Auto reinforce koc

DBT Skills

2018.10.05 19:39 DBT Skills

Please start by reading the START HERE post pinned to the top of the sub. Thank you!
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2015.02.27 22:42 apotero Support for those with nasty, cruel, toxic, abusive MILs & moms

A place to post about your MIL or Mother who is just the *worst*. Come for support, come for advice, or just to vent and get it all out. That's what we're here for. Discussion often contains adult themes and language.
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2024.05.19 04:24 JAV1L15 New Skirmish UI (DC Window)

New UI vs old, same ship pictured both times. Thought it would be worth sharing a comparison with those that have not tried the public test server yet!
submitted by JAV1L15 to NebulousFleetCommand [link] [comments]


2024.05.19 00:29 Wonderful-Sir250 My game keeps randomly crashing and the crash report pop up isn't telling me which mod is responsible for the crash. I suspect its war and ai tweaks and/or Europe map project but I can't let go of either of those mods. Can you help me find what mod is causing the crashing or find a compromise.

My game keeps randomly crashing and the crash report pop up isn't telling me which mod is responsible for the crash. I suspect its war and ai tweaks and/or Europe map project but I can't let go of either of those mods. Can you help me find what mod is causing the crashing or find a compromise. submitted by Wonderful-Sir250 to Bannerlord [link] [comments]


2024.05.18 22:30 malcolio DRAFT - NTW in Alphabetical Order. Chapter 1: Alsace-Lorraine

DRAFT - NTW in Alphabetical Order. Chapter 1: Alsace-Lorraine
https://preview.redd.it/urzvrkw9ga1d1.png?width=1904&format=png&auto=webp&s=928b14fee0aa32d4158070e2f84e9bafa5fbd195
(Thumbnail) Seven years ago I started posting a writeup of playing a game of Empire: Total War with the challenge of conquering every region in alphabetical order. This was inspired by someone trying to play Crusader Kings in alphabetical order back in 2006. After 75 chapters, with about 2,600 images and just a silly amount of text, I completed the game and swore off touching another Total War game for some time!
I’m now back, to try and achieve the same goal of conquering every region in alphabetical order but in Napoleon: Total War. I’ve never finished a game of N:TW before, so it will fun to see what this more focused and refined(?) version of E:TW will be like to play. As with my last playthrough, I’m using DarthMod and playing on Normal/Normal difficulty. I have no idea if those settings will make this challenge too easy or impossible, let’s find out!
Napoleon Bonaparte’s stats and the 11 regions I have to sell off before I can start this challenge.
There is a vast quantity of books studying the life of Napoleon Bonaparte, but what none of them will tell you is that he had a passion for the alphabet just like King Louis XIV. So obviously he was forced to sell off every region of the French Empire so that he could conquer the entirety of Europe in alphabetical order.
Unfortunately if I lose France I automatically lose the entire game, so I’ll need to unofficially keep hold of that, but otherwise I first need to trade away Alsace-Lorraine, Aquitaine, Bretagne, Corsica, Hannover, Normandie, Pays d'Oc, Picardie-Champagne, Piedmont-Liguria, Provence, and the Southern Netherlands. At the moment the French Empire’s prosperity is spectacular, its prestige sublime, but that’s going to take a bit of a hit…
The French military units in those region capitals will soon need to vacate, most are just militia and basic cavalry, but Strasbourg has a decent sized force led by Napoleon’s brother-in-law Joachim Murat.
The French Imperial Army, scattered across Alsace-Lorraine, Northern Italy, and Hannover
The rest of the Imperial Army is along the empire’s eastern border. Napoleon himself commands the largest army to the west of Strasbourg, close to two smaller forces led by Marshals Michel Ney and Louis-Nicolas Davout. Over in Northern Italy a detachment led by Marshal Jean-André Masséna guards the border with Austria, and in isolated Hannover a similar-sized group guards the city with Marshal Jean-Baptiste Bernadotte as its commander.
The two French fleets, one off Portugal and the other near Genoa, and the flagship Scipion.
The French Navy has just two fleets. The Atlantic Squadron is currently stationed near Portugal, Admiral Pierre-Charles Villeneuve commands the immense 122-gun Scipion, two 3rd rates, two 4th rates, and frigate. The Mediterranean Squadron is near French-controlled Genoa, led by Vice-Admiral Victor Durand it consists of just two frigates and a corvette.
Soon the French Empire won’t have any ports that need defending or to repair ships at, and my income is about to nosedive, so I think it’s time to do something reckless…
An outnumbered French fleet is defeated by Britain’s finest, but not without scoring a massive blow against the Royal Navy.
Admiral Villeneuve is told to take his fleet north and engage whatever enemy vessels he can find, to sink as many ships as possible even if it risks wiping out his own. It doesn’t take long: in the Bay of Biscay the Atlantic Squadron bumps into none other than Vice-Admiral Nelson and a huge British fleet. The two commanders had previously fought at the Battle of the Nile as Rear-Admirals, and in reality weren’t due to meet for another 10 months at the Battle of Trafalgar. The British fleet greatly dwarfs the French, with Nelson commanding his own 122-gun Heavy 1st rate, a 1st rate, two 2nd rates, and three 3rd rates!
I auto-resolve the battle, resulting in an expected defeat. Villeneuve survives on board a battered Scipion, with only a 4th rate for company, but somehow his squadron managed to sink every British vessel except for Nelson’s Rose! The Royal Navy has suffered a pyrrhic victory, my navy upkeep costs have gone down by more than 1,000 gold, and what remains of the Atlantic Squadron flees south to join up with the Mediterranean Squadron next turn.
Parts of the French Empire are sold off, ready for them to be retaken in alphabetical order with the rest of Europe.
With those naval manoeuvres finished I start haggling with other nations to remove eleven French regions that are stopping me from starting my alphabetical challenge. I sell each region to a different ruler, to get as much cash from the sale and to stop any one nation becoming too powerful. I try to give territory that is towards the end of the alphabet to my allies, and those towards the start to my enemies, to prevent having to backstab my friends until I’m already forced to destroy them anyway.
While cash is important I also barter for as many technologies as I can: one technology can take 7 turns to research, gaining them now will pay dividends in growing my economy and strengthening my armed forces.
The main achievement of these region swaps, apart from losing all my income and making me only one region away from defeat, is completely changing the United Kingdom’s foreign policy: by letting George III have both a personal and political union with Hannover I convince the British Empire to abandon all of its allies, and instead join the side of its centuries-old nemesis. That recent battle in Biscay didn’t seem to matter! Along with becoming friends with Prussia I now feel less worried that Paris might be immediately marched on, though it’s hard to tell how long these new alliances will last.
The first unedited screenshot of the game. France is exempt from taxes, to help pretend it doesn’t exist, which doesn’t help the Empire’s negative income.
After all those region swaps I now only control France, as mentioned before I can’t remove this territory without automatically losing the game. So to try not to benefit from being forced to keep France I’ve set myself the rule that I cannot build anything there, cannot research there, cannot recruit any troops from Paris, and the region is exempt from taxes. I keep a company of Grenadiers à Cheval and two artillery batteries to defend the capital, together they cost 546 gold a turn in upkeep so Paris is losing me money!
Right, the game is now set up to start my challenge of conquering Europe in alphabetical order (sort of, ignore France). Which region do I need to capture first?
Alsace-Lorraine. Only just traded to the Austrian Empire, it is surrounded by French armies including one teleported from Hannover.
This is Alsace-Lorraine. Two images ago it became Austrian, in exchange for 5,530 gold and two technologies that would have taken me 14 turns to research. Unfortunately for Austria the region is surrounded by the bulk of the French Imperial Army, so the question isn’t how will I immediately conquer Alsace-Lorraine but can I do so without losing a single soldier?
The full might of the Imperial Army is amassed against Strasbourg, defended by a small number of Austrian infantrymen and some armed civilians.
Marshals Ney, Murat, and Bernadotte link up to immediately attack Strasbourg together. The full stack of units is supported by further armies commanded by Napoleon and Marshal Davot. Protecting the city is just five companies of Austrian line infantry, supported by hastily-armed citizens.
Alsace-Lorraine is captured, denting the expected deficit and allowing resources to be spent on improving the French military and economy.
It would be insanity to resist such an attack so the small Austrian infantry detachment wisely surrenders without a fight. Unfortunately, yet again, there is no battle to see here!
I choose to peacefully occupy Strasbourg and immediately start the construction of basic roads, a cannon factory, a musket manufactory, and an iron mine, plus a cantonment to replace the local tax office. Until that’s all built I can’t actually recruit any more soldiers, cavalry, or artillery (as I’m ignoring France existing). So avoiding a battle is boring but the troops I have are priceless!
The people of Alsace-Lorraine are unhappy under French rule, despite being Austrian for less time than it takes to read this sentence. Luckily I need to keep a large garrison here anyway to protect against my enemies to the east, and I also lower taxes a little to keep the region’s population and wealth growing, so the newly conquered population should be content for now.
OK, so far this challenge seems ridiculously easy, I captured my first region immediately without a single casualty. What’s next?
Aquitaine. Until very recently French, traded away to the Russian Empire.
This is Aquitaine. Like Alsace-Lorraine it was part of the French Empire but quickly traded away, this time to Russia, and like Strasbourg an enemy force has magically popped into existence to guard the region’s capital.
Unlike last time though there are no doom stacks waiting, ready to steamroll the city. What I do have is a random collection of units which originally guarded Bordeaux, Rennes, and Toulouse. A force of two companies of Chasseurs à Cheval (light cavalry) and two cohorts of the local National Guard is led by Captain Alexandre de Rosée, who waits for a company of Chevau-légers Lanciers (lancer cavalry) and another cohort of militia to reinforce him from Bretagne. Combined, this ragtag group of misfits should be enough to win against six battalions of Russian infantry squatting in Bordeaux. So attacking the city will need to wait until next turn, but before we move to Late January 1805 I have a few chores to do…
The French Empire is leaps and bounds ahead of every other nation in research, but this has ground to a halt until a college can be acquired.
One task is to think about researching new technologies. Most nations begin with all technologies locked, some are lucky to have already researched one or two when the game starts. France is luckiest of all with three technologies already researched: Army Corps Organisation, Conscription, and Division of Labour). Thanks to those earlier region trades the French now also understand Classical Economics), Fire and Advance), Improved Coppering), National Debt), and Public Schooling.
Those technologies provide various small economic and military bonuses which will take any other nation at least 50 turns to research, so I’m at a significant advantage on turn 1. However with my self-imposed rule of ignoring the existence of France I cannot use Orléans to start researching any new technologies, instead I send my two gentlemen east towards the first region which will provide a college I can use. It will take more than 10 turns for François-René de Chateaubriand and Jean Rapp to reach their destination, in the meantime my enemies will have unlocked a new technology each, and I have to hope the college they’re travelling to will be controlled by the French Empire by the time they arrive! Charles-Louis Schulmeister, French spy extraordinaire, joins them on the journey.
The French Council of State sees the appointment of a Keeper of the Seals, and new trade deals dent an expected deficit.
One other job to do before ending the first turn is to review who is running things. My starting ministers all have decent stats except for 3 star Keeper of the Seals Claude Ambroise Régnier. I replace him with a string of candidates until one, Oliver Molyneux, arrives with the Stallholder trait which give him a total of 4 management stars. That one extra star means the cost of repressing unrest in my regions is 3% cheaper, and that repression now has a +1 bonus. Small benefits like that could make or break my game in the long run!
Selling off all my regions severed all my trade routes. I re-establish all of them except the one with Spain, as I no longer have a sea or land connection with the Iberia Peninsula. Instead I create a trade agreement with the Electorate of Hesse-Kassel, worth 300 less gold than the Spanish agreement. Overall my trade income has dropped by 1,100 gold since I started this game, but at least I’m now only going to lose 2,880 in gold per turn!
That's the draft of this first chapter for now, this will be taken down when I start posting chapters on the Total War subreddit.
submitted by malcolio to u/malcolio [link] [comments]


2024.05.18 20:57 Chazzerb7 Had this for around 7 years now, all work has been completed by myself through the use of YouTube. My favourite mod so far is the air suspension, what's your favourite mod to yours?

Had this for around 7 years now, all work has been completed by myself through the use of YouTube. My favourite mod so far is the air suspension, what's your favourite mod to yours?
Exterior: Full respray in VW pure grey. Custom garage vary front and rear bumpers, firefly skirts. Rolled arches Airlift v2 management using meisterr shocks and airmext bag over coil conversions. Work emotion kiwamis 15*8 et5 on advan ad08 195/50/15 tyres. Smoothed ducktail. Jassperformance low profile headlights, moss turn signal intakes with switchback LEDs. Jassperformance relocated number plate Jassperformance reinforced frame rails. Carbonmiata hardtop rain rails Hardtop spoiler. Aftermarket wingmirrors. Cgfab rollcage Mx5parts dual exit exhaust Fog light relocation Rear jacking bar Custom rear lower drop control arms
Interior: Raceland half bucket seats Nardi classic perforate leather 330mm steering wheel NRG short hub Wearelikewise ghost shifter Perforated leather shift gaiter JVC android auto headunit Custom 3d printed ashtray phone cradle Dasai mochi v2 Parcel shelf mounted colour matched air tank Custom read deck speaker panel 2 x 6.5 component and 2 x 6x9 coaxial speakers
Misc: Jassperformance brake stopper Ally rad Custom radiator slam panel Gravity performance short shifter
Future mods (bought not fitted): Rx7 rear diffuser grafted to rear bumper Turbo kit - td04 and megasquirt ms Engraved engine rocker cover
submitted by Chazzerb7 to Miata [link] [comments]


2024.05.18 17:09 pkd88 Events @ Hualapai Mt Park

Go and support the events and our local parks.
Craft Fair - June 9 - July 7 - August 4
5k/10k run - July 6
And National trails day is June 1
submitted by pkd88 to Kingman [link] [comments]


2024.05.18 15:32 Gambit-Accepted DAK Battlegroups And DLC Ideas

DAK Battlegroups And DLC Ideas
With the recent additional content for DAK, I’ve had a lot of ideas poking around in the back of my head about new battlegroups that could be developed and other related ideas for DAK. Having a creative bent of mind, I decided to do a write up of these ideas for publication, ideally to influence what comes out later, but mostly for my own enjoyment. This is what this post contains.
The perspective I’m coming from in this post is that, to me, it would be non-sensical for Relic to develop another sequel to Coh, as the release of Coh3 has demonstrated that you have to compete directly with the predecessors, leading to schisms in the playerbase. Moving to Coh3 made a lot of sense, as the technology required updating, but now that that is done, I feel doubling down on DLC for Coh3 in terms of new factions, battlegroups and content is the way to go, unless some fundamental technology leap happens in the next 10 years. Coh3 should be treated as the ‘platform’ on which Coh is developed. Even if we have to wait another 5 years for another faction, this probably makes the most sense. This way, the effort that would go to porting functionality to a new game, can be spent on creating new content and new features for the already existing game.
In terms of the design of the battlegroups, I wanted to make them thematic, different from existing battlegroups, unique and mostly historically accurate. The interesting aspect of DAK battlegroups is that you have a limited pool of units to work with.
Without further ado, here are my battlegroup ideas:
https://preview.redd.it/ln47ig1ct61d1.png?width=1308&format=png&auto=webp&s=931bc2205f9585526dc0543c3b24fb7f15611ccc
Central Idea: Logistics, augmenting Halftrack Deployment System. The battlegroup focuses on mobility and efficient resource expenditure.
Opel Blitz Fuel Truck: The Opel Blitz Fuel Truck should have two effects with the lockdown, when locked down on fuel, it should increase the rate of fuel supply, probably by more than a normal cache, however when locked down in base, it should reduce fuel cost of the vehicles in the selected structure, so kind of like officer supervision. This would encourage more active micro management of the unit. When it dies it should have a large AOE explosion, meaning friendly units should avoid it and also that it can be driven towards enemy units, kinda like a less efficient Goliath that you can't manually detonate, I can’t see this being anything but ludicrously fun. You really could go nuts with the audio design on that. Top Up Vehicle should be an ability that can be targeted on friendly vehicles. Once done, the target vehicle has faster speed, acceleration and deceleration for a fixed distance. Note this is a fixed distance, instead of time, so if the vehicle doesn't move, it won't 'expend' the ability.
Recharge Halftrack Deployment: This feeds into DAK’s tempo playstyle by allowing you to muster units rapidly. The situations where I see this being useful are early in the game when you want to get double call ins early to build out your composition at a discount or later in the game where you’re trying to mass late game armour quickly. For instance, calling in a P4 as a stopgap measure before calling in a Tiger 90 seconds later, especially if you build up a bank in the lategame.
Panzer III Munitions Supply Vehicle: Largely self explanatory, its like the Munitions Store for US, except mobile and provides different buffs. I could see this unit being coupled with ATGs and LeIGs being strong, as well as recharging snares faster, it compliments that infantry and support weapon playstyle nicely. The unit also can drop MG42s and Mortars, which give DAK manpower efficient access to more team weapons, diversifying potential builds.
Vehicle ROF Ability: Self explanatory. Could see it being strong on Marders, Tigers and Stug Ds. You could make this a global ability but here I’ve stuck with a unit ability.
Ability/Upgrades Discount: This essentially makes Unit Upgrades and Unit Abilities 50% cheaper for the duration. Its thematically appropriate and potentially a strong ability. If you could pair this with the Panzer III Muntions Vehicle, grenades would be cheaper but also recharge faster, although this combination could apply to a whole bunch of different things. Strategies where you rush this ability to ‘mass upgrade’ MG34s on the PGs could be a thing, although you’d need a fair bit of munitions banked up. One thing that could be experimented with is applying this to mines, where you could pop this to spam out mines, depending on how expensive the ability is, the calculus might add up.
Panzer I Command Tank: Feeding into that tempo style again, this early game vehicle would have roughly the potency against infantry as a 250, albeit with better armour. However, the main appeals are the capping and mobility bonuses, these would allow you to rapidly gain map control and would give you an edge when switching sides of the map. For flanking manoeuvres, this would also come in handy, one combination that would be strong would be your vehicles ‘Topped Up’ with the mobility bonuses from the Opel Blitz Fuel Truck and your infantry buffed by the Pzr I Command Tank, meaning your forces can get off flanks or respond to threats much faster.
Withdraw & Refit: Again interacting with the Halftrack Deployment System, this allows you to trade in vehicles that are not needed for resources, exactly like with Brits. I could see this being useful when you want to get rid of 250s that you have spare.
Panzer III S-Mine Launchers: This would be an ability on the Panzer III that allows it to launch S-Mines. I could see this being implemented in 2 ways, either exactly like the Tiger S-Mine launcher ability, which would be really strong for flanking AT Guns or chasing down squads, or if that’s too strong, more like the grenade ability on the Sturmtiger in Coh2. Again, this synergises with the Panzer III Munitions Vehicle and the Ability/Upgrades Discount ability.
Panzer III Side Skirts: Self explanatory, improves the armour and health of your Panzer IIIs after a unit upgrade is purchased. I wouldn’t be in favour of this being an instant upgrade to all units. This would again synergise with the Ability/Upgrades Discount ability.
Lorraine Schlepper Mobile Artillery: Finally, mobile artillery, not unlike the Wespe, giving DAK another tool in the box at their disposal.
https://preview.redd.it/japhac3bt61d1.png?width=1496&format=png&auto=webp&s=3e701d51062abcefb4181342300ec17de4d2fcf1
Central Idea: Fire, anti-cover. It would be strong against team weapon camp gameplay.
Incendiary Grenade Assault: Its essentially the exact same as the Assault Gren grenade assault, except Panzer Grens have access to it and its better at denying cover. So I see this being useful when you want to dislodge infantry in cover or make a Team Weapon move, as they won’t be able to jump back into cover or move back.
Detonating Shot: This ability is available for; Paks, Marders, P3s, Tigers, P4s, Stugs, Flak 36s. While active, if you land a kill shot on a vehicle, that vehicle will blow up causing AOE damage to nearby units. How good this should be will need to be tested. The basic counter play would be just to split up your units, but that requires micro. On the flip side, using the ability well also requires micro and good timing, so there’s a skill factor involved. This ability can also be used on ATGs and Indirect fire units (including emplacements), and if you land the kill shot on these units while the ability is active, it not only explodes but also, importantly, destroys the weapon outright. So you wouldn’t need to focus the decrewed weapon afterwards. This is pretty strong against team weapon play.
Indirect Incendiary Rounds: Exactly like it was in Coh2 for the same units. It also applies to the 254 Artillery observer. All of these barrages are good for area denial and also killing off emplacements.
21cm Nebelwerfer 42: A heavier version of the Nebelwerfer, relative to Wehr’s one. This would have higher alpha damage on it’s shells and the flame dot damage to boot. Only 5 rockets though.
Incendiary Creeping Barrage: Self-explanatory, area denial tool, good against team weapons and emplacements. Strong for denying VPs.
Double Flamethrower Panzer Pios: Strong upgrade naturally, but expensive. In order to get the double flamethrowers you need to buy each flamethrower for 50 munitions. It makes the squad a massive target.
Flammpanzer I Assault Group: This is very much a shock callin, you’d get this to drive your opponent off the map in the early stages of the game. Relative to the L6/40 with the flamethrower upgrade, this would be more potent as it retains the coaxial MG. Relative to the Flammpanzer III, it would have less health but come earlier. Combined with the Panzer Pios, it’s a strong power spike which would be especially good on urban maps.
Inspired Assault: Exactly like it was in Coh1, it was an interesting ability.
Sd. Kfz. 233 Armoured Car: In the great pantheon of DAK light vehicles, where does the 233 fit? It would be most comparable to the Stummel and the Scott, being effective against Team Weapons and Camp playstyle. Unlike the Stummel, it would be more effective at short range, as it retains an MG42 and has the canister round, as well as having more health. Relative to the 8 Rad, it would be worse at chasing infantry on retreat (although you already have the Flammpanzer I), but it would be far more proficient against units at range, units in cover and team weapons. Relative to the StuG D, it would be faster, cheaper and require less teching, but would have worse armour.
Heavy Incendiary Bomb Drop: Extremely good against team weapon camp, emplacements and units capping VPs. Could potentially neutralise points like the Dive Bomb in Coh2?
https://preview.redd.it/aipq57z9t61d1.png?width=1020&format=png&auto=webp&s=0bba7347d9d2321fca701d0e1b97fac68f4d1a0f
Central Idea: Heavy Team weapon play, this battlegroup is the only one that ‘goes against the grain’ of the DAK traditional playstyle by offering you more of a camp based strategy.
250 Reinforce: Essentially a utility ability that congeals with the rest of the battlegroup. Although I could see it being useful in combination with Assault Grens as well.
Pak 36 ATG: Light ATG, effective against Light Vehicles. Unlike the Pak 38, it requires no tech, so you can get it early and allows you to tech T2 while still having ATG support. The Stielgranate 41 shot improves it’s penetration against vehicles, although at the cost of munitions.
Tobruk Bunkers: Variety of emplacements, lots of photos of the DAK using these in WW2, hence the origin of their name. For defence in depth, these are going to be strong, you could have one of the Panzerturms in the back to prevent light vehicles or infantry from breaking in. The 360 Bunker is not fundamentally different from the Wehr AA piece, however, to make it more skilful, it would be cool if you have to manually switch the firing arc.
Flak 37 AA: A larger and more powerful AA than the Wehr Flak 30. This would be more effective against light vehicles and infantry, although could be made slower to move around, and have slower pack up and setup times, to balance it. My thinking is something like the speed of Pak 40s in camo would be slow enough to make indirect highly effective against them. It would encourage using them in conjunction with a tow vehicle, moving them around the battlefield quickly would be impossible without a tow vehicle, although not strictly necessary.
Rapid Suppression Barrage: This is mostly a standard off-map, except that the shells also cause suppression. My thinking with this is that it should cover a broad area, with a relatively short delay between each shell, with each shell having a large AOE suppression. Perhaps the effect would be best compared to the Nebelwerfer from Coh1, minus the flame. What you essentially use it for is area denial and forcing off squads.
MG131 HMG Team: Essentially a ‘premium’ HMG team, the same way the MG42 and DSKH were considered premium in Coh2. Its suppression and damage would be far better than the MG34. It should perform relatively well against light vehicles, like the .50 Cal did in Coh2. The HE rounds ability I see performing better against units in cover, potentially even allowing you to perform cover suppression.
Sd. Ah. 52 Supply Trailer: The Supply Trailer requires some explanation. My thinking with this is that its a brand new unit type, which loosely can be defined as a support weapon. How it works is that infantry squads can crew it, push it around, vehicles can tow it, etc. When in a position, it provides an aura which in this case gives nearby units additional construction options as well as increasing pio construction speeds and giving vehicles the ability to hull down. However, the unit shouldn't require pop cap and moreover, you can actually manually decrew it and it will still provide you the benefits. So for example, let's say it spawns in your base and you want to setup a strong point, you can crew it with a squad, wheel it over to a house near the frontline and then decrew it. Units within its vicinity would still be benefiting from the aura. When you want to move it, recrew it again, or tow it, to a new location. The beauty of this dynamic is that your opponents can steal these units from you like an ATG, so while they don't take up popcap and would be relatively cheap (say 100 to 150 manpower), you're still incentivised to protect them. You can also attack move them with AT guns etc, would be interesting to play around it. I think it would make for an fun dynamic, but would need to be coded from scratch. It also indirectly makes tow yet more useful. With this trailer specifically, it’s aura will make the area around it a point where you can dig in. Multiple squads would be setting up sandbags, vehicles would be able to hulldown and it can also distribute medical supplies.
Off-map Mortar Creeping Barrage: Fairly straight forward light off-map.
Hold The Line: This allows you to hold onto territory easier. A global ability, while in capture circles, your infantry will be hardier. Moreover, they can also reverse the capping progress of your opponent when you contest the capture with your own unit, although you can’t use this to capture territory that is contested. This will be really powerful in VP wars.
15 cm sIG 33 Heavy Infantry Support Gun: The star of the battlegroup. This would be like an LeIG but dialled up to 11. It would have 110 range direct autofire (so like Free Fire Drills), but with a slower ROF. The team would be able to move it around without tow, but like the Flak 37, it would be incredibly slow, like a Pak 40 in camo. The demolition shot would have a much shorter range, like 50, but be incredible against emplacements, although if you manage to get vehicles or team weapons it would be deadly as well. The trick shot nature of this should make it easier to avoid. So kind of like a Sturmtiger but much easier to notice and dodge, while also being less powerful. Realistically you would need to use tow to get it around, but its not strictly required.
https://preview.redd.it/4yg3itn8t61d1.png?width=1012&format=png&auto=webp&s=bb6f1e7b2a4c8d145cfe231db303b0474c33d4e9
Central Idea: Vision, having awareness of the battlefield and executing flanks. Conceptually this battlegroup is the opposite of Battlefield Espionage.
Horch 108 Recon: A heavy ‘ultra light’, which sounds like an oxymoron, but to put this on a scale, it would be better than the Krad as a harassment tool, but not as good as the 250. However, the 250 can’t cap and this can, whereas the Krad is cheaper, faster and has more vision while stationary. So there are trade offs to all 3. The Flak 38 gives the Horch better scaling than the krad. Relative to the Dingo, the Dingo should win, but one would expect the fight with the US Jeep to be more even, if not slightly Horch favoured.
Forward Observation Posts: These are equivalent to the battlefield espionage beacons, except they’re focused on providing LOS. You set them up with infantry and they can be faced to an area to provide sight. I could see these being super handy on the edge of the map, overlooking a flanking route.
Sd. Kfz. 263 Panzerfunkwagen: The Panzerfunkwagen would be a solid sight tool. The MG would be roughly as good as a 250, so you might want to use it aggressively early on, but you’d mostly be using it as a mobile sight platform. With cautious movement, you would be able to spot your opponents forces from camo and the Mark infantry ability should have a short cooldown and be free. You’d mark several units and they would make they more vulnerable to small arms. This would reward active micro management.
Timed Infantry Sight: Amazing for executing flanks, you can detect enemy units before they see you. This should make getting around MGs and picking your engagements far easier.
Panzer Commander Upgrade: Exactly like Coh2.
Suppressive Fire: Gives various units access to a suppressive fire ability. Coupled with the sight abilities, you can trigger this before an opponent’s unit comes into range.
Sd.Kfz.6/3 AT Halftrack: Weaker than the Marder in terms of health, the ATHT has the benefit of providing mobile AT without needing to tech T2. The ranged shot works well in conjunction with the sight tools allowing you to get off shots against more powerful vehicles without taking shots in return.
Temporary 222 Recon Group: Double 222s arrive off-map, they are in your control and you can use them how you please. However, after 75 seconds, they turn to AI control and leave the battlefield. By the time they reach the front, you’ll have roughly 60 seconds to ‘go nuts’ and do as much damage as possible. They don’t require manpower, fuel or popcap. This feeds into DAK’s tempo, all-in playstyle. So I could see a player building an 8-Rad and then using this ability, using the sight tools to determine where the ATGs are and then going all in, the 222s are relatively expendable. The 222s should benefit from the armoury upgrades, so in the lategame you could use this ability to jam captures or sneak off to grab a VP. As an opposing player, mines, hand held AT and snares are your friends. 222s should basically require 1 snare to cause engine damage. Some people have said they don't like temporary units, I haven't seen a good argument against them yet.
Bf 110 Autocannon Heavy Strafing Run: A heavy anti infantry strafing run, akin to the IL-2 strafe in Coh2. It would also be of variable length. Let's say X is your first click and Y is your second, which marks the end and direction of the run, the default run is diagram A, but you can drag the cursor of point Y as far as you want, with a maximum of either 35 range or when you don't have enough munitions banked up for the run. This gives you the flexibility of deciding how much you want to spend and where it will land. A well placed strafe on retreat could be devastating. The cursor should highlight the munitions cost as you drag from point x to point y.
Me 210 Light (SC50) Bombing Run: This is a much lighter bombing run than the US carpet bombing. It should be single line and relatively fast, the damage of the shells should be roughly equivalent to 5.5 inch artillery shells.
https://preview.redd.it/qi30nfn7t61d1.png?width=1417&format=png&auto=webp&s=200547a5ba6b66003c79100161f2613bc96b8c4f
Central Idea: Map presence, retaining position. The battlegroup was inspired by the invasion of Crete.
Luftwaffe Ground Forces: Somewhat similar to the Coh1 equivalent, they would be a fairly weak combat squad with lots of utility. In this case, they would have various construction options as well as being able to heal squads. L.P.Z. Light AT Mines would be more spamable than your standard mines, would be cheaper and only detonate on vehicles. If the vehicle is on less than 80% health, it would cause an engine crit. As an alpha damage, probably 75% of the standard mine would be sufficient. It would require 2 of these mines to detonate on a full health vehicle to engine crit it basically. Dosenmines are essentially like S-Mines and would be planted in patches. The M30 Drilling Shotgun Shot ability would be targeted on a squad and would have short range of about 5. You’d more or less use it like you would a grenade, except it like a throwing knife and the Sniper Shot ability, it can’t be dodged. More than likely, you’d get just one of these squads to augment your composition, with PGs as the mainline.
DFS 230 Glider HQ: Essentially a standard glider, you can drop it in to provide in field reinforcement. However, this glider can also heal nearby squads and recrew team weapons. In addition, the DFS 230 has roof top MG15 upgrade, which turns it into something akin to a light MG emplacement. So there are a few ways I see this being useful. One would be to drop the glider so that it covers your cut off, upgrade the MG and it will make it much harder for your opponent to cut you off and you’ll get infield reinforcement with healing. Maps like Famonville and Road to Tunis, this would be immensely useful. Another use would be in intense VP wars, at the end of the game you want to secure a flank VP, you drop the glider in and upgrade the MG, in many ways its like an auto build, quick deploy MG emplacement, that can also reinforce. Great for map control.
250 W/ Flak 38: Fairly vanilla, like the other 250 callins except with a Flak 38. The Flak 38 would have identical performance to the Flak 30 of Wehr, one way to differentiate them would be to give the gun shield heavy cover properties, but reduce the unit to 4 men to compensate.
Ju-87 Multi Vector MG Strafes: Essentially 3 separate strafes that you call in one after the other. The difference between this and a standard MG strafe is that these strafes give you what is essentially a ‘bulk buy discount’, but also, since they can be targeted in 3 totally separate places within LOS, your opponent has to react quickly to dodge all 3 of them. Its acts as a micro spike test, where you quickly throw them down and they quickly have to dodge. The skill of placing them all fast and accurately needs to be matched by the skill in dodging them all. Moreover, when combined with an attack with units, it can create an overwhelming set of threats.
Bomb Drop Overwatch: The most comparable ability to this would be sector artillery. However, in this case, its planes dropping bombs on units that come into the territory. Its not exactly a loiter though as the planes wait off map, they can still be shot down however. In terms of how strong the bombs should be, it would require testing but somewhere between a 5.5 inch shell and the US Dive Bomb would be a good place to start. Ideally a broad AOE, with only a small zone of full damage. This tool would essentially be used for area denial and be really strong in VP wars.
Ready Reinforcements: A fairly straight forward ability that speeds up reinforcement and allows quick return to the battlefield, again allowing you to retain field presence. Another feature of this ability is that it speeds up in field reinforcement and allows infantry to sprint in friendly territory outside of combat, being able to react to hot spots faster.
Junkers Ju 52 Reinforcement Pass: This is most comparable to the Paradrop Reinforcements of US, except where that ability is a stream of reinforcements over a long duration, this ability is more geared towards a burst of reinforcements all at once. There’s an element of skill in its deployment, as you’re incentivised to line up as many squads lengthwise as possible to maximise reinforcements dropped per munitions expenditure. Since its substantially longer than wide, you could have several squads in different engagements all ‘caught’ in the line and all benefiting from the ability. I could see this happening when you have multiple squads spread across the centre of the map and all located within the area of effect. The ability can be used to swing engagements and keep units in the field.
Paradrop 4.2cm Pak 41 Team: Self-explanatory, the performance of the Pak would be better than both the Pak 36 and the 38, as well as being more mobile than the 38. Useful to quickly deploy AT to a trouble spot.
Temporary Bolster: During the duration of the ability, squads can get an extra man. So Panzer grenadiers can go from 5 to 6 (or from 6 to 7), MG34s go from 4 to 5, Paks likewise etc. This applies to all infantry and support weapons. Once the ability ends, the extra model doesn’t leave, but when the squad drops back to normal numbers of models, it won’t return to the bolstered level until the ability is reactivated. What this ability allows you to do is augment the heath and DPS of your squads temporarily, making them more survivable in the field. Obviously though, the extra models are not free, costing both manpower and munitions.
Temporary Fallschirmjägers Assignment: Like the 222 assignment in the previous battlegroup, this involves you taking control of 2 squads which leave the battlefield after a period of time. In this case, 2 squads of MP40 Falls are dropped where you like and then can be used to sow carnage for 75 seconds from when they touch the ground. Their MP40s make them ideal for flanking team weapons, they have smoke grenades and the can throw short range snares. So you could potentially drop them in behind the lines with the intention of catching a vehicle trying to back up from the front line. One massive use of this ability will be in VP wars, where you drop them onto a VP in the lategame to swing the match in your favour. They don’t cost manpower, population or upkeep, but require a lot of munitions.
Historical Accuracy Notes
A few notes on what is inaccurate or anachronistic. The Panzer III Munitions Vehicle, as far as I know, wasn’t used in Africa but on the Eastern Front. There was another, the Lorraine Schlepper Munitions Vehicle, that was used in Africa for the exact same purpose and this could be used instead, but the benefits of the P3 are reduced development cost as some of the voice lines and the vehicle sounds can be reused. I’m also not so sure whether Side Skirts were used on P3s in North Africa, I haven’t seen photo evidence in any case.
The MG131, while used in a ground HMG role, I haven’t seen evidence of it being used by the DAK in North Africa. About ten Sd.Kfz.6/3 AT Halftracks were used, some people might object to that unit on these grounds. I haven’t seen evidence of the Pak 41 being used in North Africa, I’m also fairly sure they didn’t paradrop them. The M30 Drilling Shotgun was used in North Africa…but only by downed pilots. The Madsen Belt Fed MG was a Luftwaffe contract gun, but I haven’t seen evidence of it being used in North Africa. Likewise with the Panzerhandmine 3. Needless to say, all these are exceptions. Otherwise, to the best of my knowledge, these designs are historically congruent.
Design Notes
I deliberately avoided using Italian Units in these designs. Following from what I said about Relic doubling down on Coh3, I feel it makes sense for them to eventually create an Italian Faction, so I didn’t want to cannibalise that faction, especially when the DAK already has plenty of material to play with.
What to do with the remaining units in the files?
There are several other units in the game files that I haven’t used here. This was intentional. Several people having been calling out for the substitute vehicle feature from Coh1:
https://preview.redd.it/ijcq0sb6t61d1.png?width=1280&format=png&auto=webp&s=62585a9618ad9fb793d9ce95dcaccacf61dabaaa
As a feature it makes a lot of sense, I feel the community would be far more interested in small and frequent content drops like these instead of cosmetics and they could be priced to be more profitable than battlegroups at less development cost. They would ideally be more frequent as well, bringing players to the game. I feel games like War Thunder and WOT benefit from the sheer variety of units and I can’t see how this wouldn’t apply to Coh. Whenever they release, the units will be similar enough to the units they replace that they won’t disturb balance much, meaning less emergency balance hotfixes.
I feel this is what makes the most sense for the units already modelled, for example, the Panzer II is fundamentally serving the exact same role as the 8-Rad, they’re both 20mm autocannon light vehicles. Its hard to imagine a build where you would build both of them in the same composition and trying to make them different would be clumsy. We see this with the L6/40s, which are also similar to the 8 Rad and have been specialised to be worse against infantry and better against vehicles, to mixed results. Then there’s the 250/9. Adding another autocannon light vehicle via a battlegroup wouldn’t be that different from what we already have but as a substitute vehicle it makes a lot of sense. This logic can be applied to most of the vehicles already in the game files. The substitutions I would advise would be:
https://preview.redd.it/rermeob5t61d1.png?width=584&format=png&auto=webp&s=9a507899379f8fcd8c50d3ae04d85f8982f7ca12
The Panzerjäger I is already in the game files and could be substituted for the Marder. It would have less health and worse pen, but could be made significantly cheaper. This would be an interesting trade off in the composition. Alternatively, there’s the Marder III H which also could be made as a substitute, it would largely have the same performance but could have an MG upgrade and have a different starting price.
https://preview.redd.it/1jsj20n4t61d1.png?width=698&format=png&auto=webp&s=8be575f13ce97a2cd6c3e773ce16d67885949a5c
The Sturmpanzer II would have a much larger up front damage, closer to a Brummbär, but would have a lot less health and far worse frontal armour. You wouldn’t be tanking Bazooka shots like you do with the StuG D but it would be significantly more deadly.
https://preview.redd.it/gza0pvy3t61d1.png?width=526&format=png&auto=webp&s=c3425632265b68ee6e8d47216ceb8d6c0f36b83b
For the Opel Blitz Flak 38, it would be cool if this worked more like the Flak HT in Coh2, with the set up time and suppression. So this unit could be made cheaper and have the same role as the Flakvierling, but be more finicky to use.
Others:
https://preview.redd.it/mtp4c3a3t61d1.png?width=702&format=png&auto=webp&s=32e312dabe55957321e2ec9af9e8f89f89709906
https://preview.redd.it/n0klnvo2t61d1.png?width=652&format=png&auto=webp&s=e5825bd63a95e22090b3b9f52a8f820e61054537
https://preview.redd.it/59hqrd02t61d1.png?width=617&format=png&auto=webp&s=428ac413c7d8617936417072a1e74e0116285c46
https://preview.redd.it/9xmco9e1t61d1.png?width=813&format=png&auto=webp&s=3f34a21b37f36313900d7dc0cc2f0fa025370b03
Conclusion
This is what I would do with the remaining DAK content, short of a rework. The battlegroups are unique, fairly historically accurate, thematic and interesting. The concepts can at least be stolen and repurposed elsewhere. If there’s anything clearly broken or so amazing that it needs a shout out, feel free to let me know. I have other ideas for the other factions but I'm still pondering them.
PS. This is a repost from before, when I initially posted this I didn't understand how Reddit worked.
submitted by Gambit-Accepted to CompanyOfHeroes [link] [comments]


2024.05.18 14:52 jackdude701 Seismic chest gear power?

Seismic chest gear power?
Why is my seismic chest gear weaker than legendary + boots? My legs start at 17k too seems like something is up
submitted by jackdude701 to invinciblegtg [link] [comments]


2024.05.18 12:16 Background-Factor817 One game last night restored my faith

So, lately I’ve had a fair few toxic players, team killers, people getting annoyed at me for stealing samples or just being general dicks, I’ve resorted to only playing with friends and hosting for publics, I’m level 33 and generally play at extreme difficulty.
Last night I was tackling a mission (upload data) solo when 3 players (2 were level 10, the other was level 23) my initial thoughts were “we’re screwed, they’re too low level.”
I was correct at first, fast forward to re-aligning the satellite dish, there’s two players left with no reinforcements as they’re dropping like flies, one eats a rocket from the drop ship automaton spam and dies, the other is in trouble but manages to hang in, we do our best to point out threats for him to react to.
After a few more failed spawns (player summoned, dies, repeat) it’s my turn to jump in, I immediately thrown down an autocannon turret and drop an air strike on an enemy tank which was already crippled from the previous playing emptying his entire AC clip into it at point blank range, the player is killed but at least he managed to spawn me in.
Through sheer luck and the autocannon distracting the enemy swarms I manage to upload the data and hightail it out of there towards the extraction by myself, at this point another reinforcement beacon arrives and I throw it towards the extraction point which is still a long way off. I throw a 380 strike behind me to cover my retreat.
However, we woke up a nearby gunship factory and two gunships start spitting angry lasers and missiles at the two of us.
With only my sickle and senator (the timer had run out, by this point the shuttle was auto summoned for extract) I told the other player “RUN FOR IT ILL HOLD THESE FUCKERS BACK”, I’m diving, I’m hiding behind rocks, doing everything I can to distract the gunships while the player runs for it.
By some miracle (and having armour with reduces 50% explosive damage) I manage to hang in as the other player says he’s arrived at the shuttle and starts screaming at me along with the two dead players to get the hell out of there, my heart is beating as I start to hope that I might make it, one dead player saying “You absolute hero hanging back to cover him” made me feel amazing as well.
Again, spamming more strafing, stims and yet more diving I just manage to board the shuttle in time and we make it.
I felt amazing, had terms such as “you absolute legend” and “hero” thrown at me, we all hug it out back on my ship.
I guess my point to this long-winded post is, don’t judge players by their level, those guys weren’t the best skilled or experienced but they constantly supported and encouraged each other right until the end.
Either way, I was on cloud 9, what a bloody match, we made it through the skin of our teeth.
If you were on this game last night - drop me a message, I’m always looking for solid team mates as a lot of my real life friends have moved on from the game.
submitted by Background-Factor817 to Helldivers [link] [comments]


2024.05.18 11:03 veal_of_fortune Keep 2005 Subaru or buy used 2013 Toyota?

My wife and I trying to work out whether it is better to keep our current car or buy a used one. Would really appreicate your guidance and perspectives.
Current car: 2005 Subaru Liberty 3.0r spec-B manual sedan with 213,000km
Our Liberty is coming up for rego renewal and it needs some work.
Similar cars without these problems are going for about $8000, so the repairs ($9500) will cost more than the potential value of the car. We've had an offer from someone for $1000 (they want the STI transmission for their car). Also, 6 months ago, it kept going into limp mode until our mechanic finally worked out that a faulty valve was triggering the ECU.
Requirements
We mainly drive on the weekends to visit family in the country (2 hours outside of the city, 2 to 3 times a month).
I'm over 6 foot and find it hard to sit in the passenger seat when my wife drives (my leg gets in the way of the gearstick unless I keep tucking my legs in). We're also sick of driving manual in traffic.
We really love cars and driving but we also don't want to be stupid with our money. We'd ideally like something that we can depend on given we're doing so much rural driving. We are thinking a larger automatic Japanese sedan that isn't awful to drive.
Proposed car: 2013 Toyota Mark X
We've narrowed down our choice to a Toyota Mark X 350s G's spec. They're great to drive, have a larger body, are reliable and share many parts with Camrys and Aurions: 2GR-FTE, RWD, 151.0 kW/t, reinforced chassis (spot welds and bracing), sports brakes, sport suspension, etc. At this age, it would have already have gone through most of its depreciation.
We could potentially get one for between $26,000-$29,000. We could buy it outright without finance (although this would be a significant proportion of our savings).
Should we keep our old car?
Are we being foolish spending our savings on something like this? We know that car prices are still high following COVID. We also know that it could be prudent to buy a newer car rather than continue to put money into an older one.
I'd ask AusFinance but the answer is always either 'just walk' or '1993 Toyota Corolla with 300k on the clock'.
Thanks for your help!
submitted by veal_of_fortune to CarsAustralia [link] [comments]


2024.05.18 10:12 Professional_Prune11 Escape From Heavalun Section One: Devil With Metal Skin

He hoi me noi my buds. It is your baker man Pirate here. With Human Trauma book two coming to a close in the next week, I wanted to shre with you all the next planned novel I am working on. This time around we will have a stuborn human mercanary, a lizard princess, and one goal---escape Heavalun Mass city. all thats in thier way is corrupt cops, gangsters, the general populace and thier willingness to tolarate one another.
Lets get this Bread.
Shooting up from the blankets, Conor grabbed hold of the neck of whoever was jostling him awake, his cybernetic arm whirring while activating. Suddenly touching someone asleep was a stupid idea to do to anyone from Heavalun. Any sentient from this city was on edge most of the time and was usually particularly ornery when waking up.
He was especially prickly after years of contract killing and near-nonstop battles. While most people from Heavalun Mass City were used to fighting or having to keep an eye over their shoulder, watching for gangers, junkies, pickpockets, or the local police, his experience working and living here made him like a rubber band, ready to snap. Be that a neck, arm, leg, or whatever the poor sod he was fighting had.
“Who the fuck do you think you are,” Conor snarled, his natural and cybernetic eye narrowing and focusing in the wan light of his drab bedroom.
In an action built into him like an instinct, he willed his cybernetic eye to switch to see in infrared thermal sight, letting him get a good look at whoever this was while his natural eye adjusted to the lighting.
In bright orange, reds, and whites, Jurilra's face came into focus. She was a Jurintik, a werewolf like species; while he was human through and through. She had dull brown fur, long, dirty blonde hair, and a gaunt face and frame. The Jurintik was an alien species widespread throughout the galaxy, be it in the GU(galactic Union), Freespace, or here deep in the COS (concord of systems); you can’t swing a pipe without hitting at least two of them.
“Conor—let—-go,” Julitra gagged, clutching at Conor’s cybernetic forearm, her claws scratching roughly at the overlapping metal plates. “It’s me.”
Realizing who it was, Conor let her neck go, and she fell to the ground. He had only lifted her several centimeters off the floor, but doing that when half your torso, including your shoulders, one arm, and most of your organs were non-organic, or at least cybernetically enhanced, was a simple task, and he had done so out of sheer reflex.
“What were you thinking waking me up like that? You’re lucky I didn’t just dust you with my hand cannon,” Conor said, gesturing to the massive handgun sitting on the bedside table. “What in the stars are you doing here anyway?”
Taking a moment to rub at her neck and gag for a moment, Conor pieced together what likely happened. Considering that Julitra was naked, save for a thong, he must have hired her last night to blow off some steam—it wouldn’t be the first time he had done that when drunk.
“You didn’t pay me for last night,” Julitra said, standing up and nervously scratching her furry forearms and looking deeper into the shithole of an apartment toward the room where Conor stored all his weapons, money, and other precious items for barter or fencing purposes.
Conor sighed and scratched behind his still intact ear, the other having been halfway taken off by a frag grenade a few local years ago. After taking a moment to swing his legs out of bed, flexing his sore muscles, and rubbing his palms on his thighs, he looked up at her, having deactivated the thermal vision in his eye. “Fine; in the room top drawer on the right, you will find some bags of Murt and Syntrit. Take one of each.”
“Alright,” Julitra said, turning around and sashaying in that direction, clearly doing her best to move suavely and gracefully.
But Conor knew that was a load of Kret shit; She was little more than a strung-out junkie who just managed to keep herself on another fix fast enough by either guy like himself paying her for a quick lay or by managing not to get taken advantage of by one of the dealers on a street corner.
At least if she was selling herself for the night, she wasn’t going to end up in some slave market in the lower sections of the city or crammed into a skiff bound for a star on the far side of the galaxy. Julitra did have some kids to take care of, after all.
Not that it mattered to Conor if she went missing; there would be another skag he could bring in here. He just preferred her because she never tried to steal from him nor kill him in his sleep—finding another girl that he could trust would not be easy, especially in this shithole of a mass city. That well over a billion sentients were nestled in it did not matter; finding another piece of ass would be a pain.
“And only take one. I know how much product I have,” Conor grumbled, standing and heading toward the kitchenette. The dirty, blood-stained carpet was uncomfortable under bare feet.
God he hated going around with bare feet. It paid to have good boots to keep your feet safe from glass, nails, and other debris. That was especially important when operating in urban areas.
When he was out in the countryside or the house, he would forgo wearing them, and switch to sneekers, but being bare foot still sucked.
“I know,” Julitra replied from the room, “can I use your shower?”
“Whatever,” Conor replied flippantly, pulling down dried stulk leaves and tossing a pot of water on the stove.
So long as she didn't cause any issues with him getting started for the day, he honestly could not care less. All he needed to start the day was a pipping hot cup of stulk, and his stims. On that subject, the datapad built into his artificial arm chimed and reminded him of just that.
He frowned while retrieving the volatile cocktail of stimulants from the cupboard. He was almost out and only had enough for three days. Inside were six small autoinjectors about 20 centimeters long, marked with several warnings indicating that they should only be used in dire combat situations. But he was a particularly unique case and needed them just to survive.
After having a solid forty percent of his body replaced with cybernetics, from a metallic jaw, fake eye, a few replaced organs, torso, numerous enhanced joints, and even a few bits of wire running through his brain, the stims kept him working.
Without his friend Stich’s unique stimulant blend twice a day, Conor would start to fall apart. First would come the tremors, then body lockup, followed by seizures and eventually death. He had never made it that far in relapse; it was just easier to keep his organic parts cranked up to keep pace with his enhanced parts, and the video Stich showed him of sentients who relapsed was a good dissuasion.
Those poor sods were mangled wrecks, limbs at unnatural angles, blood, hydraulic fluid, and bone everywhere. And they were at most twenty percent wired up—what he could end up like was something he would rather not learn.
Dutifully and like clockwork, Conor ripped the cap off an auto-injector and shoved it into his thigh; a dull hiss sounded out as the brackish fluid flowed into his muscles. Just as he tossed the now empty injector into the trashcan, the sounds of Julitra starting the shower and humming flowed into the joint living and bedroom.
While Julitra was showering, Conor's friend and coworker Brakul sent him a message.
Brakul: Hey, conor, what are you doing tonight? I think I might have a contract for us to pick up.
Conor: No plans at this point. I just gotta get Julitra out of my safe house.
Brakul: Are you still fucking that scag? You know that won’t end well.
Conor: Yeah, gotta get my dick wet somehow. Besides, aren’t you still plowing that Kurilta we worked with a few months back—the one with the red hair?
Brakul: Yeah, I am. I like the crazy little woman. Plus, she is only a meter tall and makes me feel massive. But are you in or not?
Conor: Yeah, I'm in. When, where, and who is the client?
Brakul: Perfect, meet me at Zyntle’s around 2100. If all goes well, we got a contract for some new upstart to the north out of town. He is looking to hire some muscle for a few months. Don't worry about the contract's legitimacy; Norla sent this man my way to arrange half a dozen bodies. I just want you there in case something goes down.
Conor: So, bring a few extra solutions?
Brakul: if you would, and keep ‘em quiet, no shotguns. We will be in Zynie's place and need to keep things civil.
Conor: Afirm, see you then.
After switching off the arm-mounted datapad, Julitra stepped back into the room, redressed in her clothes from the previous night. They weren't anything fancy by any stretch of the imagination. Just a simple lowcut dress, showing off a shallow valley of furry cleavage, and cut to give ample view up her thighs and see the thong barely covering her womanhood.
For a hooker, it was good enough.
“Want to have some stulk?” Conor questioned, pouring himself a glass.
“Sure,” Julitra replied, going and lounging at the dingy table in the corner of the room.
They were quiet while eating their meager breakfast; neither had much in common or to talk about as is. The only things Julitra knew about Conor were: he killed people for money, sold stolen goods, and could give her a mean dick down. Whereas Conor knew damn near everything about her, acquired through basic profiling of her actions, attire, and mannerisms or from some of the intelligence brokers he dealt with regularly.
Some friends called him paranoid for keeping such tight tabs on anyone he dealt with; at least Brakul and Stich did. But Conor knew that knowledge was power and was needed if you wanted to always end up with your opponent dusted and not you. Conor knew better than anyone that you don’t survive like he has without a bit of paranoia. Hell, he was more persistent than a Hureclian beetle seeking water.
Once they had finished scarfing down crackers, canned meat, and the bitter, brackish brew, Julitra quickly took her leave, with Conor locking the door behind her. First, the deadbolts, then the chain, followed by a biometric scanner, and lastly, he kicked a metal wedge underneath the door—it would take a whole breaching team from the local government a solid hour to breach that reinforced metal monstrosity, and that was just how Conor liked it.
Unless you were invited into his home, it would behoove you to stay out and not try to get in.
Now that he was alone again, Conor trundled into the room Julitra had gotten her payment from and opened up one of the massive ceiling-high safes lining the walls. Inside was some of his equipment. This specific one contained most of his low-visibility equipment: body armor, weapons, knives, toolkits, and anything else he might need for more subtle operations.
In the other safes were other tools he might want, but those kits were built for more specific jobs: sniping, heavy assaults, aerial and maritime operations, along with anything else he could use in a warzone, but most of that was overkill for tonight.
So Conor pulled out a few items he thought could be useful and started his preparations in such meticulous detail that it would take him the rest of the day.
—-
The area outside of Zyntle’s nightclub was insanely crowded, even for Heavalun standards. Up and down the street, as far as the eye could see, were nightclubs, bars, and restaurants, catering to whatever vice once could possibly want.
Unlike some of the out portions of the city, areas in the inner and lower regions like here, you could not see the sky. Instead, if one looked up, they would be met with obnoxious neon signs and more buildings arching overhead, choking out any star or sunlight that might be visible.
Aiding in the choking and oppressive atmosphere, Aliens of all shapes and sizes bumped into one another with little grace, care, or concern. Most were decked out head to toe in bright neon colors that melded together in a caleidoscope of shifting brilliance.
At least that gave the usual drab greys, rust reds, and browns of the cityscape some color, even if Conor usually found it more annoying than not. Thankfully, neither Conor, Brakul, nor their strange contact could not hear the crowd outside from the second-floor window. Instead, they were being bombarded by something as if not more grating.
The happy tones and idle conversations of the crowd on the dancefloor below them, along with repetitive keyboards, synthetic snapping basslines, and ethereal vocals, filled the air to a near-deafening level. If not for the three of them having wired up to a local chatterbox that Conor brought along, they would not be able to hear one another.
The chatterbox was not fancy; it was just a tiny device Conor had whipped up. That lets them speak normally into microphones on their collars and be heard in earpieces. He had devised the idea for it after a few skiff airborne operations, where unless you were jacked into the aircraft comms, you could not talk without screaming.
Now, the chatterbox just doubled as the perfect tool for having conversations you would rather not have others around listen into. Hell, unless you were inches from them, you would not be able to hear them at all.
Brakul and whomever this Farun’se was, a two-meter tall feline-like alien, had been going over the finer details of the contract for the last half hour. Conor had been listening just enough to keep in the loop, but his focus was elsewhere. Namely in the crowds around them, watching for anything he did not want to see: other contractors, a gang war about to erupt, or anything else that caught his eye. People-watching was one of the things Conor enjoyed about setting up jobs; it gave him plenty of time to keep tabs on the ever-shifting city.
He had not spotted anything yet, in regular vision, Thermal, or through tracking, but something was off—he could feel it in his hackles. As such, One of Conor's hands was in his somewhat oversized brown leather jacket, wrapped tightly around the grip of his suppressed handgun. Neither Brakul nor the Client commented on him keeping watch; they both knew he was just filling the role of an enforcer and was backup for them.
“So, what do you think about the contract?” The Farun’se man questioned before taking a sip from his drink.
Whatever that glowing drink was, it was not ethanol-based; the smell was far too sweet. Conor could tell that much even through the skull-like mask covering his face. Not that the flat black ballistic bask he wore to cover his metallic jaw and mangled face covered scents much. It was built much like the other equipment he wore to enhance his senses, not diminish them.
“I think it is perfectly acceptable. But are you certain you only want a ten-man team to provide escort and transport for your client while within the city?” Brakul asked, flipping a palm up. “I am certain I can get more, considering your daily generous payment offer.”
Generous was one way to put it. The politician the Farun’se represented offered a whopping 15 thousand crit a day for well-experienced mercs. It was enough to get Conor's tail wagging; Most jobs barely pay that out, and this contract was supposed to be ten days long. You could almost buy a house outside the city for that kind of crit. If they were actually paid it out and not betrayed by their employer, at the end of the day, Conor likely would do just that; then, he would have a place to live without the threat of death around every corner.
Each of his jobs over the last few years was a means to that end—escaping this shithole. But getting out of the city was difficult, even for guys like him with opportunities to leave and a reasonably regular income.
“Well, we can work that out via messaging, but for now, I am just offering what I am allowed to,” The client said. “Anything more than that, and I won't be able to pay you half upfront.”
At least they are offering half the credits upfront. Conor must have missed that part during their long-winded discussion about what type of experience each mercenary needed, what weapons they would be allowed, and the specifics of the contract.
All they would have to do was finalize details of the team when Brakul had assembled another eight bodies, but they could do that in a few weeks.
“If that’s the case, then I think we should be good for now,” Brakul said, standing and extending a hand for the client.
“Perfect, expect to hear from me in a few days. Please have your team prepared by the end of the week,” The client replied, shaking Brakul’s hand.
After removing his earpiece and microphone, the client nodded to Conor and disappeared into the crowd looming around the stairs leading to the ground floor.
“So you like the sounds of that?” Brakul asked, sitting back down and sipping at his drink.
Keeping his sight on the crowd below, Conor tracked the client as he struggled to weave through the jostling dancers. The Feline was clearly out of his element in the crowds of the mass city. Based on how quickly he was recoiling from each touch by the intoxicated patrons, he was uncomfortable with all the physical contact forced onto him.
The sight was almost comedic, but Conor was used to dealing with people like the client's representative. If you had enough crit to hire ten mercs, you came from one of two walks of life: you were an influential underground leader who could afford the extra muscle, or you were a sheltered individual with no real business in Heavalun Mass City but decided you wanted to make some friends in low places and needed locals who would be loyal to the almighty crit.
But all of that was neither here nor there for the time being; Brakul would handle any issues with the contract. He was far better at being a politician than Conor was.
“So, any issues with what he wants?” Brakul smirked, knowing that it had been several months since Conor's last contract and that he needed the money.
Conor passively waved at his friend; he did not need to comment. Conor would take any contract that came his way so long as the pay was solid enough. In the past, he had taken contracts Brakul refused for moral reasons.
This contract of defending some high-born trader was in no way out of the ordinary and was relatively tame by Conor’s standards. His last contract was far more low-brow enough that he had almost said no. But for the low, low cost of 100 thousand crits and the fancy nanotech armor he was wearing under his tank top, he was more than willing to blow up the wing of a hospital with a firebomb—insurance paid to fix the building and burry anyone caught up when he killed a lowborn noble or some distant planet.
“I’m more interested in what's going on down below,” Conor said, pointing to a group gathering near the club's back entrance.
Below, barely visible through the flashing strobe lights and low haze of fog machines, seven Kyrail lingered at the back doors. One of the amphibian-like bipeds was giving instructions to the others. It was a shame the music was so loud; if not, Conor and Brakul could easily hear them, but even without sound, it was easy to see what they were doing. They were scouting a mark.
“What do you think, Voodals gang?” Conor posed, scanning the crowd for whomever the lead croaker was trying to target.
Voodal is a leader of one of the area's crime families and merc groups. They had been competitors of Conor and Brakul and their usual hiring groups for a long time. While Brakul and Conor did not have beef with them, one of their usual employers, the Farklut clan, had generations of bad blood.
That rivalry was nasty, to the point anyone who was a direct member of either family would dust the other on sight. Both had been caught up in that rivalry several times and had a negative opinion of the Voodal family and any of their ilk.
“Likely. This is part of a contested city, after all,” Brakul replied, sipping his drink.
“I wonder what they are doing here?” Conor said, still not having located whatever it was they were doing, but he had seen them pull out a particularly nasty drug, giving him an idea of precisely what they planned on doing—abduction.
The gaggle’s leader had passed out plastic bags with what looked like Visage clinging to the bags. That drug might as well be chloroform on the strongest combat stim out there. It would put you in a trance and make you forget the next several days until the effects wore off. The perfect drug for slave traffickers and abductors.
The only reason Conor could tell was that he had used the tactic several times to capture targets alive. It was great; you could fish information from them freely, and they wouldn't remember anything beyond where they had been picked up and whenever the drug wore off.
“I see their target,” Brakul muttered, “switch to IR. I will laze her for yah.”
As his friend and partner told him, Conor switched his false eye to IR and watched, and Brakul’s pistols laser pierced the crowd and danced on the back of a red scalled Kurlatra, dancing happily with some other repltilians of her species. All were woefully ignorant of the Kyrail weaving through the crowd toward them, hands tucked into jackets, likely clutching knives, pistols, and bags of drugs.
“Hmmm, odd, not a lot of Kurlatra on this side of the GU borders,” Conor commented.
“For sure,” Brakul agreed.
Kurlatra were a noble-esc species in the GU and tended to stay in the GU, as opposed ot the COS; most here only cared about their nobility for the sake of making money on ransom after all.
The GU was safe but was overbearing compared to the COS. It had far more laws, restrictions, and limitations on carving out a living. Conor’s chosen profession of being a Mercenary was outlawed in the GU unless you were on the Union congress's payroll, But he was not on that list, despite trying a few times.
“Wanna toss a wrench in their plans?” Brakul questioned.
“How so?” Conor replied, keeping a keen eye on the crimson scalled in the center.
Compared to those around her, she was different. Unlike the others who wore simple clothes, she wore a very revealing yellow dress that was low cut in the back and front, showing offer cleavage, but that's not what made her so different. It was all the glistening jewelry that made her smell of crit.
All those stones and precious metals were likely worth a few hundred thousand crits on their own. That was before you sold her pert ass to some slaver.
“We can go down, nab her after the entourage is dealt with, and be big damn heroes. Then we get an award from that payday of a ruby. If she is not feeling up to it, we could ransom her off to the Voodal; they want her for some reason,” Brakul explained, using his keen eye for diplomacy and deals to guide Conor’s mind to the potential payout.
Conor took a moment to take stock of the situation; he had enough ammo to carve through the Voodal family present and could carry such a Kurlatra if needed. Should this shit go sideways and end up in a firefight, they could just use the crowd and vanish.
“What about the contract we just took,” Conor posed
“We haven't taken one yet,” Brakul reminded, “that rep needs to get back to us with upfront payment. Until then, we are freelance.”
Conor could not deny he was right; no crit had changed hands yet, they were still unemployed, and this bitch might be worth some cash. Before Conor had a chance even to comment one way or the other, Brakul pressed on a nerve he knew would get Conor to act.
“Come on. I got fifty crit that says you can't extract that Kurlatra before the Voodal drug her,” the fellow Jurintik mocked.
The bastard knew how to get to Conor for sure. He was competitive and hated to have his abilities brought into question. Just out of professional pride, Conor could not let that lay.
“Two hundred,” Conor countered.
“One hundred,” Brakul retorted, “oh, look, they already nabbed one of the entourage.”
He was right. One of the Kurlatra heading toward the bathrooms near the back entrance just had a bag of Visage slammed into their mouth and had already gone glassy-eyed. Now, there were only five Kurlatra left, including the clear HVT(High-Value Target)
“One fifty,” Conor snapped, eager to have his friend stop messing with him.
“Deal, I will cover and feed you intel from her. Open channel one,” Brakul sneered.
Without missing a beat, Conor shot up from the table and descended the stairs into the crowd, drawing his suppressed pistol and activating his target tracker to keep sight of the HVT.
Conor did not know it yet, but that little bet, one that was not even worth as much ammo as he was about to expend, would send his life on a journey that would change him forever.
So what did you all think? was it a good time? a fun start at bare min? next chapter we will have connor dealing with the voodal, follwed by us meeting the little princess. It should be fun.
Please dont forget to updoot and comment. I will see you all in the comments.
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2024.05.18 03:04 Equivalent_Cicada153 A few things I would Love in helldivers 2


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2024.05.18 01:43 Leather_Focus_6535 The currently 105 inmates executed by Florida since the 1970s and their crimes (warning, graphic content, please read at your own risk) [part 2, cases 53-105]

This is the second half of my list for Florida's execution roster. As stated in the first part, I split it into two halves in order to follow reddit's character count limitations. Link to part 1.
The currently 105 executed offenders, cases 53 to 105:
53. Aileen Wuornos (~1974-2002, lethal injection): Wuornos murdered 7 men between the ages of 47-65. She was a street prostitute that enticed her victims with promises of sexual favors. After a victim was entrapped, Wuornos shot them dead, and robbed them of their money and their vehicles. Although Wuornos initially claimed that she killed the victims in self defense, she later admitted that they were murdered for their valuables. Her criminal history was extensive, and she had several convictions for armed robbery, assault, DUIs, reckless discharge of firearms, and disorderly conduct. She was also accused of domestic violence by an ex husband, and he placed a restraining order on her within weeks of their marriage.
54. Linroy Bottoson (~1971-2002, lethal injection): In a robbery of a post office, Bottoson stole $14,000 in money orders and $100 in cash, and abducted the post mistress, 74 year old Catherine Alexander. After holding her captive for 3 days, Bottoson stabbed Alexander 16 times, and ran her over with his car. He had several robberies on his criminal record.
55. Amos King Jr. (~1972-2002, lethal injection): After he escaped from a minimum security prison, King broke into the home of 68 year old Natalie Brady and assaulted her. She was raped, stabbed, and savagely beaten in the attack. King then set her house on fire, and returned back to the prison. At his arrival, the prison counselor confronted him about his absence and bloodied clothing. He was stabbed 25 times by King, but managed to survive his injuries. Despite her injuries, Brady managed to crawl out of her burning home, but succumbed to blood loss shortly before help could arrive. King had a previous conviction for robbery.
56. Newton Slawson (1989-2003, lethal injection): Slawson went over to the home of the Wood family (consisting of parents, 23 year old Gerald and 21 year old Peggy, and their children, 4 year old Jennifer and 3 year old Glendon) to buy some cocaine. During an argument over the transaction, Slawson shot and killed Gerald, Jennifer, and Glendon, and wounded Peggy. Slawson then stabbed Peggy (who was 8 months pregnant) with such force that he tore her unborn child out of her womb.
57. Paul Hill (1994-2003, lethal injection): During an attack on an abortion clinic, Hill shot and killed John Britton, a 69 year old abortionist, and his bodyguard, 74 year old James Barrett. Britton’s wife, 68 year old June, was also wounded in the shooting. Hill was a hardline pro life activist and Christian fundamentalist, and saw ending abortion by any means necessary as his personal divine mission.
58. Johnny Robinson (~1980s-2004, lethal injection): Robinson and his teenage accomplice picked up 31 year old Beverly St. George when they found her broken down on the side of the road. They then raped St. George and shot her to death. He tried to claim that they had consensual relations and St. George was hit by an accidental discharge during intercourse. If Robinson's "recollection" was to be believed, he then shot her again to cover up an "accidental" shooting of a white woman. The courts weren't convinced by the defense, and the accomplice admitted that the murder was entirely deliberate and calculated from the beginning. Robinson had several rape convictions and accusations before St. George's murder.
59. John Blackwelder (~1970s-2004, lethal injection): While incarcerated for molesting a 10 year old boy, Blackwelder tied up his cellmate, 39 year old Raymond Wigley, under the alleged pretenses of a bondage session and strangled him to death with makeshift rope. According to Blackwelder, Wigley had been sexually harassing him, and he wanted to put a permeant end to the unwanted advances. Blackwelder had several sexual assault convictions dating back to the 1970s, and was also previously convicted for threatening former vice president Dan Quayle. His victim was the accomplice of another executed offender, John Marek, and was serving a life sentence for assisting him in the torture murder of a woman [for more details on Marek and Wigley's crimes, please see section 68] at the time of his own death.
60. Glen Ocha (1999-2005, lethal injection): Ocha picked up 28 year old Carol Skjerva from a bar and they had sex in his home. However, Skjerva allegedly made mocking remarks towards his genitals and threatened to tell her fiance of their encounter. In a drunken rage and under the influence of ecstasy, Ocha hung her with rope from his kitchen door.
61. Clarence Hill (1982-2006, lethal injection): During an attempted bank robbery with an accomplice, Hill engaged in a shootout with the responding policemen. One of the officers, 26 year old Stephen Taylor, was killed and another was wounded.
62. Arthur Rutherford (1985-2006, lethal injection): Rutherford was hired by a widow, 63 year old Stella Salamon, to do odd jobs around her home. He then drowned Salamon in her bathtub and tried to cash in a check of $2,000 from her account. Salamon's nude body was found with a broken arm, bruising all across her face, and three head wounds.
63. Danny Rolling (~1960s-2006, lethal injection): Rolling murdered a total of 8 people between the ages of 8-55. In 1989, Rolling stabbed 55 year old William Grissom, William’s 24 year old daughter Julie, and his 8 year old grandson Sean to death in their home. Julie’s body was ritualistically mutilated and posed during the attack. A year later, he shot his estranged father, 59 year old James. Although James survived, he was left permanently blind. Rolling then burglarized several student dorms in a week long rampage. Five students, 23 year old Tracy Paules, 23 year old Manuel Taboda, 18 year old Sonja Larson, 17 year old Christa Hoyt, and 17 year old Christina Powell, were bound, raped, and stabbed to death. Only Taboada was spared from any sexual abuse. As with Julia Grissom, Rolling posed the female victims into provocative positions and mutilated their bodies. Roiling decapitated Hoyt and placed her head on a cabinet shelf for the sole purpose of shocking witnesses stumbling across the scene. He had a long history of robberies, assaults, and voyeurism, and some of his earliest convictions occurred when he was a teenager.
64. Ángel Díaz (~1960s-2006, lethal injection): In his native Puerto Rico, Díaz stabbed an unidentified man, who was a director of a local drug rehabilitation center, 19 times while the victim was asleep. Díaz was sentenced for second degree murder, but he escaped after beating a guard near death, and fled to Florida. During his stay in Florida, Díaz and his accomplices robbed a strip club at gunpoint, and shot and killed the manager, 49 year old Joseph Nagy. After Nagy’s murder, he and his accomplices relocated themselves to Connecticut. However, they were arrested for a possession of illegal firearms charge. Díaz and 3 other inmates briefly managed to escape by beating up a guard and threatening another at knifepoint, but were quickly recaptured. After a cellmate testified that Díaz confessed to Nagy’s murder, he was deported back to Florida and sentenced to death. His execution sparked controversy, as it took him 34 minutes to succumb to the lethal drugs. Díaz’s other criminal convictions include shooting and injuring an officer during an armed robbery and several drug possession charges. Authorities also suspected him of being involved with several Puerto Rican nationalist insurgent groups.
65. Mark Schwab (1987-2008, lethal injection): Schwab lured 11 year old Junny Rios-Martinez into a motel room by posing as a photographer for a surfing magazine. He bound Rios-Martinez, anally penetrated him, and smothered the boy to death with a pillow. Schwab also had a conviction for the sexual battery of a 13 year old boy, and he was released after serving 3 out of an 8 year prison sentence months before Rios-Martinez's murder.
66. Richard Henyard (1993-2008, lethal injection): Henyard and his teenage accomplice carjacked 35 year old Dorothy Lewis, and her two daughters, 7 year old Jamilya and 3 year old Jasmine. The pair raped Dorothy, and shot and killed both of her daughters. Dorothy was also shot in the head, but was able to survive. Dorothy recounted that she tried praying for her and her children's safety, and Henyard taunted her by mockingly claiming to be Satan himself.
67. Wayne Tompkins (~1980s-2008, lethal injection): While helping his girlfriend move from their home, Tompkins made sexual advances on her 15 year old daughter, Lisa DeCarr. When she rejected him, Tompkins raped and strangeld her to death with a bathrobe, and tried to report DeCarr as a runaway. Tompkins also had several sexual assault convictions and accusations prior to the murder. One incident involved him abducting and abusing a gas station clerk.
68. John Marek (~1980s-2008, lethal injection): Marek and his accomplice, Raymond Wigley, picked up 47 year old Adela Simmons. They forced Simmons to perform oral sex on them, burned her fingers and pubic hairs, and strangled her to death with a bandana. The pair then dumped her body near a beach. Marek was sentenced to death for Simmons' murder, while Wigley was given a life sentence. While in prison, Wigley himself was strangled to death by the above mentioned John Blackwelder.
69. Martin Grossman (1984-2010, lethal injection): Grossman was given probation after a spree involving the burglary of an ex girlfriend's home and stealing cars. While out shooting a stolen handgun with a friend, they were confronted by Margaret Park, a 26 year old wildlife ranger. Wanting to avoid being arrested and put back into prison for violating his parole, Grossman and his friend attacked Park with a flashlight. They wrestled her service pistol away from her and shot and killed Park with it. Due to Grossman being Jewish, his death sentence outraged several Jewish organizations across the globe, and they petitioned ceaselessly for his clemency.
70. Manuel Valle (1978-2011, lethal injection): While driving a stolen car, Valle was pulled over by Louis Pena, a 41 year old police officer, for a traffic violation. In the confrontation, Valle shot Pena and his partner. Although Pena was killed in the shooting, his partner's life was saved by a bullet proof vest.
71. Oba Chandler (~1960s-2011, lethal injection): Chandler enticed a woman, 36 year old Joan Rogers, and her two daughters, 17 year old Michelle and 14 year old Christe, with the promise of a boat ride. On board, he bound the family with rope and raped all three of them. Chandler then tied concrete blocks around Joan and her daughters' necks and tossed them into the ocean to drown. He also raped and strangled 20 year old Ivelisse Berrios–Beguerisse after abducting her from a mall, and was linked to the murder by a 2014 DNA test 3 years after his execution. Chandler was an inveterate sexual predator with a very long criminal history, and was first arrested for car theft in his early teens. Many of his other crimes include several convictions of armed robbery, burglary, rape, counterfeiting, and kidnapping. In one incident, he broke into a couple’s house, and sexually assaulted the wife in front of her husband. One surviving victim, a 24 year old Canadian tourist, helped investigators tie Chandler to the Rogers’ murders with her reports.
72. Robert Waterhouse (~1966-2012, lethal injection): In 1966, Waterhouse snuck into the home of 77 year old Ella Carter, and raped and strangled her to death. He was paroled after serving 8 years of a life sentence. A few years later, Waterhouse picked up 29 year old Deborah Kammerer from a bar and assaulted her on a nearby beach. He stabbed and violated Kammerer with a broken bottle, shoved a tampon down her throat, and drowned her in the ocean waters.
73. David Gore (1981-2012, lethal injection): Gore and his cousin abducted and murdered 4 teenage girls (17 year old Ying Hua Ling, 17 year old Lynn Eilliot, 14 year old Angelica LaVallee, 14 year old Barbara Byer) and 2 grown women (48 year old Hsiang Huang Ling and 35 year old Judith Daley). The victims were kidnapped through force, picked up while hitchhiking, or tricked into thinking that Gore was a police officer detaining them. They were then tied up, raped, and shot or strangled to death. The cousins dismembered the bodies in their attempts to destroy them and buried the scattered remains in shallow graves. Two of their victims, Ying Hua Ling and Hsiang Huang Ling, were a mother and daughter pair of Taiwanese immigrants, and the cousins murdered them together. A 7th victim, 14 year old friend of Eilliot, was also abducted and sodomized, but she managed to escape with Eilliot's help.
74. Manuel Pardo Jr. (1986-2012, lethal injection): Pardo was a corrupt cop heavily involved in the drug trade. After his department fired him for his abuse of power and suspected tampering of investigations, Pardo went on a crime spree. He shot and killed at least 9 men and women in robberies and interpersonal disputes. The victims he murdered in robberies were 39 year old Ulpiano Ledo, 37 year old Luis Robledo, 33 year old Mario Amador, and 28 year old Roberto Alons. In every robbery incident, he stole the victims’ credit cards. Pardo killed 28 year old Fara Quintero in an argument over a ring he pawned to her and 30 year old Sara Musa for refusing his demands of buying him a VCR set with a credit card stolen from one of his previous robberies. Another victim, Michael Millot, a 38 year old Haitian refugee that took up work as a gunsmith, was slain out of Pardo’s fears of him being a police informant. His last murders were 40 year old Ramon Alvero, a drug dealer that he work for, and Alvaro’s girlfriend, 38 year old Daisy Ricard. Pardo turned on the couple after Alvaro stiffed him of a meeting. He shot Alvaro dead, but Padro’s gun jammed when he tried to shoot Ricard as well. As he was beating Ricard to death with his gun, it discharged and hit Pardo’s foot. On death row, Pardo tried to fashion himself as a vigilante trying to rid Florida of all drug related crimes.
75. Larry Mann (~1970s-2012, lethal injection): Mann ambushed 10 year old Elisa Nelson while she was biking from school to a dentist appointment. He raped Nelson and beat her to death with a pipe. Authorities also initially suspected Mann in the murders of several girls in the area, such as 16 year old Janie Sanders and 13 year old Rose Levandoski, but the current thinking is that another (still unknown) predator was likely responsible. Although he had convictions against adult women, Mann was a pedophile with a history of mostly preying on young girls.
76. Elmer Carroll (~1972-2012, lethal injection): Carroll broke into the room of 10 year old Christine McGowan. He raped and strangled the girl to death, tucked the body underneath the bedsheets, and stole her stepfather's construction truck. McGowan's body discovered was by her stepfather when he came to check on her. At the time of the murder, Carroll had two separate convictions (including one against his then 5 year old niece) for child molestation and was first accused of rape at the age of 16.
77. William Van (~1971-2013, lethal injection): Poyck Van Poyck and another man, Frank Valdez, ambushed a prison van that their incarcerated friend was being transported in with the intent of freeing him. The pair shot and killed a guard, 40 year old Fred Griffis and wounded another. Despite overtaking the van, they were forced to retreat without their friend with the arrival of police reinforcements. Both were captured after a brief shootout with the police and were given death sentences for Griffis’ murder. The case sparked controversy when Valdez was beaten to death by other prison guards in his cell. The officers involved were all fired but acquitted for murder in their trials. Van Poyck had several convictions of armed robbery on his record.
78. John Ferguson (~1960s-2013, lethal injection): Ferguson was the mastermind of the Carol City massacre that his above mentioned accomplices, Marvin Francois and Beauford White, participated in. He also committed a series of murders on his own. Two of his other victims, 17 year old Brian Glenfeldt and 17 year old Belinda Worley, were a couple that were ambushed in the parking lot of an ice cream shop. Ferguson raped Worley, shot her and Glenfeldt dead, and ran off with her jewelry and Glenfeldt’s wallet. Another couple, 82 year old Katherine and 75 year old Raymond Perry, were assaulted by Ferguson in their motel room, robbed, and shot dead execution style. Authorities also believe that Ferguson was responsible for the murders of James Ward, a 40 year old runaway from a mental institution, and Joseph Walters (age unknown), but was never convicted of them in court. Ferguson had a troubled upbringing, was stealing cars at the age of 13, and convicted for the attempted murder of an officer. Due to allegations of him being a schizophrenic, his execution was delayed numerous times, which is why he was put to death decades after his accomplices.
79. Marshall Gore (1988-2013, lethal injection): Gore abducted and murdered two women, 30 year old Robyn Novick and 19 year old Susan Roark. Both women were last seen in his company, and they were raped, beaten, and stabbed to death. He also carjacked 32 year old Tina Coralis while she was driving with her 2 year old son Jimmy. Gore raped Tina, beat her with a rock, slit her throat, dumped her on the side of the road, and drove off with her car while Jimmy was still in it. Tina survived the attack and notified the police about her kidnapped son and stolen car. The police were able to rescue Jimmy unharmed and capture Gore without incident.
80. William Happ (~1980s-2013, lethal injection): Happ dragged 21 year old Angela Crowley out of her own car window in a convenience store parking lot. He anally raped and strangled Crowley to death with her pants. A corner's report mentioned that Crowley received over 20 blows to her head during the assault. Happ had several convictions of armed robbery, one of which pertained to an abduction incident.
81. Darius Kimbrough (1991-2013, lethal injection): Kimbrough climbed into the apartment window of 28 year old Denise Collin with the help of a ladder. He raped and repeatedly slammed her head against the wall. She was found bloodied and nude by the paramedics called to the scene. Collin died of her injuries in the hospital a day after the attack. Her murder went unsolved until samples of Kimbrough’s DNA were collected from another one of his rapes. With the presence of additional pubic hairs found in Collin’s room, at least two other men were also certainly involved, but they remain at large to this day.
82. Thomas Knight (~1960s-2013, lethal injection): Knight began his string of murders by abducting his former employer, 64 year old Sydney Gans, and Sydney's wife, 60 year old Lillian. After her forced them to withdraw $50,000 from their bank accounts, Knight shot the Gans' dead. He was apprehended and, but he managed to escape from jail while awaiting trial. While on the run, Knight gunned down a clerk, 54 year old William Culpepper, while holding up a liquor store, and $640 from the cash register. A month later, Knight was recaptured following an armed standoff with police, and sentenced to death for the Gan killings. On death row, he stabbed a correctional officer, 48 year old Richard Burke, to death with a sharpened spoon over the prison allegedly barring him from seeing his mother. Knight had numerous theft and burglary convictions that date back to when he was 9 years old.
83. Juan Chavez (1995-2014, lethal injection): Chavez accosted 9 year old Jimmy Ryce when the boy was dropped off at a stop by a school bus, and abducted him at gunpoint. He took Ryce to a trailer on his employers' property and raped him. When Ryce tried to signal a passing helicopter for help, Chavez shot him in the back of the head, and muffled his cries as he died. The body was then decapitated and dismembered, and Chavez buried the remains near his trailer.
84. Paul Howell (~1990s-2014, lethal injection): Howell was part of a drug smuggling gang. One of the members had a falling out with the ring and made an agreement with law enforcement to testify against them. Howell constructed a microwave bomb to assassinate the witness in her home, and he assigned an associate to carry out the hit. As he was transporting the bomb to its intended destination, the associate was pulled over and detained by deputies. While being processed, the bomb detonated prematurely, and killed a deputy, 35 year old James Fulford, Jr.
85. Robert Henry (1987-2014, lethal injection): As part of his plan to assault the gas station that he worked at, Henry tricked his co workers, 53 year old Phyllis Harris and 35 year old Janet Thermidor, into thinking that a robber was holding him hostage. He duped the women into allowing themselves to be tied up and gagged, as Henry claimed to them that the fictitious "robber" was forcing him to do it. Both women were beaten with hammers as Henry ransacked the station’s store. After he stole a total of $1,269 from the register, he poured gasoline all over the building, and set it on fire. Thermidor and Harris were burned alive in the blaze and died of their injures, but Thermidor survived long enough to identify Henry as the assailant.
86. Robert Hendrix (1990-2014, lethal injection): To prevent his cousin, 25 year old Elmer Scott Jr., from testifying against him in a then upcoming burglary trail, Hendrix broke into the home that he shared with his wife, 18 year old Susan, with an accomplice. He shot Susan and Elmer, beat them with the butt of his rifle, and slashed their throats. In the case that he was about to be tried for, Elmer and Hendrix burglarized a home together, and Elmer agreed to testify against him in exchange for a reduced sentence.
87. John Henry (~1975-2014, lethal injection): In 1975, Henry got into an argument with his first wife, 28 year old Patricia Roddy, while they were driving with her daughters. Henry pulled over and stabbed Patricia to death in front of her children. After he plead guilty, Henry was given a 15 year sentence for second degree murder, and was released in 1983 after serving 8. Shortly after his release, he married 28 year old Suzanne Overstreet. As what happened with his first wife, he fatally stabbed Suzanne during an argument in 1985. He then took his stepson, 4 year old Eugene Christian, to a chicken farm and stabbed him to death as well. Henry also had several convictions for the possession of drugs and illegal firearms.
88. Eddie Davis (~1980s-2014, lethal injection): Davis kidnapped his ex girlfriend's daughter, 11 year Kimberly Waters, from her home and gagged her with a rag. He took the girl to a trailer that he used to live in, and raped and strangled her to death. His criminal activity before the murder included several arrests for burglary and autotheft.
89. Chadwick Banks (1992-2014, lethal injection): Banks shot his wife, 30 year old Cassandra, in the head while she was sleeping on their couch. He then crept into the room of his stepdaughter, 10 year old Melody Cooper, and sexually assaulted her. Melody was also shot dead during the abuse.
90. Johnny Kormondy (~1989-2014, lethal injection): Kormondy and his two accomplices invaded a house that Gary McAdams, a 38 year old banker, shared with his wife, 38 year old Cecilia. The couple were ambushed after they returned home from a high school reunion. Gary was shot and killed by Kormondy, while Cecilia was forced to orally copulate the other intruders. Several items were stolen in the robbery, but my sources didn’t disclose any specifics. Kormondy had several previous convictions of robberies and auto thefts, and the earliest occurred when he was 14.
91. Jerry Correll (1985-2015, lethal injection): Correll shot and killed his ex wife, 25 year old Susan, their daughter, 5 year old Tuesday, Susan's sister, 29 year old Marybeth Jones, and their mother, 58 year old Mary Lou Hines. All four victims were murdered in a home they shared together.
92. Oscar Bolin (~1977-2015, lethal injection): Bolin was sentenced to death for the abductions and murders of 26 year old Teri Matthews, 25 year old Natalie Holley, and 17 year old Stephanie Collins. All 3 victims were kidnapped while they were getting off from work, raped, and killed in beating and stabbing attacks. He raped and strangled a fourth victim, 30 year old Deborah Stowe, to death in Texas, but wasn't charged due to already facing the death penalty in Florida. Bolin also took part in the non fatal abduction and gang rape of a waitress in Ohio, was charged for kidnapping his girlfriend (which were later dropped by the courts), and had several theft convictions that started when he was 15.
93. Mark Asay (1987-2017, lethal injection): Asay shot and killed a black man, 34 year old Robert Booker, during a racially charged fight that he picked at a bar. After Booker's murder, Asay, his brother, and their friend went cruising for prostitutes. They encountered a cross dressing sex worker, 26 year old Robert McDowell, they were acquainted with and picked him up. McDowell was also shot dead by Asay when they got into an argument over payment for an oral sex act.
94. Michael Lambrix (1983-2017, lethal injection): While intoxicated, Lambrix beat one of his friends, 35 year old Clarence Moore, to death with a tire iron, and fatally strangled another friend, 19 year old Aleisha Bryant, with a t-shirt in their trailer. He was previously arrested for welfare fraud and was detained for an unspecified "unrelated charge" during the murder investigation.
95. Patrick Hannon (1991-2017, lethal injection): 27 year old Brandon Snider vandalized the bedroom of his ex girlfriend while she was away on vacation. The ex girlfriend's brother was friends with Hannon, and he convinced him to launch a revenge attack on Snider with the help of another friend. They broke into Snider's apartment, stabbed him, and slit his throat. Snider's roommate, 28 year old Robert Carter, witnessed the murder, and tried hiding underneath his bed. Hannon dragged Carter out and shot him to death.
96. Eric Branch (1991-2018, lethal injection): In 1993, Branch abducted and carjacked 21 year old Susan Morris. He raped, beat, and strangled her to death, and then buried Morris' body in a shallow grave near a nature trail. Branch used Morris' car to flee back to his native Indiana, but was captured for a traffic violation. A registered sex offender, Branch had previous convictions for sexually abusing a 14 year old girl, and raped an unidentified woman 10 days before Morris' murder.
97. José Jiménez (~1990-2018, lethal injection): Jiménez fatally strangled Marie Debas, a 32 year old French woman who was allegedly in a relationship with a Medellin cartel drug runner, during a burglary of her apartment. Two years later, he burglarized the home of 63 year old Phyllis Minas, and stabbed her to death.
98. Bobby Long (~1990-2018, lethal injection): As the “Classified Ad Rapist”, Long raped over 50 women. He was given that epithet due to contacting and luring his victims through classified ads. After one of his victims sought charges that initially convicted him (though were later dropped on appeals), Long’s pattern of sexual violence escalated to murder. Long murdered at least 10 women and teenage girls between the ages of 18-28 and non fatally assaulted a 33 year old woman, Linda Nuttall, and a 17 year old girl, Lisa McVey. The victims were picked up through hitchhiking, forcibly grabbed while walking alone on streets, or were prostitutes lured with promises of payment for sexual favors. Long’s sparing of his last victim, McVey, provided to be his downfall, as it was her meticulously detailed reports that led law enforcement to him.
99. Gary Bowles (~1970s-2019, lethal injection): Bowles lured 6 men, 72 year old Milton Bradley, 59 year old John Roberts, 47 year old Walter Hinton, 47 year old Alverson, 39 year old David Jarman, and 38 year old Albert Morris by prostituting himself to them. Once a victim was enticed, Bowles strangled them, and stole their credit cards. He also had several convictions for armed robbery, hospitalized his stepfather in his early teens, and served a 6 year prison sentence for sexually assaulting his girlfriend.
100. Donald Dillbeck (~1979-2023, lethal injection): In 1979, Dillbeck stole a car, and was pulled over by a deputy, 31 year old Dwight Hall. After a prolonged chase and scuffle, Dillbeck shot and killed Hall with his own gun. He was then given a life sentence for Hall's murder. Dillbeck escaped from prison in 1990, and stabbed 44 year old Robbie Vann to death while trying to seize her car. The pursuing officers recaptured him shortly after the killing, and he was sentenced to death for Vann's murder.
101. Louis Gaskin (~1986-2023, lethal injection): Gaskin started his burglary spree by breaking into the home of couple, 56 year old Robert and 55 year old Georgette Sturmfels. He shot them both dead, and stole their lamp, VCR set, and some jewelry and money. His second target was a house owned by 38 year old Joseph Rector and his wife Mary (age unknown). Although Gaskin shot Joseph, the couple both managed to escape him with their lives. Due to him wearing a ninja costume as a disguise during the robberies, he was dubbed as the "Ninja Killer" by media outlets. Gaskin also had a few robbery convictions at the time of the murders.
102. Darryl Barwick (1983-2023, lethal injection): Barwick stalked 24 year old Rebecca Wendt as she was sunbathing in a pool, followed her to her apartment, and forced himself inside to rob it. He stabbed Wendt 37 times and raped her. At the age of 16, Barwick had committed a similar act of rape and burglary against an unidentified woman, and was released from prison 3 months before Wendt's murder.
103. Duane Owen (1984-2023, lethal injection): Owen raped 14 year old Karen Slattery while burglarizing a home she was babysitting at, and stabbed her to death. A few months later, Owen burglarized another home owned by 38 year old Georgianna Worden. She was sexually assaulted and fatally beaten with a hammer. He was captured while breaking into another house on the same day, and confessed to Worden and Slattery's murders
104. James Barnes (~1988-2023, lethal injection): In 1988, Barnes invaded the home of 41 year old Patricia Miller, and tied her up with her own shoelaces. She was sexually assaulted, beaten to death with a hammer, and Barnes set her bed on fire to destroy any evidence of the crime. 9 years later, Barnes strangled his estranged wife, 44 year old Linda, to death in her home, and stuffed the body into a closet. He stayed in the house until he was arrested by police officers. Barnes also admitted to the shooting deaths of Chester Wetmore, a 14 year old runaway, and Brenda Fletcher, a 50 year old prostitute, but was never charged for their killings. According to Barnes, he killed both victims for stealing from him.
105. Michael Zack III (1996-2023, lethal injection): Zack befriended two women, 40 year old Laura Rosillo and 31 year old Ravonne Smith, while hanging out at bars. He lured Rosillo to the beach with the promise of drugs, and assaulted her with a tire iron. Rosillo was raped, strangled to death, and he buried her body in a sand dune. A day later, he tricked Smith into letting him inside her house. She was smashed in the head with a glass bottle, raped, and stabbed to death. Zack then fled with her car, television set, VCR, and her purse. On a different note, when he was a child, Zack’s older sister dismembered their mother with an ax over an argument regarding the sister’s boyfriend. He used that story to gain the sympathy of his victims. His sister (who was simply institutionalized rather then incarcerated for the murder) also testified about their stepfather’s alleged abuse of them at his trial, though the prosecutors debunked most of her stories.
submitted by Leather_Focus_6535 to TrueCrimeDiscussion [link] [comments]


2024.05.17 21:58 Xerex0720 New to community but have a question

Hello!
I just was curious if you guys could tell me how frequently I should expect the following type of occurrence.
I joined on an automaton map , a defend position one where the goal seems to be eliminate enemies then evac. The mission was in progress with one guy only. I landed and immediately called my support weapon so I could start helping out. I managed to land on a tower spot with this guy , he says nothing when I show up.
I’m tossing some grenades and shooting what enemies I can when I turn around to check on the other guy. He’s moved far back from me and had some sort of explosive special weapon. No warning then boom he doesn’t aim directly at me but at my feet, blows me off the tower causing me to rag doll brought the air uncontrollably. I land, predictably get jumped by the enemies on the ground.
Was willing to give the guy the benefit of the doubt, maybe he needed his space on that tower ? Again he said nothing in chat at all so it’s not like I knew anything. I shrug it off and wait for reinforcement. He tosses the beacon down on the ground where the enemies are, I land and get mowed down before I even am done leaving the pod. Again, I pass it off as a mistake.
Get respawned again, this time in an area with few enemies, wonderful. I start up again taking down what I can so I can clear space to call down my special weapon and the turret I had just gotten to unlock. Suddenly, boom! Again I’m rag dolling through the air, didn’t remember seeing a grenade and the only enemies near me seemed to be rank and file. Nothing suspicious, I get jumped again when I hit the ground and of course I die.
Camera shoots up to the other guy, he’s got some kind of rocket launcher and was facing exactly where I was standing before I was launched. Now I’m becoming suspicious, but I try not to call sabotage unless I’m certain.
The mission goes on, two other guys join and just about every time I het set up, boom. Launched by an explosion. I’m getting a little frustrated at this point but again I try not to say anything because I don’t have clear evidence. Furthermore he keeps lobbing the reinforcement beacon as far away as he can, going out of his way to throw it as close to the map border as he can. I keep having to land and run back before the auto timer kills me
The mission is complete and the guy seems to be acting like any player when waiting for evac. We’re all just standing there waiting on him since he seems to have run off for a sample, he comes back and then without warning he throws down an orbital gas strike. He and the other two guys jump in the pelican. I didn’t react at time and I think I got stuck on part of the pelican somrhow, strike hits and the gas makes short work of me.
I die, of course and since the other three were on board the game just finishes the mission and they take off.
Then I see in chat, the guy and t other two are laughing at what he did , so I have confirmation finally he was intentionally trying to teamkill me.
I left, reported and blocked of course but what I really want to know is how often is this an issue? Is this a common thing for the community to troll lower level players like this just because they think it’s hilarious ?
submitted by Xerex0720 to Helldivers [link] [comments]


2024.05.17 11:32 CommanderRoku Fully Explained: Hero Descriptions (Part I)

Fully Explained: Hero Descriptions (Part I)
To celebrate the upcoming 25th anniversary of the Phantom Menace this 19th of May, I decided to go all out on discovering the hidden effects or poorly described star cards in this game based on the plentiful resources and posts of the past (References are found at the end). At the same time, I did what I could to rewrite the ability and card descriptions to be somewhat unilateral and have similar explanations. Many were a surprise to be sure but a welcome one, while others are completely out of hand. Use what’s useful to you, and feel free to share your own test results. At last we will reveal these stats to all, at last…
Hero Stats and Abilities (Part I)
LEGEND
https://preview.redd.it/6o5h7aa1c91d1.png?width=454&format=png&auto=webp&s=cf6fc1842e3de7fec4a16c7054836824a6c07a18
· Boba Fett
https://preview.redd.it/kwbw9zj2c91d1.png?width=176&format=png&auto=webp&s=cb9622cb00c81a5da70063398f2ee5068b530b5b
o Base Health: 600 health
o Health Regeneration: 150 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 105 / 75
o Head Shot Attack Damage: 198 / 141 (R4)
o Blaster Range: 20 / 40 meters
o Blaster Spread: Tight
o Rate of Fire: 360 shots/minute
o Blaster Overheat: 10 bursts (28 shots)
o Flamethrower Melee Damage: 100; damage doubles within outer 5% of reach distance.
o Jetpack Flight Speed: 12.5 meters/second
o Jetpack Flight Time: 5 seconds (20%/second) (YB1)
o Jetpack Refill Time: 12 seconds (8.3%/second) (YB1)
o CONCUSSION ROCKET
§ Launches a rocket that breaks on impact. The 1st explosion obscures vision and prevents lightsaber target locks for 5 seconds, canceling weapon-centered abilities as well; the 2nd explosion disables affected weapons for 1.2 seconds. Area of Effect: 25 meters; Cooldown Time: 15 seconds. (YT3, Comment: u/macggnore)
o FOR THE HUNT
§ Modifies jetpack to be used without fuel consumption while being undetected by enemy radars. Enemies nearby are also revealed. Area of Effect: ?; Duration: 8 seconds; Cooldown Time: 10 seconds.
o ROCKET BARRAGE
§ Launches five rockets dealing 75 damage each. Five Rockets on One Enemy: 375 damage; Area of Effect: 3 meters; Duration: 2.4 seconds; Cooldown Time: 20 seconds.
· Bossk
https://preview.redd.it/xx1j3mw4c91d1.png?width=165&format=png&auto=webp&s=b9b2cade239a0f288b4186f76e52645407545341
o Base Health: 600 health
o Health Regeneration: 600 health
o Health Regeneration Rate: 25 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Jump Height: 6 meters
o Body Shot Attack Damage: 126 / 45
o Head Shot Attack Damage: 126 / 45
o Charged-up Shot to Body: 156 / 156
o Charged-up Shot to Head: 296 / 296
o Blaster Range: 8 / 22 meters
o Blaster Spread: Medium
o Rate of Fire: 100 shots/minute
o Blaster Overheat: 8 shots
o Melee Damage: 65
o DIOXIS GRENADE
§ Releases a 10-meter cloud of dioxis gas dealing up to 118 damage to enemies within it for 6 seconds. Damage is per in-game ticks and not seconds, dealing more damage per second at times. Damage per tick: 5 to 6; Cooldown Time: 20 seconds. (R4)
o PREDATOR INSTINCTS
§ Modifies the primary weapon into a micro-grenade launcher with each grenade dealing 80 / 40 damage. Thermal vision and faster sprint speed are also gained. Area of Effect: 3 meters; Duration: 8.5 to 25 seconds; Cooldown Time: 25 seconds.
o PROXIMITY MINES
§ Deploys three sticky mines that after being armed for 4 seconds, detonate when triggered and deal 76 damage each. Three Mines on One Enemy: 228; Explosion Radius: 6 meters; Cooldown Time: 20 seconds.
· Chewbacca
https://preview.redd.it/17w2vrg6c91d1.png?width=179&format=png&auto=webp&s=379f961d563ba232a0d9dde96f77fc17b8860b3e
o Base Health: 700 health
o Health Regeneration: 200 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 90 / 50
o Head Shot Attack Damage: 144 / 48
o Explosion Radius: 1 meter
o Zoomed-in Body Shot Damage: 100 / 96
o Zoomed-in Head Shot Damage: 145 / 126 (R4)
o Zoomed-in Explosion Radius: 2 meters
o Rate of Fire: 66 shots/minute
o Bowcaster Overheat: None
o Bowcaster Range: 20 / 25 meters
o Zoomed-in Range: 35 / 45 meters
o Bowcaster Spread: Wide / Tight
o Melee Damage: 90
o Melee Speed: Fast
o SHOCK GRENADE
§ Throws a grenade that breaks on impact and splits into five missiles that shock enemies for 1.1 seconds; Area of Effect: ?; Cooldown Time: 15 seconds. (S1)
o FURIOUS BOWCASTER
§ Modifies the bowcaster to fire fully charged shots. Body Damage: 182 / 166; Head Damage: 291; Zoomed-In Body: 217 / 191; Zoomed-In Head: 343; Range: 25 / 50 meters; Zoomed-In: 30 / 50 meters; Duration: 7.5 to 25 seconds; Cooldown Time: 20 seconds. (R4)
o CHARGE SLAM
§ A sprint attack that by sprinting forward and slamming onto the ground, enemies are knocked down, 150 damage to enemies within 4 meters. 30% damage reduction is received while sprinting. Base Health: 700; Health Points: 910; Area of Effect: 8 meters; Sprint Duration: ?; Cooldown Time: 15 seconds. (R4)
· Darth Vader
https://preview.redd.it/5ex6fxl7c91d1.png?width=173&format=png&auto=webp&s=6e96cd4e9e186508a893e24595652d1caab7bc12
o Base Health: 800 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 130 damage
o Rear Attack Damage: 160 damage
o Swing Speed: 1.7 swings/second
o Lightsaber Swings: 10 swings
o Lightsaber Blocks: 14 blocks
o Blaster Deflections: 2121 damage
o Deflection Spread: 0.2
o Stamina Regeneration Time: 3.00 seconds
o Stamina Regeneration Delay: 2.25 seconds
o LIGHTSABER THROW
§ Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 130 damage. Damage dealt reduces by 50% if used alongside CHOKE. Cooldown Time: 8 seconds.
o FOCUSED RAGE
§ Basic lightsaber attacks deal 15 extra damage, 200 bonus health is gained, and stamina drain decreases by 50%. Duration: 10 seconds; Cooldown Time: 15 seconds.
o CHOKE
§ Force chokes multiple enemies for 1.5 seconds, dragging them up into the air and dropping them, dealing 126 damage. Reach Distance: ?; Cooldown time: 25 seconds. (YT1)
· Emperor Palpatine
https://preview.redd.it/q9xsudi8c91d1.png?width=155&format=png&auto=webp&s=70c8de4687a58523e9d5b2f51c124e1942d61662
o Base Health: 700 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 75 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Jump Height: 10 meters
o One-handed Attack Damage: 14 damage/0.3 seconds (60/sec)
o Two-handed Attack Damage: 28 damage/0.3 seconds (110/sec)
o One-handed Stamina Drain: 10% stamina/second (10 seconds)
o Two-handed Stamina Drain: 15% stamina/second (6.5 seconds)
o Attack Reach Distance: 14 meters
o Melee Damage: 80
o CHAIN LIGHTNING
§ Throws a burst of force lightning hits an enemy target selected then bounces up to six different enemies. Each hit deals 120 damage. Reach distance: 18 meters; Cooldown Time: 14.5 seconds.
o DARK AURA
§ First dealing 15 damage at startup, force energy deals 15 damage per in-game tick to enemies, slowing them down as well. Total Damage: 135; Area of Effect: 10 meters; Duration: 8 seconds; Cooldown Time: 25 seconds.
o ELECTROCUTE
§ Force lightning hits the ground, shocking enemies and disabling their blasters for 1 second. Reach Distance: 15 meters; Cooldown Time: 20 seconds.
· Han Solo
https://preview.redd.it/7jk4cqbac91d1.png?width=162&format=png&auto=webp&s=1e7e5ac1d6cccf362c551c72dec9f385331da440
o Base Health: 650 health
o Health Regeneration: 200 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 80 / 55
o Head Shot Attack Damage: 152 / 104
o Blaster Range: 20 / 50 meters
o Blaster Spread: None
o Rate of Fire: 108 shots/minute
o Blaster Overheat: 8 shots
o Melee Damage: 65
o DETONITE CHARGE
§ Throws a sticky charge that is detonated remotely. When detonated, damage is dealt and enemies are knocked down. Damage: 200 / 70; Explosion Radius: 10 meters; Cooldown Time: 18 seconds.
o SHARPSHOOTER
§ Modifies the primary weapon to fire rapidly for the next few seconds. Body Damage: 65 / 40; Head Damage: 123 / 76; Range: 35 / 15 meters; Rate of Fire: 350 shots per minute; Duration: 3 to 25 seconds; Cooldown Time: 15 seconds. (R4)
o SHOULDER CHARGE
§ A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds.
· Iden Versio
https://preview.redd.it/afmrnmwbc91d1.png?width=125&format=png&auto=webp&s=7867b255d11b8063bd3f2e36a037183a77e5b45b
o Base Health: 650 health
o Health Regeneration: 200 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 20 / 10
o Head Shot Attack Damage: 38 / 19
o Alternate Fire Attack Damage: 150
o Alternate Blast Radius: 6 meters
o Blaster Range: 30 / 50 meters
o Blaster Spread: Tight
o Rate of Fire: 780 shots/minute
o Blaster Overheat: 48 shots (YB1)
o Melee Damage: 65
o STUN DROID
§ Sends out the droid to search for an enemy target up to 25 meters away, the droid then shocks the target and those around it for 1.5 seconds. The enemy shocked is also dealt 40 damage. Shock Area of Effect: ?; Cooldown Time: 20 seconds. (R4; YB1)
o PULSE CANNON
§ Modifies the primary weapon into a long-range rifle. Using the scope deals more damage if used at a farther distance. The first bar in the charge-up indicates the maximum damage input; the second bar is the timer for automatic fire. Body Damage: 40 / 35; Head Damage: 76 / 63; Charged-Up Body Damage: 89 / 207; Charged-Up Head Damage: 164 / 376; Cooldown Time: 1 second. (R4)
o DROID SHIELD
§ Generates a personal bubble shield that protects against blaster damage. Using the primary weapon deactivates it. Unable to be used while STUN DROID is active. Shield Health: 750 health; Duration: 12 seconds; Cooldown Time: 10 seconds.
· Kylo Ren
https://preview.redd.it/b3qn6v2dc91d1.png?width=81&format=png&auto=webp&s=17b5bcaebd85ade9cb868fc3013662f42cbb2fd7
o Base Health: 750 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 8 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 125 damage
o Rear Attack Damage: 165 damage
o Swing Speed: 1.8 swings/second
o Lightsaber Swings: 14 swings
o Lightsaber Blocks: 14 blocks
o Blaster Deflections: 1112 damage
o Deflection Spread: 0.45
o Stamina Regeneration Time: 2.10 seconds
o Stamina Regeneration Delay: 2.00 seconds
o PULL
§ Force pulls enemies, dealing 10 damage. Reach Distance: 20 meters; Cooldown Time: 20 seconds.
o FRENZY
§ A frenzy of 3 to 4 lightsaber attacks by leaping towards an enemy target, either attacking the same enemy or leaping again to another. 50% damage reduction is received during the frenzy. The last attack of a three-hit frenzy and the last two attacks of a four-hit frenzy goes through blocks. A four-hit frenzy is activated by using the ability while looking away from the enemy target, immediately after a dodge, a jump hop, a lightsaber attack, or using PULL. Each frenzied lightsaber strike deals 160 damage to troopers and 115 damage to heroes. Leap Distance: 10 meters; Total to Troopers: 480 damage; Total to Heroes: 345 damage; Base Health: 750; Health Points: 1125; Cooldown Time: 10 seconds.
o FREEZE
§ Force freezes enemies for 2.5 seconds. Reach Distance: 15 meters; Cooldown Time: 24 seconds.
· Lando Calrissian
https://preview.redd.it/ukmu6izfc91d1.png?width=144&format=png&auto=webp&s=3d1018a840f42064ed3a0517b2acf863c164a8ec
o Base Health: 650 health
o Health Regeneration: 200 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 40 / 25
o Head Shot Attack Damage: 76 / 47
o Blaster Range: 20 / 50 meters
o Blaster Spread: Medium
o Rate of Fire: 420 shots/minute
o Blaster Overheat: 17 shots (YB1)
o Melee Damage: 65
o SMOKE GRENADE
§ Releases a 10-meter cloud of smoke that obscures vision and prevents lightsaber target locks. Duration: 10 seconds; Cooldown Time: 14 seconds. (YB1)
o SHARP SHOT
§ Selects up to five enemy targets and fires a flurry of shots dealing 200 to 240 damage. Headshots deal 380 damage. Reach Distance: 40 meters; Cooldown Time: 12 seconds. (R4)
o DISABLER
§ Throws a sticky device that reveals enemies nearby and scrambles enemy radars. In addition, enemies can be shocked for 1.1 seconds through remote activation. Area of Effect: 20 meters; Duration: 25 seconds; Cooldown Time: 19 seconds.
· Leia Organa
https://preview.redd.it/5qp2kudhc91d1.png?width=180&format=png&auto=webp&s=7543adeddf4b39c2258d5974f78365a0e87fda9a
o Base Health: 650 health
o Health Regeneration: 200 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 4.5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 80 / 40
o Head Shot Attack Damage: 152 / 76
o Alternate Fire Attack Damage: 145
o Alternate Fire Charge-Up Time: 1.5 seconds
o Alternate Fire Explosion Radius: 1 meter
o Blaster Range: 20 / 40 meters
o Blaster Spread: Tight
o Rate of Fire: 340 shots/minute
o Blaster Overheat: 17 bursts
o Melee Damage: 65 damage
o THERMAL DETONATORS
§ Throws detonators that each deal up to 250 damage. Up to three detonators are ready for use, all of which must be used for the cooldown timer to begin. Cooldown Time: 15 seconds.
o RAPID FIRE
§ Swaps the primary weapon for an E-11 dealing 350 damage per second. Rate of Fire: 600; Body Damage: 36 / 19; Head Damage: 68 / 36; Duration: 8 to 25 seconds; Cooldown Time: 15 seconds. (R4; YB1)
o SQUAD SHIELD
§ Deploys a 10-meter squad shield with 3000 health that protects against blaster fire and regenerates 5 health per in-game tick to allies. Duration: 30 seconds. Cooldown Time: 20 seconds.
· Luke Skywalker
https://preview.redd.it/qodegriic91d1.png?width=112&format=png&auto=webp&s=8d60f7dde7621ed70c6be9e0905d369c0a34bcaf
o Base Health: 750 health
o Health Regeneration: 200 health
o Health Regeneration Rate: 100 health/second
o Health Regeneration Delay: 2.7 seconds
o Sprint Speed: 8.6 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 130 damage
o Rear Attack Damage: 160 damage
o Swing Speed: 2.1 swings/second
o Lightsaber Swings: 10 swings
o Lightsaber Blocks: 10 blocks
o Blaster Deflections: 1112 damage
o Deflection Spread: 0.45
o Stamina Regeneration Time: 3.00 seconds
o Stamina Regeneration Delay: 1.00 second
o PUSH
§ Force pushes enemies 10 meters away, dealing 150 damage to troopers and 90 damage to heroes. Reach Distance: 12 meters; Cooldown Time: 20 seconds.
o REPULSE
§ Knocks down enemies using the Force, dealing 130 damage to troopers and 75 damage to heroes. Area of Effect: 12 meters; Cooldown Time: 17 seconds.
o RUSH
§ A lightsaber dash attack dealing 100 damage by leaping forward. Two dash attacks are ready for use. Cooldown Time: 5 seconds.
· Darth Maul
https://preview.redd.it/iy3h4q8jc91d1.png?width=149&format=png&auto=webp&s=9ebb0ea6ee59230ec3f9398a8686a8f99e5a72d6
o Base Health: 700 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 8 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 120 damage
o Rear Attack Damage: 150 damage
o Swing Speed: 1.9 swings/second
o Lightsaber Swings: 14 swings
o Lightsaber Blocks: 10 blocks
o Blaster Deflections: 810 damage
o Deflection Spread: 0.45
o Stamina Regeneration Time: 2.10 seconds
o Stamina Regeneration Delay: 2.00 seconds
o FURIOUS THROW
§ Throws the lightsaber 20 meters away and returns, each hit to enemies dealing 85 damage. Cooldown Time: 8 seconds.
o CHOKE HOLD
§ Force chokes multiple enemies, dragging them up into the air and launching them several meters away, dealing 77 damage. Reach Distance: 15 meters; Cooldown time: 18 seconds.
o SPIN ATTACK
§ A lightsaber dash attack dealing 100 damage by leaping forward 15 meters. Two dash attacks are ready for use. Cooldown Time: 5 seconds.
· Rey
https://preview.redd.it/1gurswckc91d1.png?width=123&format=png&auto=webp&s=c9146ab9e4670f90325de788c76839fea2bdcafb
o Base Health: 750 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 8 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 120 damage
o Rear Attack Damage: 140 damage
o Swing Speed: 2.0 swings/second
o Lightsaber Swings: 10 swings
o Lightsaber Blocks: 14 blocks
o Blaster Deflections: 1112 damage
o Deflection Spread: 0.45
o Stamina Regeneration Time: 1.65 seconds
o Stamina Regeneration Delay: 1.00 second
o DASH STRIKE
§ A sprint attack that knocks down enemies hit by it, dealing 130 damage. Cooldown Time: 10 seconds.
o INSIGHT
§ Basic lightsaber attacks deal 10 extra damage and stamina drain is decreased by 50%, all while being undetected by enemy radars. Enemies nearby are also revealed. Basic Attack: 130 damage; Rear Attack: 150 damage; Lightsaber Swings: 20 swings; Lightsaber Blocks: 28 blocks; Blaster Deflections: 2224 damage; Area of Effect: 30 meters; Duration: 8 seconds; Cooldown Time: 10 seconds.
o MIND TRICK
§ Confuses enemies with the Force for 4 seconds. Player controls will be inverted and cursor sensitivity will be lowered. Reach Distance: 18 meters; Cooldown Time: 20 seconds.
· Yoda
https://preview.redd.it/0caug7alc91d1.png?width=124&format=png&auto=webp&s=c18405ab06c178911b27f5f7662122c901ad0b3c
o Base Health: 700 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 125 damage
o Rear Attack Damage: 150 damage
o Swing Speed: 1.6 swings/second
o Lightsaber Swings: 12 swings
o Lightsaber Blocks: 10 blocks
o Blaster Absorption: 2121 damage
o Stamina Regeneration Time: 2.10 seconds
o Stamina Regeneration Delay: 1.00 second
o UNLEASH
§ Force pushes enemies, pushing them away several meters more, dealing 110 damage. When absorbing force attacks or blaster fire, both reach distance and damage are increased. Force attacks stay absorbed for longer. Damage Increase: 110 / 130 / 160 / 190; Area of Effect: ?; Cooldown Time: 12 seconds.
o PRESENCE
§ 150 bonus health is gained while breaking free out of any immobilizing effect. Allied troopers within several meters also gain 75 bonus health, while allied heroes gain 150 bonus health. Duration: 8 seconds; Cooldown Time: 20 seconds.
o DASH ATTACK
§ A lightsaber dash attack dealing 85 damage by leaping forward. The damage goes through blocks. Two dash attacks are ready for use. Cooldown Time: 5 seconds.
· Finn
https://preview.redd.it/b14z851nc91d1.png?width=160&format=png&auto=webp&s=8e596be32bbac450650583405a6f6c3a892fde49
o Base Health: 600 health
o Health Regeneration: 200 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 52 / 45
o Head Shot Attack Damage: 98 / 85
o Blaster Range: 25 / 50 meters
o Blaster Spread: Tight
o Rate of Fire: 240 shots/minute
o Blaster Overheat: 24 shots
o Melee Damage: 65
o DEADEYE
§ Auto-locks blaster fire onto a single enemy. Reach Distance: 30 meters; Body Damage: 30 / 20; Head Damage: 57 / 38; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4)
o BIG DEAL
§ 120 to 150 bonus health is gained, 25% to 55% damage reduction is received, ability cooldowns are reduced by 50%, and all blaster heat is removed. Any ally within 15 meters receives the same effects alongside 100 to 130 bonus health and 15% to 45% damage reduction. The number of allies also improves the ability’s effects. Total Number of Allies Needed: ?; Base Health: 600; Health Points: 930; Duration: 10 seconds; Cooldown Time: 18 seconds.
o UNDERCOVER TEAM
§ Primary weapon is swapped for a GLIE-44 while revealing enemies nearby, making allies nearby undetected from enemy radars, giving them faster sprint speed. Cancels BIG DEAL when activated. Body Damage: 42 / 30; Head Damage: 79 / 57; Area of Effect: 15 meters; Duration: 5 to 25 seconds; Cooldown Time: 15 seconds. (R4)
· Captain Phasma
https://preview.redd.it/0j3cy8hpc91d1.png?width=201&format=png&auto=webp&s=e1e3767b683ccc9c550fe9ccccb95dabd7817a92
o Base Health: 700 health
o Health Regeneration: 150 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 7 meters/second
o Body Shot Attack Damage: 19 / 15
o Head Shot Attack Damage: 36 / 28
o Blaster Range: 35 / 60 meters
o Blaster Spread: Becomes Tight
o Rate of Fire: 660 shots/minute
o Blaster Overheat: 48 shots (YB1)
o STAFF STRIKES
§ The default melee attack. For troopers, the 1st hit deals 160 damage, the 2nd 190, the 3rd hit 220. For heroes, the 1st hit deals 120 damage, the 2nd 150, the 3rd hit 200. The 3rd hit also knocks enemies down. Only 30 damage is dealt to heroes hit from behind. (S1; R4; YB1)
o SURVIVOR
§ 200 bonus health is gained. Duration: 15 seconds; Cooldown Time: 20 seconds.
o FIRST ORDER SENTRY DROID
§ Deploys a sentry droid that constantly rotates, always looking out for a target. When an enemy target is spotted, it stops rotating and fires, dealing 24 damage per shot. It also shocks enemies for 0.8 seconds. If destroyed, the explosion damage deals 150 damage. Shock Area of Effect: 15 meters; Cooldown Time: 20 seconds. (R4)
· General Grievous
https://preview.redd.it/o891r1vqc91d1.png?width=193&format=png&auto=webp&s=1abcce1f19eef36a72b6814c92ab5c139eeb07a3
o Base Health: 800 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 8 meters/second
o Jump Height: 7 meters
o Basic Attack Damage: 130 damage
o Rear Attack Damage: 160 damage
o Swing Speed: 1.8 swings/second
o Lightsaber Swings: 12 swings
o Lightsaber Blocks: 10 swings
o Blaster Deflections: 222 damage
o Deflection Spread: 20
o Stamina Regeneration Time: 3.00 seconds
o Stamina Regeneration Delay: 2.00 seconds
o THRUST SURGE
§ A lunge attack where an enemy is stabbed and knocked down, dealing 160 damage. Reach Distance: 15 meters; Cooldown Time: 13 seconds.
o UNRELENTING ADVANCE
§ A slow moving forward attack that deflects all blaster shots or lightsaber attacks from the front that lasts for 5 seconds. Any enemy standing in the way is dealt with 110 damage every 0.45 seconds. Cooldown Time: 11 seconds.
o CLAW RUSH
§ A crawl attack that knocks down enemies hit by it, dealing 130 damage. 40% damage reduction is received during the attack. Enemies hit during the initial 0.2 seconds of the attack can be hit again during the last 0.2 seconds of the attack. Base Health: 800; Health Points: 1120; Duration: 3.2 seconds; Cooldown Time: 13 seconds.
· Obi-Wan Kenobi
https://preview.redd.it/ptsull4sc91d1.png?width=182&format=png&auto=webp&s=59b92dfd53201477b0f1655ce01d3bac82c11ea2
o Base Health: 750 health
o Health Regeneration: 300 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 4.5 seconds
o Sprint Speed: 8 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 130 damage
o Rear Attack Damage: 150 damage
o Swing Speed: 1.8 swings/second
o Lightsaber Swings: 10 swings
o Lightsaber Blocks: 25 blocks
o Blaster Deflections: 2121 damage
o Deflection Spread: 0.2
o Stamina Regeneration Time: 3.00 seconds
o Stamina Regeneration Delay: 1.00 seconds
o ALL-OUT PUSH
§ Force pushes enemies, dealing 170 damage to troopers and 150 damage to heroes. Charging it up for 1.2 seconds increases the reach distance up to 22 meters. Damage also increases, dealing 200 damage to troopers and 180 damage to heroes. 80% damage reduction is also received while charging up the force push. Base Health: 750; Health Points: 1350; Reach Distance: ?; Cooldown Time: 14 seconds.
o RESTRICTIVE MIND TRICK
§ Restricts enemies from using their abilities for 5.5 seconds using the Force. An enemy being knocked down cancels the effect. Reach Distance: 20 meters; Cooldown Time: 21 seconds.
o DEFENSIVE RUSH
§ A sprint attack that damages enemies hit by it, dealing 140 damage. The final lightsaber strike deals 60 extra damage, 200 damage in total. It also deflects all blaster shots or lightsaber attacks from the front. Cooldown Time: 10 seconds.
vvv PLACED HERE DUE TO IMAGE ATTACHMENT LIMIT vvv
https://preview.redd.it/xxeqep34d91d1.png?width=339&format=png&auto=webp&s=72e943a59468d8bc0166e74931bff9b8c09cd04b
^^^ PLACED HERE DUE TO IMAGE ATTACHMENT LIMIT ^^^
· Count Dooku
o Base Health: 750 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 5 seconds
o Sprint Speed: 8 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 130 damage
o Rear Attack Damage: 160 damage
o Swing Speed: 2.0 swings/second
o Lightsaber Swings: 14 swings
o Lightsaber Blocks: 14 blocks
o Blaster Deflections: 1112 damage
o Deflection Spread: 0.45
o Stamina Regeneration Time: 2.10 seconds
o Stamina Regeneration Delay: 2.00 seconds
o LIGHTNING STUN
§ Force lightning shoots forward, knocking enemies down and dealing 160 damage to a single trooper and 120 damage to a single hero. Damage is decreased by 10 for every additional enemy caught in the lightning, to a maximum of 50 less damage. Reach Distance: 9 meters; Cooldown Time: 14 seconds.
o DUELIST
§ Basic lightsaber attacks deal 25 extra damage and swing speed is increased to 2.4 swings per second. New Basic Attack: 155 damage; New Rear Attack: 185 damage; Duration: 10 seconds; Cooldown Time: 13 seconds.
o EXPOSE WEAKNESS
§ For 5.5 seconds, an enemy target receives 20% damage weakness, is inflicted with slower movement, and has their bonus health removed. The cooldown timer is replenished if the enemy target is defeated. Normal Basic Attack: 130 damage; Normal Rear Attack: 160 damage; New Basic Attack: 156 damage; New Rear Attack: 192 damage; LIGHTNING STUN: 192 damage; Reach Distance: 11 meters; Cooldown Time: 16 seconds.
· Anakin Skywalker
o Base Health: 800 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 50 health/second
o Health Regeneration Delay: 4.5 seconds
o Sprint Speed: 8 meters/second
o Jump Height: 10 meters
o Basic Attack Damage: 130 damage
o Rear Attack Damage: 170 damage
o Swing Speed: 2.2 swings/seconds
o Lightsaber Swings: 12 swings
o Lightsaber Blocks: 10 blocks
o Blaster Deflections: 1392 damage
o Deflection Spread: 0.3
o Stamina Regeneration Time: 1.65 seconds
o Stamina Regeneration Delay: 2.00 seconds
o PULL DOMINANCE
§ Force pulls enemies, dealing 120 damage to troopers and 80 damage to heroes. Reach Distance: 18 meters; Cooldown Time: 15 seconds.
o HEROIC MIGHT
§ Force pushes enemies, dealing 100 damage to troopers and 90 damage to heroes. 90% damage reduction is received when holding the ability while the area of effect is increased up to 20 meters, depending on the amount of damage taken during the ability. Base Health: 800; Health Points: 1520; Area of Effect: 10 meters; Cooldown Time: 18 seconds.
o PASSIONATE STRIKE
§ Two heavy lightsaber attacks. The 1st attack deals 70 damage to troopers, 180 damage to heroes. The 2nd attack deals 40 damage to troopers, 130 damage to heroes. The damage goes through blocks. Cooldown Time: 13 seconds.
o RETRIBUTION
§ Force chokes enemies for 2 seconds, every second dealing 100 damage to troopers and 75 damage to heroes. Afterwards, they are force pushed away, dealing 100 damage to troopers and 75 damage to heroes. 90% damage reduction is received during the ability. Rather than a cooldown, the ability charges up when 2500 damage is taken. Damage taken by allies nearby charges it up as well. Base Health: 800; Health Points: 1520; Total Damage to Troopers: 296; Total Damage to Heroes: 222; Area of Effect: 15 meters.
· BB-8
o Base Health: 650 health
o Health Regeneration: 300 health
o Health Regeneration Rate: 65 health/second
o Health Regeneration Delay: 4 seconds
o Shock Prod Damage: 29 per 0.3 seconds
o Rate of Fire: 216 shocks/minute
o Shock Prod Overheat: 10 seconds
o Shock Prod Range: 5 meters
o RESISTANCE BACKING
§ Scrambles enemy radars, revealing enemies nearby. Enemies within 20 meters receive 5% damage weakness. Normal Basic Attack per 0.3 Seconds: 29 damage; New Basic Attack: 30 damage; CABLE SPIN per 0.3 Seconds: 47 damage; Total CABLE SPIN: 1229 damage; ROLLING CHARGE to Troopers: 210 damage; ROLLING CHARGE to Heroes: 158 damage; Duration: 12 seconds; Cooldown Time: 18 seconds.
o CABLE SPIN
§ An attack that by spinning cables by a 5-meter radius, 45 damage is dealt to enemies every in-game tick. 30% damage reduction is also received. Base Health: 650; Health Points: 845; Total Damage: 1170 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds.
PURPLE: HIDDEN ACTION/EFFECT
o ROLLING CHARGE
§ A sprint attack that by sprinting forward, the enemy hit by it is knocked down, dealing 200 damage to troopers and 150 damage to heroes. The damage goes through blocks. Sprint Duration: ?; Cooldown Time: 10 seconds.
o TECHNICAL SUPPORT
§ Objectives are captured faster. Will be counted as two units when capturing a point.
o SWIFT REACTION
§ Any ally within 7 meters will have their cooldown times reduced by 5%.
· BB-9E
o Base Health: 600 health
o Health Regeneration: 250 health
o Health Regeneration Rate: 60 health/second
o Health Regeneration Delay: 3 seconds
o Shock Prod Damage: 24 per 0.3 seconds
o Rate of Fire: 216 shocks/minute
o Shock Prod Overheat: 10 seconds
o Shock Prod Range: 5 meters
o SMOKE SCREEN
§ Deploys a 30-meter cloud of smoke obstructing vision and reveals enemies nearby. Duration: 12 seconds; Cooldown Time: 18 seconds.
o SHOCK SPIN
§ Knocks down enemies with an electric pulse dealing 90 damage. Then, enemies within 15 meters will have their blasters overheated, and enemies within 5 meters will be dealt 30 damage every in-game tick. Total Damage: 270 Damage?; Duration: 8 seconds; Cooldown Time: 25 seconds.
o CHARGE UP
§ Removes shock prod’s heat. Any ally within 20 meters will also have their blaster heat removed and their ability cooldown times reduced by ?. Duration: 5 seconds; Cooldown Time: 15 seconds.
o TECHNICAL SUPPORT
§ Objectives are captured faster. Will be counted as two units when capturing a point.
o BACTA SUPPORT
§ Any ally within 7 meters are healed 3 health per second.
NOTES
· The EPIC rarity is only stated in the card description if it is a different value than shown in-game.
· All Star Card descriptions were rewritten to be unilateral and have similar explanations. The names of heroes and second-person pronouns were avoided.
· Clearer antonyms are used: increased/decreased; extended/reduced.
o Increase/decrease suggests a progression in size, amount, or numbers (like adding/subtracting health, damage, stamina drain, and sprint speed).
o Extend/reduce suggests a change made to a value or number (like percentages for time, distance, and blaster heat).
· Damage Reduction is received; health points are regained.
· To avoid confusion, the term increased cooldown speed and increased recharge time (which uses percentage increased) is avoided. To keep all related effects as close in description as possible: extended/reduced cooldown time (still percentage) is the simplest way to describe the effect without changing the in-game number values.
· Extra damage is damage added to ability; bonus damage is situational.
· Some values were rounded to whole numbers to reflect in-game values. Such are health points, damage points, and blaster overheat. As a result, though noticeably small, the actual values in-game may be a little off when it comes to stacked values (like stacking damage reduction) and are yet to be tested.
· Some stats between the BF2 wiki and SammyBoiii’s Hero Guides differ in stats; however, they agree for the most part and usually differ by units less than a second.
· Feel free to pick any hero and test out the stats yourself. The more accurate stats we have, the better we can use them.
· Question Marks are unknown values. If you happen to know them or calculate the value, feel free to share them. Video proof seems to always work best.
· I personally feel that being open to the intricacies of every star card and ability is the best way to go and should not be considered an exploit. Everyone should know what’s happening when the enemy team starts using these game-changers (and there are many people who do), and best enabling them to learn how to counter it. In the end, understanding these little details leads to a more competitive and playable battlefront.
· Although not too often, some of the supposed up-to-date references below contradict each other; I had to make a final choice without having the time to test them.
· Getting all these stats was a hard-earned headache in the end. Feel free to correct any discrepancies you may find!

REFERENCES
BF1
BF2 Community on Fandom [Most stats taken from here]
https://battlefront.fandom.com/wiki/Heroes_and_Villains

R1
These are ALL the Broken Hero Star Cards (u/RogueZeroRendar on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/gcyh0these_are_all_the_broken_hero_star_cards/

R2
Hero Star Cards that are broken in a “beneficial way”? (u/T-RevLynn on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/ub797m/hero_star_cards_that_are_broken_in_a_beneficial/

R3
Hero Star Card Guide (u/MAshby1001 on Reddit)
https://www.reddit.com/StarWarsBattlefront/comments/pmf1b5/hero_star_card_guide/

R4
Damage stats for every trooper, hero and reinforcement in BF2 (u/ImpecableBunny on Reddit) [To Confirm Stats]
https://www.reddit.com/StarWarsBattlefront/comments/15bvq7z/damage_stats_for_every_trooper_hero_and/#lightbox

R5
Grievous strikes again (u/Accomplished_Ebb1545 on Reddit) [“Jedi Killer” Secondary Effect]
https://www.reddit.com/StarWarsBattlefront/comments/1610bg5/grievous_strikes_again/

S1
All Broken Hero Starcards in BF2 (By shuds and Shineberg on Steam)
https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483

YB1
SWBF2 Guide to Hero/Villain Stats (By jmorga3) [To Confirm Stats; Found this list after finishing my list, consider it a simplified version]
https://www.yekbot.com/swbf2-guide-to-hero-villain-stats/

YT1
Star Cards Breakdown (@KillerDebit on YouTube)
https://www.youtube.com/watch?v=KtoW9-Eb-QU&list=PLwVdQ5vamLGbW4srkAHahjSYp7qayFb88

YT2
Every hidden/actual star card effect on battlefront 2 (@Picos on YouTube)
https://www.youtube.com/watch?v=EZb-iNSpFrM

YT3
Battlefront 2 has 17 Star Cards that DON’T WORK (or are useless)… DO NOT USE THESE! (@Battlefront Knight on YouTube) [OUTDATED, BUT USEFUL COMMENT SECTION]
https://www.youtube.com/watch?v=CQNIOHv-yxA

YT4
SammyBoiii: Star Wars Hero Guides [Stats also taken from here]
https://www.youtube.com/watch?v=Q9yGv_5YaeI&list=PLMe4n3PD17TRrp_7adLtTblLCDmZeygZm

YT5
Every Broken Hero Card In Battlefront 2
https://www.youtube.com/watch?v=V0H70XpXI24

YT6
Star Wars Battlefront 2 Testing 5 USELESS Star Cards And Proving That They Don't Work!
https://www.youtube.com/watch?v=kBF4kRo6Y88
submitted by CommanderRoku to StarWarsBattlefront [link] [comments]


2024.05.17 04:28 meme-lord-Mrperfect Fulgrim and the Muse: Prologue

VIEWER DISCRETION ADVISED. There is some gore, nothing to descriptive, but if you have a weak stomach maybe pass on this one.
THE FINAL DRAF IS NOW AVAILABLE: https://docs.google.com/document/d/1m7gCg5XEeo5qTYelH2mrLN86QFCQCazjXx45bUewfEM/edit?usp=sharing
ALSO: This is a first draft, will post the revised one later.
Adonis came from a backwater mining world that had maintained much of its mining equipment and a base level of industry during the age of strife. Adonis lived a relatively uneventful life on this planet, being the only child to two parents who had gone missing when he was twelve, he would enter the mines earlier than most, but only slightly as although technically mining jobs could only be conducted by those older than eighteen, however through necessity children as young as thirteen would entire the mines to help sustain their families. These younger workers would be given relatively safer jobs compared to the older workers, monitoring equipment and other surface operations as examples. Even still this labor was backbreaking, and would more often than not result in the early demise of many inhabitants of this planet.
On his first day in the mines, Adonis would be paired with a girl who was fifteen years old, slightly taller than him, who stood at 4’11” at the time. She had short, light brown hair, and a thin but muscular build. They were trained on how to monitor the Auto-miner machine, and who to contact if anything went wrong. They were then given some time to get acquainted with one another before beginning their work. The girl introduced herself first.
“Hello, my name is Roleru, I look forward to working with you”, she responded with more enthusiasm than a young teen forced into the mines should.
“Adonis, and likewise”, He responded a bit hesitant. He was not looking to make friends. He barely wanted to be working, let alone in a mine, he would work there no longer than he had to, then he would find better work elsewhere. Adonis was still confused about where his parents had gone, and why they had left him behind
After this they were led down into the mines, making small talk on the rusty service elevator, and it turns out she was an only child as well. They shared a lot in common, her father had died in a mining accident, and her mother was unable to work due to worsening illness. She was working to support both her mother and herself, She seemed relatively upbeat despite a life of tragedy. Maybe he could learn from her, and piece back together his recently shattered life. In this rusted mine elevator a friendship was born, and many days they would start their days talking to each other on this elevator. Their main job was to monitor a large mining machine, and if anything goes wrong to immediately hit the emergency shutdown. This machine was larger than any Adonis had seen, towering over him and with many large grinding wheels to slowly break down rocks into progressively smaller chunks, until they are eventually spit out onto a long conveyor belt. An observation catwalk overlooked this series of crushers, with simple metal railings, and a solid metal floor to prevent any dropped materials from potentially damaging the equipment. They were shown to the cabin, where a vast array of displays and buttons could be found, and one large red button in a plastic case with the panel behind it painted a surprisingly vibrant yellow considering the dirty state of everything, and above it set on a background of hazard stripes the word “Emergency Shut-Down” could be seen in distinct red lettering. The operator that led them here initiated the machine to start up, and their work began in this cramped cabin where Roleru and Adonis would become practically siblings, with Roleru practically becoming Adonis’ older sister.
About 3 years of this work would go by in the blink of an eye, Adonis now fifteen is the same age as Roleru was when she started working in the mines. Now that Roleru could officially work in the mines, she would be given more training on how to actually operate the machine she had monitored for so long. Adonis was so proud of his big sister they celebrated that night, getting some slightly higher quality rations to have a feast that night. Any decent quality food was a real commodity on (insert planet name here).
However, the happy times wouldn’t last, as a couple of months later Roleru’s mother would die due to her illness. Although she would return to a happier mood after properly grieving, she never seemed quite the same to Adonis. They would continue to work in the mines together as they always had, now with no technician to accompany them to start the equipment. Together they would continue to grow closer, practically inseparable at this point, Roleru found a lot of comfort in Adonis’ presence which was sorely needed when she was grieving.
During this entire time Adonis would look for his parents in his free time, following any leads he could find. He would discover at the same time of Roleru’s mother’s passing that his parents had also passed in a mining accident, operating the same machine he and Roleru were working with. This fact would linger in the back of his mind at work from then on, disturbed by the potential lethality of the machine he interacted with daily.
Another 3 years would pass, Adonis and Roleru would continue to grow together. Moving in together, as any family should, and for financial reasons. Adonis, now 18, had recently finished his training on mining machine operation and maintenance. Roleru, now 21, had prepared the same high quality rations they had when she was promoted for that night's dinner. However, tragedy would strike during the workday, as Roleru would slip on the catwalk of the machine while it was in operation, and fall into the crushing gears. Adonis would immediately hit the emergency stop. As the loud machine whirred down, there was still energy in the gears, they would slow to a stop in the silence, but in the silence there was a sickening wet ripping sound, followed by a desperate pained scream. Adonis would quickly call for help before going down to help Roleru, however the sight he saw in the maw of this great devourer was horrifying. The entrails of his sister decorated the grinding gears like some sick and twisted form of party streamers, and the blood oh god the blood. Adonis could hear pained groans and he quickly scrambled to find the rest of Roleru. He would find her shortly after he began searching.
“No. no no no no. Stay with me! Help is on the way, you’ll be okay”, Adonis pleaded with Roleru.
“Sorry cough cough I guess I was too careless” Roleru responded, blood rolling out of her mouth. Internal bleeding, or is it external in this case? Ah semantics don’t matter, thought Adonis. The light was already fading from her eyes, unsurprising for the amount of blood loss, and the gore.
“NO! Don’t leave me, don’t leave like they did.” Adonis pleaded with a raspy voice through choked sobs, unsure of when he started crying. “Please stay with me, you promised you would.” He held her close, trying to comfort her in any way he could while desperately trying to stop the bleeding before the medical team arrived.
“I’m so sorry, I wish I could stay with you longer.”, Roleru said calmly, though the tears rolling down her face betrayed her true emotions. “I’ll always be with you in spirit.”
With that final statement she died in his arms, he would clutch the gorey remains of his sister, screaming and crying until the medical team arrived. They had to peel him off of her remains, essentially dragging him out of the mine for the day, on his walk back to their shared home, he would see a strange looking official giving a speech he only overheard part of it and he was only vaguely paying attention.
“From this day forward you will pay a tithe to the Imperium of man”, the official stated. A new ruler? Happens all the time, nothing to worry about Thought Adonis, little did he know this announcement would soon turn his already tumultuous life upside down.
He entered the hab building, and saw the two ration packets set out on the table, along with a small rectangular box. Adonis opened it, his hands still caked in Roleru’s blood. Inside was a simple silver locket, containing a photo of the two of them 3 years ago, celebrating Roleru’s promotion. Clutching the locket Adonis would fall to his knees and cry. An hour later Adonis would fall asleep, exhausted after showering. He would wake up the next morning, finding the two ration packets still uneaten on the counter.
After eating some breakfast and heading out for work, Adonis would notice something attached to the door of their hab unit.
It reads: Draft notice, You have been drafted to serve the Emperor of mankind. Report to the imperial guard training facility in 2 hours (live updated).
2 hours? Emperor of man, how conceited can one be? Oh well, it doesn't sound like I have a choice. Adonis would change his course, notifying his overseer at work before locating the Imperial guard training center. Little more than a temporary tent, it would appear there are other recruits here as well. A group of nine others were also waiting, clearly also drafted. After a bit of small talk with the other recruits, a man in olive green flak armor, a string of numbers on a plate attached on his left breast clearly some form of ID, wearing a helmet of the same color with a gold skull on the forehead. Walked out of the tent and immediately commanded the attention of all the recruits present. The man spoke in a gravelly voice, “I am Sargent Gordel, And I will make all of your lives hell over the next six weeks. You will have exactly one minute to make calls to get your affairs in order, after that you belong to the Imperial army." With that he turned and walked back into the tent, the recruits panicked at first, then followed him after a short while. That was 6 months ago, and as Adonis sat in some god forsaken trench during a particularly brutal compliance, he had wished for the thirtieth time that day that this was all some horrible nightmare. Alas it was not, he had been stationed on the frontlines, fighting against some technologically advanced humans that used bladed drones to devastating effect. Adonis was not particularly skilled at warfare, his aim was middling, his hand to hand skills less than perfect, and he had no mind for command. However, his previous work had him communicating a lot. This skill in both verbal communication, and communication equipment landed him a job as a vox-caster in his squad, lead by Sargent Gordel. Adonis disliked Gordel, a man of hubris and little talent in leadership. However, due to his role in communications Adonis had to be in close to proximity to the man during all waking hours. Ever since he had received the special vox-caster helmet he kept it on, only taking it off to eat. Adonis felt safe enclosed in his helmet, the constant line of communication meaning he could prepare for any future curveballs that might turn his life upside down, so that what happened after that horrible day will never happen again. Adonis would never be caught off guard again, or so he thought. As this compliance continued, Adonis was hearing fewer fellow vox-casters every day, until nobody responded on short-range communications one day. Alone, Adonis and his squad were all that was left in the trench line. As a forward position high casualties were to be expected, but they hadn’t been reinforced in weeks. Adonis had been given a faulty long-range vox, so he often had to make trips down the trench to the nearest squad to communicate with high command. During his last trip Adonis had heard that surrender of the planet was currently being negotiated, but in the meantime to keep fighting, that was days ago. During his trips down these lines he would often pass segments where the guardsmen had either been butchered by the drones, or fled the battlefield. He was envious of those who fled, but he would feel responsible for the deaths of his comrades if he left them to die. Today Adonis would try to retrieve a long-range vox to talk with high command. Shells were still falling on enemy positions, so they weren't abandoned. An assault on the trenches happened last night, it took 30 minutes of walking for Adonis to reach the next position, all he found there was a puddle of gore, and if he hadn’t known humans were here before, there was no way to identify what organism this pile of entrails used to be now. It sickened him, but he kept moving, not lingering on the thoughts of his past. It would take hours to find a usable long-range vox. It would take more hours to return, but in the meantime he used the vox to get updated on the situation. 
“This is vox-master Adonis in the first trench, position 38. Looks like my squad might be the last one left. High-command please respond.” Adonis hailed, hoping to hear back soon.
It would take 30 minutes for a response, but it came nonetheless. “We read you Adonis, this is High-command vox-master Gunther. How the hell are you guys still alive, the last report we got from the forward trench was 4 days ago. Anyways, peace has been reached and will go into effect tomorrow at dawn, until then keep fighting and we’ll come get you.” The man responded in a shocked voice.
“Copy command, I had to scavenge a long-range vox from a dead squad, mine has been faulty since we landed here. Thanks for the update, I will let the rest know when I get back.” Adonis replied, relieved that he would soon get to leave this hellscape. In the meantime he slowly made his way back to his position.
After hours of slowly progressing through the byzantine trench system, and hearing the wet squelch of viscera beneath his boots more often than not he finally made it back to his position. To his surprise everyone was still alive. After explaining what he heard over the vox to Gordel, Gordel called the other 9 people in the trench.
“Our vox-master has explained to me that we need to hold out until morning. Then this compliance will be over. Do you think you pansies are up to the task?”, Gordel asked, clearly just trying to raise morale.
“YES SIR!”, the squad responded loudly. Hope was something that had been in short supply in the trenches for weeks. To hear there was finally a light at the end of the tunnel made them all ecstatic. However the next 12 hours would be hell.
The first three were spent by the 11 people discussing what they would do on leave, then as the sun set, the next three hours were spent nervously watching the enemy trench. As midnight approached, metallic skittering could be heard across no man’s land. The drones were being used to secure one last victory by some egotistical commander on the other side, to break one full trench line before peace had officially started. At first it was a few, not even making it to the trench as the Guardsmen gunned them down with ease, but as 6 a.m. crept closer, the assault intensified.
Eventually these drones were leaping into the trenches, the 11 people gunned them down, but more took their place, eventually people were being butchered right in front of Adonis, reminding him of his friend's fate. Adonis was sickened by the site of it but swallowed back the bile that had risen in his throat, Gordel was the last to die, ripped apart limb from limb right before Adonis, he gunned the three drones down but by the time he had Gordel was dead, Adonis may not have liked him, but to die like that, Gordel had his sympathies. As Adonis fought on he wondered when the sun would rise, how much longer would he have to fight these horrid engines, designed to kill in the cruelest way imaginable. Adonis did his duty and reported each casualty as they happened over long-range vox. The fighting never seemed to end, he had to pick up his comrades weapons multiple times as he kept running out of ammo.
After what seemed like an eternity the hues of violet and indigo that signified the sun was soon to rise appeared in the sky, and after only 30 more minutes of desperately trying to hold on to his life the drones in the trench suddenly stopped, climbed out and marched back to the other trench line. After this Adonis reported to high-command.
“This is vox-master Adonis, the fighting is over. 10 casualties, I’m all that's left.” Adonis reported grimmly. Exhaustion evident in his voice.
“This is High-command Vox-master Gunther. We hadn’t heard from you in a couple of hours so we thought you were dead. Frankly, the fact that you’re alive is a miracle.” Gunther responded incredulously.
“Is that so?” Adonis responded without any emotion, too exhausted to care.
“Well problem is we canceled evacuations to that trench. I’ll go talk to someone higher up. In the meantime sit tight.” Gunther responded.
Adonis would trudge out of the trench. Seeing a hill, not crater pocked and covered in grass with a large, flat rock on top. Adonis would make his way over to this hill, and sit atop the rock, feet pressed together as he took his vox-caster helmet off. His face covered in sweat, he can see how utterly covered in the blood of his comrades he is. Sickened by this fact and given his reprieve, he ejects what little remains in his stomach. Tears stream down his face as he questions how much longer he’ll be in this army, how many others will he see turned to paste, and why he decided to fight instead of joining his Roleru in the afterlife.
His mental breakdown is set to the backdrop of a beautiful sunset, he has calmed down by the time a gleaming purple transport pulls up to the trench line. A tall woman in purple armor steps out, white hair flowing down her shoulders, with piercing purple eyes. She scans for something before setting eyes on Adonis.
She calls out to him, “Vox-master, your transport awaits.” Adonis walks to the transport, not bothering to go back to the trench. After the imposing, yet elegant woman climbs into the transport after him, the doors close and it speeds off.
submitted by meme-lord-Mrperfect to PrimarchGFs [link] [comments]


2024.05.16 21:19 TheNumidianAlpha Opinion on CoH3 (multiplayer) after 50games by a Coh2 veteran.

Alright, so after playing around 50 games on CoH3 with all 4 factions and all game modes, here's my verdict based on a comparison to CoH2:
Positive aspects of CoH3:
Visually pleasing graphics
More realistic squad size mostly
Qol improvements (auto reinforce, autovaulting, tank riding)
More units variety and a pleasing light vehicle play
In game currency easier to reach
Includes never seen before units
Every faction has access to an ambulance and can tow weapons and recrew on front
Now, what's to be improved by priority:
1)High priority:
The sound effects, has been said a lot but man...where to start ? Well first of all the units being attacked cues should be given priority over everything else, the problem is that the battles, especially team battles are a sound-fest, the "our point is being captured" shout gave me a serious headache (literally lol), it should be down toned or selective to only the points you personally defend, or you could have the player have the option to select which point he wishes to know about constantly. The voice line could be replace by a sound cue maybe. The explosions are loud but they don't seem really well made too.
The vehicles movement! Man.. the "you always have to press reverse command" thing just doesn't want to stick with me. Maybe it's a me thing, but come on, at least on short distances we should be able to move backwards without extra micro. It's just a habit from Coh2 maybe.
Certain call ins are waaaaaay too oppressive, so much they make the game end (yes I'm looking at you Carpet Bombing) they definitely need to be toned down, call ins are supposed to be a bonus to swing the pendulum of a balanced fight your way, not a goddamn supernova that falls on your army.
Balance and game flow : so much to say here it could warrant it's own post.
2)Low priority (opinion) : I'm not gonna pretend that my opinion here should be THE opinion, but I've noticed a few things :
indirect fire takes a lot of place in the game, which forces everyone to play it and get mobile infantry only besides the fact that mobile infantry is already more useful and powerful than line static infantry due to the fact it can push, decrew team weapons or force retreats more easily, the new high health based system of combat makes them not drop models when approaching enemy defensive troops in their cover. It is a bit too much.
Faction balance in the current meta forces players into repetitive play styles : USF ranger blobs, ukf double Australian triple infantry, Dak just stalls until their late game vehicle play and has to play like pussy, wehr just spams team weapons until they can unleash a mass of pz4 or panthers. It reminds me of the funny days of coh1 back when the series was trying to find its way, the lessons from CoH2 final patches should be duly copied, the str genre is a delicate flower to balance and find a consistent pleasure in each game without it being a chore or boring or frustratingly unfair, I rq'd two times already due to a ranger blob and a carpet bombing, while I never rq'd in Coh2 ever.
TL;DR : just read the damn thing come on.
Thanks.
submitted by TheNumidianAlpha to CompanyOfHeroes [link] [comments]


2024.05.16 17:52 LieutenantDevil_ List of R6 Operators that could work within R6 Extraction

If Ubisoft was to ever release one more and final update to this game and part of it included new Operators, I think this is a list of the current roster of Y9S1.3 that could fit into the game.
OPERATOR ROLE STATS (Speed - Armour) GADGET LOADOUT
Tubarão Crowd Control, Anti-Breach 2 - 2 Zoto Canister MPX, AR-15.50, TCSG12, P226 Mk 25, Keratos .357
Ram Lure, Breach 1 - 3 BU-GI Auto Breacher R4-C, LMG-E, Mk1 9mm, ITA12S, Bailiff 410
Grim Intel, Recon, Area Control 3 - 1 Kawan Hive Launcher 552 Commando, SG-CQB, P229, Bailiff 410, Super Shorty
Thorn Trap 3 - 1 Razorbloom Shell UZK50Gi, M870, 1911 TACOPS, C75 Auto, Super Shorty
Flores Intel, Recon, Bomber 2 - 2 RCE-Ratero Charge AR33, SR-25, GSh-18, PMM, Bailiff 410
Aruni Slowdown, Stun 2 - 2 Surya Gate P10 RONI, 552 Commando, Mk 14 EBR, PRB92, Super Shorty
Melusi Slowdown, Area Control 2 - 2 Banshee Sonic Defense MP5, PDW9, Super 90, RG15, Super Shorty
Oryx Stun, Knockback, Push 1 - 3 Remah Dash SPAS-12, PDW9, T-5 SMG, Bailiff 410, USP40
Wamai Area Control, Projectile Protection 2 - 2 Mag-Net System AUG A2, MP5K, P12, Keratos .357, P229
Kali Armour-Piercing 3 - 1 LV Explosive Lance CSRX 300, SPSMG9, C75 Auto, P226 Mk 25, P229
Goyo Area Denial, Trap 2 - 2 Volcán Canister Vector .45 ACP, TCSG12, P229, Keratos .357, C75 Auto
Nøkk Cloak, Recon 3 - 1 HEL Presence Reduction FMG-9, SIX12 SD, 5.7 USG, D-50, P229
Warden Vision 2 - 2 Glance Smart Glasses M590A1, MPX, P-10C, SMG-12, Bailiff 410
Kaid Anti-Breach 1 - 3 Rtila Electroclaw AUG A3, TCSG12, .44 MAG SEMI-AUTO, LFP586, Keratos .357
Lesion Area Control, Trap 2- 2 GU Mines SIX12 SD, T-5 SMG, Q-929, Super Shorty, Bailiff 410
Jackal Tracker, Intel, Recon 2 - 2 Eyenox Model III C7E, PDW9, ITA12L, USP40, ITA12S
Buck Breach, Versatile 2 - 2 Skeleton Key C8-SFW, CAMRS, Mk1 9mm, P229, SMG-11
Castle Area Control, Barricade 1 - 3 Armor Panel UMP45, M1014, 5.7 USG, Super Shorty, M45 MEUSOC
Bandit Anti-Breach 3 - 1 Shock Wire AUG A2, MP7, M870, P12, Bailiff 410
Glaz Vision 3 - 1 Flip Sight OTs-03, PMM, GSh-18, Bearing 9, Bailiff 410
Kapkan Area Control, Trap 2 - 2 Entry Denial Device 9x19VSN, SASG-12, PMM, GSh-18, Keratos .357
Below is a table that lists how each Operator would function within R6 Extraction.
OPERATOR HOW WOULD THEY WORK? ADDITIONAL NOTES
Tubarão Good on-the-spot Anti-Breach, good crowd control to slow down incoming hordes of Archæans, decent loadout?
Ram Potential use of BU-GI as a lure tool that creates sounds and attracts Archæans. BU-GI could explode at certain advancement level to increase viability.
Grim On-the-spot tracking for limited duration. Hives could potentially move outward and cover a wider area overtime to scan more Archæans at certain advancement level.
Thorn Decent traps, could lure enemies with sound and cause them to stay in blast radius upon activation.
Flores Decent recon, can destroy groups of enemies/nests without putting self or teammates in danger, wouldn't alert enemies to allied positions due to remote detonation.
Aruni Increased defense and on-demand laser gate placement when needed. Could obliterate low-tier enemies at certain advancement level.
Melusi Good slowdown and crowd control with gadget.
Oryx Oryx is Oryx. Decent breach, on-demand stun and knockback of Archæans. Possibility for Remah Dash to recover health lost to breaching or ramming enemies after a certain duration at certain advancement level.
Wamai Throwable gadget that catches projectiles and destroys them. Rechargable gadget at certain advancement level.
Kali Gadget that can obliterate low-tier armoured Archæans (Rooters, Sowers, Lurkers) and stun higher-tier Archæans (Smashers, Apex, Tormentors) Rechargable gadget at certain advancement level (long recharge time to balance power?)
Goyo Good Area Denial with gadget, can be activated through indirect and direct means (Breacher explosions, gunfire etc)
Nøkk Team-orientated Stealth character, allows Teammates to be a bit more stealthy and allows Nøkk to clear areas more efficiently by herself. Slightly more team-orientated than Vigil.
Warden Counter to Smokers and other vision-reducing enemies, can also see through teammate gadgets like Z9 Gas Grenades or Smoke Grenades. Possibility for team support at certain advancement level, allowing teammates to see through smoke aswell.
Kaid Good Anti-Breach, prevents Breacher enemies from blowing up reinforced walls, can also electrify hatches when possible.
Lesion Good Area Control, could damage and slowdown Archæans who trigger mines.
Jackal Can switch between Archæan types with gadget to track different Archæans in the sub-zone. Advancement levels would unlock the ability to track different Archæans.
Buck Good Breach, under-barrel shotgun for CQC. Sledge's counterpart.
Castle Good Area Control, stronger barricades that last longer than regular barricades. Possibility for level 10 Advancement level to upgrade all default barricades to be slightly stronger and quicker to deploy?
Bandit Good Anti-Breach, prevents Breacher enemies from blowing up reinforced walls.
Glaz Counter to Smokers and other vision-reducing enemies, can also see through teammate gadgets like Z9 Gas Grenades or Smoke Grenades. A more selfish Warden.
Kapkan Good Trap/Area Control operator, can set traps or doors and windows to blow up Archæans passing through.
Let me know what you think of my list, I would love to see these operators implemented into R6 Extraction if it would ever happen but it might overwhelm the roster with how many choices there would be.
Honorable Mentions:
Fenrir, Solis, Sens, Maverick
Why were they not put in?
Fenrir: I felt like Fenrir wouldn't work because his gadget releases a gas that causes fear and hallucinations to those who inhale it, however I didn't feel like it would work on the Archæans as they are not human (as far as I'm concerned, I don't keep up with lore)
Solis: I feel like Solis would do the same thing Pulse and IQ did but at once, and that would defeat the purpose of both of those operators, there would have to be another use for her to make her viable and be a third scanner.
Maverick: I didn't really see much of a use with his gadget other than to stealthily open rotates, lines of sight or even destroy nests without sound (though that is what takedowns are for).
Sens: I felt like Sens would be more of a hinderance to their team than an asset as it would block off vision for their teammates but at the same time, removing vision for Archæans, especially ranged ones. Could possibly pair up with Warden or Glaz but overall, didn't seem like a good fit.
UPDATE: Decided to add an advancements section for anyone interested.
OPERATORS + ADVANCEMENT LEVEL 1 2 3 4 5 6 7 8 9 10
Tubarão Zoto Canister Zoto Canister Capacity Arsenal Upgrade - AR-15.50 Armour III Enhanced Reflexes Arsenal Upgrade - TCSG12 Increased Radius, Lingering Slowdown Speed III Arsenal Upgrade - Keratos .357 Stronger Slowdown, Freezes Low-Tier Archæans.
Ram BU-GI BU-GI Capacity Arsenal Upgrade - ITA12S Armour IV Gear Up Arsenal Upgrade - LMG-E Longer Duration, Lures Archæans Armour V Arsenal Upgrade - Bailiff 410 Explosive BU-GI - Explodes at the end of the duration.
Grim Kawan Hives Hive Capacity Arsenal Upgrade - Bailiff 410 Speed IV Resilient Revival Arsenal Upgrade - SG-CQB Hive Refill Armour II Arsenal Upgrade - Super Shorty Swarming Hives - Swarm slowly extends outwards overtime.
Thorn Razorbloom Razorbloom Capacity Arsenal Upgrade - C75 Auto Speed IV Stronger Recovery Arsenal Upgrade - M870 Increased Damage, Radius Armour II Arsenal Upgrade - Super Shorty Reusable Blooms - Razorblooms activate one time after a certain duration.
Flores RCE-Ratero Increased RCE Capacity Arsenal Upgrade - PMM Armour III Wireless Charging Arsenal Upgrade - SR-25 Increased Radius Armour IV Arsenal Upgrade - Bailiff 410 Proximity Detection - RCE can now be placed without activation, explodes when detects nearby Archæans**.**
Aruni Surya Gate Gate Capacity Arsenal Upgrade - Mk 14 EBR Armour III Healthy Hand Arsenal Upgrade - 552 Commando Stronger Lasers - Obliterates low-tier Archæans. Speed III Arsenal Upgrade - Super Shorty Shorter Cooldown before Gates can be activated again.
Melusi Banshee Increased Slowdown Arsenal Upgrade - Super Shorty Armour III Enhanced Reflexes Arsenal Upgrade - Super 90 Damaging Systems - Deals damage overtime to nearby Archæans. Speed III Arsenal Upgrade - PDW9 Piercing Systems - Chance to stun low-tier Archæans, lower chances for high-tier Archæans.
Oryx Remah Dash Faster Recharge, Less Damage Taken Arsenal Upgrade - T-5 SMG Armour IV Stronger Recovery Arsenal Upgrade - Bailiff 410 Remah Dash Recovery - Recover Health lost overtime. Armour V Arsenal Upgrade - PDW9 Quicker Recovery, Shorter Cooldown
Wamai Mag-Net System Mag-Net Capacity Arsenal Upgrade - Keratos .357 Speed III Enhanced Reflexes Arsenal Upgrade - MP5K Mag-Net Refill Armour III Arsenal Upgrade - P229 Faster Recharge
Kali Explosive Lance Charge Capacity Arsenal Upgrade - P226 Mk 25 Speed IV Extra Mags Arsenal Upgrade - C75 Auto Longer Stun Duration Armour II Arsenal Upgrade - P229 Charge Refill
Goyo Volcán Canister Longer Fire Duration Arsenal Upgrade - Vector .45 ACP Speed III Healthy Hand Arsenal Upgrade - C75 Auto Increased Fire Damage Armour III Arsenal Upgrade - Keratos .357 Volcán Capacity, Increased Fire Coverage
Nøkk HEL Presence Reduction Longer Duration, Reduced Recharge Time Arsenal Upgrade - D-50 Speed IV Enhanced Reflexes Arsenal Upgrade - SIX12 SD Global Presence Reduction - Teammates are harder to spot when ability is active. Speed V Arsenal Upgrade - P229 HEL Presence Annihilation - Stealth Kills no longer end ability, instead reduce timing remaining by two seconds per kill.
Warden Smart Glasses Longer Duration Arsenal Upgrade - SMG-12 Armour III Healthy Hand Arsenal Upgrade - MPX Reduced Cooldown Armour IV Arsenal Upgrade - Bailiff 410 Clear Vision - Teammates now see through visual obscuring particles whenever ability is active.
Kaid Electroclaw Claw Capacity Arsenal Upgrade - LFP586 Armour IV Gear Up Arsenal Upgrade - TCSG12 Increased Radius Armour V Arsenal Upgrade - Keratos .357 Maximum Voltage - Electroclaw now deals damage within its radius.
Lesion GU Mines GU Mine Capacity Arsenal Upgrade - Super Shorty Armour III Stronger Recovery Arsenal Upgrade - SIX12 SD Increased Damage, Increased Slowdown Speed III Arsenal Upgrade - Bailiff 410 Volatile Poison - Gu Mines explode in a small radius
Jackal Eyenox Tracker Eyenox Scan Capacity Arsenal Upgrade - ITA12L Speed III Resilient Revival Arsenal Upgrade - ITA12S Eyenox Tracking - Can now track all types of low-tier Archæans. Speed IV Arsenal Upgrade - PDW9 Priority Targeting, Increased capacity - Can now track all high-tier Archæans.
Buck Skeleton Key Skeleton Key Increased Ammo Arsenal Upgrade - CAMRS Speed III Enhanced Reflexes Arsenal Upgrade - SMG-11 Increased Breach size, Increased Damage Armour III Arsenal Upgrade - P229 Knockback - Skeleton Key inflicts knockback on all Archæans.
Castle Armor Panels Armor Panel Capacity Arsenal Upgrade - UMP45 Armour IV Healthy Hand Arsenal Upgrade - Super Shorty Stronger Panels Armour V Arsenal Upgrade - M45 MEUSOC Fortify - All barricades have increased health.
Bandit Shock Wires Shock Wire Capacity Arsenal Upgrade - AUG A2 Speed IV Healthy Hand Arsenal Upgrade - M870 Reinforced Wires - Shock Wire can't be destroyed by explosions. Armour II Arsenal Upgrade - Bailiff 410 Reinforce - All reinforcements take longer for Breachers to get through.
Glaz Flip Sight Fast Action - Flipping sight and Reloading is quicker. Arsenal Upgrade - Bearing 9 Speed IV Gear Up Arsenal Upgrade - GSh-18 Scanning Thermal - Highlighted Archæans become scanned. Armour II Arsenal Upgrade - Bailiff 410 Enhanced Thermal Vision - Highlights Archæans and Nests through walls.
Kapkan EDD EDD Capacity Arsenal Upgrade - SASG-12 Armour III Stronger Recovery Arsenal Upgrade -GSh-18 Increased Damage Armour IV Arsenal Upgrade - Keratos .357 EDD Refill
submitted by LieutenantDevil_ to R6Extraction [link] [comments]


2024.05.16 13:46 olliefo1 Rate me list for local tournament

Idea of the list is to put a lot of pressure on the opponent with the catachans chimeras and bullgryns. Rough riders act as MSU units and deep strike detterants. Most of the dmg comes from tank commanders and leman russes. I use the 20man catachan unit with straken as a good target for reinforcements and ursula stays behind for the free fields of fire. I use the scions for secondaries like deploy homers and signals.
Tried it a few times and it performs well against shooting and meele armies. Only hard counter i think might be death guard with triple PBC and mortarion. As they can take out a lot of my meele options with artillery
kapping (1995 points)
Astra Militarum Strike Force (2000 points) Combined Regiment
CHARACTERS
Lord Solar Leontus (125 points) • Warlord • 1x Conquest 1x Konstantin’s hooves 1x Sol’s Righteous Gaze
Platoon Command Squad (60 points) • 1x Platoon Commander • 1x Close combat weapon 1x Plasma pistol 1x Power fist • 2x Veteran Guardsman • 2x Close combat weapon 2x Lasgun 2x Laspistol 1x Master Vox 1x Medi-pack • 1x Veteran Heavy Weapons Team • 1x Close combat weapon 1x Laspistol 1x Mortar
Tank Commander (205 points) • 1x Armoured tracks 1x Demolisher battle cannon 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 2x Multi-melta
Tank Commander (205 points) • 1x Armoured tracks 1x Demolisher battle cannon 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 2x Multi-melta
Ursula Creed (55 points) • 1x Duty and Vengeance 1x Power weapon
‘Iron Hand’ Straken (55 points) • 1x Auto shotgun 1x Bionic arm with devil’s claw 1x Plasma pistol
BATTLELINE
Catachan Jungle Fighters (110 points) • 2x Jungle Fighter Sergeant • 2x Close combat weapon 2x Laspistol • 18x Jungle Fighter • 18x Close combat weapon 4x Flamer 14x Lasgun 2x Vox-caster
Catachan Jungle Fighters (55 points) • 1x Jungle Fighter Sergeant • 1x Close combat weapon 1x Laspistol • 9x Jungle Fighter • 9x Close combat weapon 9x Lasgun
Catachan Jungle Fighters (55 points) • 1x Jungle Fighter Sergeant • 1x Close combat weapon 1x Laspistol • 9x Jungle Fighter • 9x Close combat weapon 9x Lasgun
Infantry Squad (60 points) • 1x Sergeant • 1x Plasma pistol 1x Power weapon • 7x Guardsman • 7x Close combat weapon 7x Lasgun • 1x Heavy Weapons Team • 1x Close combat weapon 1x Laspistol 1x Mortar
DEDICATED TRANSPORTS
Chimera (70 points) • 1x Armoured tracks 1x Chimera heavy flamer 1x Heavy flamer 1x Heavy stubber 1x Hunter-killer missile 1x Lasgun array
Chimera (70 points) • 1x Armoured tracks 1x Chimera heavy flamer 1x Heavy flamer 1x Heavy stubber 1x Hunter-killer missile 1x Lasgun array
OTHER DATASHEETS
Attilan Rough Riders (60 points) • 1x Rough Rider Sergeant • 1x Goad lance 1x Lasgun 1x Laspistol 1x Power sabre 1x Steed’s hooves • 4x Rough Rider • 4x Hunting lance 4x Lasgun 4x Laspistol 4x Steed’s hooves
Attilan Rough Riders (60 points) • 1x Rough Rider Sergeant • 1x Goad lance 1x Lasgun 1x Laspistol 1x Power sabre 1x Steed’s hooves • 4x Rough Rider • 4x Hunting lance 4x Lasgun 4x Laspistol 4x Steed’s hooves
Bullgryn Squad (180 points) • 1x Bullgryn Bone ’ead • 1x Bullgryn maul 1x Close combat weapon 1x Slabshield • 5x Bullgryn • 5x Brute Shield 5x Bullgryn maul 5x Close combat weapon
Bullgryn Squad (180 points) • 1x Bullgryn Bone ’ead • 1x Bullgryn maul 1x Close combat weapon 1x Slabshield • 5x Bullgryn • 5x Brute Shield 5x Bullgryn maul 5x Close combat weapon
Leman Russ Battle Tank (170 points) • 1x Armoured tracks 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 1x Leman Russ battle cannon 2x Plasma cannon
Leman Russ Battle Tank (170 points) • 1x Armoured tracks 1x Heavy stubber 1x Hunter-killer missile 1x Lascannon 1x Leman Russ battle cannon 2x Plasma cannon
Tempestus Scions (50 points) • 1x Tempestor • 1x Chainsword 1x Hot-shot laspistol • 4x Tempestus Scion • 4x Close combat weapon 4x Hot-shot lasgun
Exported with App Version: v1.14.0 (42), Data Version: v379
submitted by olliefo1 to TheAstraMilitarum [link] [comments]


2024.05.15 23:51 hrothmartin Homeworld 3: A point-by-point breakdown for series veterans

Disclaimer: the audience for this post is people who are familiar with Homeworld. I've put hundreds of hours into all the games across the series. I'm going to assume that you're familiar with the basic mechanics, story beats and tone of the original game.
Homeworld 3 has been out a few days now. Critic reviews are largely positive, and fan sentiment seems to be a mixed bag.
Personally, I give it a strong recommend. But I also understand some of the frustration: there are a few gameplay design decisions that I don't agree with that I'll get into later. Here's my detailed breakdown:

positive

graphics: amazing, no notes
camera: generally easy to control
audio design: fantastic
movement & selection improvements
environmental improvements
new unit types
story and worldbuilding
roguelike mode (War Games)

neutral

missing features from HW2
different narrative tone
tactical changes
miscellaneous

negative

pacing & level design issues
issues with camera & selection controls
miscellaneous

discussion

A bit more detail on some of the points above:
neutral: missing features from HW2
I think the general sentiment is that few people liked squadrons in HW2. Subsystems were sort of cool but kind of annoying to target in the heat of battle. I don't really miss either of these features, personally.
neutral: different narrative tone
A lot of people seem to be up in arms about this. I have to say that the character-driven CGI cutscenes do add a bit of texture to the universe, but for me, it comes the expense of the kind of epic feel of the older titles. The older games don't really put individual people at the center of the narrative; the spaceships themselves are the characters.
Still, the in-engine cutscenes look great, with cool coreography. I wish they would have done more of this, it's more true to the original style.
neutral: too many single-target abilities
Why can't I shoot my charged beams at multiple enemies? Why can't I band-box to capture multiple ships at once? Not only would more multi-select abilies makes sense tactically, it would make things easier to control: it can be hard to pick out a single enemy from a big pile of ships.
neutral: some units finicky to control
I'm thinking of units like bombers. They have a cloaking ability, which doesn't always seem to work (maybe because one of them is still firing?). It's very frustrating when you *think* you enabled the cloaking device, only to have all your units wiped out 10 seconds later because the ability didn't actually trigger.
(see this helpful post from the devs on how to auto-cast cloaking for bombers. There's a right-click variant of the ability that wasn't obvious to me)
Movement and target selection can also be an issue. Again with bombers: they have an extremely long range, but will dive heedlessly toward the enemy at close range and get chewed up instead of turning around at a reasonable distance on their attack run. They also don't spread out their targets enough: they might drop two salvos of bombs on a target that would be destroyed by just one. Torpedo frigates are the opposite: they will try and keep a very large distance from the enemy, sometimes making it difficult to get them to go where you want them to go.
neutral: tactical changes
You can set a "stance" like in HW2, and this generally works better than in that game. Units don't run all over the map in a hyper-aggressive way, and will generally stick close to units they're guarding.
However you can't set "tactics" independently like in HW1 or HW: Remastered. For example, you can't set your recon units to "evasive" to have them break formation and tie up enemy units in the same way you could in that game.
You can kind of approximate this with formations, though. If you set "no formation" then strike craft will manuever in an evasive way. It took me a while to figure this out: the game doesn't really teach this to you.
negative: pacing and level design
This is the most frustrating thing about the game, even more so because it's 100% fixable. All you would need to do is give players a little time at the beginning of a mission to build a few units and get their selection groups set up before starting mission timers.
Likewise, it would be really nice to have some cooldown time at the end of missions to collect resources and rebuild your fleet. The "forced hyperspace" is a really questionable gameplay design decision.
There's one mission in particular where you're defending a chokepoint against a large enemy fleet. By the end of the mission, your fleet is battered: I was playing on the hardest difficulty, and had no resources remaining. After the combat, there are wrecked ships everywhere that your resource collectors can salvage, but the mission ends before you can collect anything!
Instead, I had to start the next mission with no resources and a crippled fleet. There didn't seem to be any plot justification for this: it's like it's specifically designed to annoy players.
negative: issues with camera and selection controls
These issues are more minor. The first is that you can't deselect a unit directly by right-clicking. As far as I can tell, you can only do it in the unit overlay in the lower-left corner. But in that view, you can't tell which unit you're delecting, since it's just a box with a pile of ships.
The large environmental objects (superstructures) are also an obstacle to selection. This is a problem, since some levels take place in large hollow structures. You can see the units in sensor mode, but if you try to click on one and there's a solid object in the way, it won't select them. This is annoying, and it forces you to waste time rotating the camera around until the object is no longer in between you and the selection.
The sensors manager can also drop you in weird places when you exit back into the standard view, particularly if you've been zooming around. Sometimes there's a big object blocking your view. Hope they can patch this.
Finally, there are hidden controls that are hard to access. There's a whole context menu that you can only find by holding 'alt' and right clicking: I had to look this up online. The command to retire a ship is hidden in this menu. If you've played these series you know that 'retire' is actually a pretty important command: your population is capped and sometimes you need to retire some ships to make room for better ones.
negative: miscellaneous
Why don't groups keep their formation after docking? Why? WHY? Sajuuk, why have you forsaken me?
Finally, and this is more of a feature request: it should be simple to auto-reinforce your groups back to full strength. Granted, this is a problem with every homeworld game: it's so frustrating to lose focus on a battle just because you're trying to add a single recon unit to bring your group from 29 to 30. Then you need to remember to update the formation because adding a unit makes it "mixed".
Maybe this is only a problem for OCD formation micromanagers like me, I don't know.
a note on performance
The game mostly peformed well for my mid-range computer on high settings. A few large, open levels had performance issues: one level in the War Games mode which consists of a bunch of vertical structures and a very large map occasionally slowed to a crawl, and I had to turn down the settings.

Conclusion

The fact that I can strongly recommend this game in spite of the issues listed above is a testament to the quality of the engine that BBI has built. The minute-to-minute gameplay feels very solid and true to the series. With a few tweaks, I think they could really improve the pacing of the single-player game.
I have high hopes for the modding scene, given that the modding tools appear to be based on a customized version of the Unreal Engine. The roguelike mode is actually a blast, and I'd love to see where they go with it. New maps and mission objectives would be welcome. I haven't played it cooperatively but I'm eager to try.
I haven't played the skirmish mode yet, and I never played the older games competitively, so I've got no opinions there. Would love to hear more from others what they think of these modes.
Also happy to clarify any points above, please feel free to ask.
submitted by hrothmartin to homeworld [link] [comments]


2024.05.15 22:20 Ludewich42 Heavy Machine Gun vs Bots ... suggestions how to make it feel great?

Spreading democracy among Automatons with laser cannon, auto cannon, spear or recoilless rifle feels really good and I am comfortable with these weapons.
Now I wanted to experiment with a couple of new loadouts.
* The stalwart is fun, but struggles against devastators (and, of course, hulks). This is no surprise, fine with me. Might be a fun build for a challenge (by combining it with AT stratagams). At least it feels good!
* The heavy machine gun is known to require an ammo backpack (fine). I brought it against bots and finished the mission with mixed feelings (and more reinforces than usual). It is ok vs the small guys and is good against few berserkers. It is also cool to hit heat sinks or if you find an unprotected factory strider right above you. But ... hitting devastators is not funny. Any one-to-one encounter with a shield-devastator is a probably a loss unless you get a lucky headshot. Rocket devastators are hard opponents for it. Hulks can be anything between very lucky headshot and (more probably) a loss - even if the hulk is stunned.
I will certainly give it more tests, especially since I am not really comfortable with good RPM settings. Shooting legs of automatons sounds quite useful, will test that more.
But all in all... well, bringing the autocannon also occupies your backpack, but does not need a second slot for the ammo backpack. And the autocannon has a much faster time to kill for anything that the heavy machine gun can: devastators? No problem at all for the autocannon. Small striders? Easy peasy. Berserkers? Easy enough. Hulks? Easy if they are stunned, otherwise still good chances. And it reloads so much faster. Not sure if it is fair to compare autocannon and heavy machine gun, but if I do it, the heavy machine gun seems to only have disadvantages.
What is your experience? In which areas does the heavy machine gun actually excel against bots? Are there aspects that you love about it?
submitted by Ludewich42 to LowSodiumHellDivers [link] [comments]


2024.05.15 19:44 still_no_drink Men of War 2 vs Company of Heroes 3

Men of War 2 vs Company of Heroes 3
Tried Men of War 2 just now, i dont think it will kill COH3 as some people said on this sub. I played a few matches here and there already, but the graphics of Men of war 2 is a lot worst. it has the same graphics if not the same as Gates of Hell. almost no changes. individual soldiers has to be controlled so its much more tedious and soldiers die a lot easier there
People complaining about graphics, animations and sound of CoH3 are about to get hit to the fact by a brick of reality.
The ones who QQ about balance and go there will also run back with tail between their legs.
I'm expecting hilarity, given how MoW2 is, metaphorically, 40 year old woman, but in make up, pretending to be 18. It pretends to be new and fresh, but it does not look fresh nor behaves with flexibility expected by everyone.
COH3 graphics wins by a mile already,anyone who think otherwise need to have their eyes checked
no base buildings, an currently the game has a lot of bugs right now. on a high end machine i just stutter nonstop. Editor is bugged and you cant edit any of the single player missions nor maps. and you are stuck with batallions, like steel division 2 and need time and such to unlock them on multiplayer.
Macro men of war 2 is a lot more tedious and healing and such has to be done manually, unlike auto reinforce in COH3 and squads. I mentioned this because some people may have never played the previous Men of War Games/ GOH
No doubt in my mind Call to Arms - Gates of Hell: Ostfront is definitely better than Men of War 2 atm, no tactical campaign and long war like on Gates of Hell is a massive disappointment, you had like 18 missions each, after u finish all of them the single campaign is done. Really loved Gates of Hell but Men of War 2 is a shit show atm
https://preview.redd.it/oh276j9efo0d1.png?width=1008&format=png&auto=webp&s=ff0a80648ddde1b9aab0acdcd29605e102509165
while this may be good for relic please still take the time to improve COH3, add more new factions /battlegroups to make it more interesting, there will be more competitors to come .
would like to hear other ppls thoughts on this.
submitted by still_no_drink to CompanyOfHeroes [link] [comments]


2024.05.15 17:22 Sejsel Cardinal Adina Emboldened Solo

Hi, after a long time I bring another solo, and as far as I can tell, this is the first legitimate (albeit Emboldened) solo kill of Cardinal Adina, one of raid bosses in Wing 7. It took about 30 minutes, although that could be improved.

Video

Scourge PoV

Emboldened

Emboldened is the easy mode added to raids 2 years ago. While it is generally not used within GW2 raid records and lowmans, it is still interesting to see what is possible with just a stat boost. Getting a kill with Emboldened will still net you full rewards.
This was done with the maximum 5 stacks of Emboldened, which is +100% health, +50% damage, and +50% healing. It can be done with fewer stacks, although it would make mistakes noticeably more punishing.
The hardest part and only one that really needs Emboldened is at the end of the fight, at 20% and 10% of Adina's health when hands spawn. These apply a temporary debuff increasing damage you take, and it increases in intensity if you take long to kill them.
The 50% and 25% hand phases which feature two hands applying this debuff and two hands throwing rocks at you are also tricky, but once learned can be done without losing barely any health.
The annoying part about Emboldened is that you can only attempt this one week out of seven, as you need the correct wing to have the buff.

How hard is this solo?

It is on the easier side, because most mistakes have easy recovery due to a massive health buffer, but don't expect to one-shot it by any means. The hard part is also at the end, which can be frustrating.
It took me 28 attempts to kill this, total time spent in tries was 6 hours and 38 minutes.
However, I have also tried this in the past. In 2022, I got to enrage at 82% with Specter without Emboldened and to first split phase with Emboldened. And in 2020, it took me 130 attempts to get to enrage at 80% with Renegade. That one was the hardest, as it required perfect play for dealing with the 5 pillar start. Thankfully, no such thing here.

The challenges

The pillars

The fight starts with 5 pillars, which get cracked initially, which means Adina has a 5 stacks of Pillar Pandemonium, eachs tack granting -20% incoming damage, and +20% outgoing damage. Thankfully you can use her conical attack to destroy pillars and then merge further pillars to eventually reduce pillar count to just 1 pillar you keep breaking and placing repeatedly. You can see this in the first minute and half of the video.

The conical attack

To do this solo, you need to learn the timing of dodging the red conical attack. If you fail this, you end up knocked back, and you will likely fail to place the pillar in your desired location, as you have to do it right after. It isn't too hard if you watch her animation.

The mines

Adina places a cone of mines as her last attack before starting the "eye" attack which requires you to hide behind a pillar. Make sure you do not place mines in the direction of your pillar, or you may not have anywhere to hide. Even with Emboldened, an exploding mine will take half your health. Furthermore, all mines from the previous set will explode at the same time you are hiding behind your pillar, so make sure to place the next pillar away from old mines.

The mines, again

If you explode a mine by getting too close, it will destroy the tile until the end of the phase. If you overlap two sets of mines, you can destroy a whole cone of tiles at once. Do not fall into the hole. Do not fall into the hole.

The eye / hiding behind pillar

Do not look into the eye and do not forget to hide behind your pillar. Should be easy. However, you likely want to get some hits in when moving out, you probably have some ranged attacks. Do not greed too much, it's a 30 minute kill, at least if you only care about killing. If you are optimizing time, this is a great place for skill expression.

The 75% hand phase

Kill the debuffing hand first. Potentially wait until the debuff runs out if you can kill the throwing hand that fast.
Adina is doing an attack in a very obvious pattern going clockwise. This is evadeable and with careful positioning and timing a dodge, you can avoid taking any damage from it.

The 50% and 25% hand phase.

You may want to dodge the initial shockwave, just don't dodge off the platform.
Your first priority is to kill the debuffing hands. You might get up to 8 stacks of the debuff depending on your speed, so take care not to take unnecessary damage from Adina's platforms.
You can blind the throwing hands, you might not have enough dodges to dodge every throw without Vigor. Make sure not to get knocked off.
When done correctly, it looks easy, when something goes wrong, it can easily kill you. Although to be honest, that applies to the whole fight.

The 20% and 10% hands.

In the last phase, one debuffing hand spawns when Adina reaches 20% of her health. A second one will spawn when she reaches 10%. There is no respawning, contrary to what many people think (I have already fixed this on the wiki).
You need to kill this hand as quickly as possible so you don't gain too many stacks that increase incoming damage. Just don't forget that Adina is still doing her mechanics. This is by far the trickiest part, as mistakes are more punishing due to the debuff and you have multiple things to focus on.
Do not forget that Adina gains Might, and it has a pretty significant effect. You may want to strip her from time to time while dealing with the hand.

Optimizations

The pillars at the start, again

If you merge the pillars towards each other, you can use one conical attack to break multiple pillars. You can see the whole setup I used in the first 1m20s of the video. There may be a better way to do this, I haven't tried that hard, this just came to mind as I was learning the fight.

Avoiding pillars cracked early

To do this solo, it is a good idea to learn how the pillars work, in detail. They have three possible states - not damaged, cracked (2hp), more cracked (1hp). Only the cracked states apply the Pillar Pandemonium debuff. Adina's autos will crack pillars early, so you want to avoid that. Placing the pillar 2 tiles away from Adina makes this significantly easier.
You likely want to avoid placing it right next to Adina, if you do that, you will need to get significant distance or you will get blinded.

Pillar positioning

Do not be dumb like me and notice that the platform isn't four-way symmetrical. Placing the pillars east/west is likely a way better idea compared to what I was doing, as you wouldn't have to jump.

The build

The full build is shown at the end of the video
This has been done with a Condition Scourge in Celestial gear, running the recently reworked Death Magic traitline. I haven't done too much optimization of the gear (there are even a few infusions missing, I forgot), the goal was to show it's killable, and not to get the fastest possible time. As usual, do not forget Reinforced Armor and a Jade Bot Core Tier 10.
I went with a comfortable Relic of the Chronomancer for quickness, although I doubt its optimality. I took a Frailty sigil to fix up Vulnerability uptime and a Sigil of Battle to fix up Might (although Strength might be better, I didn't check) .
For skills, I took the vulnerability well for obvious reasons, the blindness/chill well because it helps with the hand phase, it has decent hits (for the bleed trait) and unique condis on boss improve critical chance slightly, which also helps the bleed trait. It may make sense to run the aegis snake or even Sand Swell to place a pillar without taking hits after. Any Punishment skill could be decent as Adina almost always has Might. One day I might bother to learn the names of Scourge skills and traits.
For food, I went a damage reduction expertise/condition damage feast, and for utility, I went with a writ for 100-25%, and then swapped to a Tuning Icicle.
submitted by Sejsel to Guildwars2 [link] [comments]


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