Topomatic t2 repair

Get your bike fixed here

2011.06.03 23:42 dyebhai Get your bike fixed here

A community of cyclists - some with questions, some answers
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2011.10.26 01:14 linoleumknife Home Appliance Repair

**If you can see this please switch to Old Reddit**. This sub is designed and dedicated to remaining Old Reddit style.
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2016.01.23 23:34 dak01 CRT Gaming

Celebrating the art of playing video games on cathode ray tube displays.
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2024.06.02 03:41 Timthebull 2020 Intel MacBook Air dead after restore

I recently got my 2020 intel MacBook Air repaired as it was water damaged, and after repair it turned it on and it worked perfect. I went into recovery to restore the OS as it was under my brother’s name. I’m unsure of the OS but I think it’s Monterey. It showed the Apple logo and with the progress bar and then the screen went black and never came back on. The trackpad haptics are clicking and I cannot get it to turn back on to do anything. I took it to Apple earlier and they said they couldn’t get it to DFU mode to revive it. I read around on here that the trackpad clicking while charging means the T2 chip is getting power but I’m curious as to what is the issue. I took off the back cover and the SIL is solid white when plugged in and the T2 chip gets pretty warm but no other signs of life. The fan doesn’t spin either. I have tried resetting SMC and the NVRAM and got no results. I dont think the system is recognizing the keyboard while off for some reason.
Pressing the power button does nothing besides stop the trackpad haptics after holding it for 10 seconds and it immediately comes back to haptics working. Before I send it back to the shop I got it fixed from, I wanted to know what I could maybe try or do to fix this myself.
I would appreciate any help with this as I’m stuck and don’t want to be in limbo sending it back and forth for repair.
submitted by Timthebull to applehelp [link] [comments]


2024.06.01 01:37 Drakularz Flexispot E7 vs Maidesite T2 Pro Plus vs Home One Pro Gestell

Hello im considering buying a Standing desk and i found these desks the Flexispot has 4 motors 2 for each leg and can lift 125kg the Maidesite has "only" 2 motors for each leg and can lift 125kg and the Desktronic Home Pro has 2 motors for each leg and can lift 160kg. Im in Germany and only looking for the frame
The Desktronic Home Pro is the fastest at 50mm/s
The Maidesite is the 2 fastest at 40mm/s
The Flexispot is the slowest of them all at 38mm/s
Prices are at the moment: (1.06.2024)
Flexispot E7: 299,99€
Maidesite T2 Pro Plus: 288,99€ without 10€ discount code
Desktronic Home Pro: 269.99€ without the 30€ discount code
Warrant is:
Flexispot: 7 years
Maidesite: 10 years
Desktronic: 5 years
Links:
Flexispot: https://www.flexispot.de/elektrisch-hohenverstellbares-tischgestell-e7.html
Maidesite: https://www.maidesite.de/en/products/maidesite-tischgestell-elektrisch-hohenverstellbar-t2-pro-plus
Desktronic: https://desktronic.de/products/home-pro-schreibtisch-gestell
Where they are made:
Flexispot: China or Vietnam
Maidensite: China
Desktronic: China
Reviews of their website:
Flexispot: 575 5 Stars reviews 29 4 Stars reviews 0 3 Stars 0 2 Stars 0 1 Stars review
Maidensite: 193 5 Star reviews 15 4 Star reviews 4 3 Star reviews 1 2 star review and 0 1 Stars review
Desktronic: 78 5 Star reviews 11 4 Stars reviews 0 3 Star reviews 0 2 Star reviews and 1 1 Star review
How low and high they can go:
Flexispot: 58-123cm
Maidensite: 62-127cm
Desktronic: 60cm-125 without Attachement and with attachement 62.5 cm - 127.5 cm
How Long and deep the table top can be
Flexispot: L120cm-200cm D60-80cm
Maidensite: L110cm-200cm D60-90cm
Desktronic: L120-220cm D60-100cm
I'm looking for a good, stable, and reliable frame that I can use without major repairs, like replacing a motor. The Maidesite has the longest warranty, which is nice, and the Desktronic can lift the most, which I would need because I have three monitors and would use a stand for them. My PC is on my table, but it has the shortest warranty and seems like a smaller or less-known brand than Flexispot or Maidesite. The Flexispot seems like a good middle ground, has good reviews, and I've heard they use good materials. Optically, they all look very similar. If you have any experience with any of the frames or any other frame in the price point i would appreciate it a lot if you share your experience
submitted by Drakularz to StandingDesks [link] [comments]


2024.05.31 01:08 WhoWouldCareToAsk Can someone share SilentGear’s material stats?

I’ve seen one for older versions, but I can’t find anything for 1.20.1.
I know that stone is Tier1, iron is T2, diamond is T3, and refined obsidian is T4, but I want to know if there are any cheaper ways to repair tools than using the exact material. For stone and iron it’s no problems, but higher tiers are not as easy…
submitted by WhoWouldCareToAsk to allthemods [link] [comments]


2024.05.30 00:20 SecretBismarck Repost-Discussion: How Spawns weak to arty negatively influence the game. How can arty resistant cores improve it and reasoning why we should let upcoming tech exist

Repost-Discussion: How Spawns weak to arty negatively influence the game. How can arty resistant cores improve it and reasoning why we should let upcoming tech exist
Following was written even before facility changes that made arty absolutely cancerous
Very small percentage of playerbase builds so most players lack insight into how unfun the state of the meta is right now.
Pre arty unlock Spawns are both closer to each other and more numerous. Sometimes whole towns are encircled with 4-5 cores. Closer spawns means there is more people on the front and that those people can reach further parts of the battlefield easier. Multiple spawns let players spawn on the flank instead of having to go around, further causing the front to be wider. Wider front allows for more plays to be made because on the wider front enemy cant be everywhere at once, thus reducing the "meatgrinder". In the following pic you can see player density hypothetical pre arty situation
https://preview.redd.it/00tjsiyrxf3d1.jpg?width=910&format=pjpg&auto=webp&s=75842a69fff3ecc58bcad21e775c2c4116ebbea5
Green-High Yellow-Medium Red-Low density
Now once artillery unlocks the prevailing meta is to aim for the spawn. Spawns are even harder to repair than regular bunkers so what happens is that artillery will tie down disproportionatly high number of players repairing and kill even more trying to get out of the spawn. Sometimes, especially with SPGs late war the artillery may even wipe out the core outright without much fighting. Multiple cores are not as viable because you need manpower to repair the core which you cant do if your players are split between multiple cores. Due to sheer suppression the cores will often be outside each others artillery range, increasing distance needed to travel and further reducing number of players on the front. Long distance will also cause the front to narrow. Narrower front turns it into more of a meatgrinder and severely reduces space to make plays, basically making a tankline only viable way to play. Here is player density in hypothetical situation post arty unlock.
Black- High Yellow-Medium Red-Low density
Overall post arty unlock the field is narrower, the space to play is shrunk, due to narrow front there will alweys be a bunch of infantry with AT etc. There will be less players actually fighting overall.
You dont have to take my word for it. Here is a couple of map timelapses which you should look at while keeping above 2 pictures in mind. You will notice that the closer the cores are the wider the front and if there are multiple cores the front is even wider. You will also notice most of the pushing happans when one side gets one or more cores closer simply because of extra space to make plays. Most of the times people get closer cores up is when enemy is not shooting artillery at them.
https://www.youtube.com/watch?v=P4TbIK5YMAo Fight at Sotto bank, do note how narrow front is when fight was at Sotto and spawn was at Tine for wardens and how wide front was when they got close bunker and encampment up. Most of the progress was made with closer spawn. There was number of wardens coming from nearby relic and flanking which can be counted as another spawn that widened the front
Another thing is that concrete is made stronger because you cannot lay siege to it. If your core is far infantry has to run far, not allowing you to keep pressure up. If you try to build core closer enemy can arty you without retaliation from conc fortress. Here is a clip showing how conc only started getting busted when defenders managed to get a core closer, before that fighting was only around the road like in the second pic https://www.youtube.com/watch?v=ICCx4Pp6Fng
Why am i writing all of this? Devs surely wont add anything to the update on the last day?
Well, next war there will be new tech that allows easy to set up arty resistant cores. They dont look bad, they dont use exploits but they ARE significantly better at surviving artillery at the cost of being more vulnerable to direct fire. We already made and used some arty resistant cores and they proved their merits and showed how they affect the battle. Arty resistant cores allow cores to be built closer, they allow more than 1 core to be kept alive despite arty. They let us finally siege conc. Wider fronts will allow for more flanks and reduction in tankline meta. This new core is practical enough to be set up on the push, possibly finally putting a stop to the slog that is current process of attacking concrete
What i fear is that people will have kneejerk reaction to it. Which is why im writing this to convince people that we need such a thing in the game and that it will result in more fun front
^^ Now after a war with facility changes this is more exaggerated than ever. Last war arty was used absolutely everywhere and severely prolonged it. In the last days fronts almost exclusively used SPGs with even some hours long RSC bombardmants on t2 push bases. The land itself was so cratered that frames were dropping and nothing could be built since craters were forming faster than they could be filled in. I have seen fronts where only thing standing in entire hex is the relic and I have seen pushes that basically consisted of enemy not fighting but just camping around SPGs while they DPS everything down
Amount of craters making building unplayable
The game simply cannot work with so much arty being thrown around. Devs acknowledged the t2 is way too weak. Before choosing to yap so much about builders adapting think about why they are adapting and if you will find the game more fun with or without those adaptations, at least until devs introduce arty resistant cores properly.
submitted by SecretBismarck to foxholegame [link] [comments]


2024.05.29 02:04 TryDry9944 How would you do bandits?

Basically, title. How would you implement the bandits?
Here's what I'd do.
Starting with;
Bandit Heat Map.
The bandit heat map would be different from the normal heatmap in that it's specifically raised by one thing: Trader interaction. The more quests and trades you perform, the more bandits know about you- And where you operate. This can lead to something as little as someone trying to sneak into your base, to a full on bandit raid.
Bandits invading will try and do two things;
1) kill you
And 2) "Steal" your loot. They'd do this by breaking any player built storage in your base. To balance this, broken loot boxes drop loot bags, but the bandit would steal any substantial variables from it (Dukes, ammo, tool parts).
Bandit raids would be smarter than just a zombie rush, being able to use ladders and unlocked doors. They'd also focus doors and have semi-decent pathfinding. They'll never try and break down structures, though, "giving up" after a set time if they haven't killed or looted your base.
Bandit-fied POI's
Certain POI's can now spawn overrun by bandits. This will vary based on POI teir, but the basics are-
T1) Bandits just took the POI. There's only a few zombies remaining in some hidden corners but mostly cleared. Most of the "big" loot, like bookshelves, medicine cabinets, and things like that will be looted already, but trash will still be out. You'll run into a few low-level bandits, but nothing crazy, culminating in the beginning of a base as the end loot room- Stashes of Dukes and ammo, a campfire with a 100% chance of some food/water, that kind of stuff.
T2) Bandits have fully secured the house and are beginning to convert it to a base. All non-trash loot has been collected, all zombies cleared, and a few more raiders are around. They've fully set up their "base" room with a campfire and forge, for guaranteed food and book drops, as well as more raw materials and Dukes.
T3) This is when the bandits are beginning to fortify. Iron doors (you can either break down or find an alternative path around), basic spike traps and walls, and major POI damage has been repaired. You'll not be finding any loot as you go along the POI, everything being consolidated into the main loot room, which is decently guarded
T4/5) These are POI's turned fortresses. Electric traps, lots of bandits, and lots of fortification for you to break down. You'll be rewarded with substantial raw materials, higher level ammo and weapons, as well as copious dukes.
submitted by TryDry9944 to 7daystodie [link] [comments]


2024.05.28 02:25 Altruistic_Face4262 Someone can help me

Someone can help me submitted by Altruistic_Face4262 to hydralauncher [link] [comments]


2024.05.27 20:36 FrostyDragon26 Mechs Reimagined

Rather than creating new mechs with different guns that will slowly bloat up the stratagem shop, what if we had an entire new segment of the ship called “Exosuit Research”
The Exosuit Research would be a section within the destroyer that the player can design their own mech from a set of modular parts that they can spend rep points on and use.
To first unlock the Exosuit Research, the player must hit level 25. Then a new ship module becomes available that enables the Exosuit Research. Further ship modules can be used to unlock new tiers of upgrades/parts.
Parts will be organised as followed:
Chassis – This controls the colour and armour value of the mech. These could also provide passive abilities and sights such as thermal vison, stronger stomps, smoke optimisation that allows you to see through thick fog, bigger auto aim zone by your crosshairs etc.
Legs – This controls the speed of the mech and any movement-based abilities it could provide. Perhaps a mech with 4 legs could provide a jumping ability similar to the jetpack, whereas a mech with 2 legs would have speed or stomping based abilities.
Left // Right gun – Now the real fun modular parts, you can mix and match whatever available mech weapon you want for either left/right hand weapons on the mech. Whether you want a laser cannon, a railcannon, a flamethrower, cryogenic bombs, there are so many possibilities and opportunities that could be created for this.
Exosuit Directives – This could be a whole new specialised ability that you can use on any mech. Some ideas include creating a front facing shield in front of our mech, raising a tesla tower above it to strike any undemocratic bug (and unfortunate helldivers) that get too close for a short duration, cloaking technology to sneak past certain patrols, this can be expanded a lot more.
Now I briefly glossed over unlocking Exosuit Research as a ship module but that would only be a t1 upgrade, what about t2 or t3 or even t4 and anymore that come. So here’s some ideas for it
T2 Allows you to purchase and equip higher tier weapons along with discovering a little switch on top of the mech that enables exosuit directives (still gotta purchase them, it ain’t that easy buddy)
T3 Allows the exosuit to be a passive stratagem that helldivers can take to any mission (I see those empty slots ArrowHead!)
T4 Unlocks a new stratagem that you need to equip called the “Exosuit Station”. You get only 1 use of this stratagem per mission so choose carefully where you place it, you can bring your exosuit as many times as you want to repair and resupply it. It takes roughly a minute to complete the repair and another minute to complete the resupply (so 2 minutes used here). Also your enemies do not like the thought of that so a bug breach or bot drop (Or a special little magical portal if you get what I’m saying) will come to try to stop the exosuit from being repaired. Failing this defence results in the exosuit and the station in being destroyed completely.
Let me know what you guys think of this idea of the mechs in the comments and any extra additions you’d like to have to this system. (Pls do this ArrowHead I love the mechs)
submitted by FrostyDragon26 to helldivers2 [link] [comments]


2024.05.27 20:35 FrostyDragon26 Mechs Reimagined

Rather than creating new mechs with different guns that will slowly bloat up the stratagem shop, what if we had an entire new segment of the ship called “Exosuit Research”
The Exosuit Research would be a section within the destroyer that the player can design their own mech from a set of modular parts that they can spend rep points on and use.
To first unlock the Exosuit Research, the player must hit level 25. Then a new ship module becomes available that enables the Exosuit Research. Further ship modules can be used to unlock new tiers of upgrades/parts.
Parts will be organised as followed:
Chassis – This controls the colour and armour value of the mech. These could also provide passive abilities and sights such as thermal vison, stronger stomps, smoke optimisation that allows you to see through thick fog, bigger auto aim zone by your crosshairs etc.
Legs – This controls the speed of the mech and any movement-based abilities it could provide. Perhaps a mech with 4 legs could provide a jumping ability similar to the jetpack, whereas a mech with 2 legs would have speed or stomping based abilities.
Left // Right gun – Now the real fun modular parts, you can mix and match whatever available mech weapon you want for either left/right hand weapons on the mech. Whether you want a laser cannon, a railcannon, a flamethrower, cryogenic bombs, there are so many possibilities and opportunities that could be created for this.
Exosuit Directives – This could be a whole new specialised ability that you can use on any mech. Some ideas include creating a front facing shield in front of our mech, raising a tesla tower above it to strike any undemocratic bug (and unfortunate helldivers) that get too close for a short duration, cloaking technology to sneak past certain patrols, this can be expanded a lot more.
Now I briefly glossed over unlocking Exosuit Research as a ship module but that would only be a t1 upgrade, what about t2 or t3 or even t4 and anymore that come. So here’s some ideas for it
T2 Allows you to purchase and equip higher tier weapons along with discovering a little switch on top of the mech that enables exosuit directives (still gotta purchase them, it ain’t that easy buddy)
T3 Allows the exosuit to be a passive stratagem that helldivers can take to any mission (I see those empty slots ArrowHead!)
T4 Unlocks a new stratagem that you need to equip called the “Exosuit Station”. You get only 1 use of this stratagem per mission so choose carefully where you place it, you can bring your exosuit as many times as you want to repair and resupply it. It takes roughly a minute to complete the repair and another minute to complete the resupply (so 2 minutes used here). Also your enemies do not like the thought of that so a bug breach or bot drop (Or a special little magical portal if you get what I’m saying) will come to try to stop the exosuit from being repaired. Failing this defence results in the exosuit and the station in being destroyed completely.
Let me know what you guys think of this idea of the mechs in the comments and any extra additions you’d like to have to this system. (Pls do this ArrowHead I love the mechs)
submitted by FrostyDragon26 to Helldivers [link] [comments]


2024.05.27 06:19 Vast_Veterinarian677 Need Advice on Getting a Replacement for MacBook Pro with Recurring Defect

Hi everyone,
I'm seeking advice on how to get a replacement for my MacBook Pro, which has had recurring issues.
In October 2019, I purchased a MacBook Pro (13-inch, 2019, 4 TBT3) from JB Hi-Fi. The device has had recurring issues with the Touch Bar and T2 chip, which are known defects for this model. In 2022, these issues were repaired under warranty and Apple Care, after I involved the Fair Trading Ombudsman. However, the same problem reoccurred two months ago. My MacBook Pro is now out of warranty and without Apple Care. Given the repeated failure of the device and its importance for my university studies, I believe it is not fit for purpose under Australian Consumer Law. I am seeking a replacement and will be visiting the Apple Store tomorrow to present my case. I need advice on how to effectively advocate for my consumer rights to secure a reliable replacement device.
Any advice or similar situations would be greatly appreciated, I’m a uni student and can’t afford a new computer or to have a computer that’s not functioning. I’ve troubleshooted literally everything and have talked to apple briefly but I will be going in tomorrow to the shop so please let me know any advice!!!
submitted by Vast_Veterinarian677 to macbookpro [link] [comments]


2024.05.24 20:08 MATH_IS_M4TH mf took away the mansion, cant have that shit in lavish lair

mf took away the mansion, cant have that shit in lavish lair submitted by MATH_IS_M4TH to FortNiteBR [link] [comments]


2024.05.24 02:34 Jam3r0 Why..

Why.. submitted by Jam3r0 to ProjectDiablo2 [link] [comments]


2024.05.22 20:04 promayearn Legendary Tier 2 One Set In 24hrs Tips

Legendary Tier 2 One Set In 24hrs Tips
Disclaimer : 24hrs since I unlock new mastery and did not buy any special deals :)
On first achievement loop I'm struggleing so hard about what to do and try by myself after that I can control 2nd and 3rd time in under 5.5 - 6 hrs
**Important note*\* : keep your Runestone in share slot to prevent character changes and more bug that I heard
This Achievement is not require to do by order you can do any objective in same time (Better version of Aurene skin achievement)
Capture 250 charges of rift energy
  • this counting by completing any rift no motivation needed to get more energy T3 is fastest around 6-7 rift
T1 - 3-5 energy, T2 - 15-25 energy, T3 - 35-50 energy (Estimated by my completion)
Defeat 3 legendary Creatures in Convergences
  • 3 Convergences complete there is no other ways sorry :( but this is a high time for people hungry to complete Challenge mode you can finish 3 run in 1 hrs it's time to organize by yourself :)
Complete 15 event each map rift not counting And 75 Lantern
  • Inner Nayos and Amnytas doing meta get a lot of event (Amnytas you can get 15 event in one Meta)
  • Skywatch have a lot of easy event such as repair shield, tame skyscale, Dwarf Island
3 World boss
3 Soto Meta
  • You can complete same Meta 3 times if you want because new Meta is not consistent to success right now and The Fangs That Gnash + The Road to Heitor is not counting as Meta idk if it bug or intention
this all knowledge I got after 3 times achievement done hope this help and get some rest :)
https://preview.redd.it/g5gubhs9p02d1.png?width=589&format=png&auto=webp&s=ca35b5c75e3d82d0865f54b7eb9154ed1c0a86ae
submitted by promayearn to Guildwars2 [link] [comments]


2024.05.20 16:29 contigency000 Modularity is completed, so lemme hype my fellow caterpillar owners.

Since we got confirmation that the modularity has been completed, I've been digging back into old videos of CiG to find one about the caterpillar which hyped me a lot when it first came out.
It's a video from 8 years ago where designer Randy Vasquez and Jared talk about the modularity of the caterpillar. I remember that they showed quite a lot of modules during the video, but I was surprised to see how many there were when I re-watched it.
Idk if that designer still works at CiG, but he seemed very invested in his work on the cat, and honestly, he had very good ideas for cat modules.
Anyway, I'm just posting it here for my fellow cat owners who haven't watched it : https://youtu.be/eY6nJOLn6dk?si=O7WKCTElpUFymMtv&t=180 (timestamp : 3:00)
If you don't wanna waste time watching it, here's a list of the cool ideas for modules & features the designer talked about :
(disclaimer : remember this video is 8 years old, so a bunch of the stuff talked about here is outdated—like the salvage modules—, while other ideas have probably been canceled and will never be released)

Side modules :

Features :

Front modules :

Caterpillar variants :

(modules are in order from front to back)
After re-watching the vid, I find it sad that CiG just completely forgot about the cat for so long. That ship deseperately deserves an update.
I still don't get how the Sabre Raven, one of the rarest ships in the game that almost nobody uses, was put ahead of old ships when it came to a rework. Same for the firebird, which imo will be a much worse Talon shrike. Without even talking about the worse mobility stats, even its design is flawed : throwing volleys of 6 missiles is all fun, till you realize you only have 12 missiles in total lmao.
Now that modularity is done, CiG has no excuse to finally work on the 600i/caterpillar reworks. A gladiator golden pass would be cool, too. Kinda sad to see those awesome ships being completely forgotten, even more so when they waste resources on money-grab sales.
I know the Polaris took most of the ship teams for a while, and the perseus/galaxy will continue to do so, but the teams that worked on the F7C MKII, F7A, Santokyai, Raven update & Firebird could have been spent toward old ships instead.
Sure, bringing money is good for the project, but let's be honest : with the plethora of new ships released each year and the massive sales during events (especially IAE), it's not like CiG can't spend 1 or 2 teams to rework old ships. Even if it's long, it would be nice if we knew that, at least, some guys are actively working on it.

Bonus :

A cool video made by a fan about both the announced modules I listed above + some he designed https://youtu.be/LF5okXTl4tk?si=w6cYX2m0vh-ZqJVr
submitted by contigency000 to starcitizen [link] [comments]


2024.05.20 02:55 Thechamp346 Second opinion on T2

Second opinion on T2
Looking for second opinions on a T2. Photos added. So far the car needs the following:
-New turbo lines, likely rebuilt turbo -Repaint, but worth noting the car is rust free beyond the rusted hubs. California car. -front left fender needs light bodywork. -Other basic C&C. Check/repair lines, etc. -new mounts for the bride seats.
Other than that, everything is there and works properly. Doors, etc. I'm honestly shocked how good of shape the thing is in. Badges and such as well, even though they aren't in the photos.
Compression was above 100 while the engine was hot, all three faces of both rotors, so good in that regard as well. The engine was rebuilt at some point but he says he isn't sure when or who did the work. Turbos are making boost within the expected threshold for these cars.
Our agreed upon price is $13,600. The guy has been extremely reasonable with me, and has answered all my questions diligently, but I'm still a bit apprehensive as I know how easy it is to hide problems with these cars. I will be test driving it and double checking compression in person... But I wanted to ask here to see what other rotor heads thought about this, especially with the price I'm paying. At this point he has removed the listing and is simply waiting for me to get over to him to buy the thing. I was lucky enough to message him first, and he has been respectful of that since we started discussing me purchasing the car.
submitted by Thechamp346 to RX7 [link] [comments]


2024.05.19 11:49 Marlax101 Tiers of medical.

More or less some thoughts to distract me from swiping for a Polaris even tho for some reason i feel my smaller ships need it. lets talk potential effects of medical tier healing for a more interactive medical.
t4- medic/ med gun- able to bring someone back in downed state and able to keep them alive as long as you keep applying proper medical treatments.
t3- bed able to revive bodies dragged back to the bed and heal some injuries from soft downed states while allowing them to remain stable for longer. unable to repair major injuries from death but can keep you alive.
t2- able to repair some major injuries and increase survival time of transported t3 beds with catastrophic damage- perhaps able to help mitigate some catastrophic damage with the help of augmentations. Revival from dead state from a distance but you do not recover full limb health - perhaps resting for specific periods could slowly recover some limb health over time.
t1- able to repair any injury without augmentation at distance, and fully heal transported injured patients without wasting vital respawn stability. No limb or rest time penalty to fully recover.
just a simple thought about medical. About to get off work and crash. have a good night all. or morning I should say perhaps.
submitted by Marlax101 to starcitizen [link] [comments]


2024.05.18 22:34 mtfinny [USA-DC] [H] Case, 3060Ti, Fans, M.2 SATA SSDs, Watercooling, networking, misc [W] Paypal or Cash

Timestamp: https://imgur.com/a/COy7zhZ
Give your zip code when contacting me so I can give you the shipping cost.
Gaming PC: Was my daily driver until I went ITX. I'm the original owener of all parts, non-smoking house, and I have the boxes and accessories for most of the items (except the cooler and CPU boxes). Not looking to part out for now. $750 local only.
Item Description Price
Fractal Meshify C Comes with everything, including original box $60
EVGA Power supply Cable Set Full cable set for EVGA 850 T2 Titanium PSU. I RMAed the PSU, they asked for only the unit to be shipped to them, and they shipped me a whole new box. These are unused. $25
Crucial MX500 500GB M.2 SATA SSD (2) I didn't check before I pulled them, but they should have ~75% life remaining $30 ea
SATA M.2 Adapter Fits 2 SATA M.2 cards in an expansion slot or a 2.5" bay. Includes 2 heatsinks $20
Noctua NF-A14 PWM Fans (3) Great condition, moved so a SFF case that can't fit them $20 ea, $50 for 3
EVGA RTX 3060Ti FTW3 Works great, just upgraded. $250
XSPC 360mm Radiator Has been repaired (see picture) and worked fine. $30
Bitspower Reservoirs Looks cracked near the threads, but hasn't leaked for years $10
Scythe Kaze Master Fan Controller 3-pin fan controller 5.15" bay $5
Patriot 8GB (2x4GB) DDR3-1600 SODIMM Part Number: psd38g1600sk $20
2GB DDR3-1333 SODIMM Single stick $free
PCIe Wireless Card b/g/n capability, RNX-N180PCe $15
ASUS AC1750 WiFi Router Can include some CAT cables if desired $30
Qnap QXG-10G1T 10GbE NIC 10gbe RJ-45 (AQN-107 chipset, should work with Windows/Linux) $75
EVGA GT740 SC 2-slot full width card. Has 6-pin PCIe connector $20
DJI RC213 Controller Has all cables. $30
Lume Cube Strobe Light Unused. Opened for pictures $30
Energizer Smart WiFi Plugs Brand new in box $5
submitted by mtfinny to hardwareswap [link] [comments]


2024.05.18 02:16 Marlax101 Respawn change talk.

I am going to take on the opinion that t3 beds if allowed to respawn - should be limited to 0 range. Even if the number of respawns end up being limited. The t3 beds should require a secondary player to drag your body to the vehicle to respawn you.
I have a few reasons for this. i have played many games and altho i dont care to be a try hard I generally tend to have to put down my farming tools and pick up a rifle to fight try hards killing servers in many games i have played over the years. My reasons dont really have a ton to do with all that but i feel like im fairly balanced types of play.
1.This shouldnt be medical citizen. if t3 beds can respawn players at a distance with no counter play there will be no real reason to run anything else as a newer player. why care about any other ship if it is lost as soon as you die.
  1. makes groups useful and provides interesting gameplay/interactions trying to get bodies back to the t3.
  2. people complain about the waste of time from dying in star citizen- there should be a reasonable place to respawn near most systems that players can use and if you ever played survival games you know that 30-40 mins of running to cross a map is pritty normal especially as a new player. at least star citizen has jump drives and other people that can fly you.
  3. People complaining about wasting time are not considering the impact that a t3 bed respawning from a distance can have on ship to ship combat, bases, and boardings. you will no longer be able to kill 6 people and board a ship because they will just keep respawning over and over until they cannot anymore which is a huge pain and waste of energy. if the t3 beds require someone to bring bodies to the bed it at least offers counter play where you can hunt down the medic reviving people. Also like many survival games players will be camped out and assaulted for hours. many games with bases you will find it fairly common that a group of 1-5 end up fighting and holding back a group of 10-30 out of their base but the siege will last for 10 plus hours and you eventually have to log off. if they get ranged respawns this will make defending bases ect much harder as you will have to guard the bodies that died like many other games but also worry about more equipment coming in and finding the respawn point. Many times in games like that the only way to stop a siege is to find and destroy the supplies they will use to take your base. as for t1 and t2 beds on larger capital ships they should have counter play to stop infinite respawning such as loss of power ect which will put more focus on engineering. ship damage, emp, or enemy teams manually destroying or turning off the medical bays. the bigger ships do have however the issue of ferrying players after respawn which eventually they may run out of ships.
  4. This makes it difficult to figure out where respawns are as any ship could stuff a t3 bed inside, t1 and t2 ships are very clear to see and plan against but a t3 bed could be anywhere on the ground or in a ship stationary or mobile which will be impossible to track down without some kind of sign which i think should be players dragging dead bodies to that ship.
  5. opens up more options and gameplay. This allows people that want to be drop ship pilots to have other things to do after dropping and picking up troops as they can ferry bodies.
It allows medics in the field to have an interesting gameplay option of entering combat, finding killed allies and bringing them back to respawn.
it also allows bigger orgs the ability to choose weather they want to use mobile frontline respawns or bigger medical ships for long range respawning.
  1. will help stop the possibility of nakeds. as you could take a small number of people in t3 vehicles that are naked as a attack force into an enemy position and over run them with naked fists or knives and keep respawning over and over while your more armed forces come in to mop up after the enemy is unorganized. and also give a reason for defending players to push out of defensible positions to counter attack respawns with less risk.
  2. This also gives Medical beds more function as a t3 bed could find a dead body and revive it but that body died somehow and the t3 bed cannot repair its injuries if it didnt make a fresh clone. so a lot of basic deaths could be brought back but have injured limbs ect and not be combat viable and need to be transported to t2 or t1 beds to finish up repairs or go back into the fight with less ability. but also players would be able to select a new respawn location after the initial attack if it failed while at a t2 or t3.
  3. Also gives roles for logistical type players that can transport medical supplies, ammo ect down to the t3 beds. ships like the valky could load up with newly spawned players while bringing more supplies down to the surface and then load up with new injured and bring them back to the other ships.
  4. if the game doesnt have some sort of challenge besides pvp fighting players will leave eventually. Yes it does suck to die and loose your stuff in most games and people do leave when they loose everything but medical respawns wont really fix you loosing those things against anything but pve enemies, and for players that would mainly enjoy the challange of pve a simple respawn vehicle takes most of the punishment for mistakes away potentially. if i was to enter a bunker and die i need to know its my fault and it has costs. Now i need to rely on another player with medical and combat skills to bring me back and that sounds fair to me and gives me a chance to make allies. or perhaps if i am still able to move in a simi downed state i could crawl back to the t3.
kind of a rough draft, been a bit busy with work and all. very hot today and not as much time to think. i do understand not wanting games to waste my time either with having less and less as i get older. some things need to be felt.
submitted by Marlax101 to starcitizen [link] [comments]


2024.05.17 03:08 China-Phonefix Universal Computer & Mobile Device Repair Tool Kits in 2024

Electronic equipment repair toolkit is an indispensable assistant for every professional repairman or DIY enthusiast. A quality toolkit not only improves work efficiency, but also ensures the safety of the repair process. Today, we will introduce several Phonefix highly rated computer, electronic equipment repair toolkits.
Computer as well as Mobile device assembly and modification can extend the functionality of a computer and improve its performance, and when a computer malfunctions, it is necessary to alter the computer components. These things can cost hundreds of dollars if a professional is called in to do the work, but with a good repair kit and some care, computer cell phone den electronic device users can have the repairs done at home at a much lower price.
Below is a list of the best repair kits for computers and other mobile devices, as well as a buying guide to help you choose the best repair kit for you.
1. Most Combination-Multi-function 170-in-1 Screwdriver Set
Regardless of the type of repair task for the electronic device at hand, the UnaMela Computer Toolkit is up to the task. The toolkit contains 170 different gadgets and more to match almost any small screw on your computer's emergency mobile device.
The kit comes with all the tools needed for a variety of jobs. Ideal for repairing laptops, mobile devices and other delicate items such as watches and glasses. Lightweight and compact design, made of CRV steel with a hardness of up to HRC52 56 for long-lasting use.
2. Most Professional-Mechanic KINGKONG Mini Screwdriver Set
Mechanic KINGKONG Mini Screwdriver Set Cell Phone Tablet Removal Tool with R10 Crystal Storage Case.Mechanic Screwdriver iPhone Android Repair Removal Tool. Bit model number is printed on the box to help you quickly identify the bit. The compact screwdriver set is perfect for carrying in your tool bag or pocket.
The kit is designed to meet the needs of professionals and hobbyists alike. It is coated with anti-rust oil on the surface of the bit to avoid rust, the surface of the screwdriver is sandblasted and anodized to prevent sweat and corrosion, and the grip is designed with a three-dimensional non-slip pattern for a stable grip.
3. Most with anti-static wrist band-9 IN 1 Full Set Silicone Soldering Mat
Computer or mobile device repair can be a very tedious process as the entire computer can be damaged if you are not careful. Therefore, it is important to have a repair kit that is safe to use, such as the 9 IN 1 Full Set Silicone Soldering Mat Professional Electronics Repair Kit.
The included anti-static wrist strap prevents static discharge from damaging the PC, and the kit comes with an ergonomic press-fit screwdriver handle. In addition, thanks to the high-quality construction, users can rely on their tools to last for the duration of each repair.
4. Most Essential Tool Kit-34 In 1 Magnetic Screwdriver Set
Not every user needs 100 different tools to repair a computer, which is why this CS0601A 34-Piece Electronics Repair and Unboxing Toolkit is a simple repair toolkit that focuses only on the necessary tools and avoids all the extras.
This tool kit can be used not only for computers but also for other electronic work. The kit comes with a nice carrying case, making it an ideal toolkit for professional technicians and DIYers on the go.
One reviewer confirms that "all the tools are just the right size and the included tools allow you to do a lot of different jobs". Another user commented that "the tools are sturdy and seem to be of above average quality".
5. Most Multi-Tool- 3D Precision Screwdriver
6 Hybrid Precision 3D Screwdrivers Cell Phone Repair Hand Tools, Universal Size Reliable 3D Screwdrivers Includes Phillips (1.2mm), Torx T2, Slotted (1.5mm), 5-Pin (0.8mm), Y-Three Point (0.6mm), Specified Phillips (2.5mm). Do more than just repair computers. This kit can handle PCs, laptops, gaming systems, eyeglasses, jewelry, and more.
One buyer used the kit in his work and thought "it is very convenient as it has many pointed models. The tips accommodate a variety of screw openings, which is a plus."
6. Most Ergonomic-Magnetizer Demagnetizer Screwdriver Tips
Computer repairs can take hours, so it's important to use tools that are not only comfortable, but also allow the user to maintain precision and optimal control. That's why the Magnetizer Demagnetizer Screwdriver Tips Set has a screwdriver with a non-slip grip and ergonomic design.
7. Most Comprehensive: 100/139/155 in 1 Professional Electronics Tool Kit
With a total of 135 components, this professional electronic tool kit truly has all the tools that users want or need for PC and computer repair. With a variety of the most commonly used screwdriver bits, buyers will be able to find the right screwdriver bit for any screw they come across while using the kit.
Even with so many small pieces, the kit keeps everything organized and easy to find with its labeling and two-color coding system.
One customer wrote, "This is one of the nicest precision screwdriver sets I have ever used. "

8. MOST AFFORDABLE: PRECISION SCREWDRIVER SET 80 IN 1

The Repair Tool is a great option for DIYers who want to save money. For an affordable price, users get a 56-piece tool set that's more than enough for most computer jobs.

CHOOSING THE BEST REPAIR TOOL KIT—BUYING GUIDE

Before purchasing a computer or mobile device repair kit, users should understand what a computer repair kit does and what the different tools are used for. Since almost all components in a computer are held in place by tiny screws, what these kits have in common is that they come with screwdrivers. Most tools come with a variety of different styles and sizes of magnetized screwdrivers.

OTHER FACTORS TO CONSIDER

In addition to the selection of tools in a repair tool set, users should also consider other factors to determine if the set is worth the investment. 1. Quality: The quality of the tools has a direct impact on the efficiency and safety of the repair job. High-quality tools not only last longer, but are also easier to handle, reducing the risk of equipment damage due to tool problems 2. Price: Price is also an important consideration. While high-quality tools may cost more, they may be more cost-effective in the long run due to their longer lifespan!
We hope our best computer repair toolkit reviews have been helpful. For more related products, including soldering stations, microscopes, batteries, screens, and more, check out these other guides from PHONEFIX.
submitted by China-Phonefix to u/China-Phonefix [link] [comments]


2024.05.15 13:37 Stratocaster_777 MacBook Pro with an Intel chip - Activation Lock

Short question:
I've got MacBook Pro 2019 Intel i7 with the T2 chip. It's locked with unknown for me Apple ID. How can it be unlocked? By changing the entire motherboard?
Long story:
I've got MBP 2019 i7 with the T2 chip since 2019. Recently I decided to sell it. I removed the device from the Find My app and run the process of complete erasing of memory. After the laptop reloaded it showed me the screen "Activation Lock" with the request for entering password from an unknown for me Apple ID.
When I bought the laptop it was the brand new. Nobody used it except me. But once during a guarantee period it was repaired in an official service centre. They changed the motherboard. Could they install an used motherboard so it remembers the Apple ID of a previous owner?
I know Apple has the special web site where I can apply for unlocking the device. But they rejected my request. I think it's because the laptop was bought not from the official seller.
What can I do in this case? Since it has the T2 chip I think it requires the replacement of the entire motherboard with unlocked one. Am I right? Is it possible?
submitted by Stratocaster_777 to mac [link] [comments]


2024.05.14 22:10 The_OG_Chad A medical / game overhaul to maximize depth/immersion with mostly current code and mechanics. A compromise to bridge “hardcores” + “casuals” and not killing expensive medical ships.

It’s a little scattered doing it on my phone. I’ll get home and clean it up. But I want peoples input. I really think this would work and it’s totally realistic. I think CIG needs some guidance and the medical changes offer the perfect moment to add these features in the game.
I have been a developer for years and I can see CIG trying balance what’s realistic and what they promised. Every startup I was with came to a point where they realized their proposals were far too aggressive, and the higher ups would not even listen to ideas unless they were easy to implement.
So, I’ve been trying to come up with ideas that take minimal effort for maximum gains. These are fairly simple, but will add depth or will lay the groundwork for easy future development.
I think this is the perfect topic for my first idea. The medical system is tricky, but so important. Right now, the medical system is boring and doesn’t add much to the game and with a few tweaks it could add 25% more and be a major part imo while feeling more immersive and satisfying both parties. We need to look to other amazing games like Eve online and cyberpunk imo.
The hard-core fans want investment and death to cost. Now that I am older and have a family, I understand how hard it is to balance that in time to play Now that I am older and have a family, I understand how hard it is to balance that and time to play. It’s really hard to get your average gamer to want to invest 30 minutes to simply respawn.
So in my opinion, we need a system that…
  1. Makes death inconvenient and costly but with several ways to pay the “bill”, not only costly at that moment so the player decides quitting is easier.
  2. Makes the game far more immersive and makes the game deeper, not shallower. In real life in the future, in the future, medical would be a vast portion of warfare and finance and exploration and exploitation. Not just a glorified HP counter.
  3. Makes all medical ships useful and relevant. Cannot have a shallow system where one ship is clearly the best.
  4. Makes healthcare and biology affect all the other parts of the game…. It is our bodies and minds after all. In the future, the wealthy will modify their bodies, just like their ships.
  5. Uses a lot of these modules that are currently window dressing, but have amazing application. Things like blood pressure and reflex times and damage reduction and bio scanners and the HUD and incorporates it to a tiered clone system.
TLDR is We need a Cyberpunk / Eve style futuristic bio medical system with weapons and implants that completely change a persons capabilities and a jump clone system that reflects this. T5-T1 clones 5 being a throwaway and 1 being a Spartan from Halo. T1 would have the exact HUD we have now with additional systems. T4 and less is like the game in photo mode with nothing. People take for granted how much information you get from the HUD and who would really have access to it?
The beauty of this is while it sounds like a lot and would add 25-50% more careers, economys, gameplay and strategy’s from a gameplay perspective. Its actually not much at all from a development point of view. It would reuse all of the current systems now, and add a few skills like scanning / hacking and weapons like EMP, Darts to humans. Generally, this is how it would work.
T5 clone is a meat bag with a 4 hour life used as a spare tire. It’s the base level. Operated similar to when you’re drunk because The damage from the cryo. You can do stuff, but you are very limited. They can be carried around in 1 SCU containers or special lockers in big ships for dangerous work like reactor repairs etc.
T4 clone is a meatbag the same we are inhabiting right now IRL. Basically this is exactly like you turning off the game hud in photo mode. These cannot be cold stored and reused. No HUD or endgame information input at all outside of your Moby glass watch.
T3 clone is the first of the implants. It can take one implant. Combat might allow thermal vision or the local map and radar and crosshair. Exploration might have the ability to bookmark or see things on your HUD that you scanned from your ship. Conversation might add elements to charisma and talking people into doing things, getting better prices on goods, or hearing rumors about opportunities, etc. Covert allow you to scan people and check their inventory and run checks on who they are, what crimes they have committed, etc.
Basically it’s a stripped down version of the hud that’s active all the time even without helmets. It has to work in tandem with your mobi. You have to select one element.
T2 clone has upgraded reflexes, can run longer, survive more dmg and has the complete HUD suite. It has the bandwidth and upgrades to support 1 implant and 1 physical modification. Everything CIG has been adding can be added to the HUD but you have to switch between exploration, combat, conversation, covert etc. 1 physiological mod or weapon. Like a brain hacking chip that can open ship doors, and emp that shut down all electronics in a 20 m radius for 15 seconds or a drone or fiber optics camera. Then there are all the illegal modifications like hidden blades, Multi launchers with everything from neurotoxin to EMP darts.
T1 clone is very costly and made for combat and for solo explorers who need complete autonomy. 20% more hp, and basically 20% better everything. It has the complete HUD with the ability to Connect to the data stream of two ships in your party. If your buddys ship detect an enemy ship coming in it would pop up in your actual vision as a big red square with information. You would have the ability to zoom without a helmet on and have limited scanning just like your ships function on everything.
It could 2 implants. 1 legal and 1 illegal implant. Emp, Hacker etc
It also has two physical modifications. Blades, darts etc
Also the tier 2 and 1 are the only clones that are not harmed using heavy or power armor. The others are slowly harmed by s by the rapid and jarring servos, etc. so they are all time limited.
Imagine how amazing this would make the universe in general. You would have ripper docs implanting stolen, or military implants. Corpses would now be valuable if they had upgraded organs for implants. People would become targets just for their implants.
If you killed an assassin coming after you, you could take his cool tools.
Sometimes corpses could be worth as much as a ship. You could actually ransom back bodies.
You could have a repo men coming to collect the implants. Organ traders and human traffickers.
But it would also make T1 and 2 ships completely necessary in combat because they were the only ones who could rec clone military units.
Best of all. All of this code is already there. All of the heads up display and all these cool features they’ve been adding Would be the implants themselves.
The game the Way it is it doesn’t make sense that a Moby glass can produce all of this data. It makes the game more immersive as well.
It doesn’t have to be over the top like cyberpunk. But we almost have brain implants now and everything is going wireless, you really think in the future they’re gonna be wearing a wristwatch? Everything will be brain implant and wetware.
With these easy changes, we solve our medical problems and add a ton of depth along with the ability to add as much depth as we want.
All you would need is to create the UI for this, but the game already has a lot of that with its biological scanners. All the balancing could happen by biologically if you’re using implants, etc.
Jump clones would cost a lot of money to make, and healthcare in real life is one of the most expensive things. But just like the hospital doesn’t make you pay your bill the moment you’re out of surgery, we need to spread the cost to a later time.
The time the player needs to respawn is usually after they have already planned and loaded up and executed, but didn’t succeed. This is time where casual players set aside their block of playable hours. (when the kids are asleep and wife is watching something etc) So by making it too costly at that moment, ( 30 minutes to an hour, getting geared up and in ship flying back) your odds are they will just quit, which is not engaging for other players and your odds of a major war or event go down drastically. What’s good for the game and what was so successful in Eve was the fights after the opening.
Instead the front loading all the time investment, Charge 5-25k for the biomaterial. spread the cost of the death to a later time and let them pay off their debt when they log back in.
We also want to make the smaller tier 3 ships necessary while not killing the t1 and 2 beds.
submitted by The_OG_Chad to starcitizen [link] [comments]


2024.05.14 21:39 davidalankidd [S] [USA-KY] Fujifilm X-T2 + Fujinon XF 50 f/2 lens kit

SOLD SOLD SOLD. Well used but fully functional setup. Includes:
• Fujifilm X-T2 body, body cap, charger and three OEM batteries.
• Fujinon XF 50mm f/2 lens with hood and caps.
• EF-X8 Pop up flash + strap as well.
Bought on this sub. Cleaned, checked functionality and firmware. Ready to go.
No repairs. Bought as part of a larger set.
Asking $540 net shipped USPS Priority next business day.
Timestamps
submitted by davidalankidd to photomarket [link] [comments]


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

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