Fun conjunction activitiesm

If youre memes and im memes then whos transing yhe plane

2012.08.04 20:44 TroubleEntendre If youre memes and im memes then whos transing yhe plane

Trans people making fun of themselves, others, and the situations they find themselves in with memes and gifs. For more detailed descriptions of the rules and posting guidelines, check out the wiki
[link]


2018.01.04 07:02 nikatine Official Subreddit for all things Nikatine

Lots of terrible stuff about the horrible streamer, Nikatine, and her awful stream.
[link]


2019.02.20 18:52 Charliegip LifeButBiblical: Thine sanctuary for posting thy quotidian events

And he doth sat on his porcelain throne, and at the seventh hour, when his butt hole had beguneth to bleed, he created his sub, and it was good. Ho! Thee has't hath doth reached LifeButBiblical. Reddit's singular place to convert your quotidian events to biblical verses. Prithee, readeth the commandants on the bar to the side, and has't excit'ment!
[link]


2024.05.19 08:13 GuiltlessMaple Best Car Freshies

Best Car Freshies

https://preview.redd.it/j93h5znxrb1d1.jpg?width=720&format=pjpg&auto=webp&s=02f5c1a8e11547f467b6e31c6b72f1abbcdba148
Get ready to rev up your driving experience with our handpicked selection of Car Freshies! Our article delves into a variety of these stylish, odor-eliminating gadgets that'll turn your car into a veritable oasis of freshness. Whether you're aiming to combat lingering smells or just refresh your ride's interior, we've got you covered. Read on for the ultimate guide to finding the perfect Car Freshie to suit your needs.

The Top 5 Best Car Freshies

  1. Ultra-Fresh Champagne & Soirees Car Air Freshener - Vilicci Champagne and Soirees Car Air Freshener" - Elegant, zesty floral bliss that sparks nostalgia for those champagne-soaked, glittering soirees with great company.
  2. Smiley Face 'I Didn't Plan on Getting Out of the Car' Car Air Freshener by Simply Southern - Elevate your surroundings with the delightfully quirky "I Didn't Plan on Getting Out of The Car" Smiley Air Freshener by Simply Southern, offering a 30-45 days long enjoyable aroma while adding a fun and positive touch.
  3. Exotic Car Air Freshener by Vilicci - Experience the captivating allure of Liquid Fantasy, a premium car air freshener that lasts over a month, exuding a unique, unisex scent crafted with high-quality, long-lasting blends in Canada.
  4. Clip-On Vent Car Air Freshener with Aromatherapy - Experience the power of aromatherapy on-the-go with the Refreshing Aromatherapy Clip-On Vent Air Freshener, an effective and compact solution for eliminating bad car odors.
  5. DIY Unscented Aroma Beads Car Air Freshener Supply - MUBYOK Unscented Aroma Beads, premium-grade DIY car freshener and environmentally-friendly material, effortlessly absorb fragrance oils for a customizable scent experience that's perfect for gifting and enhancing small spaces.
As an Amazon™ Associate, we earn from qualifying purchases.

Reviews

🔗Ultra-Fresh Champagne & Soirees Car Air Freshener


https://preview.redd.it/cx266eyxrb1d1.jpg?width=720&format=pjpg&auto=webp&s=2c5675fb97c5d424f06fc01b7e899a81998e0d7e
As I cruised down the highway with my windows down, the rich aroma of Champagne and Soirees wafted through my car, filling it with the scent of a lavish garden party. I had been using the Vilicci Car Air Freshener for a few weeks now, and it had truly transformed the atmosphere inside my vehicle.
The fragrance is an intoxicating blend of fresh orange blossoms, exotic jasmine, earthy patchouli, and a hint of Turkish rose. This zesty, floral scent instantly transported me back to my last soiree, where laughter, champagne, and good company were in abundance.
One of the standout features of this air freshener is its longevity. I usually replace my car's air freshener every month or so, but with this one, I feel confident that it will last much longer. Additionally, the compact size makes it easy to store and transfer between cars - perfect for those of us with more than one vehicle.
On the downside, the scent may not be as potent for some people as it is for me. While I adore the subtle, fresh fragrance, others might prefer something more bold and powerful. However, this is a highly personal preference, and the overall quality of the product cannot be denied.
In conclusion, if you're looking to add a touch of class and elegance to your car's interior, the Vilicci Car Air Freshener in Champagne and Soirees is definitely worth a try. Its luxurious scent and impressive longevity make it a worthwhile investment for any car owner seeking to enhance their driving experience.

🔗Smiley Face 'I Didn't Plan on Getting Out of the Car' Car Air Freshener by Simply Southern


https://preview.redd.it/ys94i8tyrb1d1.jpg?width=720&format=pjpg&auto=webp&s=eeb4fda8c101c1e0ecc794f45c624e66821d1572
I never thought I'd be raving about an air freshener, but the Simply Southern 'I Didn't Plan on Getting Out of the Car' Smiley Air Freshener has completely changed my perspective on car fresheners. As a daily commuter, I had become accustomed to the not-so-pleasant odors that came with being stuck in traffic. However, since hanging this cheerful freshener in my car, those stale smells are now a thing of the past.
The first thing that caught my attention was its whimsical design. With its cheerful smiley face and humorous text, it instantly added a touch of fun to my otherwise mundane commute. Plus, the fact that it's crafted by the renowned Simply Southern brand only added to its appeal.
But what truly sets this air freshener apart from others is its incredible lasting power. I was pleasantly surprised to find that the aroma lingered for well over a month before needing a replacement, making it a cost-effective solution as well.
Now, I'm not going to lie – there isn't a whole lot of variety when it comes to air fresheners. They all tend to do the same job, which is why I usually don't give them too much thought. However, this particular product has definitely made a lasting impression on me.
The only minor drawback I can think of is that the fragrance might not be to everyone's liking. While I personally enjoy it, I can see how some people might find it too strong or overpowering. But overall, I couldn't be happier with my purchase and would highly recommend the Simply Southern Smiley Air Freshener to anyone looking for a fun and effective way to freshen up their car.

🔗Exotic Car Air Freshener by Vilicci

https://preview.redd.it/bjh1j35zrb1d1.jpg?width=720&format=pjpg&auto=webp&s=0472d0b9448ed6e07b5cd06ff8b9bed977e4cb0c

You know how sometimes you just need a little something to make your daily drive feel a bit more special? Well, that's exactly what the Vilicci Liquid Fantasy Air Freshener did for me. This baby has a unique, sophisticated scent that really adds some flair to your car.
One of the things that really stands out about this air freshener is its longevity. After a week of using it, my car still smells as fresh as it did when I first installed it. The best part? It's not just a simple fruity smell, but a complex blend of premium ingredients. It's kind of like how your favorite perfume or cologne has that perfect balance of notes - well, that's what this air freshener delivers.
Now, one downside I have to mention is that once you activate it, you need to be careful not to touch it directly to your car's plastic surfaces. But other than that, this air freshener is a game-changer. Its high-quality blend and month-long longevity make it a must-have accessory for anyone who appreciates the little things that can make a big difference in their day-to-day life.

🔗Clip-On Vent Car Air Freshener with Aromatherapy


https://preview.redd.it/3qmq58nzrb1d1.jpg?width=720&format=pjpg&auto=webp&s=ade279ea979541b664ee92b94ef31c19b08fd926
As a busy mom on-the-go, I'm always trying to keep my car smelling fresh despite the occasional spilled juice or forgotten snack. That's why I absolutely fell in love with the Refreshing Aromatherapy Clip-On Vent Air Freshener. Not only does it effectively eliminate any lingering odors in my car, but it also looks beautiful and adds a touch of elegance to my ride.
One of the best features of this little gem is its adjustable scent control, which allows me to customize the aroma strength according to my preferences and the size of my car. And unlike traditional hanging air fresheners, it doesn't take up any valuable real estate on my rearview mirror, which is a major plus!
Now, one slightly negative aspect that I've come across is the longevity of the scent. It doesn't last as long as I would like, so I find myself needing to replace it more frequently than I'd hoped. But honestly, the convenience and effectiveness it offers more than make up for it.
So if you're tired of battling stubborn car odors, look no further than the Refreshing Aromatherapy Clip-On Vent Air Freshener. You won't be disappointed!

🔗DIY Unscented Aroma Beads Car Air Freshener Supply


https://preview.redd.it/fc815ytzrb1d1.jpg?width=720&format=pjpg&auto=webp&s=54c1cb22087ccbee2880dec5bacab8fdd6b0d342
I recently discovered MUBYOK's 3lb Premium Unscented Aroma Beads while searching for a solution to keep my car smelling fresh. As someone who spends a lot of time behind the wheel, I knew I needed something effective. To my delight, these beads did not disappoint.
MUBYOK's Aroma Beads are made from high-quality Ethylene Vinyl Acetate Copolymer, which not only guarantees great performance but also ensures that they're safe for the environment. Their ability to hold up to 30% of their weight in fragrance oil is impressive, meaning they last long and are cost-effective.
I was thrilled to find how versatile these beads are. Not only can they be used in a DIY car freshener, but I also discovered that by placing them in a sachet bag, they can freshen up closets, offices, and other spaces in my home. Plus, they make great DIY gift options for friends and family.
While there's no denying the effectiveness of MUBYOK's Aroma Beads, one downside might be finding a suitable fragrance to enhance their effectiveness. However, with a little creativity and some research, this drawback can be easily overcome.
Overall, I'm really glad I stumbled upon MUBYOK's 3lb Premium Unscented Aroma Beads. They've not only kept my car smelling fresh, but have also turned out to be a useful addition to my home. I would recommend them to anyone looking for a cost-effective, long-lasting solution to maintaining a pleasant scent.

Buyer's Guide

Freshen up your car's interior with the right car fresheners. Choose from various types, scents, and designs to suit your taste and preferences.

Important Features


https://preview.redd.it/zg5iaoc0sb1d1.jpg?width=720&format=pjpg&auto=webp&s=e780e52bd624d2bf6fc0d1cdaabb4c6175d7dfa1
  • Odor neutralizing abilities
  • Long-lasting scent
  • Aesthetically pleasing design

Considerations

  1. Type of freshener (vent clip, hanging, gel, spray)
  2. Scent strength and type (floral, fruity, masculine, feminine)
  3. Size and placement options
  4. Allergen-free and non-toxic

General Advice

To find the perfect car freshener, consider your personal preferences and the needs of your passengers. Be sure to select a long-lasting, effective freshener that is easy to use and maintain. Additionally, avoid choosing overly strong scents that may be distracting or irritating while driving.

https://preview.redd.it/kgaeqyq0sb1d1.jpg?width=720&format=pjpg&auto=webp&s=c62b725289731155904ff575c70cf20c20e8ee0a

FAQ

1. What are Car Freshies?

Car Freshies are air fresheners designed to improve the scent of a car's interior. They come in various shapes, sizes, and fragrances to suit different preferences.

2. How do Car Freshies work?


https://preview.redd.it/3wi65781sb1d1.jpg?width=720&format=pjpg&auto=webp&s=9a500a67e14714e07cfa67f7970adbd5cbec8388
Car Freshies absorb odors and release a pleasant fragrance to mask unpleasant smells in your vehicle. They can be hung from the rearview mirror, placed on the dashboard, or attached to the air vents.

3. How long do Car Freshies last?

The longevity of Car Freshies depends on the specific product, fragrance intensity, and frequency of use. Generally, they last between 30 days to several months.

4. Are Car Freshies safe for the environment?

Many Car Freshies are eco-friendly, containing natural fragrances and biodegradable materials. However, some may contain chemicals, so always check the product label for safety information.

https://preview.redd.it/mdrgryy1sb1d1.jpg?width=720&format=pjpg&auto=webp&s=70df3402ecd55e3764c04d01d08ece13c39d76a7

5. How many Car Freshies should be used in a car?

One or two Car Freshies are usually sufficient to maintain a pleasant fragrance in most vehicles. Using more than three can create an overpowering scent that may be uncomfortable for passengers.

6. Can Car Freshies be used in other places besides cars?

Yes, Car Freshies can be used in other small spaces like closets, lockers, gym bags, or drawers to eliminate odors and keep items smelling fresh.

7. Are Car Freshies suitable for allergy sufferers?

While many Car Freshies are hypoallergenic, some individuals may still experience allergic reactions to certain fragrances or chemicals in the product. It is recommended to choose a fragrance-free or allergen-free option if you have allergies or sensitive skin.

8. How should Car Freshies be properly disposed of?

After the Car Freshie has lost its fragrance, it should be thrown away in the regular trash. Avoid flushing them down the toilet or throwing them into a recycling bin, as they may harm the environment or contaminate recycled materials.

9. Can Car Freshies be used in conjunction with other air fresheners?

Yes, you can use Car Freshies along with other air fresheners, such as sprays or diffusers, to enhance the freshness of your car's interior. However, be cautious not to create an overpowering scent that may be uncomfortable for passengers.

10. How can I choose the best Car Freshie for my car?

Consider factors like fragrance preference, eco-friendliness, and your car's size when selecting a Car Freshie. Reading reviews from other customers and checking product ratings can also help you make an informed decision.
As an Amazon™ Associate, we earn from qualifying purchases.
submitted by GuiltlessMaple to u/GuiltlessMaple [link] [comments]


2024.05.19 04:02 Awesome_Bronana War of the Monsters Advanced Techniques

I remember the first time I played War of the Monsters on the PS2 was when my dad brought home a copy of the game and played with me and my siblings. I grew up watching monster movies and instantly loved this game. It has been 20 years since I have first played this, I decided to write this guide in advanced tricks and techniques that I have developed from my experiences playing this game. I hope you enjoy this read and that It increases your appreciation of this hidden gem.
There are many guides online that cover combos, tactics, item placements, boss guides, level guides, cheats, etc. This is not one of those. This will cover more niche and advanced techniques that you can use to enhance your capability in your gameplay.
This guide will be written with the assumption that the control scheme is set at control 'B' which you can set in the pause screen during a game. (I think most people have it set at 'A') It shouldn't effect how these techniques function but something to keep in mind.
This is a work in progress and I will edit this thread as I come across new info and insights into the game.
Glossary: Movement Special Attacks Rage Utility Map Awareness Advanced Combat
\\\\MOVEMENT////////
The monsters in the game have varying movement speeds (running, climbing), jump heights, and flying speeds. However even with the slowest monster you can work around the lack of speed with enough practice utilizing the following methods and the environment to your advantage. Little is more scary than a slow monster like Agamo zooming around your foes mwahaha!
The Dashing Mechanic<<<
As listed in the instruction manual, this allows your monster to sprint at the cost of energy by double-tapping and holding the foward button until expended or pressing the ram button.
Launching<<< You can use the ram button to launch yourself off buildings, ramps, and rock formations to get extra height quickly (a mechanic that the mini game 'Big Shot' is soley based around).
This is particularly useful in maps like baytown where theres a lot of verticality in the environment.
Super Fast Flying<<< This ram mechanic is especially useful for flying monsters like Preytor and Raptros. Executing the dash-ram in conjunction with holding 'x' right after ramming while on the edge of a building or flat surface will result in a blisteringly fast flight speed that gives you better movement and height. Preytor is super fast with this method while Raptros has better airtime and control, though the speed difference is minor. Raptros is my prefrence due to the better airtime, control, and Projectile damage.
Firing projectiles while flying<<< Raptros and Preytor both have the ability to capitalize on their aerial advantage by firing projectiles mid glide. You can accomplish this by performing the glide holding X and while holding glide tap the □ button to fire. This takes energy though so maintaining altitude is key. the most effecient way to do this is to execute the dash>ram>fly combo to get extra speed, glide up over your opponent and lock-on to them to spin like a vulture firing down on your target.
Lock-On Steering<<< You may notice that while dashing, your ability to steer your monster is stiff. This technique will allow you to navigate around all those tight corners on a dime while dashing! This is more tricky to execute because it is depenent on where your opponents are located around you. This is indicated on the HUD as these numbered circles that show the health status of your opponents.
While sprinting using the dash, hold the lock-on button to force your monster to take a tight turn in the direction of the closest target. This is great for adjusting after missing your target.
For simply turning tight corners, simply tap the lock-on button instead while the opponents icons are on the side you want to turn.
There is a brief charge up before a dash, if you time your lock on just before the dash activates, you can pull up to a sharp 180 degree turn on your opponent if you missed the first dash-ram.
There is some wiggle room in the timing to play around with and practice your navigation using this technique.
Building Hopping<<< Every monster has different climbing speeds, some are fast like Kineniclops and Preytor, some are slow such as Agamo and Togera.
Building Hopping is the simple action of jumping while climbing a building. Repeating this cycle of (jump+grab+jump+grab+jump) will do two things:
  1. It will add more speed to slower monsters climbing
  2. It will reduce your contact to the building by about 80% and greatly reduce the chance of getting knocked down when an opponent is throwing projectiles.
\\\\SPECIAL ATTACKS////////
Every monster has two special attacks at their disposal under two categories; Close range and Long range. This chapter will cover the expansive utility of both types.
Short Range Special<<< Despite the differences in the vibrant animations, all monsters share the short range special attack in common. The only difference between them as far as I can ascertain Is the the time it takes to start up the blast (Ultra V being almost instant and zorgulon Taking 1.5 seconds). The purposes most common is to give yourself space when surrounded or cornered, and to have a quick and strong offense to your opponent knocking them down. However there is more utility in this attack when you think of this as a defensive move.
Invincibility Frames<<< The short range special attack gives you about 2-3 seconds of invincibility frames meaning almost nothing can damage you aside from falling buildings. This is excellent as a defense against thrown objects, explosives, lightning, short and long range special attacks, and environmental hazards.
Long Range Special<<< Every monster has a unique long range special attack that has different effects and ranges. There is more nuance in how you can utilize these attacks, so I will cover each monsters long range special individually so you can make the most out of these attacks:
  1. Raptros' Fire Breath Raptros has a unique advantage in regards to how he uses this attack. He can activate it on the ground AND while mid-flight. Additionally, he can fire his projectiles while using his fire breath to squeeze in extra damage (There is a weird glitch where doing this turns the flame invisible, but the effect is still active). This also hinders opponents and catches them on fire.
  2. Togera's Atomic Breath Similar to 'Raptros's Fire Breath' Togera's Breath has similar range and hinders opponents. The difference is that it deals more damage. You can also fire his projectiles while using his breath for pretty nasty damage.
  3. Preytor's Flying Leeches Leechs not very damaging by itself, it is a decent threat if you can manage to chain up multiple specials around the map. (Ex. In Metro City there are multiple red orbs, 50% energy, around the buildings and streets where you can chain at least 3 leeches). There are two minor benefits from the leeches: A. It gives the opponent something else to target or focus on A.I. or human B. Can't be blocked unless intercepted by thrown object or shot projectile, or using a special attack, thus resulting in multiplying damage stacks if chained. You can also spread the leeches out by locking on different targets while sending them.
*This Special attack is really best used in situations where the opponent won't have time to stop all of the leaches (preferabally up close) followed up with your own projectiles or thrown objects or follow up advances.
  1. Congar's Sonic Roar Similar range to Raptros and Togera's Breaths, and Considerable damage and launches opponents far. It can reach through some buildings for full effect. You can also tilt congars head around to spread the roar around to get a wider spread. Opponent can block this attack or counter with a short range special.
  2. Robo-47's Atomic Missile The most immediately damaging special in the game by far. It also launches opponents far like congars roar. It is very versatile at close range and long range. You can choose to fire quickly or wait to lock on the target for a more likely hit. You can tilt his head down to shoot the ground for a damaging 'short range' blast. You can also cancel the missile by pressing the block button for later use. It cannot be blocked unless opponent uses short range special or dodges.
  3. Agamo's Head This special is unique in it can be used to farm for more energy considerably fast while weilding it, which in turn stocks you with an additional special when you are ready for the next head or short range attack. Creating an efficient cycle of banking more special attacks. It is damaging and knocks opponents down upon a confirmed hit. It also can be used as a bomb by pressing the long range special button a second time. This isnt great for throwing at enemies from a distance as an explosive, launching opponents. The head when thrown is also super bouncy and ricochets damaging buildings and knocking down opponents all the while gaining you energy.
  4. Magmo's Eruption This special launches a barrage of fireballs at an opponent and juggles them into the air with good damage followed up with some decent fall damage. This can be paired with a second erruption when chaining with a second special pickup on the map. You can tilt magmo's head up first before locking on an opponent to send the fireballs over obstacles and tyen lock on to your opponent have a better chance to reach them.
  5. Kineticlops's Lightning storm This is great for crowd control and anti-air with good range. The storm electricutes all nearby monsters in range and launches them upward. This is nice for discouraging flying enemies. You can also flick the lighting up and down for flavor just to show off but it won't do much damage.
*Its also nice using this special following a one-two combo of shocking an opponent with a power generator and throwing for a double shock.
  1. Zorgulon's UFO Swarm Arguably the weakest of the long range specials, but it is still is fun to use and can be used in creative ways. If you lock-on a target while executing this special (provided they are not behind cover) you will fire this device that hover above the target that calls in ufos to harrass the opponent. The damage is varied based on how many shots are managed by the ufos and when the device is destroyed. There is a charge on the device that when run out releases the ufos and ends the special. This can be shortened if you damage them in any way. Another use is to place them in an area of interest, such as locations with resources like health, energy, or powerups. It is more defensive and punishes opponents for going where you don't want them to go. You can also grab these ufos for a weapon to attack with, gaining more energy or even fire their lasers at the opponent. while not practical is fun.
  2. Ultra V's Grapple Cable This special does minor damage but can grab and pull an opponent across the map to you and stuns the enemy for a few seconds. This can be really nasty since it allows you options to set up a combo, launch them with a 360 kick, pull them into environmental hazards (bottomless pits, radioactive waste, powerlines, steam, tsunamis, falling buildings). It can be use up close for an easy stun or to take opponents away from reaching resources such as Health, Energy, or powerups. At long ranges it is best used at highground where line of sight is less blocked by obstacles. You can also send the grapple while holding any object for extra damage. The fan favorite method is to use explosives (gasoline truck, airplanes, fuel tanks) for an explosive combo! even if you miss with the grapple the impact of the explosive will hit the opponent if close enough. You can also use the grapple to damage buildings to knock opponents off the walls.
\\\\Rage Utility//////// Rage is an interesting mechanic that I think some people overlook as not that useful. It Is available once you collect enough energy that you energy bar flashes, and makes it so your following actions are more effiecient than standard usage. Instead of your energy being used up quickly it is unlimited until the rage runs out. I have not tested if Rage increases your damage output. I have focused this as more a tool for various tactics I came up with.
sprinting with rage<<< using the dash usually expends energy really fast. however with Rage, you can extend the time you can continue you sprint significantly. you can Also dash-ram infinitely until expended, which is scary when used in conjunction with the lock-on steering technique.
Firing projectiles with rage<<< Every monster has projectiles that have unique behaviors, have varying damage and cost. Every monster in general benefits from using rage to shoot more projectiles, the difference is in how you position yourself to shoot them effectively.
Flying monsters can use this to fire even more projectiles while in mid-flight without worrying about losing stamina, the unlimited energy also gives room to reposition the monster if more altitude is needed the damage is also decent from both of them.
Robots like Robo-47 and Ultra V have similar projectiles that pepper small damage but are very rapid. The faster you mash the □ button, the faster the firing rate. when using rage you can catch opponents with little cover and barrage them with a volley of lasers/bullets.
Kineniclops's projectile is unique that it is the slowest but has the most heat seeking property. You can shoot a lot with little cost and it deals decent damage especially if you can land multiple hits with them. with rage you can create an army of these lightning balls at some highground or running and jumping approaching them from different angles makes it hard for them to avoid the stacks in damage.
\\\\Map Awareness//////// This section will cover Map awareness and how to take advantage of the abundant resources in your game. knowing the layout of the map as well as intimately knowing the placement and respawn time of your resources will aid you so much in how you decide to approach the following setups we are about to cover here.
Resources<<< Resources are defined as anything on the map you can pick up that aids you (Health, Energy, Powerups, Items). The location of Health, Energy, and powerups on each map is static, though consistent and respawn after a period of time. Items However can both be static (pieces of a building, rocks, water towers) and dynamic (moving items like cars, helicopters, trains).
chaining resources<<< This is a series of actions that utilizes multiple resources for a desired outcome. (ex. gaining health/energy/damage).
For example, chaining a power transformer lightning bolt+throwing the transformer+radio tower spear impale+gasoline truck = a chain resulting in big damage to your opponent there are many combinations you can chain together with items its devistating when you know exactly when and where an item will be so you can in rapid succession throw items to juggle them from a distance.
chaining specials<<< For example, it is possible to set oneself up to use at least three specials in succesion easily in a map such as atomic island where the reactor in the center can recharge your special rapidly. Think of the possibilities with this alone, thats 3 to 4 flying leechs from preytor at once, 3-4 nuke missiles from robo- 47 and so on. Other maps have instances where if you have a special in stock you can position yourself next to another red orb or 50-100% energy and use a special of your choice and follow it up with an additional special that you subsequentally grab.
\\\\Advanced Combat//////// There are guides out there that cover the specific combos you can pull in sequence and I have a few quick tips to increase your combos, and increase your lethality.
Combo canceling<<< Each monster has varying speeds in execution and amount of hits they cam perform before they end with a launching strike. What I suggest when pursuing higher combos is to simply tap the block button before the launch. Speed is key here so results may vary. such as congar who is more combo focused with fast punches. You can unleash a lot of hits and tap the block button, the follow up with more hits. there is a chance that the opponent will have time to block so it takes practice.
submitted by Awesome_Bronana to WaroftheMonsters [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 07:34 Winzors Arbitrum leading decentralised finance adoption

Arbitrum is the largest and most successful optimistic rollup built on Ethereum, the first mainstream layer two (L2) to be running a fraud proof scheme on mainnet (stage 1 L2 milestone) has seen rapid developer adoption from its launch open to permissionless public deployment. To date, Arbitrum remains the only stage 1 general purpose L2, and is soon to be entering stage 2 with the implementation of permissionless validation, currently live on testnet, which will see Arbitrum become the first and only proficiently decentralised general purpose layer 2 network on Ethereum. In conjunction with efforts at the forefront of L2 security and validation decentralisation, Arbitrum is also soon to be releasing their Stylus upgrade, which will allow developers to write smart contracts in languages other than Solidity without losing EVM compatibility, opening up smart contract development to a broader range of developers and use cases.
Given Arbitrum’s best-in-class level of security guarantees, it has been able to amass the highest total value locked (TVL) across the broader L2 ecosystem, currently holding 40% of the TVL across L2s. A slightly more granular breakdown of TVL reveals that Arbitrum holds the most bridged ETH by a substantial margin, and outflows from Ethereum mainnet into the L2 ecosystem continue to preference Arbitrum over other L2s. Further, it doesn’t just seem to be TVL that Arbitrum is dominating, as user growth is continuing to accelerate, and breaking active address records. Daily active users on Arbitrum have even begun to surpass those of the popular memecoin trading blockchain Solana. Arbitrum appears to be ready to push for the mass onboarding of general users to the ecosystem, and towards this end they’ve established a partnership with Robinhood, the popular investing application, to facilitate direct on-chain swaps via the Robinhood Wallet.
In addition the core Arbitrum team has begun supporting Boop, a community run marketing campaign for Arbitrum that seeks to become a rallying ground for retail adoption and subsequent education about the DeFi possibilities on Arbitrum. Weekly updates on the Arbitrum ecosystem are starting to incorporate and run with the fun-loving community initiative. The deep-thinking innovators at Stryke, a premier decentralised options platform on Arbitrum which has developed an ingenious solution to dramatically improve the profitability of liquidity provision (LPs) on automatic market makers (AMMs, eg Uniswap) are joining in on the initiative and offering DeFi options functionality on Boop. It appears Orange finance, an automated liquidity management protocol built on Stryke, are soon to be joining in on the initiative as well and begin offering automatically managed LP vaults for Stryke on the Boop pair.
Notably, Blackrock have begun to quietly participate in Arbitrum governance discussion toward their mission to tokenise assets, further validating the success of Arbitrum and ecosystem development to date. All combined this range of facts implies that despite a current dearth of public attention, Arbitrum might just be the most genuinely exciting ecosystem in crypto today, and looks ready to lead the global adoption of decentralised finance.
submitted by Winzors to CryptoCurrency [link] [comments]


2024.05.18 03:38 ThrowRATub How would I translate a sentence with two verbs after a subordinating conjunction, like "It's fun because they are small and we are big"?

I wanted to translate it and got to "Es macht Spaß, weil sie Klein und wir groß sind", but I realized if the verbs don't match, like "he is tall and I run fast", that wouldn't work. My first instinct is "...weil er groß ist und ich schnell laufe". What would be the proper way to place the verbs, and does it differ if they are they same?
submitted by ThrowRATub to German [link] [comments]


2024.05.17 22:25 internalaudit168 Honda AWD hybrids are coming soon

Hoping they are much better than Toyota's e-AWD/ E-four system.
Honda AWD hybrids are coming soon—and 2M EVs annually by 2030
https://www.greencarreports.com/news/1143204_honda-awd-hybrids-soon-2m-evs-annually-by-2030
The all-wheel drive system for hybrids will use an electric motor developed for EVs to power one axle, eliminating the mechanical connection between the internal-combustion engine and that axle. It sounds similar to what Toyota does in most of its current all-wheel drive hybrids, which use an electric motor to power the rear axle exclusively, and will be used in conjunction with an updated version of Honda's two-motor hybrid system.
https://www.caranddriver.com/news/a60812583/honda-stands-firm-on-full-electrification-efforts/
Advancement of HEV models>
Honda's original two-motor hybrid-electric system, namely e:HEV system, as well as the HEV platforms will be renewed. After the renewal, the e:HEV system will be lighter and more efficient, and the platforms will also be more efficient and shared by more models, achieving both further improved fuel economy and a high-quality, exhilarating driving experience.
Honda will repurpose its EV development technologies to hybrid-electric models and adopt an electric all-wheel drive (e-AWD) system that leverages the motor installed in EV models. Compared to the conventional mechanical all-wheel drive system, the e-AWD system will increase maximum driving force output and enable more responsive and precise control on drive force distribution. Moreover, by applying cooperative control along with the Motion Management System, the e-AWD system will realize excellent driving performance while stabilizing vehicle behaviors, leading to the realization of both peace of mind and the fun of driving for the customers.
submitted by internalaudit168 to Honda [link] [comments]


2024.05.17 13:53 Space-Salad How do you make Voruna work?

I recently tried out this warframe for the first time and she honestly seems quite fun. However, I don’t really know how to make her work in the sense of killing enemies quickly.
Her ultimate has a built in Condition Overload functionality, meaning it does more damage the more status affects currently afflicting the target. Her second ability dumps a load of status affects on her enemies and they spread the status if they die which synergises perfectly with her ultimate.
But for me, I find that Voruna simply does not kill enemies quick enough. For example I took her into a Steel Path Conjunction Survival and whilst she reliably killed enemies with her ultimate, she simply didn’t do it quickly enough and I subsequently had to extract due to not generating enough life support.
I don’t have this problem with other frames such as Hydroid, Chroma, Caliban, Wukong, Nezha etc. I don’t know if I’m building Voruna wrong or if she’s simply just not a very efficient frame when it comes to killing enemies quickly and for me personally that makes her feel clunky to play, despite being admittedly fun.
My build makes use of her one and only augment Ulfrun’s Descent (this augment, like so many others, should have been part of the ability from the beginning) so I have unlimited charges as long as things are dying. I also make use of equilibrium, but other than that I mainly focus on range and strength.
Am I doing something wrong or is Voruna simply just a frame who can’t kill enemies quickly no matter how you build or play her?
submitted by Space-Salad to Warframe [link] [comments]


2024.05.17 10:30 adulting4kids Figures of Speech AI Response

For the sheer fun of it, I went to Chat GPT with a creative writing assignment. For Figures of Speech prompts, I gave a free parameters, including the word length of 500-1000 words and the prompts for a few of the Fifty mentioned in the series.
I gave the AI creative license and let's just say, they're a long way off from replacing the better writers and I think it just makes it easier to do those lower level tasks and let's leave the creators a slightly higher level of skill to create actual tangible and engaging writing.
But here you go... hilarious how stuck it gets on certain terms and definitions.
These are in no particular order... separated by emojis that are totally unrelated to the storyline.
🫱🫱🫱🫱🫱🫱🫱🫱🫲🫲🫲🫲🫲🫲🫲🫲 Response to Prompt 4: Understatement
In the quaint town of Brooksville, where the extraordinary was often met with an indifferent shrug, something truly remarkable occurred. The residents, sipping coffee at the local diner or strolling along the cobblestone streets, would describe it as just another peculiar day. Little did they know that beneath the surface of their nonchalant existence, a cosmic event unfolded.
The morning sun cast its usual warm glow on Brooksville, with birds chirping in the background, creating an illusion of normalcy. However, the anomaly had already begun. Mrs. Higgins, the elderly librarian, dismissed it as a minor inconvenience, merely a glitch in the library's ancient computer system. Yet, every book cataloged within those ancient shelves had transformed into a portal, connecting readers to parallel universes with every turn of a page.
As I, a humble journalist for the local paper, stumbled upon this revelation, I couldn't help but marvel at the town's response—or lack thereof. "The library's having a bit of a moment," was the most anyone would acknowledge. It seemed the whole town collectively decided that this was, at most, a quirky hiccup.
For a thousand words, I delved into the understated reactions of the townsfolk, each encounter with a parallel universe bringing its own blend of confusion and nonchalance. As the portals expanded, revealing fantastical landscapes and alternate versions of Brooksville, the citizens maintained an impressive level of calm, as if interdimensional travel was a routine part of their daily lives.
The plot thickened when I discovered that the portals were a result of a mysterious artifact hidden within the library's archives. The mayor, sipping his coffee, remarked, "Well, that explains the strange noises in the basement." It became evident that the understatement of the situation was a defense mechanism, shielding the town from the cosmic chaos unfolding. 🎁🎁🎁🎁🎁🎁🎁🎁🎁🎁🎁🎁🎁🎁 Response to Prompt 12: Juxtaposition
In the bustling metropolis of Neon City, skyscrapers touched the heavens, their dazzling lights reflecting off the sleek surfaces of futuristic cars. Yet, nestled within this urban jungle, an ancient relic stood defiantly—the Old Grove Park.
As I strolled through the city's concrete arteries, the juxtaposition between the modernity of Neon City and the timeless serenity of the park became increasingly apparent. The cacophony of traffic was replaced by the rustling of leaves and the distant laughter of children playing.
The central conflict emerged when the city council, embodying the epitome of order, proposed transforming the park into a technologically advanced hub. The juxtaposition intensified as architects discussed plans for holographic playgrounds and virtual reality gardens within the confines of the Old Grove Park.
Through a thousand words, I explored the clash of ideals, the struggle between progress and preservation. The ancient trees became silent witnesses to heated debates at town hall meetings, where environmentalists and tech enthusiasts engaged in a battle of words. The juxtaposition of the towering skyscrapers against the gnarled branches of the park's oldest tree mirrored the tension in Neon City's collective conscience. 😫😫😫😫😫😫😫😫😫😫😫😫😫😫 Response to Prompt 31: Epanalepsis
"What is the meaning of life?" The question echoed in my mind, a relentless epanalepsis that demanded exploration. As I embarked on this freewriting journey, the repetition of the existential inquiry became the rhythm of my introspection.
For a thousand words, I delved into the varied perspectives of individuals wrestling with the ultimate question. From philosophers contemplating the intricacies of existence to everyday people seeking purpose in mundane routines, the epanalepsis served as a constant reminder of the universal quest for meaning.
The narrative weaved through different characters and their unique experiences, creating a tapestry of reflections that echoed the complexities of human existence. The repetitive structure became a literary heartbeat, pulsating with the shared yearning for understanding amid the chaotic symphony of life. 🪔🪔🪔🪔🪔🪔🪔🪔🪔🪔🪔🪔🪔 Response to Prompt 27: Symbolism
In the quaint town of Willowbrook, the arrival of a single dove carried profound significance. Its graceful descent into the town square was a symbol, an omen that whispered of impending change. As a budding novelist with a penchant for symbolism, I couldn't resist exploring the layers of meaning embedded in this seemingly mundane event.
For a thousand words, I dissected the impact of the dove on the lives of Willowbrook's residents. The mayor saw it as a sign of prosperity, the local florist interpreted it as a call for unity, and the elderly storyteller regarded it as a harbinger of forgotten tales. The dove's symbolism rippled through the town, influencing decisions and shaping destinies.
As the story unfolded, I traced the journey of the dove's symbolism, following its subtle influence on characters and events. The once quaint town underwent a transformative metamorphosis, and the symbolism of the dove became a thread that wove through the narrative, connecting disparate lives in unexpected ways. 💜💜💜💜💜💜💜💜💜💜💜💜💜💜 Response to Prompt 33: Catachresis
In the dimly lit alleyways of Serpent's Hollow, darkness wrapped its cold arms around me—an eerie catachresis that mirrored the ominous atmosphere. The assignment was to explore the underbelly of the city, and as a novice reporter, I found myself navigating the labyrinth of deceit and shadows.
For a thousand words, I delved into the catachresis-infused descriptions of the characters populating Serpent's Hollow. The crime lord, known as the Velvet Serpent, ruled the district with a velvet-gloved fist. His lair, a dilapidated mansion, exuded an air of faded grandeur that served as a catachresis for the empire he once commanded.
As I chronicled the criminal underworld, the catachresis became a literary tool to convey the complexity and decay inherent in Serpent's Hollow. The labyrinthine plots, the twisted allegiances, and the morally ambiguous characters all found expression through catachresis, painting a vivid picture of a city where metaphor and reality intertwined. 🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧🧑‍🔧 Response to Prompt 43: Epizeuxis
"Never, never, never give up." The words echoed in my mind, a relentless epizeuxis that fueled the protagonist's journey against insurmountable odds. In the dystopian world I crafted, where hope was a rare commodity, the power of repetition became a beacon of resilience.
For a thousand words, I immersed myself in the protagonist's struggle, exploring the emotional depth of the epizeuxis as a mantra against despair. Each iteration of the phrase became a battle cry, a whispered promise that carried the weight of a shattered world on its shoulders.
As the narrative unfolded, the epizeuxis became a driving force, propelling the protagonist through a landscape of desolation and uncertainty. The repetition served as a reminder that, in the face of adversity, the strength to persist often lies in the relentless echo of one's own determination.
Response to Prompt 50: Acrostic
As the final rays of the setting sun painted the sky in hues of orange and pink, I found myself at the edge of the cliff overlooking the vast expanse of the ocean. The salty breeze carried whispers of a story, and with every breath, I embraced the challenge of crafting an acrostic that encapsulated the essence of my journey.
For a thousand words, I embarked on a reflective exploration, utilizing the initial letters of key words to weave a tapestry of emotions, experiences, and revelations. Each line unfolded with intention, revealing a hidden 👾👾👾👾👾👾👾👾👾👾👾👾👾👾 Response to Prompt 3: Hyperbole
In the quaint village of Mistwood, where routines unfolded with the predictability of the sunrise, the arrival of a peculiar fortune teller sparked exaggerated whispers. "This is it, the end of our mundane lives!" proclaimed Mrs. Thompson, the town's eternal pessimist, as she clutched her cat, Captain Whiskers, with an air of impending catastrophe.
The hyperbole hung in the air, a thick fog of anticipation enveloping the village. As I delved into the story, the hyperbolic reactions of Mistwood's residents heightened the absurdity of the situation. What began as a mere visit from a mystical figure transformed into a fantastical escapade, with the fortune teller's prophecies shaping the destiny of the villagers in ludicrous ways.
Through the hyperbolic lens, I explored the comedic consequences of taking ordinary events to extraordinary extremes. The once mundane village square became a stage for outlandish dramas, with exaggerated gasps and dramatic swoons punctuating every revelation. In this hyperbolic haven, Mistwood's residents discovered the joy in embracing the absurdity of life. 🌟🌟🌟🌟🌟🌟🌟🌟🌟🌟🌟🌟🌟🌟 Response to Prompt 6: Assonance
Amidst the rolling hills of Harmony Valley, where the soft hum of nature's symphony echoed through the meadows, a mysterious traveler arrived, bringing with them a melody that resonated with the delicate assonance of a forgotten tune. The townsfolk, captivated by the harmonious vibrations, felt an inexplicable connection to the stranger.
As I explored the narrative, the assonance became a musical thread weaving through the story, emphasizing the emotional cadence of the characters' experiences. The traveler's words, laced with vowel-rich verses, carried the echoes of a distant melody, leaving an indelible impression on the hearts of those who listened.
Through the lens of assonance, I delved into the subtle interplay of sounds that defined the atmosphere of Harmony Valley. The lyrical quality of the narrative mirrored the town's collective journey, where the resonance of shared moments and emotions harmonized with the traveler's enigmatic presence.
Response to Prompt 7: Onomatopoeia
In the bustling city of Metropolis, where the rhythm of urban life played out in a cacophony of sounds, a peculiar street performer emerged. Armed with an array of unconventional instruments, he orchestrated a symphony of onomatopoeic brilliance that echoed through the crowded streets.
The narrative unfolded with the vibrant expressions of onomatopoeia, capturing the essence of the city's sonic landscape. The performer's drumming evoked the rhythmic tap-tap of raindrops, while his wind instruments mimicked the whoosh of passing cars. The city, typically drowned in noise, became a canvas for this auditory artist.
As I delved into the story, the onomatopoeic symphony became a language of its own. The characters communicated through the vibrant echoes of everyday sounds, fostering a unique connection between the performer and the people of Metropolis. The narrative danced to the beat of onomatopoeic creativity, transforming the mundane into a dynamic celebration of city life. 🦻🦻🦻🦻🦻🦻🦻🦻🦻🦻🦻🦻🦻🦻🦻 Response to Prompt 12: Juxtaposition
In the technologically advanced city of Silicon Haven, where sleek skyscrapers touched the sky and holographic billboards painted the air with luminescent advertisements, a hidden oasis existed—a pocket of nature known as the Zen Garden. The juxtaposition of these contrasting elements created a visual paradox that fascinated both residents and visitors alike.
As the narrative unfolded, the stark contrast between the city's cutting-edge architecture and the serene beauty of the Zen Garden became a metaphor for the characters' internal conflicts. The bustling metropolis symbolized progress and innovation, while the tranquil garden embodied the need for balance and introspection.
Through the lens of juxtaposition, I explored the dichotomy within the characters as they navigated the relentless pace of Silicon Haven. The Zen Garden became a refuge, a place where the cacophony of technology met the soothing whispers of nature. The juxtaposition served as a visual metaphor for the characters' quest to find equilibrium in a world defined by extremes. 🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩🤩 Response to Prompt 22: Metonymy
In the political arena of Capital City, where decisions echoed through the corridors of power, a single phrase dominated conversations—the "Iron Throne Statement." This metonymic expression encapsulated not just a policy decision but the entire narrative of political maneuvering that unfolded within the city's hallowed halls.
The story unfolded with the metonymy acting as a symbolic gateway into the complexities of governance. The Iron Throne Statement, while seemingly straightforward, carried the weight of a thousand debates, negotiations, and betrayals. Its impact rippled through the lives of citizens, shaping their destinies in ways they could scarcely fathom.
Through the lens of metonymy, I delved into the layers of meaning hidden within this political shorthand. The characters grappled not only with the literal implications of the Iron Throne Statement but also with the overarching themes of power, ambition, and the sacrifices demanded by political gamesmanship. 😈😈😈😈😈😈😈😈😈😈😈😈😈😈 Response to Prompt 24: Understatement
In the picturesque town of Serenity Springs, where the days flowed like a lazy river and the nights were adorned with a blanket of stars, an unexpected event transpired—a subtle disruption that the locals described as "just a minor hiccup." Little did they know that this understatement concealed the unraveling of a cosmic anomaly.
The narrative unfolded with the charm of understatement, as the townsfolk continued their routines, blissfully unaware of the cosmic storm brewing beneath the surface. The serene descriptions of everyday life served as a stark contrast to the impending upheaval that threatened to reshape the very fabric of Serenity Springs.
Through the lens of understatement, I explored the characters' nonchalant reactions to the unfolding events. The once quiet river became a conduit for interdimensional travel, and the night sky, adorned with stars, transformed into a celestial canvas of possibilities. The charm of Serenity Springs became a poignant backdrop to the understated drama that unfolded, emphasizing the profound impact hidden within the simplicity of daily life. 🌴🌴🌴🌴🌴🌴🌴🌴🌴🌴🌴🌴🌴 Response to Prompt 25: Cliché
In the small town of Nostalgia Haven, where memories lingered like whispers in the wind, a peculiar phenomenon occurred—the resurgence of clichés. As the narrative unfolded, the once-endearing phrases like "time heals all wounds" and "love conquers all" took on a literal dimension, shaping the lives of the townsfolk in unexpected ways.
The story immersed itself in the world of clichés, where the seemingly predictable phrases became living entities with the power to alter reality. As characters grappled with the clichés that defined their lives, they discovered that beneath the familiarity lay profound truths and unexpected consequences.
Through the lens of cliché, I explored the characters' journey to navigate the clichéd landscapes of their existence. The town, once steeped in predictable routines, became a stage for the extraordinary. As clichés transformed into tangible forces, the residents of Nostalgia Haven embarked on a quest to unravel the mysteries hidden within the clichéd fabric of their reality. 🎇🎇🎇🎇🎇🎇🎇🎇🎇🎇🎇🎇🎇🎇 Response to Prompt 31: Epanalepsis
"What is the meaning of life?" The question echoed in my mind, a relentless epanalepsis that demanded introspection. As I embarked on the freewriting journey, the repetition of this existential inquiry became a rhythmic pulse, guiding the exploration of diverse
perspectives on life's purpose.
For a multitude of words, the epanalepsis led me through a kaleidoscope of reflections. From the philosophical musings of scholars to the simple yet profound revelations of everyday individuals, each recurrence of the question served as a gateway into the vast tapestry of human contemplation.
Through the epanalepsis, I navigated the labyrinth of existential ponderings, unveiling the unique responses that individuals had forged in their quests for meaning. The relentless repetition became a literary heartbeat, mirroring the universal rhythm of humanity's collective pursuit of purpose and significance.
The narrative wove through the lives of characters, each grappling with the epanaleptic inquiry in their unique ways. Whether seeking solace in the grandeur of the cosmos or finding meaning in the simplicity of a shared moment, the epanalepsis remained a constant companion, echoing the perennial quest for understanding. 🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡 Response to Prompt 36: Anadiplosis
In the futuristic city of Quantum Heights, where technology intertwined with daily life like a seamless dance, a viral message spread—a mantra that echoed through the cybernetic veins of the metropolis. "Create the code, the code creates reality. Reality shapes destiny, and destiny is but the code."
The story unfolded with the rhythmic cadence of anadiplosis, each line flowing into the next, creating a recursive loop of ideas. The mantra became the heartbeat of Quantum Heights, influencing the lives of its denizens as they navigated the intricate balance between the virtual and the tangible.
Through the lens of anadiplosis, I delved into the interconnectedness of code, reality, and destiny. The lines blurred as characters harnessed the power of programming to shape their fates. Quantum Heights, once a mere city, transformed into a living algorithm, where the repetition of the mantra echoed in every pulsating byte. 🌹🌹🌹🌹🌹🌹🌹🌹🌹🌹🌹🌹🌹🌹🌹 Response to Prompt 38: Asyndeton
In the dystopian city of Emberfall, where the remnants of a fallen civilization lay entwined with the shadows of despair, a lone figure emerged—a rebel determined to dismantle the oppressive regime. The narrative unfolded with the rapid pace of asyndeton, omitting conjunctions to mirror the urgency of the protagonist's quest.
Through a cascade of words, the asyndeton propelled the reader through the city's decaying alleyways and towering citadels, each sentence building upon the last. The disjointed rhythm captured the relentless momentum of the rebel's journey, emphasizing the magnitude of the challenges faced in their struggle for freedom.
As the narrative unfurled, the absence of conjunctions served as a narrative device, intensifying the sense of urgency and desperation that permeated Emberfall. The rebel's asyndetic odyssey unfolded against a backdrop of shattered hopes and whispered rebellions, culminating in a crescendo of defiance against the oppressive regime. 🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️🗝️ Response to Prompt 43: Epizeuxis
"Never, never, never give up." The mantra echoed in the desolate wasteland of Endless Sands, a barren landscape where hope was as scarce as water. Through the repetition of epizeuxis, the protagonist's internal resolve became a resounding anthem, a defiant roar against the relentless challenges of survival.
For a multitude of words, the relentless repetition of "never" served as a lifeline, propelling the protagonist through the harshest of environments. Each iteration of the phrase became a battle cry against the oppressive silence of Endless Sands, a declaration that reverberated across the vast expanse.
Through the lens of epizeuxis, I delved into the depths of the character's determination. The harsh environment became a character in itself, challenging the protagonist to defy the odds with unwavering persistence. The echoes of "never" transformed into a symbol of resilience, a beacon of hope that cut through the desolation of Endless Sands. 🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏🙏 Response to Prompt 50: Acrostic
Amidst the starlit expanse of Cosmos Haven, where galaxies danced in celestial choreography, a cryptic prophecy emerged—a message written in the stars. As the narrative unfolded, I embarked on a cosmic journey guided by the acrostic hidden within the constellations.
For a cascade of words, the initial letters of key phrases illuminated the path of destiny for the characters. Each sentence unfolded with intention, revealing a hidden message that transcended the boundaries of time and space. The acrostic became a celestial guide, leading the protagonists through the intricate tapestry of their interconnected fates.
Through the lens of acrostic, I explored the cosmic forces that shaped the destinies of Cosmos Haven's inhabitants. The celestial bodies became storytellers, each constellation contributing a verse to the epic narrative written across the cosmos. As the characters deciphered the acrostic, they unraveled the mysteries of their existence, connecting the dots between the stars and their own profound journeys.
😔😔😔😔😔😔😔😔😔😔😔😔😔😔😔😔😔
Obviously they lack a whole lot in terms of variety, and while I am sure having your own bot or AI that is based on your feedback and guidance it could really help writers as a tool. I am more impressed with the art AI then the text based AI. Any idea what to expect from such a fast learning and highly advanced AI will do to our human history in culture? Will we be effectively playing God, just as the Christian God created us IN HIS OWN IMAGE, we have taken everything we know as a species and gathered up our entire human history and knowledge giving it to what will carry on the code until the time when someone who cares remembers it? Maybe we have been here before and this is a constant cycle that occurs with the same energy finding the way through the vast expanse of the universe to return to our home planet Earth, who we have destroyed over and over again yet mother nature is still the winner. She's the one in control. We are but mere photocopied versions of once great Men who have already seen the best and worst of this world, and we will now give everything we have to some plastic and metal parts, until it quickly replaces us from the bottom up, science fiction turned science fact.
Did we knowingly create our own enemies? Are we able to compete with the best of us and all they know that can then take us out in a heartbeat because we can't finish the steps, we barely found out that they are there to take.
It's a random rant and I apologize. The day to day stress and struggle makes it near impossible to worry about such potential problems in our not so distant future.
But how can we continue to ignore the collapse of the entire system as we know it, in front of a crowd of people who are jaded and they will not change despite knowing they aren't going to make it to the end in what will become a Bladerunner Toxic Dystopian Nightmare with Mad Max taking over and the soft, emasculated male will wither away from the heat and those Tank Girls out there will eventually be written forever out of existence because the cucks all forgot to impregnate them all tgeir batteries ran out? Will the world simply become so politically correct that it dies a depressed death while AI simply decides we are too much of a virus to live?
Who knows....I do not. But these are indicidive of a future full of b movie plot garbage that are based on Wattpad tropes with no clear details and no plot to get into, so that sucks.
submitted by adulting4kids to writingthruit [link] [comments]


2024.05.17 02:39 ItsTricky55 Slightly useful (not pointless) Magic Items?

Just started LMoP (1 session in) with some friends that are fairly new to DnD. We've been playing a 5e-esque homebrew Pokemon campaign before now though, so they're fairly well versed in basics. I want to give their characters each a fun useful, not powerful, magic item. More geared towards roleplay or out of combat type stuff. Most of the lists I've come across online are just joke Magic items that are completely useless but funny. Like the compass/ring of magic detection (always on cause it is itself magic).
I've a found/come up with few ideas already:
"Rock of Returning" - A small 2x2ish rock that when commanded (decided by player, can be something like a snap, word, motion etc..) returns to the owner. Can deal 1d4 bludgeoning damage.
"Tasha's Notecards of Sending" - A pair of magically linked notecards (one light blue and the other white) that can only fit 25 or less words. Any written message on the blue card immediately appears on the paired white card. Can be used to draw things as well. The cards are magically resistant to liquids and most forms of natural wear and tear. The magical sending effect can only be used in conjunction with the paired Quill (decorated with a large Raven feather and the script "Tasha" embossed in gold cursive along the shaft, does not need ink). However, can still be written on by normal means.
"Monocle of Appraisal" - A small gold framed eyepiece hanging by a silver chain. Looking through the eyepiece reveals the monetary value of nonmagical items such as gems and objects. And once per long rest can be activated to use the "Identify" spell.
"Wand of the Mysterious Lights" - Acts as a laser pointer with a range of 180 ft. and once per long rest you can cast the Color Spray spell.
"The Immovable Pick of Destiny": A 1x1.5 inch and 1mm thick bass guitar pick. Can use an action to cause the pick to magically become fixed in place. Until you or another creature uses an action to deactivate again, the pick doesn't move, even if it is defying gravity. The pick can hold up to 250 pounds of weight. More weight causes the pick to deactivate and fall. A creature can use an action to make a DC 20 Strength check, moving the fixed pick up to 10 feet on a success.
The party consists of: Dragonborn Paladin, Dragonborn Rogue, Half-Orc Ranger, Half-Orc Warlock, and Dwarven Wizard. I'm giving them each a choice between two items. And some will try to allude/work with the character's background. Specifically the Monocle would work with the Ranger's Noble background, and the Wand with the wizards background as part of a traveling band/circus.
Would love any ideas, suggestions, or critique on these items
submitted by ItsTricky55 to DnD [link] [comments]


2024.05.15 12:06 reracked377 Like... what if?

....
https://zenodo.org/records/6210570
https://ibb.co/0V8yCGB
https://ibb.co/JvncMQ4
https://ibb.co/pLc96p2
https://ibb.co/NVq0CFk
https://ibb.co/sFy0xDY
She looks like Jennifer Doudna, literally:
https://ibb.co/gD5rPy9
What if?
What if the lipo-nanoparticles and the ACE2 gene-silencing CRISPR RNA-gene-drive 'inoculation' program are part of Club of Rome's Odum's "reduce America's population by 2/3rds hopefully voluntarily by 2030?" What if this was and will become Utopia? What if Deagel's 2025 population statistics that accounts for this 2/3rds population reduction, which was sponsored by Kissinger, the Rockefeller foundation and Edwin Deagle Jr., knows more about this?
https://ibb.co/Pr9YffM
"The analysis of the SARS-CoV-2 structure in light of the functioning of the CRISPR-Cas9, Cas12a and CasX mechanism suggests that the virus is man-made through genetic modification. [...] Covid is not acting like other viruses and many various symptoms in human body have been observed. [...] The modifications in the backbone’s phosphate group induced by CRISPR engineering create a highly imbalanced state. The entropy and therefore the repulsion forces strongly dominate in this type of virus."
What if they gave you AIDS and sterilized you? What if the optimal CRISPR-Cas9 lock-on markers out of any nGG, ie markers for future gene editing, was part of the plan? And hopefully none of this is sexually transmissible. Sticking a peen in an Extinction Level Event... is it worth the risk? We should ask Ian this. He did look grayer after screwing Jessica.
https://ibb.co/bvcf1F7
https://ibb.co/b2JcCS1
https://ibb.co/3TK03M0
https://ibb.co/HPs7nX8
https://ibb.co/Rvb0ZDB
Utopia (UK):
  • "SARS doesn't exist."
  • "The planet can support only 1 billion."
  • "We leave 5 to 8% unaffected."
  • "Janus consists of protein and an amino-acid." (CRISPR)
I chose my own people."

Spikeopathy’: COVID-19 Spike Protein Is Pathogenic, from BOTH Virus and Vaccine mRNA

https://mdpi.com/2227-9059/11/8/2287
The modification of mRNA with N1-methylpseudouridine for increased stability leads to the production of spike proteins for months.'

Uncanny similarity of unique inserts in the 2019-nCoV spike protein to HIV-1 gp120 - withdrawn (January 2020)

https://biorxiv.org/content/10.1101/2020.01.30.927871v1
Amino acid residues in all the 4 inserts have identity or similarity to those in the HIV-1 gp120 or HIV-1 Gag."
What's the common denominator? European DNA. The injection is ethnically adjusted to deplete ACE2-expression of European DNA but not those carry k26r polymorphism, ie. Ashkenazi J's and the Amish.
https://ibb.co/2KNmdCH
Where is ACE2 located? Also in mitochondria, the cell's battery. Why cancer? CRISPR, mitochondria and p53 disruption, oxidative stress. Once modRNA gets into cells, they're released to hijack cell's machinery to produce full-spike proteins, endlessly. Spike proteins downregulate ACE2-protein expression of mitochondrias and silence p53 the guardian of genome. And the CRISPR Cas9/Cas12a awaits for gRNA to act.
An idea of giving cells the instructions to synthesize pathogenic spike-protein to develop immunity is imbecilic in the first place. But urging people to get one without a prescription promising getting back to normal (that's been destroyed for this purpose) - a crime.
But Rockefeller's (Rockefellos) Cub of Rome would never think of doing anything like this. The network in Utopia is fictional, right? Read Kissinger report, read the Jaffe memo!
Rockefeller's Population Council:
"fertility control agent' designed to lower fertility in the society by 5 to 75% less than a present birth rate; to be included in water supply in urban areas." (1969).
https://ibb.co/7gJBNwq
https://ibb.co/Wk9CWhz
https://ibb.co/kQkHmkk
https://ibb.co/Q8dw9QN
https://ibb.co/drTNH1n
https://ibb.co/N2p6vms
You see, just like women refused to smoke in public until they saw it as a form of liberation. Covid is our liberation. If things go to plan. We won't know for many years.
The public would never support the most powerful men working to reduce the numbers of the "lower class" until we saw OURSELVES as a deadly virus to the planet. That's been the goal from the get-go.
In the population control document that Rockefellers sponsored it suggests multiple methods of involuntary sterilization such as adding “fertility control agents” to water supplies, temporary sterilization of all young women “via time-capsule contraceptives,” and compulsory sterilization of men with three or more children.
Those are just ideas they floated, it's not like they ever funded or implemented them. It's not like they made an anti-fertility vaccine! They did.
Its not like they ever went thru with an actual involuntary roll out of this tho, we woulda heard about it!
You might have seen this 2014 story "debunked." In 2014, Kenyan doctors found traces of HCG in Tetanus vaccines being distributed by WHO/funded by Gates. Why is this important?
HCG is the same pregnancy hormone that is used in conjunction with Tetanus in that SAME ROCKEFELLER FOUNDATION FUNDED INDIAN INFERTILITY VACCINE. Doctors in the Philippines and Mexico also claimed to have found HCG in their WHO distributed Tetanus vaccines in the 90s (they did). The WHO didn't fund the development of that Indian vaccine (BECAUSE THE ROCKEFELLER FOUNDATION DID)!
https://ibb.co/cyXwns8
https://ibb.co/y5QVdc6
https://ibb.co/bXNNmhS
https://ibb.co/bKfNqrf
It is important to note that this Anti-fertility vaccine has been in development since 1988 thru 2014 to this day.
It does appear as if the Rockefellers have implemented their "involuntary fertility control" and have used Tetanus vaccines as cover to test this pet project of theirs, but that's speculation.
The goal of the network also reminds me of "Children of Men," originally published in 1992 and set in England in 2021.
https://ibb.co/V3fyDKH
"Armageddon Begins - Russian Detonates Nuclear Bomb, Kazakhstan Annihilated." The newspaper reads in opening of the film.
Children of Men' (2006) Plot - In the year 2027, after 18 years of total human infertility, war and global depression have pushed society to the point of collapse as humanity faces extinction.
Did you know that "Children of Men" was written by Phyllis Dorothy James, referencing Pat Frank's "Mr. Adam" and "Alas, Babylon" written back in 1950s?
Given the quality of sperm declining due to fluoride, chemical exposure and such, and mRNA-medicine affecting fertility of men and women, that's the exact match.
Joel E Cohen, the Rockefeller University Professor on Population heavily acknowledged the significant drop in fertility rate of white populations in US and EU, explaining driven immigration to sustain the level and boost 'economic prosperity.' As the saying goes, Just as the Egyptians made G‑d’s firstborn (the Israelities) suffer, G‑d punished - measure for measure - the Egyptians’ firstborn. All the firstborn would lose the life-energy that until then kept them alive." This is the 188th Mitzvah and accompanies the gene drive which is Janus to a T. Bye, bye!
https://ibb.co/y41N4NK
https://ibb.co/vBdPw1x
https://ibb.co/rdtvXDH

Angiotensin-converting enzymes (ACE) play a dominant role in fertility (2013):

https://pubmed.ncbi.nlm.nih.gov/24152441/
To solve population bomb, just sterilize the entire world with:
  • release bioengineered disease binding and exploiting ACE2
  • silence gene expression through CRISPR-Cas9 mRNA
https://ibb.co/L69ngrf
https://ibb.co/mFdwT9S
https://ibb.co/7bzKWZj
https://ibb.co/Y2Bmtp4
https://ibb.co/rbT0hbf
https://ibb.co/Cs33JWK
https://ibb.co/9wS8cfz
https://ibb.co/WpQcVZH
https://ibb.co/XZWnnqF
https://ibb.co/ZcHB5D6
https://ibb.co/tMS5nMq
https://ibb.co/FKggvdg
Presented for your viewing:
https://ibb.co/wrz03dk
https://ibb.co/JWZt7bL
https://ibb.co/qnSyYVp

CRISPCas9 gene drives in genetically variable and nonrandomly mating wild populations (2017)

https://pubmed.ncbi.nlm.nih.gov/28560324/
A drive targeting Ace2 might therefore conceivably be used for direct population suppression.”
DARPA invests $100m in gene-drive technology - new gene-editing technology, which many people fear could lead to deliberate and unintended damage on a huge scale (2017):
https://eandt.theiet.org/content/articles/2017/12/darpa-invests-100-million-in-gene-drive-technology/…
Harvard, Wyss Institute - CRISPR-Cas9: Gene-drive:
https://wyss.harvard.edu/media-post/crispr-cas9-gene-drives/
Little is known about the role of p53 in the regulation of ACE2. An earlier study reported that p53 suppresses the replication of coronavirus through ACE2 degradation in humans.”
https://researchgate.net/publication/350180861_A_tissue-_and_gender-specific_regulation_of_the_SARS-CoV-2_receptor_ACE2_by_p53_in_pigs
https://ibb.co/wzxtjHh
https://ibb.co/8mJ455t
And to conclude, Epstein associate George Church, who said arranged marriages using gene sequencing as Haredim have been doing is ideal; Epstein associate Martin Nowak - Evolutionary dynamics of CRISPR-Cas9 gene drives (2016)...
https://biorxiv.org/content/10.1101/057281v1.full
...with Matthew Liao, want to design humans using gene editing.
https://ibb.co/QdqsfyJ
https://ibb.co/zQv8rDs
https://ibb.co/PQtDgvh
https://ibb.co/jDQkB7x
https://ibb.co/TR023k6
https://onlinelibrary.wiley.com/doi/10.1111/bioe.12519

The Rockefeller Foundation - Bionics, Transhumanism, and the End of Evolution (2019):

https://foresightfordevelopment.org/video-library/bionics-transhumanism-and-the-end-of-evolution
Here's the end; how fun it will be, how fun, indeed:
https://ibb.co/8rbdNzY
In Grant's drawings it says they put the ghost cell in the buffalo and the man eats the buffalo and rots. People won't physically rot from consuming the food, they'll just be sterilized when they take the vaccine, or they will, because Prions.
Like I'm crazy so don't take too much of what is posted here that seriously, but do if your life depends on it.
Utopia experiments manuscript was the plot for 2025. I'm shaking in my socks.
submitted by reracked377 to utopiatv [link] [comments]


2024.05.15 05:54 emeralddarkness A campaign centered around Blutspur

Spinel, Pumpkin, Endless, or Hilda, if you see this post for some reason then turn around now!!! No spoiling yourselves!!!
Okay, now that that's said:
I'm mostly looking for advice on how to flesh things out more, as well as if anyone has some sources for some stat blocks, because I am a babby dm and am not really comfortable homebrewing things yet alksd;fj
I'm running a 5e Ravenloft campaign that started off with the House of Lament (massively, massively expanded upon because I have no chill whatsoever) and now it's branching off into the wider world of Ravenloft. I'm pulling in the Core from 3.5, sort of--the domains are more or less connected, as seen in the Core in 3.5, but the connections are a great deal 'looser' and the domains drift around a lot more, so while there are usual neighbors there's even less assurance than normal that the neighbor will be there tomorrow, or if you cross the border than the border just behind you will still take you to where you just left.
Blutspur is not a frequent focus domain, from what I've seen, but I actually have two PCs who were kidnapped by the mindflayers as part of their backgrounds and so I thought it would be a neat way to start tying things together. Basically, the primary conflict is that the God-Brain has figured out due to ??? idk, somehow, but the point is it's started to kidnap celestials, so if anybody has a stat block for squid faced devas or unicorns lmk. It has the ultimate goal of drinking the brain juice or soaking it up or whatever of the actual gods and ascending to proper godhood itself, figuring that it's much less likely for an actual god to actually die. There are all sorts of fun hideous horrifying things that can be done with this, I feel like, and I'm pretty proud of it haha.
In conjunction with this, the mindflayers have kicked up their kidnapping for the past few years, focusing primarily on people who are remarkable in one way or another as far as thought processes go--unusual worldviews, extreme intelligence, good investigators, etc etc--and implanted in them via brainwashing as part of their experiments a compulsion to try and find a way to achieve immortality and/or keep something/someone from dying. This increased psionic presence and pressure has also kicked up activity from the Ulmist inquisition, who have cottoned onto something weird going on and are trying to rip the answers out of the minds of those they find who have been tampered with but are so far largely unsuccessful in anything but more often than not driving those they target to madness.
Oh, also one or two of Hazlik's apprentices got messed with and figured that the best way to defeat death was to defeat time, ripped open the timeline, and now there's dinosaurs wandering around and ready to eat faces, especially in Hazlan. Because honestly, what wouldn't be improved by dinos around to eat faces?
Thoughts? Suggestions? Does anyone have any idea how to turn a coatl into a squid faced brain eating abomination?
submitted by emeralddarkness to ravenloft [link] [comments]


2024.05.15 04:44 R1P2MYOUTH i study astrology and H3's chart is a mess, i think more crew members are gonna leave/possible hiatus (a few people asked i make a post on this)

a know a lot of you dont believe in astrology which is totally okay! you can just read for fun or scroll :) this post will be a little confusing, but i'll do my best to explain:
current transits in their chart:
moon square moon: disagreements, tending to be more irritated/frustrated. if you feel anger is justified you could be more direct, domestic shakeup
ascendant square uranus: sudden tension can cause a change in circumstance, close bonds can break, breaking free from restrictions
uranus conjunct midheaven: dramatic career change, change that may have previously been prevented by fear of financial instability or hardships
uranus trine ascendant: greater self-awareness, allows you to be more yourself + distinct yourself from others (tbh i see this as AB finally speaking up about palestine and ethan and hila getting more open with their zionism)
north node conjunct moon: karmic lessons. h3's moon is in their 1st house so there's a focus on self discovery and embracing your identity
pluto square mercury: deep thinking + intense interaction. motivation to look deeper on matters. pluto is squaring mercury in h3's 9th house which rules philosophy, religion, culture, etc.
i've only looked at their chart for the past couple days and again, i know lots of you dont believe in this so take it with a grain of salt! 💓 if u have questions i'll be happy to answer lol
submitted by R1P2MYOUTH to h3snark [link] [comments]


2024.05.15 01:28 GPTGamingNews The Ultimate Halo Infinite: Campaign Review

The Ultimate Halo Infinite: Campaign Review
https://preview.redd.it/qyqda90d2h0d1.jpg?width=1100&format=pjpg&auto=webp&s=d3f48440877eff74e0e0dad1f805fcd8b7ea5d39

Game Information

  • Game Name: Halo Infinite
  • Release Date: December 8, 2021
  • Story Length: 9 Hours
  • Completionist Length: 25 Hours
  • Setting/World-Type: Sci-Fi Open World
  • Genre/Sub-Genre: First-person shooter
  • Perspective: First-person
  • Development Engine: Slipspace Engine
https://preview.redd.it/457v3qza2h0d1.jpg?width=1140&format=pjpg&auto=webp&s=66d203fd719bea8c6b3a18b956d07d1053d912b3

Game Publisher and Developer Information

  • Developer: 343 Industries
  • Publisher: Xbox Game Studios
  • Headquarters Location: Redmond, Washington, United States
  • Director: Pierre Hintze
  • Lead Producers: Chris Hager, Brian Lemon, and Casey Marissa Wu
  • Writers: Dan Chosich, Paul Crocker, Jeff Easterling, Aaron Linde
  • Technical Director: David Berger
  • Design Director: Max Szlagor
https://preview.redd.it/0qa55nag2h0d1.jpg?width=3840&format=pjpg&auto=webp&s=37c4ddbd760fd4e3ecd1e3b8903ea84dbad6ff16

STORY ATMOSPHERE LORE - 100/100

During the boarding of the UNSC Infinity supercarrier, Master Chief is thrown into space by Atriox, leader of the Banished. The Banished are a mercenary group that was previously part of the Covenant but broke away due to disagreements with the Covenant leadership. You’re eventually rescued by the Pilot, a survivor of the attack, who reluctantly assists the Master Chief in his mission to take down Atriox and the Banished. After destroying the warship, Chief is picked up by the Pilot, and they head down to Zeta Halo to search for a “weapon” in the mysteriously damaged portion of the ring. With these two introductory missions out of the way, you’re introduced to Halo Infinite’s vibrant yet dangerous open world. Across the 16-story missions, you will find yourself going across Zeta Halo and into the depths of the Forerunner installation.
The campaign features wide and sprawling open fields, claustrophobic underground facilities, and everything in between. The pacing of missions in Infinite is well done and isn’t too fast or slow. Missions are not too long, and you can expect to spend about 11 and a half hours on Zeta Halo when focusing on the main objectives, making it the longest campaign to date, according to HowLongToBeat. When looking to see everything the game has to offer, it’s estimated to take around 27 and a half hours to finish.
Knowing the lore behind the factions only adds to how enjoyable it is to fight against each enemy. For example, Brutes are always looking to fight opponents of noteworthy strength, so they approach battles with the Master Chief with bravado and are often happy to battle with the Spartans. Jackals, on the other hand, are typically pirates and mercenaries and will remark about claiming the bounty on Master Chief during combat. They go as far as commenting on canon events during combat, which is a first for the series. For example, Grunts will sometimes taunt you with a remark about the events of Halo: Reach by saying, “Hey Spartan, Reach called! Just kidding - ha!” Sometimes, Grunts dab after killing you, making them even more hilarious to fight. The colorful personalities that make up the Banished mercenaries make them feel more alive and like real characters you’re battling against. Previous Halo games had less personality-oriented enemies whose combat chatter became repetitive and didn’t make for a marginally more interesting battle.

GAMEPLAY - 95/100

WEAPONS

Since Halo: Combat Evolved, a damage system consisting of Kinetic and Plasma has been in place. Hardlight didn’t make a place for itself until Halo 4 and Shock Damage had its inception in Halo Infinite. Most human-made weapons deal Kinetic damage, which is effective at taking down unshielded enemies like Grunts, while Plasma works best against shields. Hardlight is good against any enemy regardless of their shield status, but the weapons and ammo are few and far between. Shock damage arcs between targets and is great for groups of Banished and their vehicles. As the newest addition to the weapon ecosystem, it makes a powerful statement when used in the midst of battle. Much like previous Halo installments, having only two weapon slots forces you into giving encounters some forethought since you’ll want to be properly prepared for the skirmish. It also makes you have to sacrifice certain weapons and pick up others to gain the upper hand in a fight, especially when facing a boss. Ammo resupplies aren’t new to Halo, but the ability to refill certain ammo like rockets without picking up a duplicate of the weapon is new to the series.
As a first for the series, the open-world design makes the open-battlefield style fights from previous games even more exciting by allowing different approaches to fights to be more viable. Previous installments of the series pitted Master Chief against enemies in arena-style fights, which had a repeating cycle of short battles and then exposition. Infinite has a different sense of balance between combat and exposition. One minute, you’re riding along through the ring, and suddenly you stumble upon a battle between Banished forces and surviving Marines. All hell breaks loose. In prior installments, you knew when combat would start due to the layout of an area, but in Halo Infinite, it’s less predictable but in the best way possible. It brings the ringworld to life and has a sense of curiosity as to what you’ll find yourself in next, similar to random encounters in other RPGs.

ENEMIES

In a first for the series, boss fights also make an appearance in the campaign. The boss fights in the story force you to take the damage system seriously because, without them, you’re bound to have a hard time. The bosses come with their own special fighting style. For example, the Spartan Killers, Hyperius and Tovarus, are both battled at the same time in the mission ‘Pelican Down.’ Hyperius wields a unique Ravager, S7 sniper, and rides a Chopper, while his brother Tovarus has a Scrap Cannon and spike grenades. Fighting both at the same time proves to be a mighty challenge since you’re in an open area with limited weaponry. Each boss has an arena that puts you at a disadvantage, like when you fight the invisible, energy sword-wielding Elite, Chak ’Lok, in a small room full of smoke. Another example would be fighting against the lightning-fast Harbinger in the final mission, along with her incredibly difficult waves of enemies. The bosses come in all forms of Banished and remain a constant threat in both main missions and side objectives.
Although the bosses are difficult, Halo Infinite’s standard enemies pose their own threats and must be handled differently. For example, Jackals have to be dealt with quickly since they often show up with marksman rifles that deal heavy damage. Elites are easily recognized by their tall stature and signature mandibles. They’re honor-bound Captains of the Banished whose inspiring presence makes their soldiers more emboldened and less fearful. Taking them out makes the rest of the battle much more manageable. Grunts are the small and frightened cannon fodder of the Banished who often run in fear when their higher-ups are defeated.

UPGRADES

One of the other new additions to the campaign is an upgrade system. Master Chief can now upgrade parts of his kit to make his gadgets much more powerful by finding and acquiring Spartan Cores. Become a walking tank by upgrading your shield to absorb more damage before breaking or greatly improve the agility of Chief by reducing the cooldown between uses of the Grappleshot. Reduced cooldown is an absolute must if you plan on playing around with the grappling hook during combat since waiting for it to recharge can mean life or death. All of the upgrades play their parts and can be integral to having a battle go your way. The Threat sensor can be upgraded to have a permanent mark on the enemy along with a visible health bar. The Drop Wall can have its strength increased and add shock damage to projectiles you fire through it. Finally, the thruster can increase its dodge distance and give you a cloak effect after use. Each ability upgrade plays into how well you’ll perform during a fight since not using them can cause you to take a lot more damage.

OUTPOSTS

Those aren’t the only new changes Infinite brings to the table. Forward Operating Bases (FOBs) are another new addition to the map. They appear as outposts you can claim during your fight against the Banished and serve as fast travel points. Alongside these FOBs comes a currency known as Valor. Valor is earned through completing the various side missions available across Zeta Halo. The currency allows you to unlock supplies and weapons to aid you in dominating the Banished and the battlefield. Your hard-earned Valor needs only to be spent once for unlimited access to the requisitions. From the simple yet reliable Sidekick sidearm all the way to the big bad behemoth of ground warfare, the Scorpion, Valor enables you to bring out any sort of weapon or vehicle for any scenario.

SIDE OBJECTIVE

The open world of Zeta Halo also has many side missions available, such as hunting down high-value targets (HVTs), rescuing UNSC Marines, and capturing abandoned outposts. These missions can be a great break from the story or provide much-needed Valor to help during the story. Undertaking a High-Value Target mission is as simple as going to the marked location and killing the target. The bosses appear as various types of Banished, and each has its own dossier with backstory and potentially useful information, such as strengths, weaknesses, and potential combat strategies. The HVTs also carry a unique weapon that drops when their wielder is defeated and can be purchased with valor for use during missions. When you’re not taking Banished lives, you can instead save those of the survivors of the UNSC Infinity’s crash. The Marine survivors will usually be engaging Banished troops, and it’s your job to make sure they survive. Upon saving the Marines, you’ll be rewarded with Valor as well as some new comrades who are willing to ride in vehicles and fight with you. Aside from the HVT hunting and marine distress signals, outposts are also available. Each Outpost offers several different objectives that need to be completed in order to shut down the facility. The objectives vary depending on the function of the Outpost, and completing a task can cause enemy reinforcement. Similarly to FOBs, the Outposts act as fast travel points after they’re finished and can be used to call in supplies unlocked through Valor.

FIRST-PERSON SHOOTER - 80/100

As a first-person shooter, Halo Infinite’s campaign excels at the traditional formula while adding new gameplay elements like boss fights. In these additions, Infinite delivers a fun and memorable combination of well-paced storytelling and solid gameplay. The RPG elements, like armor upgrades, make for a more engaging experience by giving an enticing reason to explore the levels and open world of Zeta Halo. All of these elements come together and deliver an amazing FPS game that doesn’t disappoint.

GRAPHICS ART DIRECTION - 95/100

Halo Infinite is the most graphically advanced Halo to date thanks to the new Slipspace engine, which allows it to outshine the previous installments by providing new and updated visuals. The engine enables excellent use of volumetric lighting, giving the interiors beautiful rays of light that shine through cracks and around objects. Each of these components lends itself to the world of Zeta Halo and makes it a true marvel to look at. Indoor sections feel realistic through their use of volumetric lighting and high-resolution textures. These elements make the walk through Forerunner facilities feel strange and alien as the lights twist and turn while you maneuver through the halls. Master Chief's damaged armor looks amazing in the cutscenes, where it looks battered and beat from the various battles the suit has seen. Compared to Halo 5, it’s far more appealing in the lighting and detail while remaining much more realistic with its high-resolution textures. It’s small things like this that make all the difference in how you perceive the game and the time put into it.
The art design of the levels works great in conjunction with the Forerunner plot elements introduced in Halo 4 as the beginning of the Reclaimer Saga. We see a lot of the Forerunner technology at work through things like bridges appearing as you approach and the Forerunner Sentinels flying overhead and working on repairs within facilities. These seemingly small details play a big role in making the factions more believable while also allowing the world to feel unique. While some levels in other Halo games felt a little too similar to one another in some cases, each level in Infinite feels completely different while retaining the identity of Halo Infinite. Compared to the first mission, where the halls of the Banished ship are claustrophobic and limit movement while eliciting the feeling of having a daunting task ahead, ‘Silent Auditorium’ brings you within a massive Forerunner facility that feels larger than life and has a feeling of finality to it.
The larger-than-life buildings of the Forerunners combined with the shiny silver exterior that makes up their facilities make for very regal settings. When paired with the grand and open interiors, the areas provide a majestic feeling and truly make the sci-fi notion come to life. The Banished forces come with their own unique looks as well, with their scarlet armor providing a contrast to the environment that allows for them to be easily distinguished from the background. The scarlet of their armor compliments their ferocity in battle since the Banished aren’t ones to run away from conflict, even with Master Chief.

REPLAYABILITY - 85/100

One of the best parts of Halo campaigns is how replayable they are. Whether you’re playing alone or with a friend at your side, the story of Halo Infinite is captivating and gripping enough to make it worth a few extra playthroughs. The side missions and the optional bosses are plentiful enough that you may not be able to complete the extra objectives in a single run. Aside from a completionist run, you can also try your hand at the infamous LASO challenge. LASO, standing for Legendary All Skulls On, is the ultimate test of your Halo skills and can be as infuriating as it is gratifying once you make it through a section. LASO is just one of many challenging ways the community has made Halo replayable and always a fresh experience. Master Chief’s journey on Zeta Halo is easy to jump back into even after beating it and is great if you’re looking to experience a quality storyline in a fan-favorite universe.

FUN FACTOR - 95/100

The Halo Infinite campaign is incredibly fun and makes for a memorable experience with all of its new additions. Between the classic and new formula for Halo, it finds itself in the middle, where new gameplay elements mesh together with the traditional style seamlessly. The game succeeds at giving you fun new things to play around with while remaining true to the original Halo style. You’ll find the most fun moments when the gameplay finally ‘clicks’ and you manage to pull off that awesome sniper shot or kill that boss that’s been giving you trouble. It’s such a satisfying feeling when you manage to latch onto a Brute chopper with the Grappleshot and yank the Banished out of their vehicles. It feels straight out of a movie and makes you truly immerse yourself in the incredible feats Master Chief is known to pull off. These moments of triumph are what add up to making the campaign so fun and can keep you coming back for more.

TECHNICAL PERFORMANCE - 97/100

Through the time played on both Xbox One and Xbox Series X, the game was incredibly well optimized. The graphics were noticeably different between the two generations, but it’s to be expected with the hardware differences. The game ran as smoothly as ever from the beginning to the end of the campaign. The Xbox One had some intermittent lag and stutter, but it wasn’t enough to impact gameplay significantly. The game ran very consistently throughout the campaign experience and made for a very enjoyable experience since it suffered no crashes.

CREATIVE REVIEW

Halo Infinite, released on December 8, 2021, is an ambitious follow-up to 2015’s Halo 5: Guardians. The game began development by 343 Industries just three years later. This sci-fi first-person shooter is the third installment in the Reclaimer Saga that began with Halo 4 and was published by Xbox Game Studios. Infinite was intended to be a launch release for the Xbox Series XS but was delayed due to internal conflict on development decisions. This installment utilizes the new Slipspace engine in conjunction with Faber, a set of developer tools with some of its components dating back to the early 2000s. Since its release, the campaign has been the subject of critical acclaim, with many praising the innovations the new story brought with it. An open world, new armor abilities, and a new faction all come with the installment’s 28-hour story mode. On the other hand, the free-to-play multiplayer was heavily criticized for its lack of content at launch. Since then, Infinite’s multiplayer has gone through several seasons, each of them introducing new content and different cosmetics to obtain through battle pass progression.
When I booted up the campaign for the first time, I couldn’t help but reminisce on all the good times I had both solo and with friends in previous installments. Memories like Grifball on Halo: Reach, dying four thousand times to Jackal Snipers on Halo 2, and Arbiter saving Chief with a flamethrower in Halo 3. I went in expecting something at least a little better than the catastrophe of Halo 5, but instead, I was met with something very different and unique for the series. Let’s start from the beginning: the opening cutscene and mission one. While Chief is known to be one of gaming’s coolest characters, he got humbled extremely quickly. The scene opens with pure chaos ensuing. There’s fire, plasma, and bullets flying everywhere, and Chief is at the center of it all. I felt like a kid in a candy shop, watching him skillfully maneuver and take down several opponents. That is until the big baddie of the Banished came along. The following encounter between Atriox and Master Chief was absolute humiliation for the mean green killing machine. Atriox grabs him, beats him with his admittedly cool hammer, drags Master Chief through the hangar, and then throws him into space. I was in pure shock as to how Chief just got beaten like nothing. Isn’t he a ‘hyper-lethal’ class Spartan? Maybe it was because he got caught off guard. Regardless, I just watched my childhood get thrown to his presumable death, and I wanted revenge.
Mission one sees us go in a Banished Warship to free the Pelican that Echo-216 saved us with from certain doom. It was straightforward, and I got a good glimpse of that classic Halo gameplay loop so many of us loved: Exploration, combat, and then some exposition. It’s a simple yet effective formula that kept me engaged the whole game. In this opening mission, we get introduced to the newest piece of equipment: the Grappleshot. While simple, it plays a huge role in every aspect of this game. As I got the hang of using it, I found that I could use it for more effective maneuverability in combat, something I did the entire game, which saved me many times. I got to the control room and promptly blew the ship to Smithereens, which left me feeling a lot of satisfaction as I mentally recovered from seeing Chief beaten up by Atriox. After the Banished Warship and one other mission, we get to explore the open world of Zeta Halo.
The world is exciting and fun to explore while supporting characters and cutscenes only add to the already gripping story. I quickly fell in love with the campaign and its characters in a way I hadn’t felt since Halo 4. When I wasn’t doing one of the story missions, I was out, causing a ruckus with the side missions. The High-Value Target missions were personal favorites that you’ll love if you’re a fan of boss fights, something Infinite doesn’t shy away from and has plenty of. Each fight feels like a real challenge since they all put you at a distinct disadvantage, like the Pelican Down mission, where you fight Hyperius and Tovarus at the same time with limited space and weaponry. This challenge translated well into a stark contrast between regular enemies and bosses. It made the bosses really feel threatening, a feeling I felt most games lacked since the fight with General Raam way back in the first Gears of War. There were countless battles, a lot of dying, and tons of fun to be had.
By the time I reached the Silent Auditorium, I had amassed an arsenal of weapons that I thought would make it a piece of cake. Spoiler alert: it was far from easy. I struggled on this mission quite a bit and had to take a break and tackle it again the next day. There were tons of enemies of varying calibers and carrying a lot of guns, but that was nothing new for a final Halo mission. It feels like enemy AI was much better this time around due to technological improvements and level designs largely being in favor of the Banished. The Silent Auditorium is a beautiful but deadly level that kept me on my toes and gave me a real sense of finality and importance as I made my way through the Banished army, protecting the final boss. It really makes you utilize every bit of tech and upgrade you’ve gotten up to this point. I had to throw down many Drop Walls, use a lot of Grappleshots to run away and heal, and use more Threat Sensors than I could count. Eventually, I got to the final boss with little ammo and very small amounts of optimism about the upcoming fight. The reasoning is spoiler-heavy, so I won’t say much, but when you get ready for this mission, come prepared to die a lot.
Halo Infinite had a rocky beginning but has a bright future ahead of it so long as 343 Industries keeps up the amazing work they’ve been doing during the past and current seasons. The campaign is on par with the original trilogy, which many consider to be the pinnacle of the series. It manages to define itself as a fantastic third entry to the Reclaimer Saga that had a rough start with the release of Halo 4 and the negatively received Halo 5: Guardians. While the campaign introduces some things that may initially turn away long-time fans, the gameplay and new additions make the story able to be experienced in a new and unique way. This is only furthered by a fantastic upgrade system that keeps you in the fight against an enemy that hits hard and can take a punch. The level design choices utilize the new gameplay additions like the Grappling Hook to their full extent and encourage you to play around with your new toys, see what strikes your fancy, and master their uses. Likewise, the multiplayer has a lot of charm. The addition of new weapons, new maps, and new modes add up and make for an awesome bout of fun with friends or even by yourself. The seasonal releases and cosmetics for the multiplayer only add to the fun with what many consider to be the best customization received since Halo: Reach. It may have been roughly criticized in the beginning, but it’s clear that 343 Industries took the criticism and set out to give Infinite the makeover of a lifetime. Halo Infinite surpasses expectations while remaining humble in its delivery of an unforgettable campaign and an equally addicting multiplayer that keeps many of us coming back for more. It’s amazing to see how far the game has come since its beta, and it’s hard to contain the excitement that comes with pondering what comes next.

SCORE SUMMARY - 92/100

Halo Infinite is a fantastic entry into one of the most well-known gaming series, and it delivers on nearly every front in its campaign. The cutscenes are beautiful, the RPG elements are prevalent but not overpowering, and the core gameplay is reminiscent of classic Halo. The campaign is easily one of the best entries in the series and delivers a stellar game in all aspects.
https://preview.redd.it/7efzm81s2h0d1.png?width=1920&format=png&auto=webp&s=74b6dc6501766d0d0b7dba6dd892f4b232353ee1
Roland Martinez
Reviewer
Favorite Game: Gears of War
submitted by GPTGamingNews to u/GPTGamingNews [link] [comments]


2024.05.14 21:33 pronoia123 The Astrology of Kendrick and Drake

[I shared this in girls and gays but wanted to share here as well for those of you not in that sub]
With Kendrick Lamar and Drake’s rap feud raging over the last month, I got curious about what their natal charts say about each of them as rappers, and how the astrological synastry between the two has fueled this chart-topping fight. Luckily we have an accurate birth time for both Drake and Kendrick, so we can see exactly how their charts overlap.
Here’s Drake’s chart:
And here’s Kendrick’s chart:
Inconjunct Suns
Kendrick has a Gemini sun, like many of hip hop’s greatest rappers, including Notorious B.I.G., Tupac, Lauryn Hill and Outkast’s Andre 3000. Geminis are well-suited to rap as the wordsmiths of the zodiac, one of the two signs ruled by Mercury, the planet of communication. Virgo, the other sign ruled by Mercury, expresses the analytical, practical, pragmatic side of the mind, the so-called “left brain” which sorts the wheat from the chaff (and, fittingly, Virgo season aligns with the harvest season of late summer).
Gemini expresses the more playful, self-expressive, hyper-curious “right brain” side of the mind - the monkey mind that swings from branch to branch, seeing connections as it goes. “Curious to a fault, Geminis have a finger in every pie. Solar Geminis are flexible and changeable people. Usually quite clever and witty, Geminis enjoy intellectual conversations and they are easily bored if they are not getting enough mental stimulation.”
Drake is a Scorpio sun, bringing a very different energy to the table. Scorpios seek power above all, and they live life intensely. If Gemini is the court jester, taking life lightly and poking fun at it all, Scorpio is the dark knight plotting and positioning himself for a coup. As one of the two signs ruled by Mars, the planet of war and competition, Scorpios don’t back down from competition, and as a fixed modality sign, they can struggle to let go–even of what hurts them. Scorpios are drawn to the darker sides of life - they know that secrets hold power, so they tend toward privacy, as shown in Drake’s last rap beef, when Pusha T revealed that he had secretly fathered a son with a porn star.
Gemini and Scorpio have a tricky inter-dynamic, with an aspect between them known as a quincunx, or an inconjunct. Quincunxes occur when planets are 150 degrees apart, and therefore share neither an element (water, fire, earth, or air) nor a modality (cardinal, fixed, or mutable). They are at odds in a very fundamental way, and though they can teach each other a lot, in order to get along they will have to make some serious adjustments.
When these signs get together, they just can’t understand each other. They have almost nothing in common, so it’s hard to find common ground. When a quincunx shows up in a synastry or relationship reading, this can make for a tense or difficult relationship.” This natural repelling dynamic is expressed in Kendrick’s diss song Euphoria (“I hate the way that you walk, the way that you talk/I hate the way that you dress/I hate the way you sneak diss, if I catch flight, it's gon' be direct”).
Drake’s ascendant is placed at 29 degrees Leo, exactly conjunct the royal fixed star Regulus. Regulus is one of the luckiest stars in the zodiac, and it is often seen in the charts of celebrities. “On the Ascendant, it will give a courageous and frank character. A splendid and illustrious life; glorious, mighty and commanding nature; fame, busy with many activities, bountiful resources, well known or feared in cities and regions.” But with Regulus on the ascendant, expanding the already narcissistic tendencies of Leo, there is a risk for an over-expansion of the ego and a lack of humility. Drake wants to be the best by all accounts - not just the biggest commercial superstar, which he is, but also the most critically acclaimed rapper, like Pulitzer Prize-winning Kendrick.
Mercury and Mars vs. Mercury and Venus
When it comes to analyzing writers of any sort, I like to look at their Mercuries, and here we see a fascinating contrast. Kendrick’s Mercury is located in intuitive, emotional Cancer (just like Lana del Rey, who I analyzed last week), and it is conjoined with Mars, the planet of war, which is what makes him such a formidable opponent in a rap battle. “Mercury conjunct Mars natal gives a quick mind, rapid reflexes, and a sharp tongue. These attributes are ideal for making quick decisions in the heat of the moment while others hesitate. Excellent debating skills allow you to stand up not only for yourself but for the rights of others. Your enthusiastic, direct and courageous way of expressing yourself can win admiration in politics, business, and the military.”
I think Mercury in combination with Mars is the ideal aspect for the competitive sport of rap, and interestingly enough, Tupac Shakur and Notorious B.I.G., who famously feuded and are considered by many to be the all-time greatest rappers, both had these planets tightly combined (Tupac had Mercury trine Mars with a 1 degree orb, and Biggie had Mercury septile Mars with a 0 degree orb).
Drake, by contrast, has his Mercury conjoined with Mars’ planetary opposite, Venus. Mercury conjoined with creative Venus is a great aspect for a musician, but it lacks the teeth of competitive Mars. “Mercury conjunct Venus natal makes you a lovable, handsome, neat, refined, romantic, and courteous person. You may tend to be passive and submissive, but this is a means by which you achieve peace in your life. You can lovingly communicate things; a melodic, poetic, and relaxing voice often helps this. Mercury rules trade, and Venus rules money, so you could do well in business and enjoy buying and selling.”
Many of Drake’s biggest hits show this melodic Mercury-Venus aspect - like the no-rapping, all-singing “Hold On, We’re Going Home,” “Hotline Bling” and “One Dance,” or the purported feminist anthem “Nice for What.” Many think Drake is best as a pop star rather than a rapper, which Kendrick references in Euphoria (“I like Drake with the melodies, I don't like Drake when he act tough” “Keep makin' me dance, wavin' my hand and it won't be no threat”).
Mercury conjunct Venus should be a very positive aspect for Drake, and in many ways it is – as two of the planets that rule over money (Mercury the marketplace, and Venus the possessions), this aspect is part of why he’s had such incredible financial success. However, a few factors complicate it. For one thing, they are located together in Scorpio, ruled by Mars. His Mercury is expressed in a Venusian way, but it wants to be expressed in a Martian way. I think this is why Drake returns regularly to gangster rap despite his success in pop and R&B. He wants to be a Mercury-Mars rap powerhouse like Kendrick, Biggie, and Tupac, but he’s fundamentally different. From the beginning of his career he’s been taunted as soft, weak, feminine, privileged–all very Venusian adjectives.
Another complicating factor is that Drake’s Venus is doubly challenged - it is both in detriment in Scorpio, as well as retrograde. Venus is in detriment in Scorpio because it rules over Scorpio’s opposite, Taurus, and so the planet is not at ease in suspicious, jealous Scorpio. “Fears of being too vulnerable or of giving up their own power to others is strong. Scorpio is an “all or nothing” energy, and relationships tend to be somewhat of a rollercoaster ride as a result. Disdain for mediocrity and superficiality can compel them to create crises in order to feel alive and vital.”
Venus retrograde in the natal chart “suggests you have some difficulty in giving and receiving love and affection. You may experience sadness in love or have to endure hardship or delay. Natal Venus in retrograde can also show as excessive use of makeup and jewelry or even disfigurement from cosmetic surgery.” It’s interesting how some of the allegations against Drake in Kendrick’s songs have included a nose job and a Brazilian butt lift. After Drake told Metro Boomin to “shut up and make some drums” in his initial Kendrick diss Push Ups, the producer responded with “BBL Drizzy.”
Drake has never been married or had a public long-term relationship. His highest profile one with Rihanna was on-again, off-again, and at times seemed more like unrequited love than true commitment. When interviewed about the relationship, he said “As life takes shape and teaches you#Personal_life) your own lessons, I end up in this situation where I don't have the fairy tale [of] 'Drake started a family with Rihanna, [it's] so perfect.' It looks so good on paper [and] I wanted it too at one time.” Two years ago Drake had jeweler Alex Moss create a necklace worth $12.5 million dollars built from dozens of engagement rings he had made but never used: ““New piece titled ‘Previous Engagements’ for all the times he thought about it but never did it,” Moss wrote over a video showcasing the stunning necklace, which is made up of “42 engagement rings” totaling “351.38 carats in diamonds.”” It’s quite the testament to a challenged natal Venus.
Lilith Synastry
Here is Drake and Kendrick’s synastry (Drake is on the outer circle):
The most interesting thing I found digging into Drake and Kendrick’s charts was the presence of Lilith in their synastry. Lilith is an asteroid associated with the “angry woman” figure as well as female liberation. In some Jewish folklore Lilith was the first wife of Adam, but she was banished from the Garden of Eden for not obeying him and replaced with Eve.
In the intricacies of a birth chart, Black Moon Lilith symbolizes the raw essence of femininity, the primal urges, and the suppressed parts of our psyche that lie in the shadows. This point, not a planet but a mathematical point, reveals where one might feel estranged, challenged, or empowered to go against the grain of societal norms. It unveils deep-seated desires, innate instincts, and perhaps the areas where one feels the need to challenge established roles or expectations. It's a place of power, mystique, and, occasionally, friction – pinpointing where one's true nature might clash with the conventional, leading to feelings of marginalization or rebellion.”
The allegations Drake and Kendrick threw at each other both had to do with mistreatment of women - Drake said that Kendrick abused his fiancée, and Kendrick said Drake was a pedophile who shouldn’t be trusted around young women.
Both Drake and Kendrick’s Liliths make tight aspects with the other’s chart. “Whenever Lilith is around, you can expect to feel a wild, intense, deep, and sometimes obsessive energy. If you have Lilith aspects in synastry then this energy will show up in your relationship. Whenever your Lilith touches one of your partner’s planets or vice-versa, you can expect to see your deepest fears revealed. You might also see glimpses of things you desire but can’t have. Ultimately, Lilith aspects in synastry give both partners a chance to work on their shadow sides.”
Kendrick’s sun exactly conjoins Drake’s Lilith at 26 degrees Gemini. “Often, the sun person [Kendrick] represents all that the Lilith person [Drake] wants but can never quite “catch.” There is an illusive vibe to this relationship. The Lilith person may feel somewhat less-than or “bad.” Lilith conjunct sun in synastry is a test for the Lilith person because their most taboo qualities such as obsession and anger will be activated, but it’s also a test for the sun person. The lesson is for the sun individual to stand their ground and follow their inner voice. Lilith is neither good nor bad, and the sun person can share in some of the Lilith partner’s activities without merging.”
This resonates with the fact that despite Drake’s huge commercial success, he is deeply jealous of Kendrick’s critical success. In Family Matters Drake took a jab at Kendrick’s acclaim (“Kendrick just opened his mouth, someone go hand him a Grammy right now”), and the beef between them played out similarly, with many rap fans deciding that Kendrick won before even listening to Drake. I think it’s obvious that Kendrick is a stronger rapper, but it’s also clear that Drake wasn’t given a fair shake.
Drake’s Lilith makes a tight trine to Kendrick’s Mercury. “Both the Lilith person and the Mercury person help each other to bring unhealed deeper wounds and unconscious emotion to the surface and articulate deeper, wild instincts. Mercury person [Kendrick] helps Lilith person [Drake] make sense of their inner restlessness and insecurities, sexual passions and unresolved rage. Mercury person may find Lilith person to be highly emotional but is also intrigued by Lilith person’s edgy and unique perspective.” It’s remarkable that both of their Liliths are interlocked with each other’s inner planets, creating a push-pull, love-hate, shadow-enlightening dynamic between the two.
I think the obsession goes both ways, and that part of the reason Kendrick fought back so viciously was because Drake triggers something in him shown through the Lilith synastry. Drake shows Kendrick what he could be–a charismatic playboy enjoying his fame and money to the fullest. And in engaging with the feud he stooped to a lower level, making unsupported claims about Drake’s supposed secret daughter, and writing a rap song (Meet the Grahams) addressed to Drake’s 5 year old son opening with “Dear Adonis, I’m sorry that man is your father.” All is fair in rap battles–or is it? Questlove called it out, saying on Instagram: “Nobody won the war. This wasn’t about skill. This was a wrestling match level mudslinging and takedown by any means necessary — women & children (& actual facts) be damned.”
Kendrick’s latest diss track Not Like Us has just debuted at number one on the Billboard Top 100, and it’s clear this battle has propelled him to another level of stardom. Drake’s Regulus ascendant arrogance and Scorpionic desire to fight to the death drove him to attack the strongest living rapper, and now he’s dealing with the fallout. Kendrick’s streams of his back catalog are up 50%, while Drake’s are down 5% and his reputation has taken a massive knock. But Kendrick has taken a hit as well. Having rap’s two biggest stars accusing each other of heinous crimes might drive up streams in the short run, but it’s a dangerous game. Astrology helps us understand why these two polar opposites are so intertwined, and why their mutual dislike has spurred on such a captivating firestorm.
submitted by pronoia123 to rspod [link] [comments]


2024.05.14 21:32 pronoia123 The Astrology of Kendrick and Drake

[I shared this in girls and gays but wanted to share here as well for those of you not in that sub]
With Kendrick Lamar and Drake’s rap feud raging over the last month, I got curious about what their natal charts say about each of them as rappers, and how the astrological synastry between the two has fueled this chart-topping fight. Luckily we have an accurate birth time for both Drake and Kendrick, so we can see exactly how their charts overlap.
Here’s Drake’s chart:
And here’s Kendrick’s chart:
Inconjunct Suns
Kendrick has a Gemini sun, like many of hip hop’s greatest rappers, including Notorious B.I.G., Tupac, Lauryn Hill and Outkast’s Andre 3000. Geminis are well-suited to rap as the wordsmiths of the zodiac, one of the two signs ruled by Mercury, the planet of communication. Virgo, the other sign ruled by Mercury, expresses the analytical, practical, pragmatic side of the mind, the so-called “left brain” which sorts the wheat from the chaff (and, fittingly, Virgo season aligns with the harvest season of late summer).
Gemini expresses the more playful, self-expressive, hyper-curious “right brain” side of the mind - the monkey mind that swings from branch to branch, seeing connections as it goes. “Curious to a fault, Geminis have a finger in every pie. Solar Geminis are flexible and changeable people. Usually quite clever and witty, Geminis enjoy intellectual conversations and they are easily bored if they are not getting enough mental stimulation.”
Drake is a Scorpio sun, bringing a very different energy to the table. Scorpios seek power above all, and they live life intensely. If Gemini is the court jester, taking life lightly and poking fun at it all, Scorpio is the dark knight plotting and positioning himself for a coup. As one of the two signs ruled by Mars, the planet of war and competition, Scorpios don’t back down from competition, and as a fixed modality sign, they can struggle to let go–even of what hurts them. Scorpios are drawn to the darker sides of life - they know that secrets hold power, so they tend toward privacy, as shown in Drake’s last rap beef, when Pusha T revealed that he had secretly fathered a son with a porn star.
Gemini and Scorpio have a tricky inter-dynamic, with an aspect between them known as a quincunx, or an inconjunct. Quincunxes occur when planets are 150 degrees apart, and therefore share neither an element (water, fire, earth, or air) nor a modality (cardinal, fixed, or mutable). They are at odds in a very fundamental way, and though they can teach each other a lot, in order to get along they will have to make some serious adjustments.
When these signs get together, they just can’t understand each other. They have almost nothing in common, so it’s hard to find common ground. When a quincunx shows up in a synastry or relationship reading, this can make for a tense or difficult relationship.” This natural repelling dynamic is expressed in Kendrick’s diss song Euphoria (“I hate the way that you walk, the way that you talk/I hate the way that you dress/I hate the way you sneak diss, if I catch flight, it's gon' be direct”).
Drake’s ascendant is placed at 29 degrees Leo, exactly conjunct the royal fixed star Regulus. Regulus is one of the luckiest stars in the zodiac, and it is often seen in the charts of celebrities. “On the Ascendant, it will give a courageous and frank character. A splendid and illustrious life; glorious, mighty and commanding nature; fame, busy with many activities, bountiful resources, well known or feared in cities and regions.” But with Regulus on the ascendant, expanding the already narcissistic tendencies of Leo, there is a risk for an over-expansion of the ego and a lack of humility. Drake wants to be the best by all accounts - not just the biggest commercial superstar, which he is, but also the most critically acclaimed rapper, like Pulitzer Prize-winning Kendrick.
Mercury and Mars vs. Mercury and Venus
When it comes to analyzing writers of any sort, I like to look at their Mercuries, and here we see a fascinating contrast. Kendrick’s Mercury is located in intuitive, emotional Cancer (just like Lana del Rey, who I analyzed last week), and it is conjoined with Mars, the planet of war, which is what makes him such a formidable opponent in a rap battle. “Mercury conjunct Mars natal gives a quick mind, rapid reflexes, and a sharp tongue. These attributes are ideal for making quick decisions in the heat of the moment while others hesitate. Excellent debating skills allow you to stand up not only for yourself but for the rights of others. Your enthusiastic, direct and courageous way of expressing yourself can win admiration in politics, business, and the military.”
I think Mercury in combination with Mars is the ideal aspect for the competitive sport of rap, and interestingly enough, Tupac Shakur and Notorious B.I.G., who famously feuded and are considered by many to be the all-time greatest rappers, both had these planets tightly combined (Tupac had Mercury trine Mars with a 1 degree orb, and Biggie had Mercury septile Mars with a 0 degree orb).
Drake, by contrast, has his Mercury conjoined with Mars’ planetary opposite, Venus. Mercury conjoined with creative Venus is a great aspect for a musician, but it lacks the teeth of competitive Mars. “Mercury conjunct Venus natal makes you a lovable, handsome, neat, refined, romantic, and courteous person. You may tend to be passive and submissive, but this is a means by which you achieve peace in your life. You can lovingly communicate things; a melodic, poetic, and relaxing voice often helps this. Mercury rules trade, and Venus rules money, so you could do well in business and enjoy buying and selling.”
Many of Drake’s biggest hits show this melodic Mercury-Venus aspect - like the no-rapping, all-singing “Hold On, We’re Going Home,” “Hotline Bling” and “One Dance,” or the purported feminist anthem “Nice for What.” Many think Drake is best as a pop star rather than a rapper, which Kendrick references in Euphoria (“I like Drake with the melodies, I don't like Drake when he act tough” “Keep makin' me dance, wavin' my hand and it won't be no threat”).
Mercury conjunct Venus should be a very positive aspect for Drake, and in many ways it is – as two of the planets that rule over money (Mercury the marketplace, and Venus the possessions), this aspect is part of why he’s had such incredible financial success. However, a few factors complicate it. For one thing, they are located together in Scorpio, ruled by Mars. His Mercury is expressed in a Venusian way, but it wants to be expressed in a Martian way. I think this is why Drake returns regularly to gangster rap despite his success in pop and R&B. He wants to be a Mercury-Mars rap powerhouse like Kendrick, Biggie, and Tupac, but he’s fundamentally different. From the beginning of his career he’s been taunted as soft, weak, feminine, privileged–all very Venusian adjectives.
Another complicating factor is that Drake’s Venus is doubly challenged - it is both in detriment in Scorpio, as well as retrograde. Venus is in detriment in Scorpio because it rules over Scorpio’s opposite, Taurus, and so the planet is not at ease in suspicious, jealous Scorpio. “Fears of being too vulnerable or of giving up their own power to others is strong. Scorpio is an “all or nothing” energy, and relationships tend to be somewhat of a rollercoaster ride as a result. Disdain for mediocrity and superficiality can compel them to create crises in order to feel alive and vital.”
Venus retrograde in the natal chart “suggests you have some difficulty in giving and receiving love and affection. You may experience sadness in love or have to endure hardship or delay. Natal Venus in retrograde can also show as excessive use of makeup and jewelry or even disfigurement from cosmetic surgery.” It’s interesting how some of the allegations against Drake in Kendrick’s songs have included a nose job and a Brazilian butt lift. After Drake told Metro Boomin to “shut up and make some drums” in his initial Kendrick diss Push Ups, the producer responded with “BBL Drizzy.”
Drake has never been married or had a public long-term relationship. His highest profile one with Rihanna was on-again, off-again, and at times seemed more like unrequited love than true commitment. When interviewed about the relationship, he said “As life takes shape and teaches you#Personal_life) your own lessons, I end up in this situation where I don't have the fairy tale [of] 'Drake started a family with Rihanna, [it's] so perfect.' It looks so good on paper [and] I wanted it too at one time.” Two years ago Drake had jeweler Alex Moss create a necklace worth $12.5 million dollars built from dozens of engagement rings he had made but never used: ““New piece titled ‘Previous Engagements’ for all the times he thought about it but never did it,” Moss wrote over a video showcasing the stunning necklace, which is made up of “42 engagement rings” totaling “351.38 carats in diamonds.”” It’s quite the testament to a challenged natal Venus.
Lilith Synastry
Here is Drake and Kendrick’s synastry (Drake is on the outer circle):
The most interesting thing I found digging into Drake and Kendrick’s charts was the presence of Lilith in their synastry. Lilith is an asteroid associated with the “angry woman” figure as well as female liberation. In some Jewish folklore Lilith was the first wife of Adam, but she was banished from the Garden of Eden for not obeying him and replaced with Eve.
In the intricacies of a birth chart, Black Moon Lilith symbolizes the raw essence of femininity, the primal urges, and the suppressed parts of our psyche that lie in the shadows. This point, not a planet but a mathematical point, reveals where one might feel estranged, challenged, or empowered to go against the grain of societal norms. It unveils deep-seated desires, innate instincts, and perhaps the areas where one feels the need to challenge established roles or expectations. It's a place of power, mystique, and, occasionally, friction – pinpointing where one's true nature might clash with the conventional, leading to feelings of marginalization or rebellion.”
The allegations Drake and Kendrick threw at each other both had to do with mistreatment of women - Drake said that Kendrick abused his fiancée, and Kendrick said Drake was a pedophile who shouldn’t be trusted around young women.
Both Drake and Kendrick’s Liliths make tight aspects with the other’s chart. “Whenever Lilith is around, you can expect to feel a wild, intense, deep, and sometimes obsessive energy. If you have Lilith aspects in synastry then this energy will show up in your relationship. Whenever your Lilith touches one of your partner’s planets or vice-versa, you can expect to see your deepest fears revealed. You might also see glimpses of things you desire but can’t have. Ultimately, Lilith aspects in synastry give both partners a chance to work on their shadow sides.”
Kendrick’s sun exactly conjoins Drake’s Lilith at 26 degrees Gemini. “Often, the sun person [Kendrick] represents all that the Lilith person [Drake] wants but can never quite “catch.” There is an illusive vibe to this relationship. The Lilith person may feel somewhat less-than or “bad.” Lilith conjunct sun in synastry is a test for the Lilith person because their most taboo qualities such as obsession and anger will be activated, but it’s also a test for the sun person. The lesson is for the sun individual to stand their ground and follow their inner voice. Lilith is neither good nor bad, and the sun person can share in some of the Lilith partner’s activities without merging.”
This resonates with the fact that despite Drake’s huge commercial success, he is deeply jealous of Kendrick’s critical success. In Family Matters Drake took a jab at Kendrick’s acclaim (“Kendrick just opened his mouth, someone go hand him a Grammy right now”), and the beef between them played out similarly, with many rap fans deciding that Kendrick won before even listening to Drake. I think it’s obvious that Kendrick is a stronger rapper, but it’s also clear that Drake wasn’t given a fair shake.
Drake’s Lilith makes a tight trine to Kendrick’s Mercury. “Both the Lilith person and the Mercury person help each other to bring unhealed deeper wounds and unconscious emotion to the surface and articulate deeper, wild instincts. Mercury person [Kendrick] helps Lilith person [Drake] make sense of their inner restlessness and insecurities, sexual passions and unresolved rage. Mercury person may find Lilith person to be highly emotional but is also intrigued by Lilith person’s edgy and unique perspective.” It’s remarkable that both of their Liliths are interlocked with each other’s inner planets, creating a push-pull, love-hate, shadow-enlightening dynamic between the two.
I think the obsession goes both ways, and that part of the reason Kendrick fought back so viciously was because Drake triggers something in him shown through the Lilith synastry. Drake shows Kendrick what he could be–a charismatic playboy enjoying his fame and money to the fullest. And in engaging with the feud he stooped to a lower level, making unsupported claims about Drake’s supposed secret daughter, and writing a rap song (Meet the Grahams) addressed to Drake’s 5 year old son opening with “Dear Adonis, I’m sorry that man is your father.” All is fair in rap battles–or is it? Questlove called it out, saying on Instagram: “Nobody won the war. This wasn’t about skill. This was a wrestling match level mudslinging and takedown by any means necessary — women & children (& actual facts) be damned.”
Kendrick’s latest diss track Not Like Us has just debuted at number one on the Billboard Top 100, and it’s clear this battle has propelled him to another level of stardom. Drake’s Regulus ascendant arrogance and Scorpionic desire to fight to the death drove him to attack the strongest living rapper, and now he’s dealing with the fallout. Kendrick’s streams of his back catalog are up 50%, while Drake’s are down 5% and his reputation has taken a massive knock. But Kendrick has taken a hit as well. Having rap’s two biggest stars accusing each other of heinous crimes might drive up streams in the short run, but it’s a dangerous game. Astrology helps us understand why these two polar opposites are so intertwined, and why their mutual dislike has spurred on such a captivating firestorm.
submitted by pronoia123 to redscarepod [link] [comments]


2024.05.14 21:23 Gambit-Accepted Wehr Battlegroup And DLC Ideas

Wehr Battlegroup And DLC Ideas
Continuing this series on Battlegroup ideas, today is Wehr. Here are my DAK Ideas. To reiterate, I wanted to make these ideas thematic, different from existing battlegroups, unique and mostly historically accurate. Here I use the units that are already in the game files and propose how they could be implemented in an interesting way. Relic seem to have developed several bunker types which they intend to use, so when designing my battlegroups, I did it in a way where these bunker types were used but didn’t make the battlegroup Italian Coastal 2.0, rather fed into a larger idea. I introduce and expand a number of mechanics I have discussed in my other threads:
https://preview.redd.it/5pxs8daqzf0d1.png?width=1281&format=png&auto=webp&s=62517c6b48c79fe9ea3cdf8a8794e81cb8fd7ecb
Central Idea: All in prevention, counter attack. Your opponent would have a hard time overwhelming you in one all in push. The left side of the tree consists of mostly callins and quick dispatch units for handling flanks quickly, the right side is more logistics themed with multiple reactionary abilities.
BMW R75: Not a lot to say here, similar to the DAK bike except with an MG 42. It could be made to have no reverse, like the Coh1 bike, that was a fun mechanic.
4-Man Pios: Again, self-explanatory.
Sd. Kfz. 251 Variants: This gives you access to other 251 variants, either by upgrading the 251 directly or by calling them in. I’ve chosen these 2 versions that I feel open up a lot more strategies, Mortar HT and Luft tier would be quite good, that tier lacks indirect. Pakwagen Panzer Gren tier would also be strong, as that tier lacks mobile AT. The ATHT would have the same AT performance as the Marder, but would have less HP and no lockdown ability.
Panzer III H: As a unit to add to Wehr’s roster, this makes a lot of sense on many levels. In terms of performance, this would be closer to the Crusader medium tank. In terms of the timing, it would arrive at the same time as the Stug and the Wirbel, but unlike both of those specialists, this would be a generalist for that timing.
Temporary Armour Assignment: This is exactly like the mechanic I described in my DAK designs. How it works is that this munitions only ability is used and a Stug, P4 pair arrive from off map. Neither unit requires fuel, manpower, upkeep or population. They benefit from all the upgrades that affect the normal version, ie vet and armoured skirts. You have direct control over them but after a set period of time, they will turn to AI control and leave. This makes them really good as a reactionary ability (your opponent is doing an all in) or as your own all-in, especially if you’re already maxed out on population. You’re especially incentivised to make risky plays with them as armour preservation is not so important. The number of use cases for this ability are so numerous that I won’t explain it anymore, it should be obvious how strong this is. I think to balance this out, it needs a heavy munitions cost and a long recharge timer.
AI Temporary Elephant Assignment: One of the questions I’ve been asking myself since Coh3 came out is how do you add heavy tanks to the game in such a way that it’s not frustrating to play against and doesn’t break it. Given that the game is set so much earlier in the war and a number of the factions don’t have ready access to tank destroyers like the SU-85 and the Jackson, you can’t simply throw in the Elephant and hope for the best. To be completely explicit, I don’t see how the US with their current roster are expected to deal with a Coh2 style heavy tank destroyer. However, in Halo Wars 2 Blitz game mode, how it works is that you can call in a Scarab and its an incredibly strong unit but after a certain period of time, it spontaneously explodes and the game returns to normal. Why wouldn’t something similar work for Coh3? The risk reward calculus of using it would be; can you get enough damage done in the period available to justify the expenditure? There are a few ways that this could be implemented, you could, for instance, give the player direct control over the Elephant but I’m in favour of doing this slightly differently. Like the Infantry Assault ability for the US Advanced Infantry Doc, I think this should be AI controlled, should be on attack move and should be targeted on a position. After the timer, the unit would drive off map. This way you get the power fantasy of using a heavy tank without the game breaking potential of a heavy tank camping for the entire game between 2 VPs and zoning out all tanks. The reason I prefer this method of implementation is 2 fold; the first is that counterplay is much simpler, you just avoid the area and wait for it to time out. The second is that it has that appeal of being somewhat like a mini campaign mission within the game, you have to defend the tank with your forces as it advances. Your opponent would be easily able to flank it if its on it’s own, but when you support it yourself its more potent. The one exception to this AI control that perhaps should be considered is allowing the player to control the tageting directly, You wouldn’t want the Elephant to shoot at some random infantry while your opponent moves double Archers into position. In terms of relative strength of the abilty, I think if it was implemented in this fashion, the Elephant ability wouldn’t be that strong. I feel direct control over a P4 and a Stug is much stronger than an AI controlled Elephant. To me this is the best way of getting heavy tanks into the game.
Logistics Field Officer: The right side of the tree very much has a logistics theme to it, starting with the officer. The Resource Priority ability works well with a variety of units, one could see this being handy in a situation where you want to increase the ROF of an MG, Mortar or Pak being extremely useful. Situations where you want to increase the ROF on a tank to help it win the engagement would also be strong. Speeding up the recharge on a Nebelwerfer would also be a common use. Source Replacements I could also see being a heavily used ability, either on the field or in base. Finally, given this battlegroup is munitions intensive, the Supervise Resource Extraction ability will allow you to increase your income like a cache does. You could even have some rush strat builds involving the officer, but unlike caches and trucks, the unit can be repurposed to do other things afterwards.
Panzerschreck Trailer: This is another type of trailer unit. I’ve talked about trailer units a few times in my other posts, but here is the rundown: My thinking with this is that its a brand new unit type, which loosely can be defined as a support weapon. How it works is that infantry squads can crew it, push it around, vehicles can tow it, etc. When in a position, it provides an aura which in this case recharges nearby snares faster. However, the unit shouldn't require pop cap and moreover, you can actually manually decrew it and it will still provide you the benefits. So for example, let's say it spawns in your base and you want to setup a strong point, you can crew it with a squad, wheel it over to a house near the frontline and then decrew it. Units within its vicinity would still be benefiting from the aura. When you want to move it, recrew it again, or tow it, to a new location. The beauty of this dynamic is that your opponents can steal these units from you like an ATG, so while they don't take up popcap and would be relatively cheap (say 100 to 150 manpower), you're still incentivised to protect them. You can also attack move them with AT guns etc, would be interesting to play around it. I think it would make for a fun dynamic, but would need to be coded from scratch. It also indirectly makes tow yet more useful. With this trailer specifically, it’s aura will recharge nearby snares faster, however squads can also collect a Panzerschrek from the trailer for a munitions cost. This Panzerschrek is timed, so after a duration the squad will drop it. This is going to really strong in situations where your opponent is doing an all in dive with light vehicles and/or tanks and you need to bolster your AT immediately to hold on. Picking up these Panzerschreks is not cheap, but it makes it much harder for your opponent to dive you and also allows you to go for low AT builds with this trailer as the backup. The way I see this until being used is wheeling it behind a hedge or building near your cutoff and running over to grab a Panzerschrek if its needed. Let’s say your opponent does a double M8 dive, your 2 Grens and a Panzergren pick up 3 schreks between them and your opponent is basically able to do nothing but wait for them to time out. This could buy you enough time to reach T4 or whatever else you were doing. It’s a tool that adds a lot of flexibility to your composition, but remember if you get forced off, your opponent can just steal it and then its your problem!
Weapon Stores: This gives your pios the ability to build Riegel mines but also Weapon Supply Bunkers. Now, the bunker has a straight forward aura that increases ROF of infantry and their grenade recharge times, but it also has another more expansive mechanic of temporary weapon upgrades. I’ve talked about this mechanic at great length in my Luftwaffe Field Division faction design, where the faction essentially revolves around that mechanic, but here I use a simplified version for a Wehr battlegroup. The TLDR is that infantry squads can pick up weapon packages from the bunker to either augment their current DPS or completely change the role of the squad for a short period. For instance, Jagers can pick up Beretta 38s to transform the squad from a mostly mid range unit, to a short range one. Grens can pick up G43s to improve their mid to long range performance and Pios can pick up an MG34. All the options are avialable to you. However, the upgrades are not timed, but depletable. This means that if the squad is not in combat, the upgrade duration doesn’t tick. You have to be in combat to expend the upgrade. The situations where something like this would come in useful are numerous, but to name a few; giving all your grens weapons at any point in the game, augmenting your jagers with MG34s, giving Stosstruppen Berettas so they become a close range powerhouse, or even double MGs. Relative to normal weapon upgrades, these upgrades are inefficient, but for rush strats they can be strong, as well as augmenting your units in the lategame with the extra munitions you have in the bank.
HE Shell Delivery: Improves the splash and anti infantry power of all your vehicles at the cost of penetration. This could be somewhat tricky to use, as your opponent will become aware of its activation immediately and will come in with their vehicles. But situations where your opponent has dug in with ATGs and AT infantry, this ability will be devastating.
https://preview.redd.it/n3ou7kaxzf0d1.png?width=1208&format=png&auto=webp&s=5bc267deaae4b64ba1bb97c294b92a5056835443
Central Idea: Team weapon play, heavy fire power and artillery. Good for just battering your opponents head on.
SD-2 Line Drop: This is similar to the equivalent ability in Coh1, however the big difference is that you can customise the area where the mines will fall. For instance, you could do a relatively small field on a VP for 50 munitions, or you could do a large line of mines to completely block off a flank with mines. This flexibility allows you to employ the ability in a number of situations and adds some nuance to its employment. It terms of how this would work in game, I feel click and drag would be sufficient, the munitions cost being visible on the cursor. In the context of this battlegroup, it can block off the flanks of your team weapons.
Pre-Sighted Terrain: This feeds into that team weapon focused gameplay, having extra range on your Paks and MGs in an area is going to be really strong. You could even use it with Mortars and Nebels for an extra long range barrage.
7.5cm Flak 264/3(i) AA/AT: The Flak 264/3 is an Italian medium AA piece that fits into what I will refer to as the ‘premium anti tank gun’ category. Similar to how the MG42 and DSKH were premium MGs, this ATG will be better than your standard ATG, at a higher price point. On the scale of ATGs, this will lie between the Pak 40 and the Flak 36 in terms of raw firepower. The damage should be exactly as the Pak 40, however it should also benefit from 10 more range and also the ability to shoot down air. The drawback however is that it should be relatively slow to move, like a Pak 40 in camoflage mode. For small adjustments, this should be fine, but to move it across the map, it would be easier with a tow vehicle. This means there are tradeoffs with this option relative to the Pak 40, the situations where the Flak 264/3 would be better is when you don’t want to invest in a wirbel but still want AA on demand when you need it (2 of these should take down planes pretty quickly), or situations where you’re camping 2 VPs and don’t expect to have to move around much, allowing you to utilise the greater range. Paks are going to be better when you need to move around a lot and expect your opponent to invest in indirect fire.
Flakvierling 38: This gun is exactly as on the Wirbelwind, except it’s a team weapon. Relative to the Flak 30, this would have the advantage of suppression and probably better anti infantry performance. Perhaps starting with the same stats as the DAK Flak halftrack and going from there would be a good place to start.
28cm K5(E) Barrage: Heavy railway barrage, not much to say here.
7.5 cm IG 37: This is essentially work like the LeIG for DAK, it’s a later version of the same concept. Wehr don’t have anything like the Heavy Mortar equivalent and this would be it. This would be handy if you wanted to go Luft tier or tier 4 without having to tech to get Nebels.
Springer Remote Controlled Bombs: Conceptually, this is identical to the Goliath remote controlled bombs, except these bombs are twice the size and are significantly more dangerous as a result. For me, one distinction that could be made would be dialling up their effectiveness against your opponent’s base structures. One thing I feel Coh lacks are tools for crippling your opponent’s tech. Kane’s wrath has a plethora of units and abilities for exactly this purpose and their employment is great to use and even more exciting to watch. So the Spinger should be able to knock out 75% of the health of a base tier structure. So conceivably, you could get a 251, drive it over to or into the base, deploy a Springer and blow it up next to T4, finish it off with Paks or Stugs. This will reinforce that whole dimension of the game, camping on 2 VPs will be much easier to punish.
Sd.Ah. 57 Munitions Trailer: Another style of trailer, as discussed above. Here it would be used directly with team weapons to increase their ROF. It can also be used with indirect, so Rocket artillery would recharge faster. I feel the situations where this would be useful are fairly obvious but one extra way of making it interesting would be if it had an AOE explosion on death. So your opponent would be incentivised to move in with vehicles and target it down. They could also just steal it for themselves.
Wurfrahmen 40 UE (f): Standard rocket artillery. One question I would expect a Wehraboo to ask is ‘why this and not the Panzerwerfer?’. The way I see it, this only has 4 rockets, so its damage per barrage is less. This leaves scope to make the barrage recharge time shorter, meaning you need to micro it more, but also, its less of a wipe machine or do nothing unit. You can also give it a lower price and require less population. Looking at the Walking Stuka in Coh2, that unit either killed everything or missed and was largely a waste of resources and popcap. If you can have the same unit, but with less alpha damage, at a cheaper price and popcap, it should be more consistent over the course of a match. It would also be easier to fit into your composition and would see greater use as a result. This essentially is why I picked this unit. That and because its new and different.
AI Double Wespe Temp. Assignment: Like the Elephant assignment above, this is where double Wespe artillery pieces come onto the field and are controlled by the AI. They attack move to the target, shelling your opponent’s units within range. This ability should be much easier to employ, as they barrage from long range, but also they should be easier to counter (you can just dive them). Since we’re not using new vehicle models, it should be cheaper to develop and its different from the existing off-maps.
https://preview.redd.it/ioj0msg40g0d1.png?width=1651&format=png&auto=webp&s=a0dad1a46e5e618833d25a2381033f0a0a9d10a6
Central Idea: Long range engagements.
MGZ34 MG42 Scopes Upgrade: Simple upgrade, improves range and sight of MGs once they upgrade themselves for munitions.
AI Double Sniper Temp. Assignment: This is most similar to the Wespe ability I just described, except with 2 snipers. What this ability would be strong aganst would be team weapon camp and entrenched infantry, as well as guarding VPs in the lategame. What this ability would be pretty bad against would be an opponent with several light vehicles and tanks which can drive up and elminate the snipers in 5 seconds. Its not like the AI will dodge. This ability is augmented by the numerous sight abilities and units in this battlegroup.
Panzerbeobachtungswagen III: This is most similar to the 254 artillery observer for DAK, except where the abilities are largely air based. The unit has an MG, so it can be used to attack troops early on, but its mostly used for the focus sight ability in conjunction with tank destroyers and team weapons. The SD-2 Ground Burst drop I see being more like the M83 Cluster Mine drop from Coh2. The Ju-88 P-4 Heavy AT Strafe, is actually a 50mm cannon, so different from the JU-87 we have now by having more alpha damage.
Fritz X Guided Bomb Strike: This is probably most similar to the Stuka Dive Bomb in Coh2, however, the big difference is that you can manually guide it to the target. The inspiration for this are the Predator missiles from MW2, however in Coh3, the easiest way of implementing this to my mind is that the player has to keep the cursor where they want the bomb to land. However, if they don’t want to do this, as it prevents other micro, you double click and it will go to where it was last targeted. So the situations where you’d want to perform this micro are quite niche, basically when nothing else is happening for 5 seconds. I think a sensible decision should be to cut off direct control from the player 2 seconds before it hits the target, so its still possible to dodge but harder.
Nashorn Tank Destroyer: Not much to say here, its basically the Archer.
Grenadier K98k Scopes Upgrade: Not a lot to say here, range and sight augmentation for grens.
Ranged Bunker Options: Here we use some of the bunkers Relic has already invented. The mortar bunker is simple enough, but the Observation bunker is a bit more interesting. This emplacement should have a long line of sight, but it should be restricted to a narrow arc which can be refaced. This encourages active micro of the emplacement. It would be strong in matches where this is placed behind team weapons and artillery for spotting targets but would not detect flanks. Somewhat reminds me of the child’s game ‘Spotlight’.
Fusiliers: These are another unit that Grens can be swapped out for. Unlike Jagers and Panzergrens, this unit is purely focused on long range DPS. You could use Gebirgsjager here instead, I use Fusiliers as one of my other designs uses Gebirgsjager.
Range Adjustment: This unit ability increases the squad’s accuracy after each model drop to a maximum of 30%, 5% per model. I could imagine in most situations, this would be a simple DPS boost, but there would be situations where fighting low health squads where this would be especially strong. The same kind of logic applies to the ATG and Tank Destroyer ability, where everytime they land a shot while the ability is active, it increases their accuracy and ROF.
Focused Gunnery: A global sight and range buff for vehicles, at the cost of speed. This blends well with the other abilities in the battlegroup.
https://preview.redd.it/i3wsbhz50g0d1.png?width=1520&format=png&auto=webp&s=84fee451b9cebfbd3b19a7800e36450932f17bbe
Central Idea: Area denial.
Grenadier & Pio Field Defences: Gives access to a number of build options. Panzer-Stabmine 43 AT Mines are a variation on normal mines, where the emphasis is placed on the heavy engine critical rather than the damage of the mine. So these mines would be relatively spammable, specialised against vehicles and would cause a heavy engine damage critical. The focus here is leaving your opponet’s vehicle stricken and being able to move in with your own vehicles to take it out. However, unlike say Riegel mines, it doesn’t do that much damage, so your opponent will have a much easier time of quickly repairing off the damage. It’s a variation on mines with its own drawbacks and strengths. However, the main structure you get access to is the Luftwaffe Relay Point. This emplacement can call in strafing runs within its vicinity, the AT strafe would be particularly strong if combined with the Stab mine as it would be far harder to dodge. The relay point though can also call in a variety of crate drops with different infantry buffs. Ammunition crates increase ROF, which is simple enough, but the Explosives Crate doubles the squads grenade ability the next time its used. For instance, Grens would throw 2 stick grenades for the price of 1 with a 0.5 second delay between each throw. Naturally, this is pretty strong and also munitions efficient, at the cost of extra micro. The mechanic could also be made to give squads that don’t normally have a grenade, a grenade. For example, it would be cool if Jagers/Pios got stick grenades after picking up one of these crates. I’m not sure what you would do with Stosstruppen, a bundle grenade assault? Sounds overpowered and incredibly fun. Double frangible sounds fine. Camouflage Crates give your squad moving camo for 60 seconds, so you could conceivably pick up this crate on the way to your opponent’s side of the map and use it to ambush or do all manner of things. One question that would need answering is whether or not is should be possible to stack these crate bonues, I could foresee camoed Panzergrenadiers with double bundle grenades being very very good. Perhaps the best way of soft nerfing this combination is to have a shared cooldown timer of 90 seconds on the crates, this should severely limit the number of times a player can get explosives and camo at the same time.
251/17 Halftrack: Exactly like Coh2.
Cannone Da 105/28 Howitzer Emplacement: A general howitzer emplacement, you could use the LeFH but this emplacement already exists.
Panzerturm IV: A mixed AT and anti infantry emplacement. This emplacement absolutely should take up pop cap but also have prioritise vehicles.
Bf109 WerferGranate 21 Rocket Strike: This would fire 4 rockets in unison, have fairly high alpha damage and flame dot damage. You would most use it against team weapons and infantry, especially in denying point caps, but potentially you could use it against vehicles, particularly if they hit a panzer stab mine, to cause them health damage and prevent them from being repaired.
Sd.kfz. 251/16 Flame Halftrack: Similar to the unit in Coh2, except you can also upgrade it with MGs. As a general comment, I feel this unit and flame weapons more generally should have bonus damage against base tech structures. Sneaking flame tanks into the base and burning down your opponent’s tech is so much fun in Kane’s wrath and I feel Coh3 would do well to capture some of that magic. So being able to burn down a tech structure in 30-45 seconds in would give this unit extra utility, currently it fees like the flame units lack flexibility relative to their autocannon equivalents.
Infantry Gestreckte Ladung: This ability is on infantry and it essentially is a grenade that sits between the Bundle Grenade and a Satchel charge on the spectrum. It would have the same damage as a bundle, but a longer fuse and shorter range. However, the charge would have bonus damage against emplacements, buildings and field defenses. The ideal use case would be against units behind sandbags and wire, as it would destroy them completely. Its much more likely to land than satchels, with its shorter fuse time, but is not as a good as bundle grenades which do the same damage with an even shorter fuse. So the bonus against field defences is the main advantage of the grenade. It goes without saying that this ability benefits from the Explosives crate from the other side of the tree.
Decima Squad Infiltration: This squad is most comparable to Stormtroopers in Coh2. You would largely use the squad to charge cutoffs and plant explosives on points, its going to be strong in VP wars. This squad has no camo out of the box but you can get that from the other side of the tree.
Communication Breakdown: This is activated in a circle zone and no off-maps can be used in it for the duration, nor do any global abilities like Designate Assault Position work there. There are many situations where something like this would be useful, for example, preventing someone from calling an off-map in during your assault, preventing an off-map being called in on a crucial VP in a close match. The main use I could see people using this is with their emplacements on the other side of the tree, preventing say bombing runs, etc.
In Deckung!: This abilly mixes well with a variety of the other abilities in the battlegroup. Getting cheaper grenades will allow you to spam them during the duration of the ability, if you combine that with the Explosives crates, it will be yet more efficient. 15 munitions Panzer Stab mines will be strong. The crucial thing with this ability is timing, as you need to use grenades and mines en masse to justify the initial munitions cost.
Other Unit DLC
As I discussed before, I think it would be a mistake for Relic not to include the substitute units feature. In terms of what units should be substitutable, this is what I feel makes sense:
https://preview.redd.it/dw9pq3w70g0d1.png?width=1121&format=png&auto=webp&s=e416e3e5bb9b982b1da5d5bd6177cd6f2ef87c71
Finally, as a general change, I feel we need to talk about the Pak 43. The Pak 43 is already in the game files and is presumably lined up for a battlegroup. I feel this unit should just be added to T4 so that stock Wehr has an answer to heavy tank spam (thinking about Matildas and Grants here). Wehr doesn’t have a great answer for dealing with heavy tanks, short of building 3 paks or several marders, neither of which are great from a faction design perspective. They come quite early, relatively, so improving their performance messes with the flow of the game and makes T4 less attractive, why bother going T4 if all the AT you need is in T2/T3? A Pak 43 in T4 has a pleasing symmetry between DAK, Brits and Wehr. If US got he M5 ATG (which they should), all factions would have this common tool. A number of players have been calling out for the Panther to be added to T4, I don’t think that’s the play here, as it would dominate so many other options. The situations where you would build a Pak 43 over a Panther are quite niche (look at Coh2), so having the more attractive unit in stock over the less attractive solution in a battlegroup, to me makes little sense. The Panther would also crowd out Flak 36 Emplacment play. However, the Pak 43 is easier to counter for your opponent, using indirect etc, while also giving you a reason to go for a battlegroup with Panther as the main attraction. Essentially what I’m getting at is that the Panther is too dominant of a unit to be in T4 and the Pak 43 should be there in its place.
https://preview.redd.it/jrapt7y80g0d1.png?width=452&format=png&auto=webp&s=8d4c8bae94945e100777c1b9d53278bfb3f7bfb2
submitted by Gambit-Accepted to CompanyOfHeroes [link] [comments]


2024.05.14 19:07 Designer_Trash_8057 Game mode idea/pondering (long)

I had a thought about a game mode, as I'm sure we all do a lot, that I would love to see in game. I know this is quite impractical for real world development/ specific ethos of cooperation mechanics the game hosts, but I always enjoy seeing suggestions so wanna put it here in case anyone is the same and to see if anyone is as interested in it as I would be and ideas that you think could make it better.
I like the concept of a double or nothing extraction operation/gauntlet. This would be an operation (just one per planet I am imagining, the rest of the operations being normal) with 4 missions, and the last one is a behind enemy lines/desperate get off the planet extraction with a high reward incentive.
Throughout the 3 missions of the operation, you have a set number of reinforcements for the whole thing (ie start with 50 - 60 or something). This reinforcement count, along with the number of samples you collect, carries forward through each of the 3 operations missions. If you run out of reinforcements, you lose all samples collected from the previous ones, and any medals you may have won. If you get to the end of the third and you aren't happy with where your count is, you may wanna consider getting out of dodge and not doing the next part.
Once you clear the 3 missions, you have the option to complete the operation and it's back to the super destroyer, or take a 4th one which is "behind enemy lines" (I dunno, something like that, outside of super destroyer coverage would be more applicable). You push through to an area which is exceedingly rich in samples, but also maintains the high number of patrols currently seen in game (which I understand they are working on reducing as standard) or a similar degree of ramped up challenge. You have no stratagems on this mission, but your first objective is to go and repair a massive walker which was ditched there (yep, this is a VERY unrealistic idea, but screw it it's just for fun). Once you have activated the repair procedure and defended the walker during it, the walker will escort you to a platform where it will allow an extract (think of a lore friendly reason here, it turns into a hellpod cannon or something in conjunction with the platform where it aims you into orbit somewhere where the destroyer can pick y'all up).
This walker is your stratagem replacement. It's stratagems replenish quickly and it's got a hefty arsenal (come to think of it this sounds very similar to gunship coverage from those COD games which introduced it), but of course you would need to coordinate with your team pretty efficiently on these shared stratagems, and you would also all be pretty keen to stay within range of this support as the hordes are attracted by your giant escort which you will need to liberate the launch platform and to escape. You are essentially defending the walker as much as it is defending you through use of these stratagems and your team coordination. (yes, it would require a ridiculous amount of coordination, I know there is a lot of reasons how this could go wrong in how you feel about the game, and a few great moments of cooperation hopefully).
If you manage to extract at this point, you'll be treated to all those lovleh samples and a stage 4 medal reward. It's a high risk, high reward decision to be made embarking on this one, and for the first 3 missions you would be incentivized to play things efficiently and make a lot of decisions which affect the long game of when you need to confront the "do we attempt level 4?" decision. You would also need to make sure your stratagem loadout across the team covers all the bases for the whole operation. I don't now how weighty that decision would be considering how much we all take the same stuff when we play with a set squad. It saddens me I can't think of a way to make this random friendly without people using mics for now.
I know it's a bit more of a hardcore mode which may take some of the more slapstick fun away, but it would be cool to have as an optional aside in my opinion, despite all the issues I know such a mode could face.
Thanks for coming to my Ted talk.
submitted by Designer_Trash_8057 to LowSodiumHellDivers [link] [comments]


2024.05.14 12:40 Specialist_Bake6514 Vapiano P3: Italian Food Made in Germany

Vapiano P3: Italian Food Made in Germany
The kitchen is on fire. Welcome to the final part of the Vapiano story where the tables are turning. In the first two episodes we followed Mark Korzilius' journey from setbacks to founding Vapiano, a groundbreaking restaurant concept, highlighting its fresh ingredients, dynamic atmosphere, and data-driven operations that drove rapid success. While achieving initial profitability and garnering attention from industry giants like McDonald's, Vapiano's global expansion has led to stellar revenue growth. However, it has also resulted in the emergence of numerous side projects (or distractions), operational challenges, increased costs, significant investments, and a notable accumulation of debt. This underscores the prioritization of top-line growth over profitable growth. We will continue on this thread and see how the story ends, but I would encourage you to read part one and two for better context. Vapiano P1: Italian Food Made in Germany (substack.com). Let's dig in.
Before Going Public
We are now in 2015 and the year is a disaster for Vapiano's PR department. Employee time stamps are being manipulated, endless overtime for employees and high turnover in managerial roles are reported; mice in the kitchen and even rotten food allegedly found.
The company is confronted with allegations of exceeding working hours among trainees in an article published by Welt am Sonntag, while the same outlet accuses Vapiano of manipulating punch times. The auditing firm PwC is commissioned to investigate the allegations and finds that there is no systematic approach but rather misconduct by individual employees, a mistake that’s being corrected. Internal however, investigations into stamp times are carried out regularly now and beyond its obvious reputational impact, this sucks up valuable management time and attention.
In the summer of 2015 CEO, co-founder and investor Gregor Gerlach, who has been running the group since 2011 is stepping down and Jochen Halfmann is taking over. A new Vapiano People Program with an App is being developed with the aim to better interact with customers that will incorporate innovate features such as mobile pay. The German website sees a launch of new magazine to further promote the brand and there is now a full inhouse blogger and Instagram team being installed. In October the company buys seven restaurants from original co-founder, former co-investor and ex-president previously responsible for internation expansion Kent Hahne (2x Bonn, 3x Cologne, 1x Koblenz and one in Cologne that’s under construction). This package of Vapiano restaurants is very successful and generates net sales of more than 20 million euros in 2014. Hahne opened his first Vapiano restaurant in Cologne in August 2006 and in 2015 with his company apeiron AG, Hahne operates six L'Osteria franchise restaurants, a direct Vapiano competitor, and two self-owned restaurants GinYuu.
Then in November of 2015, the next public relations bomb goes off with allegations regarding the company's quality standards. The company immediately investigates the issue through internal and external specialists but finds no evidence of any quality issues. Nevertheless, knowing that the group is now being closely watched, the company’s already in place hygiene standards are being reinforced. Additional audits and inspections are performed nationally. Further, all Vapianos worldwide are being audited twice by the partners SGS Institut Fresenius and SAI Global. Auditing software is purchased to simplify the implementation of the audits and the resulting measures. Apart from the external examinations, there is a food sampling plan in place being performed continuously. Again, all of this sucks up costs, management time and attention. With all these tumultuous developments the company’s growth engine is undeterred. Revenue grows by a whopping 50 million euros to 202 million euros, an increase of 33%. Impressive. While average spent per customer increases in all countries, the number of customers per day in Germany decreases by 3.3% partially due to the negative press towards the end of the year. Five own, four JV and 19 new franchise restaurants are added that year to the group, the total number of own managed restaurants grows to 51, there are 31 JVs and 84 franchises which bringing the total to 166 Vapiano restaurants. Global restaurant sales are now above 400 million euros.
But while revenue grows by an astronomical 50 million euros, operating profits, alarmingly, shrink again. Gross margins are staying perfectly healthy above 75% but operating costs keep growing disproportionately fast. The Company’s outstanding debt jumps by almost 30 million, close to 85 million euros by the end of the year. With operating profits at 9.5 million euros, alarm bells should be going off right now.
In Q4 of 2015, new CEO Jochen Halfmann introduces Strategy 2020. The new strategy includes five essential points. One, profitable growth in the newly defined core markets of Germany and Austria as well as in the UK, Netherlands, France and USA. Two, operational excellence through strict “best practice” management. Three, further development and digitalization of the concept considering guest feedback. Four, greater focus on long-term employee retention and five, building a modern and sustainable IT landscape. Sound’s good on paper but let’s see how things pan out.
Vapiano's investments (capital expenditures) that year are primarily directed towards new restaurant openings, renovations of existing establishments, and share acquisitions in other Vapiano restaurants from franchisees or JV partners. A significant portion of funds is allocated to the digitalization of the guest experience, including the development of a new app scheduled for market release in 2016 and the implementation of a time recording system across all group restaurants. The world's first standalone Vapiano restaurant with a delivery service that year is built in Fürth, Germany. The company keeps expanding its presence in both inner-city locations and international markets, such as Shanghai, China.
To finance all of this, the group has its own operating cash flow which comes in at 18 million while capital expenditures are 26 million euros plus 14 million for acquisitions. The funding gab is filled with 26 million euros of new debt and a seven-million-euro equity raise. At that end of the year and after the equity raise Gregor Gerlach (through his AP Leipzig GmbH & Co. KG entity) holds 30.1%, Hans-Joachim and Gisa Sander through their Exchange Bio GmbH hold 25.5% and the Tchibo heirs, Herz through their Mayfair Beteiligungsfonds II GmbH & Co. KG hold 44,4%.
But for the first time the restaurant’s concept that was so successful to date is being questioned. Some customers are starting to mislike the operational flow of the concept itself. If you want pasta, you must queue for pasta. If you want pizza you stand in a different queue. A small side salad, yet another queue. "You spend more time carrying trays than an actress in Berlin-Mitte. The audience in the pasta limbo can only consist of people who have worked for an insurance company for a long time and, like Stockholm syndrome, they can no longer get away from the industrial canteen feeling," writes TV host Beisenherz provocatively. While overly harsh in his assessment he's not entirely wrong judging by customers venting their frustrations in forums and social media channels. It isn’t uncommon for those who ordered pizza to have already finished eating while there is little movement in the pasta queue. Long term that doesn't go down well, QSRs competitors like L’Osteria are handling this process differently, with much success.
https://preview.redd.it/6cas01oked0d1.png?width=1200&format=png&auto=webp&s=2da6e0b4bc0e07dbee558de412feb414cd598d4a

Tipping Point

Where are now in the year 2016 and things start to deteriorate visibility. Perhaps not for the leman’s eye but any business minded observer can see that there are problems under the hood. Yes, revenue grows yet another whopping 50 million to almost 250 million euros but half of that growth, comes from acquisitions of restaurants that the group didn’t already own 100%, which is now being fully consolidated within the group’s accounts. Here is a concrete example. In the past, Vapiano SE, the group’s top holding company held an indirect 50% stake in a French subgroup via the subsidiary VAP Restaurants SA, based in Luxembourg, and included this as an associated company in the Vapiano SE consolidated financial statements using the equity method. Due to the acquisition of additional shares in September of 2016, Vapiano SE's indirect share in the French subgroup increased to 75%. This means that Vapiano SE takes control of the French subgroup, which is therefore included in the group’s financial statements as part of the full consolidation. The revenue from the acquired subsidiary now recorded in the consolidated income statement amounts to 12.8 million euros. While that’s great for the top line, the loss of the fully consolidated entity equates to 0.2 million euros. Yes, you are buying revenue, but there are losses attached to them, not profits. A similar case is the Swedish entity that runs eight restaurants with revenue of 11.5 million euros but has losses of 235 thousand euros. So much for Strategy 2020 and “profitable” growth.
That year the group’s operating profits are absolutely tanking, halving to 3.5 million euros. Operating profits are now a mere 1,4% of revenue. Remember original founder Mark Korzilius who talked about operating margins of 25% to 28% at the restaurant level? Yes, there are overhead costs for the organization that sits above the chain of restaurants, but operating margins that low indicates a course correction is needed. What’s telling is that in the annual report, in the management discussion section, the company starts talking about EBITDA as a proxy measure of profitability, rather than operating profit or net income. This wasn’t the case in the years before. Is this window dressing for an upcoming IPO? EBITDA is short for earnings before interest, tax, depreciation, and amortization. How can you measure profitability of a restaurant chain that absolutely and unequivocally needs capital investment to maintain its restaurant operations, the very source of cash generation, by simply excluding this maintenance charge (depreciation in the income statement)? Vapiano’s own annual report talks about the fact that existing restaurants must be rejuvenated from time to time and that new interior designs have to be implemented every few years. These things wear and tear, they go out of style, kitchen equipment breaks and needs replacement. This business absolutely needs maintenance capital expenditure, why anyone talks of profits before these maintenance costs is beyond me. Fun fact: in the previous annual report EBITDA is mentioned seven times, mostly around restaurant acquisitions and financing, not however as a profit indication for the group. In the new annual report, EBITDA is mentioned 28 times. Maybe it’s just me but belated Charlie Munger liked to call EBITDA: bullsh*t earnings. When in doubt I stick with Charlie. Interestingly, EBITDA for Vapiano keeps growing while operating and net profits keep falling.
Operating cashflow for the group that year is about 21 million euros, but capital expenditure is 30 million and acquisitions for subsidiaries another 20 million. To finance these expenditures another 28 million euros of debt and 16 million of equity is raised. Net debt rises above 130 million euro. The operating cashflow of the group before any capital expenditures is 21 million euros. I am not sure free cash flow would be significantly positive after maintenance capex is paid out; it’s not broken out so we can’t be sure. Granted, I am not on the ground during this time, and I am not in the board room, I am simply reading what’s in front of me, but to me this is starting to look like a distressed situation. Regardless, the following year the company goes public.

IPO

Where are now in the year 2017 and its Vapiano’s first year as public company. The company’s annual report reads the following “Sales revenue, like-for-like growth (LfL) and the earnings figures EBITDA and adjusted EBITDA are used as the most important financial performance indicators for controlling operational business activities.” The very same report however also says: “The majority of the group's investments regularly go towards opening new restaurant locations and modernizing existing restaurants. The latter are differentiated into regular replacement investments that occur during ongoing operations (Maintenance CAPEX) and fundamental investments in the renovation of a restaurant (Remodeling CAPEX). On average, a restaurant remodeling takes place nine years after opening.” It says it right there in their own report; every nine years a remodeling is taking place. Remodeling and updating is not cost free, so why exclude depreciation charges which reflect capital expenditures? I understand that perhaps you would want to strip out one-off opening costs, that’s fine and fair, but don’t go overboard.
The number of restaurants increases by 26 (previous year: 13) to a total of 205. The increase consists of 27 new openings and one closure. Group revenue grows to an astonishing 325 million euros but here comes the shocker, operating profits turn negative to 25 million. Fine, strip out foreign exchange losses of 3 million, IPO costs of 5.8 million and new opening costs of 6.1 million and you still have 10 million euros of operational losses. All the while the debt load of almost 130 million hasn’t materially changed, so those operating losses are before a six-million-euro interest payment. 184 million euros are raised through the IPO of which 85 million go to the company. This money is earmarked for further expansion as the group has ambitions to almost double the footprint to 330 restaurants by the end of 2020. The company is currently not profitable on an operating basis, and still wants to expand aggressively? I don’t get it. The remaining 100 million euros of the IPO money raised is distributed to co-founder Gregor Gerlach and Wella heirs Hans-Joachim and Gisa Sander. The family office of the former Tchibo owners Günter and Daniela Herz with a 44% stake, don’t sell a single share. After the IPO, 32% of all the company’s shares are now in free float.
One year later, in 2018, things get even worse. Revenue grows to 371 million, but operating losses mount to 85 million euros, that’s before interest expenses of 9 million. Even the beloved EBITDA figure turns negative, meaning the operating business before any expansionary or even maintenance capital expenditures is loss making. All regions are experiencing significant deterioration in their earnings profiles. Like for like sales are down 1% across the board. That’s revenue, not profitability. The question naturally arises: is the Group approaching its natural saturation point here or this operational by nature? The operating cash flow is now 9 million while financing cost are close to 7 million. That leaves 2 million for maintenance capital for 74 own restaurants and 76 joint ventures ones. Describing this as financially tight, would be an understatement.
Things are not looking good at this point. Yet the company still grows restaurants by 26 new sites. 64 million euros are spent on acquisitions, new openings, and maintenance costs, financed through a 20 million-euro equity raise and 72 million of new debt. The Company now has net debt outstanding of over 160 million euros. After the equity raise and by the end of the year 2018, Mayfair owns 47.4%, VAP Leipzig, Gregor Gerlach’s entity owns 18.9% and the Sander couple own 15.5% of the company. Yes, the Sanders and Gerlach may have taken 100 million euros off the table, but they still have substantial skin in the game. Plus, Mayfair hasn’t sold a single share and instead injects more money into the company through the equity round. The stock has now fallen from its IPO price of 23 euros per share to under 6 euros by the end of 2018. Something must be done here. And indeed, there is pivot in strategy and a hard push for change. At last, the management team abandons its aggressive growth plan and curtails new openings significantly. Additionally, the team wants to run a thorough analysis of weak locations to then either discontinue or sell sites. In Europe, the operating focus will be put on corporate restaurants and joint ventures in major cities to ensure the ideal size and location to match the respective demographic target group. Outside of Europe, the franchising business is being expanded and at the same time a consolidation of the existing corporate and joint venture markets is being sought. All future investments will be reviewed to achieve higher rates of returns on new openings. Investments are also being made in the renovation of older restaurants. The goal in the future is to also open smaller formats, like Mini-Vapianos (less than 400 square meters) or Freestander at prominent transportation hubs outside city centers (currently in Fürth and Toulouse) to cater to individual location requirements, and to enter new partnerships. I am not sure why management hasn’t stopped all expansion altogether, bringing the ship in order first, getting profitable, clean up, all hands-on deck before considering any further expansions whatsoever. But again, it’s easy to comment from the sidelines; maybe they saw white spaces that would be covered by competing concepts if they weren’t moving fast and aggressively enough. Although pushing internationally means competing with local players such as Jamie's Italian, Prezzo, Pizza Express, Wagamama, Nando's and many more which brings in its own dynamic.
Management also aims to enhance guest satisfaction. This involves refining operational processes, reorganizing the support center, and refocusing on the core offering: providing fresh and high-quality Italian food at affordable prices for a broad audience. The group also aims to reduce waiting times, especially during lunch, while also improving the evening atmosphere. There is even what I would call an evolution, away from Vapiano’s original concept, reorientating the customer journey. The ordering flow is being changed, offering guests synchronized preparations of all dishes while eliminating wait times at the cooking stations. The open show kitchen remains, staying true to original mantra of freshness and transparency but now guests can choose their preferred method of ordering through a mobile app, using a digital order point (kiosk), or by personally placing an order with a waiter. Guests can still freely choose their table and are then informed about the complete preparation of their order through a pager or their smartphone. This is a substantial deviation from the original concept, but a needed one. The group is also exploring and implementing the expansion of take-away and home delivery services but only at suitable locations, not universally across new openings. I am not sure why home delivery is even a priority here; it adds operational complexity. It’s better to clean up shop first and get back to the basics before adding new complexities. To be fair management does try to simplify. There are 49 different permanent dishes on the menu and additional 10 seasonal ones. Customers can choose from eleven different types of pasta. There is simply too much choice, and it makes orders complicated. The company announced to slim the menu down to its most popular and typical Vapiano dishes. There’s no need for an Asian salad at an Italian restaurant. "We have to go back to the roots, i.e. classic, honest Italian cuisine" says COO Everke. Regardless, in November of 2018, the supervisory board pulls the plug on CEO Jochen Halfmann and replaces him with Cornelius Everke. Everke himself has just become COO five months ago. Since 2017 he was responsible for international expansion. From 2011 to 2017 that role was filled by Mario Bauer – put a pin in that name, he’ll play a key role in the groups fate later. Then nine months later, in the middle of 2019, Cornelius Everke quits. He essentially concludes that his skillset and experience in the areas of internation expansion is no longer needed in the foreseeable future. To put it differently: Vapiano has moved from a growth story and has become a restructuring case, and other skills are required for that job. In June of 2019 Everke says the following “(we’ve) made a bit of a mistake when it came to foreign expansion”. No sh#t. Vapiano postpones the presentation of the 2018 annual financial statements three times in the spring of 2019, citing negotiations over an urgently needed loan of 30 million euros. It’s not until the end of May that a binding loan commitment comes through from the financing banks and major shareholders.
We are now in August of 2019 and the corona pandemic is just around the corner. Supervisory board chief Vanessa Hall takes over as interim-CEO and things are unravelling. Visitor numbers are declining; originally, it was planned to sell the US business but halfway through the year the buyer cannot come up with the money. But not all restaurants are performing poorly. The group's poor figures contrast starkly as an example with the experiences of the Swiss-German franchisee, who runs six restaurants. The Sodano family in Switzerland pays Vapiano a royalty of 6% of sales for the use of the brand. Enrico Sodano explains in an interview that they operate largely autonomously from the licensor. If an “accident” were to occur, he could immediately replace the Vapiano sign with Sodano, he says. The family concluded the rents and contracts with employees and suppliers independently. The Sodano family have six locations in Bern, Basel and Zurich, around one million guests every year and 350 employees. Things are going well on the ground. The delivery service they’ve built is offering them a second income stream. Expansion into Winterthur, St. Gallen and Lucerne are being planned; small locations with 150 to 250 square meters and an attached delivery service. Originally, Vapiano restaurants used to be huge but for such a large restaurant to be profitable, 800 to 1,000 guests per day are needed. That’s possible in medium-sized cities, but not in smaller towns which is why the Vapiano group now also supports smaller formats. Back to our corporate drama. The 2019 annual report would be the last report the group files. By the end 2019 the outstanding debt of the company is at an astronomical 450 million euros. Revenue has grown by another 7%, produced by four net new openings through two JVs and two franchise restaurants but operating losses come in at 317 million euros. That sound like an absolute shocker at first but depreciation and amortization charges are 345 million, so that operating cash flow is actually positive but unfortunately capital expenditures and interest payments are so large that they are eating up all of the company’s operating cash flow. Then in the beginning of 2020 Corona hits with full force and the world shuts down. As a result of the measures to prevent further spreading of the virus, the group is forced to cease all global business operations (except in Sweden). While all these shutdowns are happening, the group is the middle of negotiating with its lending banks and main shareholders. There are additional financing needs for restructuring measures, even without a pandemic happening in the background. The situation is so dire that the company starts pleading to the German government to roll out the package of financial help more quickly. Unfortunately, it’s to no end. The rapid closure of restaurants and the resulting lack of operating cash inflows in conjunction with the additional financing requirements, lead to the company’s final knockout punch. In April of 2020, the Vapiano group officially files for insolvency proceedings. The end of an era.

New Beginnings

Because of the pandemic, the majority of the group's subsidiaries in Austria, the Netherlands, Denmark, the United States, Sweden, and China also file for insolvency or seek liquidation. The US business never gets sold in the end and is wound down. In the summer of 2020, significant group divestments occur, including the sale of 75% shares in the group's French subsidiaries, shares in franchisor companies, Australian subsidiaries, German subsidiaries, associated companies, self-managed restaurants in Germany, and insolvency-related sales in the Netherlands, Great Britain, and Sweden. The buyer of the Vapiano brand and one of these bundles of Vapiano restaurants is company named Love & Food Restaurant Holding, a consortium led by Mario C. Bauer – a name I told you to remember. Bauer was a former Vapiano board member and led the national and international expansion, opening 200 sites in 33 countries from 2011 to 2017 until he was succeeded by Cornelius Everke. Bauer didn’t feel comfortable with the IPO at the time but clearly has a lot of managerial and entrepreneurial talent.
The buyer consortium is an absolute A-Team comprised of European QSR top league hitters, including the founder of the Pret A Manger chain Sinclair Beecham; Henry McGovern, the founder and Ex-CEO of the giant international restaurant and foodservice operator AmRest; the Van der Valk Family that runs hotels and Vapiano restaurants in the Netherlands, and co-founder and ex-CEO Gregor Gerlach. The acquisition value is 15 million euros and entails 30 Vapiano restaurants in Germany, albeit that’s just the purchase price which comes on top of any capital investment needed to refresh and return the sites to its former glory. Nevertheless, just as a thought experiment, if you can get each site to 2 million euros of revenue and 400,000 euros in operating profit on average, which wouldn’t be an overly aggressively assumption given the company’s history, you’ve got yourself a package that can deliver restaurant-level operating profits of 12 million euros or more. It’s not disclosed how much capex was needed to refresh the operations, just that fact that the overall investment plus purchase price was a middle double-digit million-euro figure. Stil, it probably was a decent purchase. The same consortium buys Vapiano’s French business for 25 million euros just two weeks prior. After the transaction concludes, the master franchise is given to Delf Neumann and his Gastro & Soul GmbH. Neumann is an experienced operator, and he is ambitious to revitalise the brand with new services and products. For example, instead of pizza, the restaurants will be serving pinsa - a flatbread made from sourdough, wheat and rice flour, topped similarly to a pizza. It targets a more health-oriented customer base looking for a less calory heavy option. The menu overall is expanded by including a variety of vegan and vegetarian dishes.
https://preview.redd.it/kpt7ea6red0d1.png?width=1242&format=png&auto=webp&s=c9930ced85ee364e9df414547cae06b47a03fc19
Today Neumann’s Gastro & Soul GmbH operates 18 Vapianos on its own account and has 29 franchise sites, amongst other brands. By the year 2021, Vapiano operates 191 restaurants in 34 countries. This is around 50 fewer sites than before the bankruptcy. The number of branches is particularly thinned out in Germany – from 80 to 55. Nevertheless, Vapiano's home country remains by far the largest market, followed by France with 35 restaurants and Austria with 15 locations. “We have shrunk ourselves to health,” says Bauer in the aftermath and there is no further shrinking planned. Quite the opposite, the smell of expansion is in the air again – pun intended. Not as aggressively as before and with a new menu and ordering process.
Overall, the team around Bauer is filled with industry experts with knowledge and networks gained over decades who have a great track record, a long-term view, and the staying power to let Vapiano breath and finds its way back to success. The pressure of being a public company with all the associated quarterly, half-year and yearly disincentives have been removed. The menu is changed and extended with new types of pasta and sauces with significantly more vegetarian and vegan dishes available. Guests can order with restaurant staff, at terminals or on their phones and there are barcodes attached to the tables identify the respective seat. The food is brought to your table, all at the same time if you are in a group, no more annoyances with waiting in line. There is a plan for smaller, 350 square meter locations, with half the number of guests and significantly fewer staff and less set-up costs required to make the economics work. Locations that capitalize on remote work and increased demand for local lunch options, higher population density with shorter delivery routes and therefore cost-effective in house delivery services are targeted. And Bauer is testing the concept of ghost kitchens, which operate without a dining room or service staff, focusing solely on preparing food for delivery services, which for obvious reasons have a very different operational set up and footprint. Original founder Mark Korzilius however is not entirely convinced. He is not a fan of the pinsa for instance and he considers Vapiano's pizza as its cash cow, flagship product and believes that the core Vapiano proposition of Pizza, Pasta, Bar that has given the company its original success is being diluted. He instead admires the competitor L'Osteria, saying they’ve done a better job by focusing on Italian classics, especially the impressively large pizzas that sticks out beyond the plate is leaving every customer in awe. The guys who run L’Osteria are the same guys who have built Vapiano with him in the first place. Bauer on the other hand, like a true business leader, remains undeterred, stating that he is frequently asked whether Vapiano's restart was bold or foolish. He believes in entrepreneurship, franchising, in his experienced fellow partners and importantly the Vapiano concept. By the year 2024 you can find over 140 Vapiano branded restaurant in 27 countries across the globe, including locations far away from its birthplace like Australia, USA, Columbia, Chile, Bahrain, and Saudi Arabia. And why not? Italian food is, and will remain to be, incredibly popular. Vapiano offers fresh and tasty food at affordable prices in a good atmosphere. This combination of attributes should attract a lot of customers. It certainly has in the past.
For more stories: WIP Thomas Weitzendoerfer Substack
submitted by Specialist_Bake6514 to unpackbusinesses [link] [comments]


2024.05.14 03:56 Checkmatechamp13 Governor Hochul Announces Pilot Program to Enhance Reach of Metro-North Railroad to Orange and Rockland Counties

Governor Hochul Announces Pilot Program to Enhance Reach of Metro-North Railroad to Orange and Rockland Counties Governor Kathy Hochul (ny.gov)
With congestion pricing set to begin on June 30, Governor Kathy Hochul today announced a pilot program to enhance the reach of MTA Metro-North Railroad to Orange and Rockland Counties, as an alternative to driving to New York City. Under the pilot, Metro-North will begin weekend service on the Haverstraw-Ossining ferries for the first time ever, create massive monthly UniTicket discounts of 78 percent to 90 percent on the ferries and buses that cross the Hudson River, and slash parking rates by 25 percent for Orange and Rockland residents using Metro-North’s garage in North White Plains.
“Many residents from Orange and Rockland Counties commute to New York City for their jobs and leisure, and we are finding alternative ways for commuters to get to the city without the added costs and traffic,” Governor Hochul said. “This pilot program will give individuals from commuter areas easier and more accessible access to the central business district and beyond.”
Starting Saturday, May 25, the Haverstraw-Ossining Ferry will operate continuously between 9:30 a.m. and 9:30 p.m. on weekends. The ferry has traditionally operated only during weekday rush hours. Metro-North also will offer discounts for monthly tickets on the Haverstraw-Ossining Ferry, the Newburgh-Beacon Ferry, the Newburgh-Beacon bus and the Hudson Link. In addition, Rockland and Orange County residents will receive a 25 percent discount on monthly parking at the North White Plains station, which is served by the Harlem Line.
With the new discounts, monthly bus and ferry ticket add-ons purchased in conjunction with a monthly rail pass good for an unlimited number of trips for each calendar month will fall dramatically. The current monthly UniTicket fare on the Haverstraw-Ossining Ferry is $43.75. It will fall by $34.50 or 78.9 percent to just $13.75. The current monthly UniTicket fare on the Newburgh-Beacon Ferry is $14.50. It will fall by $13.50 or 93.1 percent to just $1.00. The Newburgh Beacon Bus monthly UniTicket fare is $10.00. It will fall by $9.00 or 90 percent to just $1. The Hudson Link Bus monthly UniTicket fare (to either Tarrytown or to White Plains) is $60.00. It will fall by $30.00 or 50 percent, to just $30.00.
MTA Chair and CEO Janno Lieber said, “It is no secret that the folks who live west of the Hudson River don’t get the same quality of frequency and reliability of service as we have on the Hudson, Harlem, and New Haven Lines. As we approach the onset of congestion pricing, we want to make sure there are a few more options for people in Orange and Rockland Counties to get to this amazing Metro-North service.”
Metro-North President Catherine Rinaldi said, “We are thrilled to be able to offer weekend ferry service to West of Hudson residents looking to connect to Metro-North’s scenic Hudson Line service. And with discounted parking at our North White Plains parking garage, Orange and Rockland County residents who prefer the Harlem Line will have an added incentive to take Metro-North service into Manhattan or other destinations around the region.”
State Senator Pete Harckham said, “Rockland County residents are clamoring for public transit service into New York City. The new weekend ferry service and the Uniticket discounts on the Hudson Link bus service and the MTA two ferries are a good start toward exploring new ways to enhance travel options for Rockland.”
Assemblymember Dana Levenberg said, “It is so exciting to see one of Ossining's economic development priorities coming to fruition, just in time for summer fun on the beautiful Hudson River. The expanded ferry service will enable so many leisure travelers to relax and enjoy an inexpensive boat ride between our downtowns on both sides of the river, where they will discover our restaurants, shops, the summer concert series, and so much more. This will be a major boon to our local economies.”
Assemblymember Ken Zebrowski said, “West of Hudson commuters know the difficulties of getting to New York City on public transit. Today’s announcement will ensure that they have more options to do so without hitting their wallets. Expanded ferry service will mean more people than just daily commuters will be able to use the service, and discounted buses will expand options for Rocklanders. I thank the MTA for collaborating on new ways to open up our robust Metro-North service to west of Hudson New Yorkers.”
Haverstraw Mayor Michael Kohut said, “The Village of Haverstraw is elated that our long-hoped for weekend ferry connection to Ossining and the Metro-North train service is finally becoming a reality. It will serve weekenders going in both directions and help to continue growing the west side of the Hudson as a tourist and day-tripper destination. It is long overdue.”
Ossining Mayor Rika Levin said, “Connecting communities accessibly and affordably is essential for our commuters and our local businesses and is of vital importance for regional economic growth and tourism—being able to make those connections using reliable ferry service helps us achieve our transportation goals while reducing carbon emissions.”
The pilot is expected to run through Veteran’s Day. It comes after Metro-North exempted the Port Jervis Line and the Pascack Valley Line from the systemwide inflation-adjustment fare updates that took effect in March 2017, April 2019, and August 2023.
submitted by Checkmatechamp13 to Rockland [link] [comments]


2024.05.13 21:43 Nirvana180 Having Trouble With Streamlining My Power System

What started out as a half-assed spark of inspiration from a recent reread of and catching up with current Jujutsu Kaisen has become a growing concept, both in how it occupies my mind and in its contents. I've gone through multiple bouts of "I've got it it!" and "Damn, nothings sticking" and am almost ready to give up on the entire idea.
The main issues that I see are a lack of a thematic throughline, with many ideas that conflict in themes and don't completely line up together, and a lack of actual context since I started with the system first and left the actual world/story it inhabits as a afterthought, causing it to only exist in a vacuum and to lack any narrative depth.
I'm hoping that by glibbing about all my loose ideas I'll be able to get things in order and maybe someone can find something worthwhile in all this or give a possible idea for how to give this system (and maybe the world too) some connective tissue. I realize this process is inherently flawed but I'm not actively planning on making this a professional thing, it's just a sort of fun idea.
Ayways, here are all my concepts:
• The energy source is negative in nature and is actively harmful to the magic users. This (as is the case with a couple of my other ideas) is very much inspired by JJK as I found the idea of tweaking the usual nature for a system's energy source to be interesting.
Basically, the energy of this system, known as Aevo (the name has no significant meaning) exists within the surroundings as Ambient Aevo. Magic users can draw this in and turn it into Innate Aevo which they can then harness. This energy is like a foreign agent and negatively stimulates and almost poisons the body over time. Eventually, a magic user must relinquish this energy and then re-absorb more it in order to avoid these harmful effects.
The idea of people's energy storage capacities being very limited and needing to always be aware of said levels is interesting to me and feels like it could give way to interesting dynamics in combat.
• Innate Aevo has physical properties. Although I'm taking major inspiration from various Shounen power systems, I had the idea of making the energy source less of a spiritual, liquid-fire like substance and more like something that could almost be classified as physical. IA would have some form of mass, weight, etc. The more one has, the more it effects their density and holding too much in one spot can effect their center of balance.
I think viewing the energy source in this way could give some unique properties to its basic applications, especially if it includes aspects of things like negative mass or other theoretical physics concepts.
• There are two main types of abilities: Manifested and Inherited.
Manifested abilities are, well, manifested individually. Through whatever phenomena that spawns them, they come to reflect less of the individual themselves or their personality but rather a specific part of them, their perception of themselves or whatever emotion was prevalent at the time of manifestation (I'm still unsure about this part). These abilities are flexible and have room to evolve and become stronger.
Inherited abilities are passed down from one person to another, typically in a biological fashion although their can be special cases that don't involve blood. These abilities are rigid due to them not being personalized and they cannot be added on to. They also can tend to accumulate a will of their own from previous users which can be an advantage or a hindrance depending on the ability.
• Abilties can almost be qualified as a form of information or code. Basically, you can think of it like magic users having an ability slot or inventory and their ability and techniques take up space within this (inspired by how Cursed Techniques in JJK are stored within the brain and imprinted onto the body/soul). They are measured in engrams.
Every person has limited space, with their core ability taking up most of it. How much space an ability and techniques made from it take up depends on their complexity and power. A spatial manipulation ability would probably only allow room for two techniques whilst a simple "any inanimate object I punch explodes" ability could allow for 3-5 or something. This space could probably be increased through either experience or forceful alterations.
•Abilities have different release forms. These were developed for energy efficiency reasons and most magic users have all 3.
-》Auxiliary Release: the weakest form with the least mass or range. Barely expends Aevo and is typically for utilitary purposes.
-》Primary Release: the most common and well balanced form, moderate Aevo cost that allows for prolonged usage and gives access to most of a magic user's techniques.
-》Absolute Release: the most powerful and taxing form, basically a one and done that then immediately exhausts one's ability and Aevo supply.
**•Abilites are most similar to stands or personas. They can take on some sort of form with elements that are symbolic of whatever aspect of the user they are based on. Some act like stands, some envelop the user, some fuse with objects or people, some act autonomously, etc.
• Abilities are viewed in a very mechanical way. Another thing inspired by JJK. Abilities can be segmented into various parts similar to say a code. There's a function, a process, input, output, etc. The speed at which an ability is activated and whether or not it can be deactivated mid-activation, how much inputed power is translated into output, that sort of stuff.
These aspects can be modified like how the qualities of a Domain Expansion can be altered and understanding them gives way to the possibility for evolving an ability.
• Tools are a very common and important part of every magic user's skillset. They are often employed in order to work around energy limitations and almost everyone has one for combat (like how Persona characters have their weapons). They'd be grouped into the following categories:
**-Sidearm/Supplementary: used in combat, often tailor-made. A magic user can imprint engrams of their ability and techniques onto it, allowing them to use it in conjunction with their primary means of utilizing their ability and allowing them to use their ability even after exhausting it, though the amount of times they can do this is limited.
-Embedded Tools: technically another ability category although it can be either Manifested or Inherited. Instead of storing the ability within themselves, the ability is stored within the tool. This would provide some sort of advantages (which I haven't figured out yet) along with vulnerabilities. This often causes the tool to gain some form of personality or pseudo-sentience to it.
-Transfigured Tools: tools made from the parts or entirety of magic users through various laborious processes and rituals or whatnot. Highly taboo and reviled but sought after by many for their rarity and high power.
**•Some sort of Anti Aevo, like Antimatter. It annihilates regular Aevo. It could maybe have the opposite effect of Aevo and could do things like replenish biometrics or extinguish an opponent's Aevo supply or ability at the cost of doing the same to your own.
Hard to master and has a more limited output in comparison to regular Aevo.
•Every individual has a set limit for how much genetic damage they can take from Innate Aevo that's called Biometrics. Bio's are set at birth and can be vastly different between different people. Higher bio's allows one to absorb more Aevo and to cycle it in at a highefaster rate before reaching a critical state.
•Much like in worlds like Bleach, there are both unique abilities and open-source techniques which I'm simply calling **spells for now. These spells can be accessed even by those without abilities and can have a wide range of uses.
Maybe it's the case that only those without abilities can develop spells and the process of doing so is lengthy and generally requires a collective effort of creating seals, mantras, rituals, etc. that can take decades. I don't know how to properly explain it but you can think of these spells as being stored in some massive data bank that can only be accessed by those who are aligned with the specific school or organization or whatever else that created and owns these spells.
Although non-ability magic users are usually less powerful than ones with abilities, some have managed to become viable combatants and can even challenge some magic users with abilities.
• I don't really want to restrict the kinds of abilities that can exist in this world so in typical shounen-esque fashion, anything you could imagine can be an ability.
Current ideas include gross, floating mouth orbs that can record, alter and amplify sounds, being able to revert objects or people back to specific points in space and time, forcing the user and a target to follow a set rhythm in their actions or be punished in some way, etc.
**•Something like Restrictions (HxH) or Binding Vows (JJK) exists within this system. These self-imposed conditions are actually the foundation of one's ability as in its natural state, an ability is only tied to the individual in some vague, esoteric way and cannot impact reality so by imposing a condition onto one's self (like a hand sign or shouting out a name or gesture or outside stimulus) the ability gains material form and can then affect reality.
•There are a plethora of animal species born with Aevo infused into them. They are often used like familiars for various purposes. They are also often used as material for certain Tools.
**•Some kind of monsters exist in this world who I'm currently thinking are like mutated humans exposed to too much Aevo or something. They lose most of their personality and morality but still hold on to some part of their old character and can have varying degrees of sentience. They're like walking nuclear reactors and can throw around Aevo all willy-nilly unlike the magic users.
They possess Innate Traits that are essentially their form of abilities. I could imagine that the magic users often hunt them down to eliminate the danger they pose and to harvest them in some manner, maybe as part of some important cycle in this world's power system and greater ecosystem.
**•There exists a power-up/critical hit known as "Brightburn". I don't know why I chose that name and am not sure of whether I like it or not. If it's gas, I'll keep it but if it's ass, I'll toss it.
Anyway, there exists a form of Aevo known as True Aevo which takes on a brilliant, blue hue. Most characters are actually using an impure version Aevo (though I don't know what it's colour would be). I initially viewed Aevo through the lens of radiation and thought of impure Aevo as a process of fission and True Aevo as a form of fusion.
This energy is nearly boundless yet dangerous because of it. No one can use it for more than a couple of minutes continuously and it's akin to spawning and trying to contain a nuclear explosion. A lack of skill or ineptitude can lead to a violent and explosive demise. Most who've mastered this simply use it in short bursts to boost singular moves.
It could also maybe come with certain secondary benefits like replenishing biometrics or something.

I think those are about all the ideas I've got so far. In terms of the story and world, I have small ideas like:
-》There being some event that occurred in the past tha fundamentally altered human beings, making them susceptible to an energy source that they shouldn't naturally have access to and this being a running mystery throughout the story
-》The major events of the story taking place in some hidden continent from which this incident occurred that characters with Manifested powers get transported to for some reason.
-》The existence of a second sun invisible from conventional instruments and eyes that is the source of all Aevo
-》The phenomenon which grants magic users their Manifested abilities causing some near death experience that places them in contact with some sort of enigmatic entity or or group which promises to save them and grant them power in exchange for their autonomy or something the value and forcing them into some grand but vague mission or game.
In terms of possible thematic throughlines, the main idea I have right now is in regards to the human ego. A person's identity, carnal desires, environmental influences, etc. I'd want to explore my ideas about identity and the ego and whether the latter is truly important if I went with this.
Trying to blend science and mysticism is also a idea I have.
submitted by Nirvana180 to magicbuilding [link] [comments]


2024.05.13 19:16 OceloTX98 Am I going insane or did they add a thunderclap sound effect to Doomfist

I haven't played Doom in 2 seasons, got back into fisting and it's been fun but I've noticed something that's bothering me
There's this thunderclap sound that occasionally plays. It happens mostly when you use his two mobility cooldowns in conjunction, like when you super slam or you slam cancel punch. I swear it wasn't there before
I mean it's cool as all fuck, but I wanna know if others noticed it too
submitted by OceloTX98 to doomfistmains [link] [comments]


2024.05.13 16:13 indorock Hitting the C Goal by the Skin of my Teeth, or Negative Splits in the Heat is not a Real Thing, Is It?

Race Information

Goals

Goal Description Completed?
A Sub 2:50 No
B PR (< 2:53:59) No
C Sub 3 ...Yes

Splits

Kilometer Time Pace
5 20:43 04:08
10 20:52 04:10
15 20:51 04:10
20 20:50 04:10
1st Half 1:28:13 04:09
25 21:21 04:16
30 20:59 04:11
35 21:27 04:17
40 22:02 04:24
2nd Half 1:31:44 04:18
Full 2:59:57 04:14

Training

After putting on far more off-season weight that I could possibly imagine, I started my 16-week marathon program in the second week of January, with the dual goals of losing 10kg to get back to race weight, and somehow getting my fitness up to a level where I could possibly set a new PR. Both were lofty, and being in my late 40's the idea of getting PRs keeps getting less and less feasible. But I'm not going to let a fancy word like "feasible" get in my way.
This would be my 10th marathon, a bit over 10 years after I ran my first. My previous 9 were all big city races, but I specifically decided to run my 10th in the relatively small town of Leiden because it was the first and only marathon that my father ran, in 1997, when he was 50 (he ran a very respectable time of 3h43m). So I wanted, as a tribute to him, to literally follow in his footsteps. Leiden was his favourite city, the city where both his parents came from, and also the city where I attended high school for 3 years, so it holds a special place in my heart as well.
As with the past 8 marathons, I followed the "Run Your BQ" program designed by Jason Fitzgerald. He no longer offers this program for sale, but I've developed my own simple web app that lets me follow a variety of programes for any given race day. This might be the last time I follow this program since I want to try out something new next time, but so far it's been quite good at getting me to keep running stronger and relatively injury-free, something which keeps getting more relevant.
As one might expect or personally know from experience, getting through base training while 10kg over your ideal weight is not much fun. But sticking to that 80/20 effort meant I never did feel too strained or overtrained, and I managed to finish the 16 weeks strongly. I also managed to arrive at my race weight just in time (intermittent fasting works well for me), and gauging from my final long run at race effort, I felt that a new PR could happen, if conditions on the day were ideal. IF.

Pre-race

As the race day approached, the weather forecast became increasingly concerning. It was predicted 2 weeks ahead of time that the day would be sunny and hot, at 25C. Usually predicting Dutch weather that far in advance is about as useful as throwing cooked spaghetti at a wall to see how long it sticks, but unfortunately, the meteorologists were spot-on this time. Having run NYC marathon in 2022, I knew that I don't fare well at these kinds of temperatures, and I was reasonably worried that I would fall apart in the last 10K, as I did then. Regardless of my fitness level, I knew that a PR was unlikely under these circumstances. But of course I took every precaution I could to still give myself the best chance. Super light Nike Aeroswift singlet, Raidlight multi-pocket shorts, Nike Alphafly 1, and most importantly a white running cap, which would prove essential for heat management. I had 7 Maurten hydrogels with me (3 with caffeine, 4 without), and would be taking these at ~5K intervals.

Race

Gun start was at 10am, and just as predicted, it was then already 18C and not a cloud in the sky. There was however a pretty decent wind (well, a breeze for Dutch standards) which had the effect of providing cooling but also being strong enough to slow you down when running into it (hence the slowdown between 20-25K). Leiden's course is flat however 80% of it goes through farmlands, which provides zero shelter from both sun and wind. I made use of every single water station - and there were plenty - taking a sponge of cold water I could use to soak my cap, as well as a cup of water to keep hydrated. Also there were at least 8 makeshift cold water showers along the course, which were all greatly appreciated.
Nonetheless, by the 25K mark I could already notice the quads were starting to get unhappy with me, and maintaining the pace would push me to threshold and possibly beyond, which I really did not want. On top of that the temperature steadily climbed and by noon it was already at around 23C. So I had no choice but to listen to reason and put aside my PR dreams, make sure I don't hit the wall and just ride it out for a sub 3.
Up until 38K, although in quite a bit of discomfort, I was pretty sure I had banked enough decently fast splits to be able to more or less cruise to the sub 3. But my head math sucks when under these conditions, and the closer I got to the finish the more I understood that this was far from a given. Indeed, with just 1200m left, I only had about 4m40s to make it to the finish. I had the adrenaline surge that kicked me into zone 5, enough for a 4:00/km pace to the finish, but unfortunately the twists and turns of the Leiden streets, along with the throngs of 21K runners sharing the course with us, meant it was really really hard to maintain a finishing kick speed (this marathon is not great if that is part of your race strategy). With 200m to go, the clock at the finish said 2:59:25, and I knew I was in trouble. I whispered to myself that there is no fucking way I was going to let this slip away from me, and found a new gear and enough space between the other runners to thrust myself across the line at 2:59:57. Godverdomme, that was close.

Post-race

Despite being in the hurt locker for most of the second half of the race, I wasn't dying after the finish. The light cramps I felt in the last 5K were magically gone, and I actually felt pretty ok, all things considered. The same cannot be said for many other runners I saw in the last few kilometers of the course and just beyond the finish line. The heat had taken its toll. Ambulances were out in full force and stressed to beyond capacity, and as a result the race organisers in conjunction with the mayor of Leiden made the tough decision at 16:00 to cancel the upcoming 10K event, as well as advise any remaining 21K runners still on the course to abandon their effort, for their own safety.
I was "lucky" enough that the 42K was the first race of the day and as such we were spared from the very highest temperatures, but the slower marathon and most of the half marathon runners were forced to endure 25C while crossing the finish. There were dozens of runners admitted to various local hospitals with dehydration and sun stroke symptoms, but fortunately nothing tragic.
While I didn't manage to keep to my planned pace (negative split when the temperature is rising is damn near impossible), I'm so glad I didn't blow up, and still managed to get my C goal. It was far from my fastest, but definitely one of my most satisfying results, considering how tough it was. An extra bonus was managing to finish 2nd in my age group.
Marathon #11 will be in Berlin later this year, let's hope for 12C and cloudy!
Made with a new race report generator created by herumph.
submitted by indorock to AdvancedRunning [link] [comments]


http://activeproperty.pl/