Bombing styles

Lettering

2012.04.23 17:23 oscursos Lettering

Lettering is 'the act, art or process of inscribing or writing words on something'. And it is also just awesome. If you create your own or find awesome ones out in the wild, throw them up and let it be ridiculed or revered!
[link]


2008.01.25 08:12 conspiracy

This is a forum for free thinking and for discussing issues which have captured your imagination. Please respect other views and opinions, and keep an open mind. Our goal is to create a fairer and more transparent world for a better future.
[link]


2010.05.18 16:58 raithian25 Monster Hunter

Welcome to MonsterHunter, a subreddit dedicated to asking if underwater combat should return in the next Monster Hunter title.
[link]


2024.05.18 23:34 funkyworldview (Nothing but) Flowers - Steel Band Arrangement

https://www.youtube.com/watch?v=zcMqWk81nAI
From the late 1950's into the 1960's, many steel bands in Trinidad began arranging European music and other foreign repertoire in a calypso style. These arrangements became known as "bomb tunes," and the style was prevalently used for Carnival music.
As a passion project, I arranged a steel band "bomb tune" for my final performance with Oakland University's Pan Jumbies. I chose to arrange (Nothing but) Flowers by Talking Heads because I owe a lot of my musical journey to the creative minds in that band. This is the song that made something in my brain click, and I began to listen to music with more intent.
I can easily say that without the influence of Talking Heads' music, I wouldn't have accomplished all that I have in the past few years. I began to raise more questions, and approached music with an explorative mind. This journey has taken me to Ghana and St. Lucia, and I am planning on studying abroad again this summer to wrap up a massive research project.
In the meantime, I made this arrangement a priority. I created this arrangement and am uploading the video to give thanks to everybody that made such wonderful, inspiring music. Sincerely, thank you to all who were involved, from the band members and production team to the fans that supported the music during its time.
I have not, and will not make any kind of money off of this project or video. I simply want to give thanks to one of my biggest influences. My hope is that somebody may see this video, and become inspired to embark on their own artistic journey.
submitted by funkyworldview to steelpan [link] [comments]


2024.05.18 22:17 TheBlaringBlue Kena: Bridge of Spirits is a Wolf in Sheep's Clothing (Analysis & Pseudo-Review)

Kena: Bridge of Spirits is such a good game despite being so… well… basic.
It’s simple — almost overly so — yet it is beloved by so many seasoned and experienced gamers.
What I got curious about after playing the game myself and reading a number of pseudo-reviews online was how exactly it achieved this.
How did a package so entry-level-looking garner such respect by 201 and 301 students?
--
The ‘Fields’ region is a great example of Kena’s dichotomy.
It’s gorgeous and inviting, with sea-foamed vistas, lush landscape and rushing waterways. There’s a even a big, lovable pet bull towering over the myriad of cute little Rot dudes scampering through the foliage. The whole place is just friendly.
Why then, does it end up being one of the game’s longest, deepest and most complex sections? Consider its many scattered puzzles, which ask you to combine platforming, archery, environmental awareness and combat proficiency. There’s even a handful of red herring platforms that you can’t properly interact with until later in your puzzle solving endeavor.
The ‘Fields’ are a microcosm of the game as a whole. A childish, Pixar-esque shell which, when uncovered, reveals a complex, involved gameplay experience underneath.
Kena: Bridge of Spirits invites you to be a kid, but treats you like an adult. This is something very few games manage — or even attempt — and it’s what makes Kena so unique, memorable and special.
--
Kena crushes its tone and aesthetic on all fronts to create something that’s desirable and attainable to a group outside of hardcore gamers.
Kena’s visuals are youthful and welcoming by using cartoonish and fairytale-esque art design. The game’s companions do the same — the Rot are your constant brigade of adorable little plush-like, Pikimin-esque comrades who hop as you walk, munch on berries, clumsily trip over each other, and squeak in pitches that can only described as ‘cute.’ You can even give them little hats to wear. They’re pets and it’s all so mired in youthful innocence that I cringe even typing it.
From a distance, Kena appears childish and immature based on its outward appearance. That is, until you peel back its outer layer.
--
The game looks like something your five-year-old might enjoying toying with on your iPad, “you-got-games-on-yo-phone?” style. But there are four elements in its building blocks that make it a game not optimized for your five-year-old on their own;
  1. Narrative
  2. Puzzles
  3. Platforming
  4. Combat
Narrative
As far as the game’s story is concerned, it may begin bright and innocent enough, but it deals not-abstractly with death and loss.
Consider that all three boys you meet in the early game — Taro, Benni and Saiya are actually dead, I-see-dead-people style. Consider also that Kena’s entire journey revolves around the loss of her own father and her desire to reconnect with him.
Additionally, it is Toshi’s selfishness and his desire to be the hero that actually ends up bringing death and destruction to his village when he jumps the gun and kills and the mountain spirit in cold blood.
Merciless affronts on nature and an up-front dealing with death and grief are not exactly for the young of age, despite their youthful packaging.
Puzzles
It would be a waste of word count to explain in detail the steps necessary to complete certain puzzles in Kena just as a set of examples to prove the point.
If you’ve played or watched gameplay, you know the puzzles are surprisingly involved, consisting often of multiple steps to complete that build on each other and require the use of all of your abilities in tandem.
One of the bigger “ah-hah” moments I recall was when I realized I could order my Rot minions to move objects while Kena stood on top of said object in order to give me a leg up to jump to a previously unreachable ledge.
Platforming
Speaking of ledges, jumping to and from them is tight and precise in Kena.
Platforming challenges are often timed (your aura-bomb weapon only activates platforms for specifically-timed bursts). Combining their scheduled nature with the need to rotate them via precise archery, mid-air grappling segments and more makes for a movement experience that is involved enough to demand the player’s full attention for every tick of the clock.
Kena and her world’s gravity also have a decided, predictable weight to them that’s not exactly forgiving, meaning the act of jumping to and fro is exact while also requiring exactness.
Combat
Fighting the enemies of Kena is similarly involved.
The cadence with which the game throws opponents your way combined with the complexities of dealing meaningful damage to said opponents creates a combat scenario which demands the player fluidly wield and swap between both melee and ranged options while carefully managing space on the battlefield.
Kamikaze-style enemies often rush Kena in carefully-spaced and well-timed waves, while enemies with shields and shells hide their weak points from visibility. Enemies like this require certain sequences to beat — be it a well-placed bomb and arrow combo, a parry, or a maneuvering to an enemy’s backside.
Boss encounters lean into these mechanics but also present new wrinkles — The Hunter fight asks the player to rethink their tactics and find a way to deal with an airborne opponent who is apt at dodging bombs and arrows, for example.
The final few bosses ask you to take everything you’ve learned throughout your journey and apply it all at once, and if you don’t… it’s defeat for Kena.
--
The above sounds like I’m describing a souls-like with platforming elements as the ‘fresh take’ in addition to the enrapturing combat.
Games that provide this much of a challenging, involved experience are typically darker in tone — be it music, environment, or what-have-you. I don’t think too many people would call Kena ‘hard,’ but these are the same people who died 10+ times to The Hunter or Corrupted Toshi.
If this game had a darker, moodier skin, would more people describe it as hard or not for the faint of heart?
In this way, Kena: Bridge of Spirits is a wolf in sheep’s clothing.
It is accessible to new players and younger gamers due to its pleasing and friendly atmosphere. But by its conclusion, it is likely to season them into better gamers. If a newbie gamer picks up Kena, they’re in for a surprise and (hopefully) delight when they find something deeper than that which they first expected.
On the other hand, Kena is a worthwhile experience for veteran gamers if they drop their toxic masculinity and play a goofy kids game with a female protagonist. This is a game that will undoubtedly earn their respect by requiring their attention, precision and commitment throughout its experience. Like the newbie gamers, gaming veterans are in for a surprise and (certainly) delight when they find something deeper than that which they first expected.
--
Kena: Bridge of Spirits is a good experience for everyone. By balancing being adorable with being difficult, it earns the respect and appreciation of everyone who plays it. Its accessibility makes it easy to recommend to anyone and the game thus earns itself a bigger audience as a result.
Its narrative and gameplay might not separate themselves in terms of newness from a saturated market, but the surprise and delight the game provides delivers an experience to its players that isn’t typical of the space.
By striking the balance between wolf and sheep, Kena elevates its quality to something beyond just the content within.
--
and yet
I can’t help but think, as I summarize this article, that if a game is for everyone, doesn’t that, on some level, mean it is also for no one?
I mean, when you look at the game’s narrative or gameplay, it’s not exactly reinventing the wheel here. In fact, Kena does just about nothing new. It spits out the same exact version of a game we’ve been playing for decades in the form of Tomb Raider or Uncharted or The Legend of Zelda or God of War.
Critically speaking, both the gameplay and narrative are pretty damn milquetoast.
You’re in a world infected by some arbitrary Darkness and since you’re Special and The Chosen One™ it’s your job to go around cleansing the world of evil using a combination of environmental platforming, lever and pressure plate puzzle-solving and lock-on-based, sword-swinging driven combat.
It wouldn’t be difficult to make the argument that Kena is bland.
But the discourse around the game just isn’t about that.
The game’s scored an 81 on Metacritic and has a 92% positive review rating on Steam at time of writing. It recouped its development costs in just one month, meaning every sale since then is hitting the bottom line.
People like this game.
Quick aside from me here on something that made me smile — when double-checking the score on Steam for the above info, I found these as the first two reviews at the very top of the queue: “yo wtf. bought this game to chill, why does it feels like im playing souls-like difficulty ass game HAHAHAH.” “Don’t be fooled by the graphics. This game can be a challenge at times, but it is worth the experience.”
So maybe being an experience for everyone really was the kicker?
Or, maybe, it was something else.
In fact, yeah, I can confidently say it was. It’s a game reviewer’s buzzword, but it’s oh-so apt here: polish.
--
The entire experience of playing Kena is smooth. There are no framerate drops, no bugs, no broken quests or puzzles, no desynced dialogue and facial animations. Not a single hiccup to speak of.
The game features exacting archery, precise platforming, telegraphed and accurate hitboxes, as well as an unimpeding camera, responsive and weighty combat and legible visual design that accurately communicates with the player.
You can move through Kena virtually unobstructed (until you come across a puzzle you can’t solve, but that’s your problem, not the game’s). Everything is built carefully and gels together in a cohesion that works so fluidly that playing Kena is simply frictionless.
The game’s developers — Ember Lab — nailed the fundamentals, paid attention to detail and play-tested perfectly. Their effort to go above and beyond saved this game from sinking into the obscurity of being completely and utterly Mid.
--
It’s frictionlessness that elevates Kena beyond itself. It makes the game greater than the sum of its parts. It makes Kena a complete, finished and polished experience.
Kena presents itself like it’s Disney Pixar’s latest goofy-ass, lame-ass, sub-par video game, but lying underneath the childish aesthetic is a challenging and engaging experience that’s not only a boon for all audiences of gamers, but a worthwhile one thanks to its extreme polish and dedication.
You should play it.
submitted by TheBlaringBlue to ItsAllAboutGames [link] [comments]


2024.05.18 22:17 TheBlaringBlue This Game is a Wolf in Sheep's Clothing (Analysis & Pseudo-Review)

Kena: Bridge of Spirits is such a good game despite being so… well… basic.
It’s simple — almost overly so — yet it is beloved by so many seasoned and experienced gamers.
What I got curious about after playing the game myself and reading a number of pseudo-reviews online was how exactly it achieved this.
How did a package so entry-level-looking garner such respect by 201 and 301 students?
--
The ‘Fields’ region is a great example of Kena’s dichotomy.
It’s gorgeous and inviting, with sea-foamed vistas, lush landscape and rushing waterways. There’s a even a big, lovable pet bull towering over the myriad of cute little Rot dudes scampering through the foliage. The whole place is just friendly.
Why then, does it end up being one of the game’s longest, deepest and most complex sections? Consider its many scattered puzzles, which ask you to combine platforming, archery, environmental awareness and combat proficiency. There’s even a handful of red herring platforms that you can’t properly interact with until later in your puzzle solving endeavor.
The ‘Fields’ are a microcosm of the game as a whole. A childish, Pixar-esque shell which, when uncovered, reveals a complex, involved gameplay experience underneath.
Kena: Bridge of Spirits invites you to be a kid, but treats you like an adult. This is something very few games manage — or even attempt — and it’s what makes Kena so unique, memorable and special.
--
Kena crushes its tone and aesthetic on all fronts to create something that’s desirable and attainable to a group outside of hardcore gamers.
Kena’s visuals are youthful and welcoming by using cartoonish and fairytale-esque art design. The game’s companions do the same — the Rot are your constant brigade of adorable little plush-like, Pikimin-esque comrades who hop as you walk, munch on berries, clumsily trip over each other, and squeak in pitches that can only described as ‘cute.’ You can even give them little hats to wear. They’re pets and it’s all so mired in youthful innocence that I cringe even typing it.
From a distance, Kena appears childish and immature based on its outward appearance. That is, until you peel back its outer layer.
--
The game looks like something your five-year-old might enjoying toying with on your iPad, “you-got-games-on-yo-phone?” style. But there are four elements in its building blocks that make it a game not optimized for your five-year-old on their own;
  1. Narrative
  2. Puzzles
  3. Platforming
  4. Combat
Narrative
As far as the game’s story is concerned, it may begin bright and innocent enough, but it deals not-abstractly with death and loss.
Consider that all three boys you meet in the early game — Taro, Benni and Saiya are actually dead, I-see-dead-people style. Consider also that Kena’s entire journey revolves around the loss of her own father and her desire to reconnect with him.
Additionally, it is Toshi’s selfishness and his desire to be the hero that actually ends up bringing death and destruction to his village when he jumps the gun and kills and the mountain spirit in cold blood.
Merciless affronts on nature and an up-front dealing with death and grief are not exactly for the young of age, despite their youthful packaging.
Puzzles
It would be a waste of word count to explain in detail the steps necessary to complete certain puzzles in Kena just as a set of examples to prove the point.
If you’ve played or watched gameplay, you know the puzzles are surprisingly involved, consisting often of multiple steps to complete that build on each other and require the use of all of your abilities in tandem.
One of the bigger “ah-hah” moments I recall was when I realized I could order my Rot minions to move objects while Kena stood on top of said object in order to give me a leg up to jump to a previously unreachable ledge.
Platforming
Speaking of ledges, jumping to and from them is tight and precise in Kena.
Platforming challenges are often timed (your aura-bomb weapon only activates platforms for specifically-timed bursts). Combining their scheduled nature with the need to rotate them via precise archery, mid-air grappling segments and more makes for a movement experience that is involved enough to demand the player’s full attention for every tick of the clock.
Kena and her world’s gravity also have a decided, predictable weight to them that’s not exactly forgiving, meaning the act of jumping to and fro is exact while also requiring exactness.
Combat
Fighting the enemies of Kena is similarly involved.
The cadence with which the game throws opponents your way combined with the complexities of dealing meaningful damage to said opponents creates a combat scenario which demands the player fluidly wield and swap between both melee and ranged options while carefully managing space on the battlefield.
Kamikaze-style enemies often rush Kena in carefully-spaced and well-timed waves, while enemies with shields and shells hide their weak points from visibility. Enemies like this require certain sequences to beat — be it a well-placed bomb and arrow combo, a parry, or a maneuvering to an enemy’s backside.
Boss encounters lean into these mechanics but also present new wrinkles — The Hunter fight asks the player to rethink their tactics and find a way to deal with an airborne opponent who is apt at dodging bombs and arrows, for example.
The final few bosses ask you to take everything you’ve learned throughout your journey and apply it all at once, and if you don’t… it’s defeat for Kena.
--
The above sounds like I’m describing a souls-like with platforming elements as the ‘fresh take’ in addition to the enrapturing combat.
Games that provide this much of a challenging, involved experience are typically darker in tone — be it music, environment, or what-have-you. I don’t think too many people would call Kena ‘hard,’ but these are the same people who died 10+ times to The Hunter or Corrupted Toshi.
If this game had a darker, moodier skin, would more people describe it as hard or not for the faint of heart?
In this way, Kena: Bridge of Spirits is a wolf in sheep’s clothing.
It is accessible to new players and younger gamers due to its pleasing and friendly atmosphere. But by its conclusion, it is likely to season them into better gamers. If a newbie gamer picks up Kena, they’re in for a surprise and (hopefully) delight when they find something deeper than that which they first expected.
On the other hand, Kena is a worthwhile experience for veteran gamers if they drop their toxic masculinity and play a goofy kids game with a female protagonist. This is a game that will undoubtedly earn their respect by requiring their attention, precision and commitment throughout its experience. Like the newbie gamers, gaming veterans are in for a surprise and (certainly) delight when they find something deeper than that which they first expected.
--
Kena: Bridge of Spirits is a good experience for everyone. By balancing being adorable with being difficult, it earns the respect and appreciation of everyone who plays it. Its accessibility makes it easy to recommend to anyone and the game thus earns itself a bigger audience as a result.
Its narrative and gameplay might not separate themselves in terms of newness from a saturated market, but the surprise and delight the game provides delivers an experience to its players that isn’t typical of the space.
By striking the balance between wolf and sheep, Kena elevates its quality to something beyond just the content within.
--
and yet
I can’t help but think, as I summarize this article, that if a game is for everyone, doesn’t that, on some level, mean it is also for no one?
I mean, when you look at the game’s narrative or gameplay, it’s not exactly reinventing the wheel here. In fact, Kena does just about nothing new. It spits out the same exact version of a game we’ve been playing for decades in the form of Tomb Raider or Uncharted or The Legend of Zelda or God of War.
Critically speaking, both the gameplay and narrative are pretty damn milquetoast.
You’re in a world infected by some arbitrary Darkness and since you’re Special and The Chosen One™ it’s your job to go around cleansing the world of evil using a combination of environmental platforming, lever and pressure plate puzzle-solving and lock-on-based, sword-swinging driven combat.
It wouldn’t be difficult to make the argument that Kena is bland.
But the discourse around the game just isn’t about that.
The game’s scored an 81 on Metacritic and has a 92% positive review rating on Steam at time of writing. It recouped its development costs in just one month, meaning every sale since then is hitting the bottom line.
People like this game.
Quick aside from me here on something that made me smile — when double-checking the score on Steam for the above info, I found these as the first two reviews at the very top of the queue: “yo wtf. bought this game to chill, why does it feels like im playing souls-like difficulty ass game HAHAHAH.” “Don’t be fooled by the graphics. This game can be a challenge at times, but it is worth the experience.”
So maybe being an experience for everyone really was the kicker?
Or, maybe, it was something else.
In fact, yeah, I can confidently say it was. It’s a game reviewer’s buzzword, but it’s oh-so apt here: polish.
--
The entire experience of playing Kena is smooth. There are no framerate drops, no bugs, no broken quests or puzzles, no desynced dialogue and facial animations. Not a single hiccup to speak of.
The game features exacting archery, precise platforming, telegraphed and accurate hitboxes, as well as an unimpeding camera, responsive and weighty combat and legible visual design that accurately communicates with the player.
You can move through Kena virtually unobstructed (until you come across a puzzle you can’t solve, but that’s your problem, not the game’s). Everything is built carefully and gels together in a cohesion that works so fluidly that playing Kena is simply frictionless.
The game’s developers — Ember Lab — nailed the fundamentals, paid attention to detail and play-tested perfectly. Their effort to go above and beyond saved this game from sinking into the obscurity of being completely and utterly Mid.
--
It’s frictionlessness that elevates Kena beyond itself. It makes the game greater than the sum of its parts. It makes Kena a complete, finished and polished experience.
Kena presents itself like it’s Disney Pixar’s latest goofy-ass, lame-ass, sub-par video game, but lying underneath the childish aesthetic is a challenging and engaging experience that’s not only a boon for all audiences of gamers, but a worthwhile one thanks to its extreme polish and dedication.
You should play it.
submitted by TheBlaringBlue to KenaBridgeOfSpirits [link] [comments]


2024.05.18 21:24 takeaccountability41 My theory for the deep north

WARNING ITS LONG.
Here are my ideas for the deep north and what I think it will be like
It’ll be similar to the Ashlands, where it will most likely be cut off from the sea and you’ll have to sail there, you’ll have to navigate icebergs, big and small and once you land there you’ll have to deal with cracks in the ice that you’ll have to navigate or create platforms to get across from place to place however, these gaps are not large, and can be jumped across with some difficulty but some gaps will need to be crossed using other methods of which there are many, similar to the lava, you will not want to enter the frigid cold waters of the deep north. There will be large mountainous terrain, large portions of flat land similar to the Plains, large rocks similar to the mist lands, combining a lot of aspects from multiple biomes and a lot of stuff, they’ve learned from the previous biomes when making the game to create this final one, because it has to be different from anything else and not just like the mountains.
The storms will be dangerous because it will slow you down and you won’t be able to see much because of the snowstorm Very similar to the mist in the mist lands, there will be portions of the land in the deep north that will have deep snow similar to the water in the swamp, which will make your movements sluggish, and if you go deep enough in the deep snow, you won’t be able to attack properly or at all if too deep.
I feel like in the deep north there will be even more worship for a god or something or someone then other biomes like the Ashlands had so for that reason, I think will see a lot of temples and ruins of worship as well
I personally think the boss will be different than any other boss we’ve fought before and for that reason, I think it will most likely be a serpent of some kind, and the mechanics, for it will use a similar item to the balsalt bomb To create new platforms to stand on, that the boss will break, however if the boss runs into enough of these platforms that you create, it will be stunned allowing for Melee, which is what it will be weak against the most, and it will be resistant to Pierce so that it is possible to kill it with ranged attacks, but it won’t be the most fast or effective way and you’ll want to use the mechanics of stunning it to take it down quicker.
It’ll have attacks which include ranged attacks, A whirlpool attack, charging attacks, wave attacks to knock you off your platform into the water, where you would end up getting damaged if you stay long enough in it and a frost debuff 5sec even if you get out quickly.
New accessory Belt of Eternal Emerald Flame craft by using the megingjord & the new boss item from the Ashland to keep you warm in the deep north without it, you freeze to death, it’ll be similar to the strength belt already in the game but you’ll be able to upgrade it later by unlocking a new crafting upgrade for the black forge in the deep north by using the gems to add new powers based on your Play style.
The blood gem will give you increased defense the lower your health is by 0.2%
Ancient lords belt The jade gem I will give you 100% stamina regen when you apply a Immobilized affect
Storm lords belt The lightning gem Will give you 100% eitr regen during storms, add an additional 25% to all lightning damage
Two new gems will be added an ice and a fire one
The fire gem based around attack speed and fire damage related
Ice gem based around preserving and extending the durations of buffs and ice damage related
They will add in new weapons to fill out the rest of the weapon categories that do not have gem upgrades like the atgeir, battle axes, knives, Shields and sledgehammers
which will add 20 new weapons plus an additional 4 New shields and another additional 14 new fire, and ice gemmed weapons for the previous category of weapon types from Ashland, which is not counting any new staffs or individual new weapons
They will add one brand, new armor set, but add in customized upgraded variants for the deep north armor and variants the three armor sets from the Ashland similar to the gem upgrading to provide players with more variation in their place style and builds and cool new looks
The blood gem armor set Will provide an additional 15 base health, her blood armor piece, and if wearing a full set, will bump it up to 25+ base health per armor piece
The jade gem armor set will provide a similar 15 additional base stamina, and with a full set being 25+ base stamina per piece
The lolite gem armor set will provide a similar 15 additional base eitr and increasing it to 25+ base eitr with a full set
The fire gem armor set provides a increased attack speed at the cost of increased calories giving a 5% increase to attack speed And if wearing a full set, will give you a 8.33% increase to attack speed, but will consume your food at twice the normal speed meaning your food duration is cut in half
The ice gem armor set provides a chilled slower metabolism, allowing you to maintain longer durations for your food and a longer rested buff increasing by 25% per piece and 33% for a full set
A new resource that must be harvested however, it is encased in a very thick durable layer of ice and I must be broken with a new siege weapon a flamethrower, Or if you were lucky enough to get dyrnwyn it’ll be slightly less effective at melting ice, or if you have a staff of embers, which will be the least effective method at clearing the ice.
They will also be new fortresses to conquer in the deep north which will require any of the previous siege weapons however, the new flamethrower will be more effective at breaking down specific areas of the fortress that are more weak to fire, allowing for quicker entry to the fortress, these new fortresses will have a dungeon inside them as well, more akin to a temple
There will be the Dvergr outposts there as well, holding some of the new resources
New enemies: ice golem ( slightly larger, with more variety of attacks, including a wave of ice spikes, shooting ice spikes)
Freezling spiders made of what looks to be a hard like Crystaline ice and it’s cold to the touch, they’re the size of a neck, and will run away unless attacked or approached closely enough(similar to boars), and a queen mini boss providing you their eggs, so you can breed them to Farm their silk
iceling (similar to surtlings),
woolly lox(slightly bigger and fluffier with horns, spawning in families pairs of 2-5 with a minimum of 1 parent and 1 baby, and a maximum of 2 parent and 3 babies)
The chilled(similar to the charred but they look like frozen heavily armored Draugr but move much slower, but are capable of very fast bursts of speed to catch you off guard with more erratic movements, making them more unpredictable, also able to phase out into particles of snow, and then reappear closer to you ready to attack) Variants include a great sword and great shield commander variant, A crossbow variant, and a standard battle axe variant.
The commander can rally his troops that are at 20% Hp to provide healing similar to the gray dwarf shaman, but is capable of being interrupted, if hit hard enough resulting in low morale debuff to his troops, reducing their damage, and attacking less frequently by 25%
Phantoms (similar to ghosts and wraiths but more dangerous wielding a sword and capable of magic, however have a weakness they guard their remains slightly below the ground, if located using the wishbone and unearthing their remains allowing for an easy kill)
A new Miniboss providing you with a new tame being the woolly lox. The Miniboss will be a alpha version of the woolly lox where you enter a ruined building It was using as its home to gain access to its children and new food, which can be tamed so you can start breeding them, and a rare new plantable food frost berries that the alpha woolly lox left to feed her kids, which you can now plant to now used to tame other baby woolly lox aswell and cooking recipes, and you can also milk your woolly lox’s too
A new serpent, based off the hatchlings of the new boss serpent similar to the Drake hatchlings of Moder which will roam the seas of the deep north
Adolescent Drake hatchlings about 2 to 3 times bigger than the ones you seen the mountain and are also the children of moder but have grown up more and have moved to the deep north, they can also land on the ground and do attacks similar to moder
A new food resource that you mine: salt
New lighting options using each of the gems also a variety of candles,
A new king size bed,
A new chest providing one extra row on the bottom, or being the same storage size as a black metal chest but smaller allowing for more to be placed in a similar area,
A new chair,
A new bench and throne,
A new table,
more color variety for banners with more colors and shapes,
three new rugs woolly lox rug, chilled fortress rug, ????,
more gold decorations to bling bling up your base,
New shotgun staffs for each element,
New pots or vases,
More flametal building pieces like a smaller door and variants of all the grausten pillars and beams,
New spike walls,
New foods,
New potions,
New arrows
A new portal that allows for the transportation of tames,
New ornaments to put on your buildings, new ones preferably made of metal
A new smaller windmill that doesn’t have to be outside that uses dvergr Technology to run without needing wind, and is able to hold more barley
submitted by takeaccountability41 to valheim [link] [comments]


2024.05.18 18:47 FossilBoi Viracocha Unbound - Part Nineteen: Darkest Viracocha

What we realized was distant thundering footsteps getting closer showed that there was still life here on the Cinturón Verde, and like life elsewhere in Viracocha, it was far from safe. Then came the sounds of explosions, as well as sudden bursts of orange beyond the fog. As the Reino del Cielo continued to drift along, we found ourselves a dense thicket of trees on the nearby shore, and we positioned ourselves behind it. After all, it was better than potentially getting caught in the crossfire of whatever was going on out there. Despite us staying in one place, the modified plane had a rather handy addition; a periscope, with circular 360-degree rotation and detailed zoom lens. It took some slight resistance, but the periscope managed to penetrate the gnarled canopy, giving us a view of the grasslands ahead, and with it, the grisly scene as it got closer to view. A mixed herd of panicked animals materialized from the fog, with Castled’s horses, chukchayuqs, stalkpeckers and Darwin’s grazers storming out together as one. The fact that the latter among them was panicked was bad, since nothing can make them run. At first I thought some hitherto unknown predators scared away by the region-wide disturbances were coming in droves, but that thought vanished when the sounds of tires and machinery joined the chorus of panicked animals.
A convoy of vehicles followed shortly behind, trucks and tanks modified for traversing Hollow Earth terrain, and protruding from them were people. The front truck gave me some Mad Max vibes, being a semi truck-tractor hybrid with spiky rollbars along the outside, and a large turret on the back, complete with a railgun or harpoon. The other vehicles were smaller, mainly resembling Hummers and minesweepers, each one armored and possessing external weapons. “Hold on,” Missy said next to us. She was fiddling with some auditory equipment hooked up to the periscope. “Let’s unmute.” After some brief static, we heard many overlapping voices. Then one familiar one. “Delta Force, cut them off at the hill. Gamma, corral them from behind. Beta, stay behind. We got some meat and charcoal to bag!” It was the damn husky and curt voice of Mordecai Hutton, Mr. Pullman’s surly bodyguard. “That asshole,” Mary Ann muttered under her breath. “So that means… they’re all here. Pullman, the Seldanos, everyone. They’re responsible for this.” Chris clenched his fist. “Including Abernathy.” As we looked on, the trucks and tanks herded the animals into an open space off to our left. Suddenly, the herd was cut off by another set of vehicles, and the volley of bullets and harpoons began. Almost immediately, horses, chukchayuqs, grazers and stalkpeckers fell by the dozens, the sounds of thudding bodies echoing over the landscape. One of the Darwin’s grazers tried to charge at the side of one of the tanks, only for another tank to blow a hole in it head, the animal stopping just short of its target. The horses tried their best to vault themselves over the vehicles, but were being brought down by ropes and harpoons, sometimes banging them against the metal exteriors of the vehicles. Stalkpeckers ran under the vehicles, only for the drivers to purposefully drive forward and backward, crushing them under the tires. Many surviving animals fled in all directions, and for a moment it seemed great that there were some survivors. Then, the ground beneath several of them opened up; pitfalls, traps. Spikes emerged from the dirt and skewered them by the dozens. Then Mordecai’s voice once again bellowed over the chaos. “Remember boys! It’s not just about the meat, boss wants many alive too. Use the non-lethals, nets, tranq darts, everything, and try not to hurt ‘em all. If you get some bruised ones, well, let’s not waste ‘em.” Then smoke bombs were dispersed into the frenzied remains of the herd. The animals, caught in the ashy smoke and forced to stop, were now vulnerable. Then, several men disembarked from the vehicles and ran to the animals, wielding shock prods, nets, tranquilizer guns, chloroform, and other non-lethals. I saw two men grab a chukchayuq and tackle it to the ground, shocking it with a prod and wrapping chains around its neck and legs before carrying it off. The same was done to several stalkpeckers, the small dinosaurs scared by the men into running into cages or traps.
A Darwin’s grazer was restrained with a net, and as the massive herbivore squirmed and roared, an enormous set of steel claws emerged from a nearby tank and engulfed the animal in its grasp, forcing it to stay still. I saw the horses try to navigate their way out of the haze, with one mother and her foal making good progress. My hopes were dashed when a particularly heavyset man forced the mother to the ground, and the steel whip of another forced the foal down, before its legs were tied together rodeo-style. The mother, angry, got back up and kicked at the first man, killing him with a hoof to the head, and charged at the other, stomping on his chest with her hooves, causing him to cough up blood. Then she whinnied and whimpered as electric shocks appeared on her body, before she collapsed on top of the man she was attacking. Mordecai was the one who did it, proudly wielding a stun gun, before setting his foot on the fainting animal. “Now this one, this one I like. A real jackass, and with a little one too. Boys, when the cargo’s being loaded, put these two in. Separate cages, of course.” The hunt finally died down, though what followed may have been worse. Once the carcasses ultimately reserved for consumption were loaded and the living captured ones were contained, the other bodies - mainly being ones too damaged or injured to be of value to them - were gathered into a pile, almost like a pyramid. It bore an uncanny resemblance to that photo from the 1800s of that guy standing on all the bison skulls. Once some particularly thieving men whittled off body parts as trophies or souvenirs, something else entered the scene. Machines, being loaded off the trucks. These machines however were not vehicles, they were robots. Four-legged canine-like robots. I’m not talking about those basic, rudimentary Boston Dynamics-type ones either. These ones had defined heads with glowing eyes and sharp teeth, silver-bronze bodies divided into flexible armor-like sections, robust clawed limbs, and tails lined with spikes and a stinger-like apparatus. Two of these robotics dogs stepped out in front of the collected piles, and waited as the last remaining men got out of there. When it was clear, their mouths opened and the air began to blur with heat. Then, bright jets of flame erupted from their mouths, setting the carcass piles ablaze, their heads going back and forth so as not to miss a shot. Minutes went by as we watched these burn into ashes, but they didn’t stop there. Once these formerly majestic and beautiful creatures were nothing more than ashes and dust, they were collected by the robots via a vacuum-like suction in their mouths. Once the pile was gone, the two robots finally departed, and with them, the men and their convoy. The scene was finally over, but there was still much more to come.
submitted by FossilBoi to MonarchCustomTitans [link] [comments]


2024.05.18 17:14 funkyworldview (Nothing but) Flowers - Steel Band Arrangement

https://www.youtube.com/watch?v=zcMqWk81nAI
From the late 1950's into the 1960's, many steel bands in Trinidad began arranging European music and other foreign repertoire in a calypso style. These arrangements became known as "bomb tunes," and the style was prevalently used for Carnival music.
As a passion project, I arranged a steel band "bomb tune" for my final performance with Oakland University's Pan Jumbies. I chose to arrange (Nothing but) Flowers by Talking Heads because I owe a lot of my musical journey to the creative minds in that band. This is the song that made something in my brain click, and I began to listen to music with more intent.
I can easily say that without the influence of Talking Heads' music, I wouldn't have accomplished all that I have in the past few years. I began to raise more questions, and approached music with an explorative mind. This journey has taken me to Ghana and St. Lucia, and I am planning on studying abroad again this summer to wrap up a massive research project.
In the meantime, I made this arrangement a priority. I created this arrangement and am uploading the video to give thanks to everybody that made such wonderful, inspiring music. Sincerely, thank you to all who were involved, from the band members and production team to the fans that supported the music during its time.
I have not, and will not make any kind of money off of this project or video. I simply want to give thanks to one of my biggest influences. My hope is that somebody may see this video, and become inspired to embark on their own artistic journey.
submitted by funkyworldview to talkingheads [link] [comments]


2024.05.18 16:50 alphabetxxxx I’m a creep…

I’m a creep… submitted by alphabetxxxx to moviescirclejerk [link] [comments]


2024.05.18 15:50 fluoado1984 My boyfriend said he’s not in love with me but wants to build a relationship still

Tl;dr : my bf said he’s not in love with me (even though he said I love you) but want to build a relationship with me as for him that’s not important. I am a hopeless romantic, how can I give him a chance without being miserable?
I(31F) have been with my boyfriend (39M) for six months now. In my previous relationship I was cheated on by my ex whom I loved very dearly and learnt that he had 2 other girlfriends at the same and planning to marry one of them. When I learnt that it was a very traumatic experience for me and it impacted me severely physically and mentally. I stayed single for 2 years, went to therapy to overcome that. 6 months ago I started seeing my new bf, this time I tried to pay attention to actions not words (as I was love bombed and manipulated by my ex). This man has been extremely reliable, always made effort to see me, not very good with words but kind. I trusted him and developed feelings for him little by little. He was the first to say I love you. I genuinely felt that he was sincere and that he cared about me a lot. I let his actions speak. The problem is that he does not communicate his feelings at all, I adapted to his communication style (very little texting for example). There are a few things that worried me that I’ll put at the end of the post so it’s not too long.
The last few weeks I have been feeling unloved by him, since he never expresses his emotions/feelings and tends to communicate very little, he seemed absorbed by his own thoughts. although we spend a lot of time together I feel like there is no connection between us and that he’s not really there. I needed some reassurance from him so I communicated this with him. I gave him a couple of reasons to why I’m feeling that way. One of which was that he never says I love you ( he said it first a couple of times then never again) I am a romantic person, so I need to be told I love you often. Last time we were in a romantic setting and I told him I love you, he didn’t say it back. I didn’t think much of it. When we were discussing he said that it annoys him to be told I love you because he feels an obligation to say it back, he gave me that specific example. That hurt me a lot because for me since he already told me he loves me it meant that we can say that to each other. This plus his attitude around the dog made me want to end things but I didn’t want to make a rushed decision. We talked more the day after, I told him that I do not want to be in a relationship where I’m not loved and not able to express my love. He told me if you love me what’s the problem and that he thinks we have a strong relationship and should move forward together. I asked him: are you in love with me, he said he’s not that he thinks he only fell in love once with his ex 7years ago but that should not stop us from having a good relationship. He told me about this ex before and that she was the girl he loved the most (before he told me I love you) I told him that I don’t want to be in a loveless relationship and I need time to process all of this. We met a few days after that, I was determined to break up. He was very miserable and sad, I told him how would you feel if I told you: “I’m not in love with you, my ex is the only one I ever loved, I get annoyed when you tell me I love you and I don’t think you’re very attractive “ he told me he is an idiot for saying that, that his therapist told him that he can express himself very poorly sometimes and that none of that is true, he convinced me to give him one more month to treat me the way I want to be treated. I am not sure I made the right decision. I think I should’ve had more self respect but at the same time he was extremely sad about the possibility of loosing me and I didn’t want to hurt him. He is a good person, he’s never treated me in an unkind way, I think he struggles to express himself properly. Deep down I don’t think this relationship would work after this, I’m a hopeless romantic and I don’t think he’ll become romantic overnight. I don’t want to fall for the trap of trying too hard to be loved. I’m struggling to actually give him a chance and see if things will really be different, as I’m feeling very detached. Do you think that maybe my perception of love is wrong? I know that 6 months is not that long but since he said “I love you” I feel that this is not a good sign.Was it stupid of me to give him a second chance? Did I over react? What can I do to properly give him a chance?
Some additional concerns:
submitted by fluoado1984 to relationships [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 15:09 NDC71334 Booking the 2024 AEW Men's Continental Classic

Context: I thought that AEW did a great job with the Continental Classic 6 months ago and I want to try to book the next one (as I imagine they will be doing this again). For this booking, I will be doing the men's continental classic in 2024. Now for this, we are changing one major thing for this tournament compared to what they did last year. The winner of this tournament will get a shot at the AEW World Championship at the Revolution PPV. The finals of the Continental Classic will take place at World's End. The world champion in this fantasy booking for around this time is Will Ospreay. All of these matches take place on episodes of Dynamite and Collision respectively (I won't book what match takes place on which network) , I'll just be booking the tournament week-to-week. Below are the competitors listed for each block.
EDIT: My first draft exceeded the character limit for a post so I will be trimming down match details
Gold Block:
Blue Block:
Scoring: Win=3 points, Draw=1 point, Loss=0 points
20-minute time limits for each match
Outside interference is prohibited! No one is allowed at ringside (breaking these rules result in a point deduction)
Gold Block: Week 1
Blue Block: Week 1
Gold Block: Week 2
Blue Block: Week 2
Gold Block: Week 3
Blue Block: Week 3
Gold Block: Week 4
Blue Block: Week 4
Gold Bock: Week 5
Blue Block: Week 5
Final Standings (Gold and Blue):
Gold Block Finals:
Blue Block Finals:
Continental Classic Finals: AEW World's End
(MJF goes on to be a heel from this and Kenny Omega will face Will Ospreay in the main event of Revolution for the AEW World Championship)
What did you think? Did you like it? Did you not like it? What did you specifically like or dislike about it? Let me know!
submitted by NDC71334 to fantasybooking [link] [comments]


2024.05.18 14:26 ScholarFalse767 Do you believe Sonic frontiers is an ugly game from our style perspective

A YouTube video by davon what's discussing that Sonic frontiers looks ugly I fully disagree with this as I enjoy the more realistic art style and somber tone that the game went for I love stylized games such as bomb Rush cyberfunk and hi fi Rush but I can also appreciate a more realistic style game. The only things I have an issue with with the games visuals is the pop in and certain animations in cut scenes being a bit lackluster but apart from that I think it looks good what do you think.
submitted by ScholarFalse767 to SonicFrontiers [link] [comments]


2024.05.18 10:58 Professional-Tax1724 Starting as an amazon seller. Need help.

Hey entrepreneurs, I am looking for some advice. I have contacts( importer & manufacturers) of baby products and Women apparel. I want to start a brand of one of these products on amazon but I'm confused.
The pros that I consider for baby products is it is a non returnable category, less investment, not many sellers but cons are there is nothing unique, everyone is selling ALMOST same product on amazon. There isn't scope for much modification. Literally, design, style and everything is same. (I cannot design smth new because i dont have budget for seperate manufacturing.)
The pros for women apparel is very high demand product, scope for unique designs( and more probability of finding bomb producy), high margins. While cons are too much investment because of sizes, too much dead stock, photoshoot expensive because of models and lastly, but most important returns are a lot.
So what do you guys suggest? Which one should I go for?
submitted by Professional-Tax1724 to AmazonSeller [link] [comments]


2024.05.18 09:27 Sam_Emon Rafsan the chito vhai allegations

Rafsan the chito vhai allegations
Here's my take on this situation, i saw a interview of Salman Moqtadir few days prior of accusations. He told the interviewer that Rafsan did a bold move during campaign against Labaid Hospital (his friend died during diagnosis for mismanagement) and he's gonna face some major invisible powers in future. Just few days after things escalated. I get it what Rafsan's family did was not acceptable. But it's forgivable and forgettable. But mid meme pages which i believe most of them work together on same agenda and i think they have power to make any News talk of the town and can create anyone's downfall. Meme pages were on roll about the incident. The spark create flame when Rafsan drop the response video. 1st half was okay and would have been good for him if he pause then he said he's unaware of loan total amount and also threatened to take legal action against the creators whom trying to decame him and most of the public ate it well until Mr Abdullah drop the nuclear on Rafsan. Before Rafsan could recover from it Blu factory raid happened and it's 2nd Nuclear bomb. I think it's hard for him to recover from this situation. I remember Rafsan saying Logan Paul is one of his favorite creators. He took a note from Logan Paul (he always take note from Logan "Blu" and "prime" logo similarities and same branding/ marketing tactics) dropping the response video cause after Coffezila acuse Logan for cryptoZoo allegations. Logan Paul instead of reconcile he tried to manipulate his audience and threatened Coffezila to sue him. And now both meet the same fate but Logan recovered from worst situations but i don't know about Rafsan. I don't liked Rafsan's overhyped personality but i liked his content styles, direction and overall quality. I think there's some invisible strings movements by upper powers. That's just my thought
submitted by Sam_Emon to bangladesh [link] [comments]


2024.05.18 08:48 Liam_524Hunter Devil May Cry: Ladies Night (Concept)

Devil May Cry: Ladies Night (Concept)
For those who are unaware, back when DMC5 released there was a rumour floating around about a potential DLC called “Ladies Night” which stared Lady & Trish following up on the job Morrison sends them on at the end of the base game.
Obviously, this never happened, but I loved the idea and though it would be the perfect concept to turn into a full game, so I thought I’d make my own concept just to see what people think.
There are rules that I’m going to follow:
  1. This game runs on the same engine as DMC5. Just makes sense.
  2. The game is not a full release, more of a huge expansion, I think this would help make the concept seem more plausible (Think the Miles Morales spin off game)
  3. The focus is to make a game fans of action games would appreciate.
Covering: Gameplay, Stages and Collectables
So Here We Go...
Gameplay:
Lady: Lady’s gameplay is very similar to how she played in DMC4, being a Gunslinger orientated playstyle, being able to charge attacks, using a grappling hook to close the distance on enemies and using her signature AOE attack. However she will now have more mobile with DMC5's increased mobility. But the more significant change is that in 4 Lady would use Kalina Ann as her melee weapon regardless of it being equipped or not, in LN, changing her fire arms will also change her melee button attacks depending on the weapon, this will give Lady 3 different attack buttons and allow for a massive expansion of her move set. Starting Kit: - Handgun & Skorpion: A blend of the handguns from SE4, and Ebony & Ivory from 5. - Shotgun: A Blend of 4SE and DMC5 shotgun, - Kalina Ann mk.III: Early on in the story, Nico will fix up a new version of which will result in a blend of the 4SE & DMC5 Kit. Unlockable: - Gerbera Ann - An attachment the Kalina Ann that gives Lady similar mobility to Nero in the air, allowing for her to create more space between her and her opponent. DT Gauge Moves: - Pipe-bomb Attack - Functions Identically to how it works in 4SE - Motorcycle - Lady will be able to summon her motorcycle and use it in combat similarly to how Dante uses Cavaliere in bike mode.
Trish: Trish will once again take the roll of a more expanded Swordmaster playstyle, being very up-close and personal during her attack, I like that she has no weapon switching and her combos are different depending on where the sword is, it's unique to her. There isn't a lot of significant changes I'd make to her base kit, more just iterate on what was already done in 4SE Starting Kit: - Alastor - A classic weapon returns to be Trish's standard sword. - Bare Knuckles - Trish's hand to hand weapon that functions similarly to 5's Beowulf but leaves a lightning trail behind them that can stun enemies. - Luca & Ombra - Trish's long ranged weapon. Very limited. Unlockable: - Nevan - Taking the place of Pandora from 4, Nevan will function similarly but with an entirely different kit. - Devil Sword Trish - Only be used while in SDT DT Gauge Moves: - Devil Trigger - Trish's classic DT returns once again. - Nevan AOE "Ride The Lightning" - Trish can supercharge Nevan an deliver a massive Lightning storm AOE attack. - SIN Devil Trigger - Trish gets her own SDT Gauge, activating it will allow any attacks from Devil Sword Trish to leave a lightning trail behind, also allows Trish to fly and use moves such as Air Raid and Vortex.
Lucia: Lucia is unlocked once the campaign has been finished, and functions similarly to Vergil in every SE release, in that she has limited additional story and can be used to replay through the campaign on any difficulty, as she is being reintroduced for the first time since DMC2, we'll need to rebuild her playstyle from the ground up. As Lady and Trish are both expansions on one of Dante's style mechanics I think it's fitting for Lucia to borrow from another of Dante's styles, so Lucia will be more Trickster focused, and rely on dodging an evading attacks and following them up with counter attacks, I'd even like to see her with her own rapid dodge mechanic similar to Dante's Balrog or Nero's Table hopper, I think she should easily be the fastest character in the game, and to tie her more closely to her game of origin I'd love to bring back interactable environments just for Lucia, so she will be able to run on walls. Swing on lamp posts and even recover from an attack by rebounding off a wall at her enemy. Weapons: - Cutlasser - Fast moving dual wield swords that allow her to deal damage very quickly, however damage is minimal. - Throwing Knives - Slower then most characters firearms, but they deal slightly more damage, and using them mid air grants an additional jump DT Gauge: - Devil Trigger - Lucia's Devil Trigger will allow her to warp straight to her enemies, similarly to Vergil. - Majin AOE - Can only be activated if Lucia has full gauge and is below 20% health - Bangle of Time - A gift from Dante that allows for Lucia to briefly stop time mid battle allowing her to overwhelm enemies with attacks.
Missions: - 12 Missions. 6 traditional DMC stages, 2 stages completely dedicated to boss fights, 4 open sandbox levels that can be explored by the player. This may seem a bit short but it’s to try something new and make the game a bit more focused, we also now don’t have to worry about too much recycled content. In addition both Lady, Trish and Lucia are playable across all levels, have optional paths exclusive to each character and all have their own designated stage ranking to incentive replaying the game with all characters. - Difficulty settings: 9 in total = Human, Devil Hunter, Must Style, Son of Sparda, Dante Must Die, Gods Must Die, Legendary Dark Knight, Heaven & Hell and Hell & Hell, - Bloody Palace Mode - Solo: 60 Floors/Co-Op: 120 Floors. If the player has a DMC5 or 5SE save file then Nero, V, Dante and Vergil can be ported over and played in this mode in both solo and co-op allowing a total of 7 playable characters in this mode. - The Void
Collectables: Blue and Purple Orbs can not be brought with red orbs and must be found. - Blue Orb Fragments = 32 - Purple Orb Fragments = 28 - Secret Missions = 16 - Lost Cassette Tapes = 16 Each ones allows for a new classic battle track to be selected from the jukebox.
Character Skins = 12: Can be found through exploration. - Lady - DMC3, DMC3Alt, DMC4, DMC5Alt - Trish - Eve, Gloria, DMC Anime, DMC5Alt - Lucia - DMC2, Bomber Jacket, Casual, Secretary
Hidden Weapon Skins = 12: Can be found through exploration. - Lady - Kalina Ann, Kalina Ann mk.II, Ebony & Ivory, Blue Rose - Trish - Devil Sword Sparda, Rebellion, Force Edge, Red Queen - Lucia - Klyamoor, Zambak, Agni & Rudra, Yamato & Mirage Edge
These are just my ideas, I wanted to go for a “short, but sweet” experience that people keep coming back to for more, let me know what you think or if you have any interestjng ideas of your own.
Originally posted in CharacterActionGames
submitted by Liam_524Hunter to DevilMayCry [link] [comments]


2024.05.18 07:26 Sweet-Count2557 Kid Friendly Things To Do In Las Vegas Nevada Near Me

Kid Friendly Things To Do In Las Vegas Nevada Near Me
Kid Friendly Things To Do In Las Vegas Nevada Near Me
Las Vegas, Nevada is known for its glitz and glamour – but did you know it’s also a great destination for kids?
With plenty of fun activities to do in the area, your little ones will have just as much of an adventure as you!
From thrilling roller coasters at the Adventure Dome to exploring sharks up close at Shark Reef Aquarium, there’s something for everyone.
Plus, with easy access to Grand Canyon West Rim tours and other nearby attractions, your family can make a vacation out of it.
So if you’re looking for Kid Friendly Things To Do In Las Vegas Nevada, we’ve got you covered!
Read on to find out more about some of our top picks.
Adventure Dome at Circus Circus
Get ready for a wild ride at the Adventure Dome! Located inside Circus Circus Hotel & Casino, this indoor theme park is full of roller coaster thrills and arcade fun.
Whether you're looking for an adrenaline rush or something more relaxed, Adventure Dome has it all. Climb into one of the many thrilling roller coasters like El Loco and Canyon Blaster and prepare to scream your way through loops, dives, and spirals.
If heights aren't quite your thing, check out the Midway games area with over 200 classic video games and carnival style games like basketball hoops and skee-ball. There's even a 4D theater where you can watch 3D movies with special effects that'll make you feel like you’re part of the action!
Adventure Dome also offers plenty of family-friendly activities such as miniature golfing, bumper cars, laser tag, and much more. With all these options available in one place, there's no better way to have some family fun in Las Vegas than at Adventure Dome!
Grand Canyon West Rim Tour
Embark on an exciting journey to the Grand Canyon West Rim - a stunning destination that'll take your breath away! The West Rim is home to breathtaking scenery and majestic wildlife, making it perfect for a family vacation.
Whether you're looking for a quiet stroll through nature or thrilling outdoor activities, there's something here for everyone. From exploring the depths of the canyon by foot or air, to taking in spectacular views from atop the glass-bottomed Skywalk bridge, these are just some of the amazing experiences you can have at the Grand Canyon West Rim:
Capture unforgettable memories with a helicopter tour over one of Earth’s Seven Wonders
Get up close and personal with local fauna on horseback rides around the rim
Enjoy guided hikes along trails leading through serene desert landscapes
The adventure doesn't stop there; you can also explore ancient Native American ruins like those found in Hualapai Hilltop Village.
Plus, if you’re feeling daring, brave white water rapids on a Colorado River rafting trip!
No matter what your interests are, there's something here for everyone; so don't miss out on this incredible opportunity to see one of America's greatest natural wonders.
Shark Reef Aquarium
Dive into an underwater adventure and explore the vibrant marine life at Shark Reef Aquarium - a must-see for all aquatic enthusiasts! Featuring over 2,000 creatures living among 15 different habitats, the Shark Reef Aquarium provides endless opportunities for exploration.
With dozens of aquarium activities to choose from, you and your family can come face to face with sharks, rays, and tropical fish in their natural habitat. From behind-the-scenes tours that take you up close and personal with some of the most fascinating creatures in the ocean to shark encounters that allow you to feed the large predators yourself, there's something here for everyone!
At Shark Reef Aquarium, you can observe more than just fish – get an up-close look at reptiles like Sea Turtles and crocodiles as well as amphibians like frogs and salamanders. Plus, don’t miss out on special events throughout the year including educational programs such as sea turtle releases or moonlight tours of the aquarium after dark.
There’s even a touch pool where kids can get a hands-on experience with harmless stingrays! Shark Reef Aquarium is one of Las Vegas' top attractions – be sure to add it to your list when planning your next family vacation.
With its interactive exhibits, fun activities for all ages, and breathtaking views of some of nature's most awe-inspiring creatures, no trip to Las Vegas would be complete without experiencing this amazing underwater world!
High Roller Observation Wheel
Experience spectacular views of Las Vegas from the world’s tallest observation wheel, the High Roller, standing at a towering 550 feet! Get ready to soar above Sin City in an enclosed cabin and take in the dazzling views that stretch up to 10 miles – it's truly a sight to behold.
Whether you decide to fly solo or bring your friends along for the ride, you'll definitely be surrounded by breathtaking sights throughout your journey.
The High Roller boasts some awesome features:
Helicopter rides: Hop on one of our daily helicopter tours for a thrilling adventure and see Las Vegas from above! Plus, don’t forget to ask about our private packages if you're looking for something more exclusive.
Dining options: Enjoy fine dining while on board with gourmet meals prepared by renowned chefs! Take advantage of our exclusive dinner packages where you can also get complimentary drinks and snacks while taking in 360-degree views of stunning Las Vegas.
Relax and enjoy the ride as your cabin slowly rotates with each revolution offering new panoramic vistas – we guarantee you won't regret it! The High Roller is an experience unlike any other - come take a spin around Vegas today!
The Mob Museum
Uncover the gritty underworld of organized crime and explore its fascinating history with a visit to The Mob Museum in Las Vegas!
Located in downtown Las Vegas, this interactive museum offers an educational and immersive experience for visitors. Get an inside look into the mafia activities that have shaped our country's past, and learn more about the infamous mobsters who left their mark on American culture.
With over 1,000 artifacts from around the world, you'll get a comprehensive look at mob history, as well as hands-on exhibits that bring it all to life. Experience first-hand what it was like to be a part of the mob lifestyle with recreations of iconic scenes from famous films such as Goodfellas and The Godfather.
Listen to personal stories from experts in organized crime and see how different lives have been impacted by this notorious criminal subculture. You can even take part in interactive activities like firing real weapons used by The Mob at historic shooting galleries or explore special events that are tailored towards families.
The Mob Museum is full of engaging displays that will captivate everyone from kids to adults. Whether you're looking for educational entertainment or just want to immerse yourself in notorious tales from days gone by, this destination has something for everyone!
So come join us at The Mob Museum for a unique journey into one of America's most legendary criminal networks.
Pinball Hall of Fame
After exploring the Mob Museum, our next stop is the Pinball Hall of Fame. This interactive museum celebrates the history and culture of pinball machines and arcade games. It's a great place for kids to explore and learn about gaming over the years.
From classic pinball machines to newer models, there's something here for everyone to enjoy. The Pinball Hall of Fame offers a fascinating look into the history of pinball machines from all around the world. It features over 200 pinball machines from different eras, including some rare pieces that date back as far as 1931!
Kids can take a journey through time to experience how these games have evolved over time, while enjoying some nostalgic fun at the same time. No matter what age you are, visiting this delightful museum is sure to be an unforgettable experience. With its wide selection of pinball machines from various decades, it's sure to please gamers young and old alike.
Plus, admission is free so there's no excuse not to come by and take part in this one-of-a-kind attraction!
USS Nevada Battleship Memorial
Embark on an unforgettable journey into the past and pay a visit to the USS Nevada Battleship Memorial, where you can get a glimpse of history first-hand.
Located in Las Vegas, Nevada, the memorial is dedicated to those who served aboard the original USS Nevada battleship. Visitors can explore four decks of this military vessel and learn about its fascinating history. From its role in World War II to surviving two atomic bomb tests at Bikini Atoll, the battleship’s legacy lives on as one of America’s most memorable tourist attractions.
Onboard the USS Nevada Battleship Memorial, visitors will find authentic artifacts from both World Wars that help tell the story of our nation’s military history. You can also view weaponry displays such as anti-aircraft guns and artillery pieces. As you explore each deck, you will be surrounded by informative placards that explain how these tools were used during wartime operations.
Additionally, interactive exhibits demonstrate how these weapons were operated and maintained onboard ships like these. The USS Nevada Battleship Memorial offers a unique opportunity to experience life at sea during wartime with all five senses—from smelling freshly cooked food or feeling the wind through your hair while standing on deck—allowing visitors to gain an appreciation for what it was really like for soldiers in battle.
A visit here is sure to leave you with a deeper understanding of our country's military past and an experience that won't soon be forgotten!
Frequently Asked Questions
Is there an age limit for the attractions in Las Vegas?
We were surprised to learn that despite popular belief, there's no set age restriction for most attractions in Las Vegas.
While many of the casinos and nightclubs have age requirements, the majority of attractions are open to all ages.
Of course, it's important to check with individual locations before visiting as some may have specific age restrictions.
Whether you're a kid or an adult looking for an exciting time in Las Vegas, you'll find something fun and enjoyable regardless of your age!
Are there any discounts available for Las Vegas attractions?
We're always looking for a great deal when planning our next vacation, and Las Vegas is no exception. Lucky for us, there are plenty of discounts available on attractions throughout the city.
Most discounts require qualification – such as age or military status – but there are many budget-friendly options for everyone to enjoy. From shows to tours, you'll find some amazing deals that will help you make the most of your trip without breaking the bank.
Are there any free activities for kids in Las Vegas?
We're always looking for fun and free activities to do with the kids in Las Vegas.
From exploring nature to educational tours, there's plenty to keep them entertained!
Get out of the hustle and bustle of the city by discovering Red Rock Canyon, a scenic area full of wildlife and outdoor adventures.
Take an educational tour around the city where you can learn about its rich culture and history.
Visit The Mob Museum for an interactive experience that will teach your kids more about organized crime in America.
With so many options for kid-friendly activities, Las Vegas is sure to provide hours of entertainment without breaking the bank!
Are there any family-friendly restaurants in Las Vegas?
When looking for budget-friendly, family-friendly restaurants in Las Vegas, you're in luck! There are plenty of great options to choose from.
Whether you want to enjoy a casual meal or a fine dining experience, you can find something that fits your cost savings goals without sacrificing quality.
From classic Italian dishes and Mexican favorites to fresh seafood and vegan options, there's something for everyone in Las Vegas' diverse dining scene.
Plus, many restaurants around town offer kid-friendly menus with special prices and activities that the whole family will enjoy.
So, get out there and explore all the delicious possibilities Las Vegas has to offer!
Are there any safety precautions in place for the attractions in Las Vegas?
When it comes to attractions and activities in Las Vegas, safety is paramount.
It's important for parents to be aware of the safety regulations and responsible parenting practices in place before taking their kids out for fun in Sin City.
Many venues have instituted new policies like enforcing social distancing, utilizing contactless payment systems, and increasing sanitation measures to ensure a safe and enjoyable experience.
Hotels also offer family-friendly activities that are tailored towards children, such as movie nights, art classes, and outdoor adventure excursions.
With all these precautions in place, parents can rest assured that their little ones will have an amazing time without compromising on safety.
Conclusion
We've had an amazing time exploring the kid friendly attractions in Las Vegas.
From the Grand Canyon West Rim Tour to the Shark Reef Aquarium, there is something for everyone to enjoy.
The High Roller Observation Wheel and The Mob Museum were highlights of our experience, with plenty of fun facts and activities to keep us entertained.
And lastly, a visit to the Pinball Hall of Fame was like stepping back in time - a nostalgic reminder of simpler days gone by.
As we reflect on our trip, we can all agree that Las Vegas truly has something special for families looking for an unforgettable adventure.
With its mix of exciting attractions and endless entertainment opportunities, it's no wonder why so many people flock here year after year!
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2024.05.18 07:04 vaaree Top 10 Rakhi Gifts For Sister

Choosing a Rakhi gift for your sister can be tricky, but it's a thoughtful gesture that celebrates the special bond between siblings. Here are 10 gift ideas to consider, depending on your sister's interests and personality:
  1. Personalized Jewellery: A piece of jewellery with her initials or birthstone is a timeless and sentimental gift. You can find necklaces, bracelets, rings, or even earrings that can be personalized to her taste.
  2. Self-Care Pampering Kit: A spa day at home is a great way for your sister to relax and unwind. Put together a basket filled with bath bombs, scented candles, face masks, and lotions.
  3. Experiences: If your sister is always on the go, give her the gift of an experience she'll never forget. This could be anything from concert tickets to a weekend getaway to a cooking class.
  4. Tech Gadgets: For the tech-savvy sister, a new pair of headphones, a portable phone charger, or a fitness tracker are always appreciated gifts.
  5. Stylish Handbag or Purse: A new bag is a great way to help your sister update her wardrobe. Choose a style that fits her personality and everyday needs.
  6. Designer Sunglasses: A nice pair of sunglasses is a practical and stylish gift that your sister can use all year round.
  7. Cozy Sweater or Robe: A luxurious sweater or robe is a perfect gift for keeping your sister warm and comfortable during the colder months.
  8. Subscription Box: There are subscription boxes for just about every interest these days. Find one that caters to your sister's hobbies, whether it's beauty products, coffee, or crafting supplies.
  9. Something Homemade: If you're crafty, put your talents to good use and make your sister a personalized gift. This could be anything from a painting to a piece of jewelry to a knitted scarf.
  10. Donation to Her Favourite Charity: If your sister is environmentally conscious or passionate about a particular cause, make a donation to her favourite charity in her name.
No matter what you choose, make sure your gift comes from the heart. A handwritten card expressing your love and appreciation for your sister will be the most cherished part of any gift
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2024.05.18 05:59 Amulet380 What do you consider each straw hats signature move to be post timeskip?

After the timeskip the straw hats fighting styles changed so much I think it's hard to say they still have the same signature moves, for example luffy doesn't really use a vanilla gum gum pistol anymore. What do you think? Here's my list:
Luffy: Elephant gun/red hawk (honestly not sure, elephant gun is used more but red hawk holds more character significance), maybe even red roc going forward
Zoro: Purgatory onigiri (pound phoenix before wano)
Nami: Thunderbolt tempo
Usopp: skull bomb grass
Sanji: diable jambe concasseur
Chopper: cloven palm
Robin: gigantesco mano stomp
Franky: franky radical beam
Brook: song of scratches blizzard slice
Jimbei: arabesque brick fist
submitted by Amulet380 to OnePiece [link] [comments]


2024.05.18 05:25 ExpensiveGold9703 Mechanics and changes, UTY edition

Ahem *cough* If you have read my other post then you know what I will be talking about.
So let's start with changes.
The Cowboy hat now is obtained after completing the Undertale week by default so you don't have to buy it. In addition to this the Pacifist and Neutral and Genocide songs are unlocked once you get it. The bios will unlock too after completing each song. the Pacifist and Neutral will also warn you for spoilers about UTY. Geno technically doesn't have spoilers for UTY except for well, Clover, and uh Clover Blast, but otherwise it's fine. So I'm going to tell you now but keep the two heavily spoilers for UTY in the Spoiler text. Ok, here are the main "Bosses" (Bosses as in Character you rap against):
Neutral:Flowey
Pacifist:Ceroba
Genocide: Clover...
Anyways if you want here is all of the mechanics.
Every boss has 3 phases except for neutral which has like 7 phases.
Pacifist: The second hardest Bossfight in the UTY song collection, there is an SM meter at the bottom once full, the character uses their ability, which is projectiles, small projectiles that do a bunch of damage. In the second phase you can't attack as they have a shield although it can go down due to a certain amount of attacks. the SM ability changes to one big projectile which can instantly kill you and can also have specifically bells as bomb arrows, which are blue ones or orange, if you know Undertale mechanics you know what to do. Phase 3 is much faster, attacks are now switched between small projectiles to big projectiles to projectiles that can't be dodged. The shield is the same, and mostly the rest is the same except for increased damage. Also song:
Sad Memories: a very fast remix of A Mother's Love
Neutral: The Seven Phase bossfight is a little creepy and a little scary, each phase is a different style but most of the mechanics are all watch out for stuff blocking your screen, jumpscares that randomly distort your screen, and of course "Friendliness Pellets" also attacking doesn't do anything. just watch out for getting grabbed, you will get jumpscared, watch for bullets that come towards you. the SM meter will charge slowly but once charged this boss will switch to the next phase. Song name:
Killed or be Killed: Basically the remix of Afterlife and Best Friends Forever.
Genocide: to start off this fight has indeed 3 phases, and also you are Frisk, the main mechanics of this is keep attacking, or not attack, you get different outcomes depending on what you do. Clover has a variety of attacks they can use, in the first phase, they won't do much except stare and also shoot their gun(gun deals a bit of damage in this phase), for the SM meter it is called Justice meter but it charges super fast depending on attack or failed miss clicks, the meter doesn't do anything in this phase. the second phase is much trickier, more gunshots and the attack damage is a lot higher, including the SM attack which is the main hazard of the song, the SM attack is well, Justice Blast or a literal yellow hyper beam that instantly kills you. Also Clover will get more mad at you as you progress through the song. The final phase is the hardest of all, the SM meter now charges much quicker from fails and the bullets deal a massive amount of damage, one other thing is that there can now be big projectiles dealing a very large amount of damage that can be dodged.
Now here is some extra stuff: Frisk has a true knife, Clover has the "Wild Revolver" and also Clover has a chance to miss attacks. Also you can't really attack them since they will dodge and also if you do attack, it's not recommended it will charge the SM meter, also the Meter goes down if you actually continue doing everything right, it can also go down from dodging attacks.
Item differences in Genocide: You don't actually have items except for the well knife, and extra healing items including a random extra life that revives you once. Song name:
Justified: It's an original song that consists of many UTY motifs.
And that is all. Gold Out!
submitted by ExpensiveGold9703 to u/ExpensiveGold9703 [link] [comments]


2024.05.18 03:54 INFPTAURUSFEMALE The boys are sick of Tara

I've been watching some of Jake and Johnnie's duo videos since I've become a Tara snark. I was a fan. Ngl. I watched people tear her down for silly reasons on tiktok before I ever even knew she existed. I loved her style and the bitch is attractive. Beauty fades. So that doesn't mean much but I gave it a shot and gave in and began watching them. I became quickly obsessed with the dynamic of all the autistic and neurodivergent personalities from the Tina's to the Dropouts. I liked her probably up until the Trisha podcast. I had watched a few Dropouts podcasts that kind of rubbed me the wrong way. Anytime a talkative bubbly and also attractive girl is in the room, Tara is always silent. It's like she doesn't know how to interact with other girls who aren't afraid to take the spotlight. She can do it fine with all the talkative and loud guys but let a girl come around who might steal some of the attention and she's over it. Bored. Not responsive. Doesn't even participate in the conversation. Some could say she's giving the spotlight to the girls...yeah but then the Trisha podcast and ever since then I can't unsee it. Her ego. It's so fucking huge. For no reason. She rides the coattails of everyone around her. She can't do anything on her own. She needs constant attention and babying. I admired her and Jake for their friendship but now I can see how much of a facade it is. I feel like they are relying on eachother because their fans love them together and want them back together. Johnnie is so clearly over being around her. Jake and Johnnie's vibe when they aren't around Tara is so different. It's so funny and silly and makes me laugh every second. But when Tara is around? Johnnie takes the back seat because she quite literally pushes him around and he is visibly annoyed and doesn't even want to interact back. I feel like its a ticking time bomb until everything blows up and we have Tara videos trash talking Jake and Johnnie. The fact that she tries to be friends with all of her exes doesn't show how great of a person she is. It shows how controlling she is. She wants to keep tabs and know that they haven't moved on. The moment Jake moves on? It's over. She will be a completely different person. It's actually insane but I can see how and why Jake goes along with it and is blinded by her attitudes and intentions because he's autistic and sees the best in life and everyone. He's so sweet and personally I think he was smart for getting away from her. Watching their old videos and their dynamic(videos don't show everything of course) but there are so many REAL moments where she complains and throws tantrums and shows her entitlement. It's very obviously not a bit. You can always see the sincerity and confusion in Jake's eyes when he does everything he can to make people happy and laugh and she just steps on it and complains every 5 seconds. It's so annoying I have tried to stop watching them together. I watched the cruise video because I love cruises and wanted to see it. And also I know she would only be in it for a fraction of the video. It seemed like the boys kept ditching her on the cruise for a reason. I would too. She's too fucking awful to be around. NO one can have a good time if Tara has a minor inconvenience. Get up and get your own napkins! Go get your own fucking pizza! None of them are your man anymore. If the boys want to do their own thing, that's fucking fine. But she has to be the center of everything. People CANT EVEN EAT A PIZZA WITHOUT HER THROWING A TANTRUM and calling them fucked up assholes. Like? What the actual fuck. It's a fucking pizza. How entitled can she truly be? #justiceforjakeandjohnnie
I don't blame Jake so much because he does his best to make everyone happy and be on the same page. Aka the man is naive and goes with the flow. Neurodivergent people are more likely to be manipulated. Tara is the manipulative one. I have known and shared similar experiences with someone JUST like her. At a single hint of rejection, I'd be that person's target. It's exhausting. Walking on eggshells. Your choices always have to include that other person. Even when yall aren't fucking...anyways, y'all remember the haunted hotel video? She knew what she was there for and one little knock and a door opening and she's trying to shut down their entire video because she was scared. She was sooooo annoying in that video I couldn't even finish it. I feel for Jake and Johnnie. I judt think they should stop filming with her. She is going to bring their cred down. There's a reason why the new it girls get canceled a few months later. The it girl facade and the initial intrigue disappears when viewers start noticing things, they start getting to actually KNOW the person. Jake is never going to be able to meet new girls with Tara always around. She does it on purpose. He won't be able to move on and she knows that. It's narcissistic af. Ps. Her music is over-autotuned trash and I bet they used AI to write it.
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2024.05.18 03:36 BPFizzfuckedmeup Luxe Layers One Pager

Luxe Layers One Pager submitted by BPFizzfuckedmeup to BombPartyGossip [link] [comments]


2024.05.18 03:08 AdriTheIDK18 A professionally written report on the Play-ins (& how are my predictions going) brought to you by a guy who still has no idea what they're talking about.

A professionally written report on the Play-ins (& how are my predictions going) brought to you by a guy who still has no idea what they're talking about.
Man I love that my predictions were instantly ruined but oh well here's my reactions and some funny drawings to go alongside

19th-20th: Saved from Manchester's depressive aura.

The first unfortunate teams who escaped the abandoned warehouse LAN are...
Team Cruelty (and oh boy were they cruelly treated)
Hydrogen bomb vs Crying Baby. You never want to be the second one there but sadly for cruelty they had no other choice. Still the Mexican team holds something very dear for all of us mexicans. A registered win against Argentina, those are super rare, those argentinians always destroy us in football but we pulled one back! Hell yeah!
G2 Esports
I was amused by this but oh god the team is crumbling. They're gonna be making rap disses against each other by tomorrow it seems. I knew the team didn't look so good but I still went with them going far due to what I've heard from their LAN performances. I am from this point on becoming deaf and doing my own stuff.
Also, yes this means that G2 = Cruelty in terms of skill. Sorry I do not make the rules they made the same placement.

17th-18th: Teams now officially better than G2.

Geekay Esports
Well at least they put up A fight, just not really one that was good enough. Props to them for trying but also go away I don't like you as a team please go away shoo shoo.
Hope a cooler team like Onyx or the Iranian team goes through next time around, just for the sake of novelty.
FearX
Honestly sucks that they're gone, they put up a huge upset and that was a cool enough story but it's cut short after a tough battle versus Bleed. I definitely did not throw this team in the gutter in my predictions by completely disregarding them. I trusted them and was informed of their playstyle. And I hope that they pull a great performance next stage.

OP, How wrong are you now?

Checking in with my predictions I can proudly announce that well...
19-20th: 0/2 (said FearX and Geekay)
17-18th: 0/2 (said Cruelty and CAG)
I'm 0/4!! Well unless I take the system that others used to make their predictions where they grouped from 17th-20th. In that case I am 3/4 BUT THAT'S NOT FUN!
It is a lot more fun to just go wrong in every result of the tournament and reach a glorious victory that only one who gets every result right can achieve. Let's hope that happens, it will be great to see.

Play-in Winners!

Bleed Esports
A rough road but through nonetheless. Shout out to Joel whom I didn't know till now, big fan please sign my shirt. Asia probably getting a new spot now which is great! That region deserves it, about time Hasib Warriors went to a major which is happening next stage for sure.
Team Liquid
A rough trip as well but they seem like a much better team now, congratulations. I hope that this doesn't mean that by Majors in 2030 Brazil will have 8 qualification spots.
Spacestation Gaming
SSG styled on Cruelty then dunked on Bleed, performances can't get better than that really despite that overtime vs Cruelty. Not much else to say.
CAG Osaka
I apologize, I was not aware of your game. Wouldn't really say that they're going though phase 2 but hey you are already out performing my prediction so good for you! Best of luck!

Conclusions

https://preview.redd.it/rmzz21cz431d1.png?width=947&format=png&auto=webp&s=2c37d382327bc2f220782c3553a1c1b7a72d1c67
This void is brought to you by Red Bull Energy drink.
https://preview.redd.it/wehafcs0531d1.png?width=947&format=png&auto=webp&s=c93d039554155ac7207f6d8ba18bcc397cd50198
https://preview.redd.it/u71oyxy0531d1.png?width=947&format=png&auto=webp&s=93fbf36dc7ca8d46bb0ddce2cb127ef0e352ced7
Ok bye.
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2024.05.18 01:54 Low-Entropy Yoko's Hardtrance and Rave Sleeper Hits [Article / Feature]

As a DJ with 25 years of ongoing passion for the craft and a special fondness for the 90s oldschool sounds, Yoko has collected lots of vinyl from the "good old days". Here, he shares 10 tracks from that era which he thinks often go unnoticed, especially when at retro events today the DJs mostly keep playing the well-known tunes from back then.
[ taken from https://thehardcoreoverdogs.blogspot.com/2024/05/yokos-hardtrance-and-rave-sleeper-hits.html ]
1. Univers - Univers ["Dance Division Vol. 12" // Pink Records // Spain 1995] Relentlessly forward-pounding Hard-Trancer on one of Spain's best "not-so-Makina" labels, with an awesome melody and high energy vocal sample on top. And as with many of these tunes, works even better when pitched up a few percent!
https://www.youtube.com/watch?v=5C-4bNY7OgI
2. Elemental Space - Called You (Roughage Remix) ["Stronglimited" // Time Unlimited // Germany 1993] Similarly full of energy with both awesome arpeggio buildup and lead synth melody, plus typical early 90s "dark bass & drums" arrangement. Imagine a strobe-filled but otherwise dimly-lit dancefloor and you're off to rave heaven!
https://www.youtube.com/watch?v=KPOLyNNUPlk
3. Polyphonic - Mamy (Virus Mix) [Do It Yourself // Italy 1996]Italian Hard-Trance is usually more filled with angelic choir sample based melodies, but this track just goes full throttle with a nasty synth line and distorted Acid goodness on top – delicious.
https://www.youtube.com/watch?v=WZdQ2m9bJTU
4. M - Das Wunder (Club Mix) ["Running (The Future Is Now!) (Special Mix)" // Blow Up // Germany 1995]Hidden away on the B-side of an (also nice, but slower) Trope Remix of a Vocal Hard-Trance/Euro-Rave tune is this masterpiece of 170 BPM Hard-Trance. You don't expect it from the way the tune starts rather, let's say "level headed" with just some nice drum work and occasional synth stab, but when the main part comes in, you're guaranteed to start jumping!
https://www.youtube.com/watch?v=7lG_aDwVBAs
5. DJ Rope & DJ Marco Bailey - Be Free (Wavesong Mix) ["Spice" // Dance Opera // Belgium 1994]Another B-side surprise! This one comes as close to the perfect hypnotic rave melody as it gets, and even though it does work at its original speed, try cranking your turntable up to the max and you're gonna lose your shit to this banger.
https://www.youtube.com/watch?v=LqqyPcD2m5Y
6. Unknown Structure - Music For The Brain (Remix) [Frankfurt Beat Productions // Germany 1994] The perfect starter track for a set filled with 90s high-energy Hard-Trance & Rave! You get about a minute of preparation and moody intro vibes, until the main synth starts taking you on a journey you'll never forget. Another breather around 3:30 mins and then you're granted a second ride through this amazing buildup of sounds! "Sound of Frankfurt" at it's finest.
https://www.youtube.com/watch?v=6S14CjzUWEc
7. Mental Glue - Accuphase [OverOut // Germany 1995] Starts off already hard with great kickdrum & Acid combo which on it's own already get your heart pumping. But then the break introduces an amazing uplifting melody as counterpoint to the first part that works just perfect. This is the type of "hard-but-still-melodical" tune that could only be made in the 90s!
https://www.youtube.com/watch?v=b7asuM5hGjs
8. Secret Alloy - Mon-Ka ["Second Chapter EP" // Pedo Beat Records // Germany 1995] And yet another B-side sleeper hit. Good buildup, then everything gets stripped down and you wonder if this track goes anywhere – but you'll soon be rewarded for your patience! The melody is a perfect example of "simple makes it memorable", only 3 notes but used expertly, and with a nice piercing synth sound to drive it into your brain while raving.
https://www.youtube.com/watch?v=Pvx2HcrVaCc
9. M-Modulator - Boff ["Sour Lips EP" // Ugly Frog Productions // Germany 1996] If you ever wanted to drift off into Acid-Hard-Trance hypnosis for almost 8 minutes, then this tune is for you. Just enough variation of the sounds, underpinned with a repetitive "flickering" sound loop to keep you in trance the whole time, almost invites you to just play this track on repeat in the background to keep you energized and hypnotized for as long as you need.
https://www.youtube.com/watch?v=9X89NrmIY9U
10. Fiocco - Sordo ["Afflitto" // Outline // Belgium 1997]This might be the most surprising B-side bomb of them all...! The main track on this release would later be made famous in cooperation with Kosmonova (renamed to "Celebrate"), and who would expect a fast Hard-Trance/Rave tune on such a slower "clubsound of the late 90s" release? There's also only one pressing where this particular track even exists, but taking this stark contrast of styles into account it's not that surprising. Just take my word for it, and check this 175 BPM banger out. But don't complain if your legs hurt after bouncing to this!
https://www.youtube.com/watch?v=Js5_ioDx__Q
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