isolated and outnumbered, this would be the ultimate test of HAWKS members’ commitment. The sudden and shocking rebirth of Hard Knocks was mirrored by a large number of longterm HAWKS members also resubbing.
Another critical and perhaps overlooked element of motivations on HAWKS side was the war vs peace element. Although “peace” in wormhole space is a decidedly violent affair in general, with pretty much every group killing every other group on a daily basis, it had been many years since there was a major, sustained conflict in wormhole space. Nullsec often differentiates between “Skirmish FCs” and “Strat FCs”, with the former leading normal day-to-day fleets of battlecruiser sized ships or smaller, and the latter leading the heavy fleets, cap fleets, super fleets or the sizeable, complicated fleets deployed in major conflicts. In the cartel world that is wormhole space, it might be more appropriate to differentiate between “Territory FCs” and “War FCs”. The former freely leads the wide range of fleets that fight, gank, camp and brawl throughout wormhole space on a daily basis. The latter wants to lead larger, more complicated fleets in direct support of a broader strategic initiative. In gaming as IRL, it is normal for highly skilled players to want to be challenged – and at some point, the normal day-to-day fights no longer satisfies those urges. In some cases, that leads to corps fading away (HK), in others, it leads to limited participation (many HAWKS members/FCs).
When this Wormhole War kicked off, it was promptly dubbed “The War in Heaven” by the HAWKS/HK side. This name refers directly to the biblical conflict between two rival groups of Angels – that led by Michael, and that led by Satan. Revelation 12:7-10:
7 Then war broke out in heaven. Michael and his angels fought against the dragon, and the dragon and his angels fought back. 8 But he was not strong enough, and they lost their place in heaven. 9 The great dragon was hurled down—that ancient serpent called the devil, or Satan, who leads the whole world astray. He was hurled to the earth, and his angels with him.
It is not particularly challenging to figure out which side HAWKS was associating themselves with, given that the name of their CEO is Michael1995.
Perhaps more pragmatically, among members in both HAWKS and the reborn HK, this war was indeed a gift from Heaven above – a chance to dive into a massive, complicated campaign against a foe who was willing to violate wormhole norms in order to achieve their goals. During the first two weeks when HAWKS farms were burning, there is a sense that many of the HAWKS and HK leads were genuinely giddy about the opportunity to take the field and leverage all their accumulated skills, knowledge and experience against an increasingly-reviled opponent. Yes, things looked dire from the outside but internally, there was a mixture of enthusiasm and cautious optimism.

Headshots and Flipping

During normal wormhole fights, both brawls and skirmishes, it is generally considered poor form to headshot the other side’s FC. It happens sometimes, but is definitely looked down upon in the wormhole community. This is the sort of norm that disappears in the context of a large war, or any sort of existential threat situation.
At the strategic level, “headshotting” generally refers to destroying or debilitating the other side’s capacity to fight by taking home holes or staging holes. This would be a key element in the HAWKS strategy, and one surprisingly absent from the SYNDE side. From the very first week, HAWKS looked to take advantage of any opportunity, however fleeting, to headshot SYNDE and their allies. The early ATRAX eviction was the first example of this. It would not be the last, not by a long shot.
Another key tactic is flipping. Not flipping as in changing sides, but rather flipping as in unanchoring and then re-anchoring an Upwell citadel. Recall that when a citadel dies in a wormhole, every pilot’s possessions that remain in that citadel drop as loot cans on the grid. 100% loot drop, 100% of the time. Over time, as pilots join and then leave a group, hangar containers accumulate. Over the years, in successful wormhole groups, this frozen hangar trash can reach into the tens or hundreds of billions. This can make evicting a wormhole resident or group an increasingly attractive over time. A hole that has been owned for a year will not have much loot drop. One owned for many years will likely have a great deal more.
Years ago, intrepid wormhole residents realized that a good way to counter this mechanic was to “flip” their citadels: unanchor, get all the AFG/left corp loot for yourself, then re-anchor. There is risk to this, but for a pvp corp that maintains hole control, the risk is quite minimal.
HAWKS had lived in their current home for nearly a decade. A large, successful group like HAWKS accumulates a large amount of hangar wealth over a period like that, much of it frozen as members AFG or leave corp. During the first week of the War, HAWKS recognized this large oversight and unanchored all the structures in their home hole. A neutral observer might have thought that HAWKS were self-evicting. Through their spy, SYNDE knew that they were planning to flip them and stay in the fight. Unwilling to entertain a HAWKS home eviction at this early stage in the war, SYNDE watched as HAWKS unanchored all their citadels and replaced them with a dozen newly anchored fortizars – and clearing their citadel grid of thousands of loot cans. A steady stream of DSTs transiting in and out of HAWKS home confirmed that wealth was quickly transferred out to kspace.
In that first week, by “flipping” their citadels, HAWKS eliminated the majority of the financial incentives that generally come with evicting a pvp corp’s home hole.

Seeding an Apple

During the period where HAWKS farms were burning and SYNDE was soaring, on Tuesday April 2nd, HAWKS rolled into the SUGAR home hole. Some of SUGAR’s pvp toons were supporting SYNDE, some were farming, others were out participating in NPSI roams in kspace. Few of them were in their home hole. HAWKS sent in a bait RF fleet of a trio of Leshaks while at the same time pinging for a Nighthawk fleet. SUGAR panic pinged as the Leshaks began RFing one of the many citadels in their home. With confusion reigning, SUGAR undocked a kitchen sink fleet including armor and shield, capital and subcapital. Once SUGAR began engaging, HAWKS brought in their heavy shield fleet. HAWKS then began dismantling the haphazard SUGAR home defense fleet, as captured in the first 3 minutes of this video: https://www.youtube.com/watch?v=9ZKgFPbSaLk
After fragging much of the SUGAR defenders, HAWKS proceeded to reinforce every citadel in the SUGAR home. SUGAR lost 35bn in ships in a one-sided fight. SYNDE was dismayed by the poor SUGAR showing. https://br.evetools.org/b66452e6803aec30012694316
Those structures all repaired over the coming week.
On April 12th , HAWKS returned and again reinforced all SUGAR structures, this time with no opposition. Following that second round of reinforces, SUGAR pinged and directed its members to return to home and adopt a defensive posture with rigorous hole control to prevent a HAWKS return.
Many SUGAR members by this point were now opposing their corp’s direction. They certainly disliked HAWKS, but they had historically disliked SYNDE and their allies just as much. Joining them struck many members as a short-sighted, unwise adventure. They had actively participated in reinforcing and blowing up HAWKS structures, only to discover that SYNDE was most often dropping replacement citadels as they got cleared. SUGAR line members felt they were doing a lot of work for little or no benefit.
On April 13th, HAWKS rolled into the SUGAR home hole for a third time – this time with amor timers only hours away. SUGAR immediately sought to roll that incoming wormhole, throwing yacht after yacht at it, as well as a lone praxis. They were able to crit the hole despite losing yachts every few passes.
Sigils are a common ship used most often by Nullsec farmers looking to roll wormholes that threaten their peaceful farming, These Sigils are referred to by wormholers almost universally as “suicide sigils”. The SUGAR FC directed his members to get into Sigils, undock, nullify, and warp to the hole. That hole needed to die. It needed to die now. “Even mains?” one member – Scott Appleblade - inquired. “Even mains,” replied the FC.
Scott hopped into the sigil, and warped to the hole, forgetting to nullify. He landed in the bubble, and was immediately fragged by the HAWKS on grid. https://zkillboard.com/kill/116986540/
Scott, now sitting in Jita, asked for a route back into his home. The FC replied they had no kspace entries at the minute. Scott asked if one could be found. The FC replied not now, quiet, we’re still dealing with this hole. Scott logged off, seething.
Scott had not wanted this war from the very start. Scott had recently upgrade from a Class 3 farm to a Class 5 farm of his own. Scott enjoyed farming combat sites in Leshaks and dreaming of a brighter future. Scott had always dreamed he might one day save up enough to afford a faction FAX: the Loggerhead. He knew they didn’t make much sense and were rarely used, but Scott loved the “Poggerhead” meme. Scott prided himself on his memes. He would often meet people and knew right away that they would become a meme. That was just life, but an elite meme could memorialize that. Scott just wanted to undock from his home fort in a Loggerhead and enjoy the moment. That seemed less and less likely now that the SUGAR home was being reinforced weekly. SUGAR leadership was either absent or, frankly, being dicks. Scott was over it. He had worked too hard. He deserved better. His fellow SUGAR members did, too.
Scott waited until later in the day when he was able to get a kspace entry for his main back into SUGAR’s home chain. He flew his inty in, still seething but with a plan for exacting revenge coalescing in Scott’s mind.
For the non-wormholers, it is important to explain that when you are a member of a wormhole corp, you have a lot more access to corp assets than you likely ever would in a Nullsec or Lowsec corp. Due to wormhole mechanics, wormhole corps almost always have a “Shared” corp hangar in each citadel where commonly used ships and modules are available to all members. This usually includes rolling ships, and handout pvp ships, among other things.
Scott docked in their home fort. He hesitated for a minute as he surveyed those familiar surroundings, but then the rage came back. He just wanted to farm, and now he might lose that. All because of SUGAR leadership. He knew his corp mates understood and would appreciate his actions. Scott proceeded to move everything in the SUGAR shared corp hangar to his personal hangar. He did a double take – he had just acquired over 30b of assets. That would go a long way towards a down payment on the Loggerhead if he could get that to a trade hub.
One good idea begets another, and Scott repackaged every assembled ship he had just taken. He then put the most valuable elements into his two DSTs. He shuttled those out to Jita and back, and then repeated the round trip several times. During the monotony of the transits, Scott realized that nobody – not leadership, not his corp mates – had noticed anything. Even though he was now much wealthier, SUGAR was still in need of a wakeup call.
As he warped to the next wormhole, it hit him – the bookmarks! This is another major difference between Nullsec / Lowsec and wormhole groups. In kspace, one can navigate very easily, or at least with confidence about where you’re going. In wormholes, one needs corp mates scanning wormholes and making bookmarks, basically a temporary map that wormhole pilots use to navigate the ever-changing wormhole landscape. All members need access to those bookmarks, and the ability to create, edit and delete them.
Scott deleted them. All of them. No more going to help SYNDE. No more warping your dread to a safe because HAWKS had bubbled the fort. No more finding your way back after getting rolled out. With no bookmarks, SUGAR would need to stop and consider where they were and why. Scott was pleased with the neat metaphor. At least he thought it was a metaphor. Might also be an analogy. He wasn’t sure, but he was sure it was brilliant.
His DSTs landed on the next hole and Scott jumped. It was then that Scott noticed he had no bookmarks in the next wormhole. That knowledge, combined with his decision not to fit probe launchers on either of his DSTs, was not a positive development. Scott, priding himself on his judgment, weighed his current situation against all he had achieved this evening – over 20b of ships and mods in Jita, and a powerful statement to SUGAR leadership. That was worth the loss of two DSTs that only had about 1.5B combined between them. Scott self-destructed the DSTs, returned to Jita, and went to bed contemplating a brighter future.

When Espionage Meets Opportunity

Prior to shutting the doors a few years ago, Hard Knocks had been regarded in the wormhole community as the top wormhole group for espionage. In a world where information is power, they have always had a remarkable abundance of critical information. Unlike HAWKS, HK was aware of the SYNDE plans and coalition building not long after they were conceived. As allies joined the SYNDE effort, HK sought to penetrate those groups. SUGAR accepted a key HK spy in January of this year. Over the next two months, this spy would quickly work his way up the SUGAR hierarchy, demonstrating strong FC and leadership abilities. When the war broke out, he was one of the main FCs. His background in HK and HAWKS affiliated groups was no concern for SUGAR leadership as they committed to the SYNDE coalition.
When Scott pilfered everything from SUGAR shared and deleted all bookmarks, the spy noticed both. He consulted with his HK mates and decided it might be a fantastic opportunity. The spy reached out to SUGAR directors and offered to do his part in resolving the matter – they needed to cut off access to Scott and his alts, they needed to do it 5 minutes ago and they needed to tighten things up. He knew how to do it, and he was happy to help. There was only one SUGAR director online. He was unsure of how to best resolve the Scott situation, so he called up the CEO on his cell. The CEO and director huddled up and agreed that their best FC was the man to fix it. They gave director roles to a spy who’d been in corp less than 3 months. During a war. A war against HAWKS and HK.
SUGAR members woke up the morning of Sunday April 14th, logged on, and discovered that every one of the structures in their home hole had been transferred to an HK holding corp. Their implant sets were all gone. Every single one. They were unable to dock. Most of their combat pilots were not even in their home hole. What was in the SUGAR home was a massive HAWKS coalition fleet.
And NOVAC was in it.

Stay on the Sidelines and You Will Burn

SYNDE’s diplomatic efforts had been widespread for the months leading up to the Wormhole War. They had enlisted the support of both large wormhole groups and small in building their expansive anti-HAWKS coalition. Two of the biggest pvp groups in wormhole space had consistently declined their overtures: LUPUS and NOVAC. Strong, independent, brawling groups, they did not like HAWKS, but they also didn’t like SYNDE. In proper cartel fashion, they were not interested in helping either of those groups achieve more power or territory. Truth be told they wanted both sides to lose. Better to remain neutral and pick the best course at a later time.
SYNDE did not push much until the first two weeks of the war. During that first week of burning HAWKS farms, according to SYNDE lead Cyrus Kurush, 16 or 17 C6 farms were transferred from HAWKS to NOVAC. LUPUS was the beneficiary of a smaller number of HAWKS farms. It was clear that under the weight of the broad offensive, many HAWKS members had opted to sell their farms to neutral wormhole groups. In most cases, it was HAWKS members selling farms to long-term EVE friends in other wormhole groups.
Cyrus Kurush was livid. He had already earmarked every HAWKS C6, and now many of them seemed to be passing out of the war and into the hands of neutrals who continued to refuse to join his coalition. He directed his lead diplo Zelvig to reengage with NOVAC and clearly relay his message. Zelvig did so, informing NOVAC of two key things: one, further receipt of any HAWKS farm would be viewed as an act of war, and two, while NOVAC was welcome to remain a friendly neutral during this early part of the campaign, the C6s they had already received from HAWKS should be seen as being held in trust for the wormhole community. Following the now-inevitable HAWKS eviction and removal from high class space, NOVAC would have to settle their farm accounts with SYNDE. With his customary enthusiasm, Zelvig gave NOVAC a timeline for their decision to join the coalition: as soon as the last HAWKS C6 farm fell, SYNDE would turn to the NOVAC C6s unless they had already joined. Zelvig estimated that gave NOVAC 2 or 3 more weeks to make a decision.
NOVAC made their decision that night, informing HAWKS leadership that they would be joining the HAWKS side. They asked only that they have a week to get their group organized and prepared. At the end of that week, NOVAC joined HAWKS, HK, Voidlings, and 418 in infiltrating a Vulture fleet into SUGAR’s home hole.

Sugar Free: J104037 Bleeds and Falls

Two things happened from the jump: HAWKS took and held hole control in SUGAR’s home hole while infiltrating additional pilots, and SYNDE pinged hard to get their coalition members to consolidate in Waffle House, the C6 hole that they had made their staging at the start of the war. It was chosen due to its C6 static, which permitted SYNDE to roll into HAWKS C6 farms and reinforce then destroy them at will.
With the HAWKS fleet swelling in numbers with NOVAC’s addition to their alliance, they openly docked in SUGAR’s citadels – now owned by HK. SUGAR members could only watch in horror as the citadel showed more and more reds docking in their fortizar.
SYNDE began rage-rolling in earnest, hoping to connect to SUGAR’s home. Cyrus Kurush was eager to test the new coalition Cyclone Fleet Issue doctrine they had theorycrafted to counter the HAWKS Vuilture doctrine. He preferred their blaster Megathron Navy Issue doctrine, but that had proven ill-suited to deal with the Vultures in the earlier brawl in the HK staging C6.
As would happen often throughout this campaign, luck favored the bold. SYNDE rolled into SUGAR’s home at a high point for SYNDE fleet participation. SYNDE immediately jumped sabres into system and fully bubbled their “in” hole, giving them the time they needed to warp their entire fleet to the hole. They avoided a repeat of the prior fight where they were unable to get their entire fleet in due to poor hole control. The full SYNDE fleet jumped through the hole, rolling it as they sent in the full 3b+ in ship mass. All told, over 150 Cyclone Fleet Issues flooded into the SUGAR home, along with support. The HAWKS fleet undocked to reports of 20 dreads on dscan as the SYNDE fleet warped to the (former) SUGAR main fortizar. SUGAR members had logged on the caps they were still able to pilot – some undocked from that forts, others from deep safes in system. As the CFI fleet connected with the increasing dread bomb, siege modules were engaged and the battle was joined.
The fight was a back and forth affair for a short period before some aggressive FCing by the HAWKS/HK/NOVAC FC team forced the SYNDE fleet to extract. At that point, a dynamic unique to wormhole combat emerged. SYNDE, realizing they could not win on grid, focused on extracting as many SUGAR capitals as possible. They would scan the new static C5 connection – as would HAWKS – and then each would race subcap fleets to that new hole and contest it. If SYNDE was able to get there first and keep the hole clear of sabre bubbles, SUGAR would warp their capitals to that hole and jump 3 of them out. That would kill the hole, causing a new static wormhole to appear one minute later where the two sides could repeat the process. With each new static wormhole, SYNDE continued to feed ships and lose combat capability.
A highly comedic situation occurred on one such hole. HAWKS warped their lone rolling carrier to it blind. In so doing, they hoped to be able to jump the carrier and briefly assert hole control – preventing more than one SUGAR cap from getting out, and also giving the HAWKS fleet time to tackle the others. The carrier landed right after the SUGAR caps did – but in a critical communication gap, the SUGAR caps did not know which 3 were supposed to leave on this hole. SYNDE sabres bubbled up, but the carrier was already on the wormhole. It jumped the hole with its prop on. A clamor erupted on SYNDE comms as they awaited guidance about which cap, if any, should leave. The HAWKS rolling carrier burned untouched back to the hole on the other side. A SUGAR Moros Navy Issue, frustrated at the indecision, jumped anyway. Most of the time, that would have rolled the wormhole, trapping the Moros Navy and rolling carrier on the other side. Luckily for the HAWKS carrier, it was a high-mass hole. The wormhole went critical but did not close. The HAWKS rolling carrier jumped back.
The Moros Navy had extracted, but the remaining SUGAR caps were now sitting around the now-dead hole’s bookmark. Many began burning away and out of the bubbles from the SYNDE sabres who had tried to protect that hole. SYNDE FC Cyrus Kurush ordered his sabres to get off the hole and stop bubbling their dreads, and they did. Forgotten in the chaos and indecision, the HAWKS rolling carrier decloaked, aligned out, cycled prop and initiated wrap. It was immediately primaried by both dreads and the SYNDE CFI fleet. Chaotic calls to bubble the carrier were met with hesitation as those same sabres had only recently been told not to bubble. The carrier entered warp as the bubbles were deployed. The carrier pilot shared this video of the bold carrier roll and escape. https://www.youtube.com/watch?v=DDgzA8J6j44&t
The carrier escape from a heavily bubbled grid marked the final turning point in the SYNDE extraction efforts. HAWKS sabres flooded the grid, tackling most of the SUGAR caps. After more fighting, the SYNDE coalition CFIs extracted from the grid, leaving the caps to their fate. As the caps began exploding and with the HAWKS fleet committed to their destruction, the SYNDE subcap fleet left via the new static.
The final totals for that fight were 48b lost by the HAWKS side, 144b lost by the SYNDE coalition side. https://br.evetools.org/b6633f295132a2a0012c77eb6
SUGAR had extracted 4 dreads, but at a heavy price.

Blue Balls and Explosions

With the clock ticking on the armor and hull timers of the SUGAR structures, SYNDE tried to reset in their C6 staging. Again, they pinged for their coalition to reassemble in that system. Again, they began rolling. That process continued for many hours.
The following day, on April 15th, SYNDE would roll into the SUGAR home not once but twice. Both times, SYNDE only had a partial CFI fleet docked in their fortizar while the HAWKS side maintained a full Vulture fleet ready to undock on a moment’s notice. The HAWKS, HK and NOVAC leadership team knew that this was a critical moment in the campaign, and every effort was made to complete the SUGAR eviction.
SYNDE rolled into SUGAR’s home twice on April 15th. And they immediately rolled the connection both times.
SYNDE lead Cyrus Kurush was personally scanning and rolling. He knew exactly what HAWKS had on hand, knew he could not contest for hole control, and just rolled the connection off quietly. Twice.
Cyrus Kurush knew that the integrity of his coalition required him to make every effort to save a key member’s home hole – but he was also very frustrated by SUGAR’s lack of readiness to defend their home. He had expected a lot more caps, more ships, more support. He felt he had beaten the HAWKS fleet in that large initial brawl, and had been let down by SUGAR. He did not want to risk sacrificing another major loss for a group that could not stand on their own two feet.

The Initiative to Regain the Initiative

The SUGAR Fortizar hull timers were on Tuesday, April 16th.
A key early-war HAWKS ally, a small EUTZ pvp group called Czarna-Kompania, had infiltrated two dreads overnight. Two other groups had brought in one each. That dread force would give HAWKS the flexibility of hitting concurrent hull timers. There were multiple structures that needed to get hit over a two hour period. The dreads would let the HAWKS side bash those citadels while also keeping their subcap fleet free to fight for and maintain hole control if at all possible.
Hours before those timers, disaster struck the HAWKS effort. An A009 wormhole connection popped into the SUGAR home.
For an eviction, the worst possible wormhole connection is an A009 wormhole. It is a 16-hour frigate-sized wormhole that connects to a shattered wormhole that will also have a number of frig holes connecting outward to kspace systems. Frig holes cannot be rolled.
This meant that for the time leading up to the critical hull timers, there would be an unrollable hole into the eviction target, into SUGAR’s home.
By this time, it was clear to all involved parties that SYNDE had a close partnership with the Initiative. Although this was fraying some of the wormhole groups in the coalition, it still afforded SYNDE a chance to salvage the situation. SYNDE lead Cyrus Kurush formed an attack plan with Initiative leadership. During the hours immediately prior to the hull timers, SYNDE would assemble a heavy fleet in their staging, and rage roll for the SUGAR home. The Initiative would form a full bomber fleet, and travel to the C13 shattered wormhole. The second that SYNDE rolled in, they would execute a lethal 3-pronged attack: the SYNDE fleet would explode into the SUGAR home, all remaining SUGAR capitals and subcapitals would undock, and the Initiative bomber fleet would jump the A009. They would time those 3 critical elements based on the location, strength and composition of the HAWKS fleet. It was a good plan. If they could connect those three prongs, they would have 3 times the number that HAWKS could muster. Pings went out and the fleets assembled. Init travelled with a 300 bomber fleet to the shattered hole. SYNDE began rage rolling. About 50 SUGAR pilots sat on logon screen and waited on SYNDE comms.
HAWKS was aware of all of the above. HAWKS, working closely with HK and NOVAC strategists, devised a counter for the two concerning prongs. The SYNDE rolling threat had two counters. Within the SYNDE staging, there was a small fleet of yachts and a seeded, cloaked rolling carrier. In the SUGAR home, another rolling carrier sat ready to suicide roll if needed. Should SYNDE warp their fleet from the fort to a new wormhole, HAWKS was prepared to simultaneously warp both carrier and yachts to that same hole. They were confident they could stop the majority of the SYNDE fleet from making it through the wormhole.
The real threat was the Initiative, and that damned frig hole. HAWKS placed three sniping fleets around the wormhole and dropped a massive number of anchorable bubbles around it. On the hole itself were a mixture of smartbombing battleships and suicide dictors, each orbiting patiently. When the report came of the 300 Initiative bombers entering the shattered hole on the other side, the HAWKS team was ready and waiting.
The Initiative FC team, with a scout already in SUGAR staging, saw all of this. War-seasoned FCs, there was no scenario where they were jumping their bombers into that future charnal house. Unless SYNDE could pull those fleets away from the hole, it was an impossible standoff. The HAWKS battlecruiser fleet could not jump the hole. The Initiative bombers would not jump the hole. The Initiative bombers sat there and waited for SYNDE to roll in.
Meanwhile, in SUGAR staging, citadels came out of reinforce for hull timers and the allied dreads went to work. And everyone else waited. The SYNDE fleet waited on their fort while their FC rage rolled. The Initiative fleet waited in the shattered. The HAWKS alliance fleet waited on the other side of the shattered. One by one, the citadels began blowing up.
The SYNDE fleet stood down. The Initiative left the shattered wormhole and headed back to Fountain. SYNDE had gotten the full Nullsec batphone allied response, but been unable to take advantage of it.
Unconfirmable reports are that the HAWKS alliance looted nearly 200b from the various structures, including a large number of capital ships, on top of the 150b+ exploded. https://br.evetools.org/b661f2a2eddb48200112d82c5 (The three “friendly” caps that were destroyed were looted SUGAR caps that the allies decided to blow up rather than keep and exfiltrate from the hole.)
Some SUGAR members would still try to participate, but SUGAR was done as a fighting unit in the Wormhole War.
The next part will focus on what would become the most important battlefield in the Wormhole War – Waffle House, the SYNDE coalition staging C6.
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