4.5m dinghy kit

Because Redditors need soccer shirts.

2012.05.24 18:04 cblood86 Because Redditors need soccer shirts.

A place to swap, buy, sell, and show off your soccefooty related kits and gear.
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2015.01.08 22:37 quillsandsofas cʘʘ ZUR ERDE ʘʘɔ

Schau tiefer
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2016.04.17 11:18 russiancatfood A VORON CoreXY Community

Serial requests (new & transfers) for proud owners of VORON CoreXY 3D printers. ___________________________________________ Want to talk about Vorons? Join us at: Our Discord https://discord.gg/voron or Our Official Forum https://forum.vorondesign.com/ ___________________________________________
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2024.05.19 17:34 Sparkle_SS Symmetra support rework

Symmetra support rework
My goals were to maintain her builder identity and instead of removing her charges/build up mechanics instead engage them and use them to make her more lethal/threatening as a support especially
Her beam gets a significant nerf in theory with lower damage and ammo but a 1.5m range increase allows for more damage potential
Her 275HP also lets her to stay in the fight longer
The passive enables allies to protect her longer meaning you actually get to use the beam
The orbs remain the same damage wise but get a shorter charge time from 1s to 0.7s, the travel speed is decreased from 50m/s to 25m/s which is the speed of her OW1 2022 orbs
My idea for these orbs is to maintain the damage for a support and make Symmetra feel more fluid with the fast charging but reduce the speed so you can use them for efficiently for area denial
Sentry turrets and Teleporter got a divorce..
Since turrets can no longer be used to TP bomb and potentially returning the 120DPS bombs she is allowed to have 4 turrets
Removing teleporter hurt but in pro play it keeps her from getting buffed and it's difficult to balance even receiving two reworks during it's lifetime
Symmetra never really had a movement ability so I decieded to remove it in the end as we really are used to it
TP's place is taken by a new healing ability called Photon Fountain: The build time is exactly the same as TP and you place it the same way, it heals allies in a 10m radius by spinning hardlight waves resembling water from a fountain
PF has three stages like her beam, it starts off weak for three seconds with the healing being lower than Mercys but after 3s levels up to 65HP/s which is slightly higher than her Valkyrie healing and if enemies keep ignoring it like they do with her turrets it goes up to a high healing amount of 80HP/s until it's destroyed after 3s aswell.
I was debating if I should make the duration 10s/CD 14s so the high heal could be 4s making it more rewarding but I want to hear your thoughts on this, I also got an idea that she could potentially teleport to the well once which reminded me of old translocator, should this make it into the kit?
Photon barrier stays as her ultimate as it fits the Support role well but it gets to be cheap again as with the lower damage it would take longer to charge, it's duration is decreased to 10s and it now releases a healing over time at 1.5s for 70HP in a 10m radius aslong as allies are not behind cover, 35HP for 0.75s then the other 35HP
Her passive ability: Perfect Harmony makes her the shield generator herself, if she takes the risk and engages with her beam which maintains her DPS playstyle we all know and love allies receive temporary shield health if she can see them for up to 8m for a maximum of 75HP,
LVL 1 adds 2.5HP/s until it reaches lvl 2 after 2s
LVL 2 adds 6HP/s until it reaches lvl 2 after 1.5s
LVL 3 adds 12HP/s until you let go or it looses charge
One second after you get LVL3 if your allies took no damage they would have about 35 extra health, if you risk to keep going you can get the max 75HP and they would keep it for 7s
Your allies shield health will not regenerate if it doesn't reach 75, up until then it's basically just overhealth with no ult reduction
It's not quite healing but this allows you to do very high damage for a support while keeping your team alive, its 12HP per second but its immediate and you likely will kill your enemy before they kill your ally so keep that in mind
I would be happy to hear your thoughts even if you think its bad haha
submitted by Sparkle_SS to Overwatch [link] [comments]


2024.05.19 07:57 Street-Reindeer5234 Duelist Changes are Coming in Patch 8.11. Here are the Comprehensive Changes in the Duelist Roster that I Cooked for Months.

But first off, I want to clearly state my objectives for these changes:
General:
Specific:
Targets:
Rank in terms of Movement:
  1. Neon
  2. Jett
  3. Raze
  4. Yoru
  5. Iso
  6. Phoenix
Rank in terms of ability functions: (1- having the most self-aiding abilities, and 6- having the most enemy-debuffing abilties; Ultimates not counted)
  1. Jett (3 abilities for self)
  2. Iso (2 for self, 1 for enemy)
  3. Neon (2, 1)
  4. Yoru (1, 2)
  5. Raze (1, 2)
  6. Phoenix (3 for enemies)
Ideal Map Size for Each Duelists:
Jett: flexible Raze: mid-ranged - close-ranged Neon: mid-ranged - long-ranged Phoenix: close-ranged Iso: mid-ranged Yoru: long-ranged (Bind being an exception because of the presence of teleport portals)
So, here are the changes with my reasonings:
1.) JETT [No Changes]
2.) RAZE [Nerf]
Make Paintshells her Q, and Blast Packs her E
Q: Paintshells - Make shootable (100HP) while still in the air; will explode upon shooting.
E: Blast Pack - Rechargeable every two kills (one pack, but still two charges). Only displaces Raze. No equip delay for it to deal damage.
X: Showstopper - Remove the feature/bug that sents Raze flying when fired to the ground in combo with a satchel.
3.) NEON [Buff/Rework]
  1. Neon retains her movement ability as it is, but gets buffs to her other abilities, including ult.
  2. Neon gets buffs to her movement ability but retains her other abilities.
If chosen the latter, the changes would be:
E: High Gear - Introduce a new passive that will replace the slide: SURGE. Right-click while sprinting to quickly drain Neon's energy meter and surge- during this period, she runs twice (2.5x) the speed as her normal sprint. (5m/s increased to 12.5m/s). When activated, the energy meter drains 4x as fast and will not recharge anymore for the remainder of the round. Passive is usable only once per round.
E: (Electric Slide) - Make electric slide usable everytime Neon sprints: but only moves her as far as 3m. To slide and pull out gun after sprinting, press Ctrl key (crouch). Sliding after Surge moves Neon for 7m.
X: Neon cannot shoot electric field during surge while ulted.
4.) PHOENIX [Rework]
Make C ability (Blaze) his Q and His flashes his C.
Q: Blaze - Has 4s Duration (1s casting period included), 15 dps. Can be casted through walls. Already deals damage during the casting period. Casting/curving the wall is now faster. Phoenix will not get healed by the wall anymore. But casting it induces a speed boost of about 15%.
E: Hot Hands - Resembles Raze's grenade more than Brimstone's molly now. Ability model now looks like a campfire, unlike before when it looked like a lava flow. Area of damage effect spreads over time throughout its 3s duration. Ticks 35 damage per second. Does not heal Phoenix anymore.
X: Run it Back - Ult points required: 6 > 8
5.) ISO [Rework]
Make his C ability (bulletproof wall), attached to his E ability for it to work like this: when Iso gets a shield, he can detach it from his body and turn it into a forward-moving impenetrable wall. Then, replace it with a new C ability.
C: (cant think of a name for it) - Iso's MOVEMENT ability. Equip to instantly send out a flying aimlab orb (like a sova drone but has the same speed of gekko's thrash) for 2s. Has 2 charges: equip the 2nd charge while the previous charge's timer is running out to refresh the ability timer. After the timer expires, Iso will be teleported to the land directly below the orb. Has the same gun pullout speed as Yoru's tp.
Q: Undercut - Aside from the vulnerability, add a new status effect: ISOLATION. Enemies hit by it will have narrowed down vision (similar to spike rush paranoia) and will be unable to make crossfires with their ally/allies. This debuff won't allow for the narrowed vision cone of the affected player to intercept with the vision cone of his/her ally. Charge decreased: 2 > 1
E: Double Tap - Charge decreased from 2 > 1. Duration of focused activity decreased to 10s.
Okay, explanations here we go:
C: From ISO's pov
C: From allies' pov
C: From enemy's pov
Q: How does it work?
6.) YORU [Buff]
E teleport anchor & Q projectile now move depending on Yoru's velocity during casting (similar to Omen's paranoia before it was patched out). Moving forward: faster, backward: slower, still: normal.
7.) REYNA [Rework]
C: Leer - Invisible when still in motion, only becomes visible and nearsights enemy when already at targeted position.
E: Dismiss & Q: Devour - still have shared two charges. But the left part now (under E) is highlighted purple, while the right part is white. The latter charge is purchasable.Reyna has one free purple charge every round. Q is now usable even WITHOUT harvesting a soul orb- this consumes the white charge. When Q activated, enter a 12s activation window (similar to Jett's tailwind) that grants Reyna increased gun pull out speed and quiet footsteps even when running with melee out. When the timer expires, all the damage incurred by Reyna during the 12s window will be healed at a rate of 20HP/s. Press Q while the window is active to abruptly finish the timer and heal up. Throughout the interaction, Reyna does not have ability cast animations.
Press Q while a soul orb is in line of sight to OVERHEAL with it (like how it works now)- this consumes the purple charge. E is only usable through a soul orb- this also consumes the purple charge.
X: Empress - Enter frenzy mode. The purple charge gets unlimited and can be used as long as there is a soul orb available. Ult points requirement: 7 > 6
And those are all the changes. If you made it to the end, thank you for reading my weeks worth of thinking.
submitted by Street-Reindeer5234 to VALORANT [link] [comments]


2024.05.18 13:10 Not-explaining eFootball wishlist to Konami (r/pesmobile)

eFootball wishlist to Konami (pesmobile)
eFootball gameplay seem to be going in a bad direction for the past months. To much AI defending/assistance/game balancing, game adding input lag, interceptions, poor passing, fouls not called for, hot potato football not rewarding any type of skillful play. The gameplay feels like its on rails, freedom is gone, players don't respond to your inputs and chances are created by either teams AI players mistakes or incredibly stupid runs. It's just not fun to play anymore. Neither online or vs AI.
eFootball could be fantastic if Konami would listen to ideas, criticism and improve. Here is my wishlist. Feedback based on me and the kids playing on PS4, PS5 and mobile. Offline and online.
  1. Reduce the heavy AI assistance / game-balancing / handholding / Auto defending / Dynamic Difficulty / momentum / whatchamacallit (scr...). I understand its for getting new players staying in the game, having a chance getting coins in the events and winning games. And perhaps make games more non-predictable "anything can happen, maybe". With the current AI handholding level its "anything will happen, constantly". So many chances are created by either teams AI players making mistakes or just making incredibly stupid runs, its like a badly scripted B-movie. The amount of goalpost hits and missed open goals is just silly currently, this goes on until the last few minutes of each match. Please reduce it, or even remove it from Co-op and other game modes where skill should be rewarded. I'd rather get smashed 15-0 and learn from a good player. Than having to play another game with: added input lag and your players turn, react with 0,5 sec delay / 1 team loses every header / 4 shots in goalpost / own goals / missed open goals from 2-3m consequently, instead you have to run the ball into goal!!! / hide n seek players with pass receiver running away from the ball positioning behind defender / every ball intercepted / misdirected passes / every pass straight to other team / passes goes through "invisible" player / player freezing or even running wrong direction vs your stick / opponent attacking with high punt or lofted pass but your defender running past the ball towards opposition goal / ball glued to opposite player in the box / every attempt clearing the ball goes short distance straight to other team, even goalie high punt / all stunning shots 3m over the goal before 85min + all the other crap that's in there. This gameplay on rails is so unrewarding. If I manage to do something skillfull the AI assistance just kills the opportunity with any means. When the AI assistance takes a break, I get an easy goal with no effort from a random through pass + tap in. Many times I can't tell if I am playing well or the game has decided I should win/lose, it kills the joy for me and it's just boring. If Konami could tone down all the weird punishments I'd be very grateful.
  2. Passing and interceptions. Currently worst ever IMO. Game just decides your pass from a player in balance is 90-180 degrees of straight to opponent. Even on Beginner AI and no matter PA1, 2 or 3😂 And the constant interceptions. No flow in the game. Please work on this Konami.
  3. Remove the artificial input-lag. (This is a controversial one, some players simply don't believe our experience it. For me it's obvious as it can be tested offline in several ways on PS5, on mobile I havent tried to confirm it) Stop punishing one side with artificial input lag which make the gameplay feel heavy, unresponsive and your players turn & react with 0,5 sec delay. This is not from server lag as it's there in AI matches and local Trial matches as well, just switch controller between team 1 & 2 and feel the difference. It might activate from beginning of game, or in 2nd half, usually when you are doing well. And vice versa it can dissapear in 2nd half. From my experience it can be reduced or removed by switching playstyle. When finding the right playstyle for that specific match, your players suddenly become responsive again, it can even happen after switching to lowest Manager profiency. I assume its part of the game balancing mechanics. For me this is one of the worst things in the current game, when it kicks in your players don't respond to inputs in time and gameplay just feels awful.
  4. Fix the player freezing. Example: after losing a header to last defender suddenly your attacker just freezes. What's going on here? Have Konami added to much AI handholding and broken the game? 😂😂😂
  5. Reward different playstyles like build up play. Currently most games seem to be high press, interception ping-pong, quick pass and no dribbles. Hot potato football. Holding the ball has become very difficult. Before the AI assistance and auto defending went berzerk, you could actually keep the ball for a second and do something creative. Without 3-5 guys surrounding your player with no options. Now the gameplay is boring with the lack of variety.
  6. Create a game mode free from AI assistance & artificial input lag. Just pure skill. It could be beta, division free or whatever just let us play without the heavy AI handholding. And maybe eFootball will be esports ready 😉. To be honest if another football game is released without momentum/game-balancing /added input-lag and with gameplay based on pure skill. I think eFootball will lose a lot of players.
  7. Add Dream team into Trial match. As Trial match is the only game mode which supports 2-4 local players on same screen using one Playstation. We have 2 kids who love the card collecting and building their team. But playing online is of no interest to them, and won't be in many years. They want to play local PvP or co-op with their own Dream team on the same screen from one Playstation. By now we are very tired of playing the same local play Trial match Argentina Vs PSG. The kids have almost stopped playing eFootball, since they cant play against each other with their own team. In addition this would be a great way to test out new players, builds and game mechanics together with a friend. Much more fun than training mode. This mode is what my family is missing most from this game. And if it would be a "pure" mode without any momentum/game-balancing things would be fantastic. Just pure skill, best player wins.
  8. Please add Dream team to Trial match local co-op Vs AI. As Trial match is the only game mode which supports 2-4 local players on same screen using one Playstation. Would be so much fun to test my Dream Team against the AI together with the kids or a friend on the couch beside you. Would love this mode if it would become available.
  9. Add local co-op (one screen, one Playstation) to Events. Would be great if me and the kids could take on the events together from one Playstation. At least add it to the AI events. Then we would actually play them and not just sim them for GP and experience.
  10. Myleague local and online co-op. Add both local co-op (one Playstation, same screen) and online co-op into Myleague please. A reason to play it and win the league together with the kids or friends 😀
  11. Make My League worth playing. 100.000GP for completing 38 matches and winning the league is very poor IMO. Add some skill trainers, position trainers and raise the GP perhaps?
  12. Add all Goal Scorers, Assists and Passes made to Half Time and Full Time game stats. So we can quickly get the overview of which player cards performed well in both teams. That information would be highly appreciated.
  13. Contract renewal is way too expensive. Considering many players have paid plenty in real money to get the favourite players, and you only get to keep your player for 1 year. We are paying for this digital football Pokémon and we can't even use it as long as we would like. There should be more ways to get contract renewals, the periods should be longer, 3/6/9/12months and the price should be lower. Currently it's just irritating and another killing the fun factor.
  14. Make each playstyle worth using. And reward playing different type of formations. Instead of everyone using META 4 defenders and no wingers/LMF/RMF.
  15. Better & more expensive Point shop players. Can we please have some decent players? I'd gladly spend 50000-100000 pink points for a player if his stats are good. IMO there hasn't been an interesting player since Ferrer & Pires. Currently I don't see any use for points except contact renewal.
  16. Remove the GP cost for player reset. Having to wait for 2-3 months and then stressing for a few free weeks to retrain and test new builds doesn't make sense. GP is too valuable for me, I use it for Legacy Transfer and Contract renewal, and the few occasional GP buys for Events or hidden gems. I enjoy training players and trying out new builds, if free it would keep me logging in even when there is nothing else to do in the game.
  17. Reduce the cost for Legacy transfer. Getting your wanted skills and then transferring to your favourite player is one of the game aspects I really like. But 257,000 GP for one transfer is a lot and takes away much of the fun in Legacy transfer. You get 1 Mbappe for less than 2 Legacy transfer. I am always low on GP these days, and I think 100,000-150,000 GP would be reasonable for Legacy transfer for 1 skill.
  18. Legacy transfer of skills to POTW cards. If we could add 1-2 skills to the POTW the cards would be more interesting and I'd spend more coins spinning. We would get more varied and unpredictable squads instead of everybody using the same players. Most players know the good cards, what to expect from opponents cards and how to counter. Lets say you add some strong passing or shooting skills to a player usually weak in that aspect. The unpredicability would be awesome!
  19. Replace/delete added skills. Building players would be much more fun if I could replace a trained skill with another one using legacy transfer. Or just be able to delete an added skill. Perhaps my playstyle changes and I want Neymar to have Through passing instead of the previously added Long-range shooting.
  20. GP an option for pack spins. But it shouldn't be easy. Hard grind should be rewarded as it gives a reason to play the game. I am thinking 7,5M GP you get 75 spins in a 150 pack. That takes perhaps 6 months to grind. And perhaps the remaining 75 spins is coins only. Lower thresholds like 10 spins för 1M GP would be great but I understand its not gonna happen, as it would hurt the coin sales.
  21. Remove the 500 player cap or reduce cost of adding player slots. If you are grinding skill trainers with 0GP players and training players the 500 fills up quite easily. Or reduce the 500.000GP for an extra 50 players to maybe 100.000GP. This 500 player limit is very annoying and seems unnecessary.
  22. Add skill trainers and position trainers to each match pass. Would make the Match Pass way more interesting and I would spend coins.
  23. Make it worthwhile playing League / divisions. Currently I don't see much reason to play it. A few skill trainers and low GP reward can't motivate me spending the time. Add prices like Special unique cards, Kits, Avatars, POTW spins or something else to keep players motivated. This game needs special rewards!!
  24. Find a way to prevent players from forfeiting games, at least events and co-op. Maybe if you are down a few goals sometimes add a random bonus like score with player X to receive 1 skill trainer, 10000 GP or something. Just to motivate players completing the match. Or create a non forfeit streak, like 10, 20 or 30 games without forfeit and you get an free extra POTW spin. (Credit: Part of this idea is from eFootball Universe Youtube)
  25. 1st celebration should also be skippable. It's just time consuming in online games. Not adding any value to except maybe noobs who scored their first goal ever.
  26. An option to make Sub tactic clearly visible in Game plan if activated. I played to many games now without knowing I had sub-tactic activated 😂
  27. Matchmaking. This was good for a while after the matchmaking update, but not anymore. There must be something seriously wrong here. When playing in Division 9 to 7, we constantly get division 1-2 opponents in the events. Had top 120 and top 200 in a row even. 750M downloads and nobody else playing. Really?
  28. The daily penalty needs an upgrade. Suggestion: More fun If I could choose player from my Dream Team. And add random Epic goalies to spice it up 😉
  29. Add statistics of headers, penalties and free kicks scored on each player card. This would add value and make it more interesting building squads. Konami you have the data, use it!
  30. More variety in Events. BBVA, Turkish, Brazilian Italian, English, Japan league. Over and over and over... Cmon Konami create something different so we can rotate our squads more. Suggestion: An event where only max 4 star players are allowed? Or higher GP rewards the weaker squad you use? (Credit: idea is partly from Rockchok Youtube)
  31. More Beat the Clock type of events. Both me and the kids enjoyed this one. Create something similar for skill moves. Example: Perform 5 Double touch + 5 Marseille turn across pitch with fixed dummies or defending players. Or a sequence where you have to perform skill move x and y before scoring.
  32. Objectives with extra bonuses. Add weekly objectives or similar. Score a hat-trick, win on penalties or score 5 times using skill move. And get some type of rewards, GP, Skill trainers, Position trainers, avatars, whatever just variety and something to play for.
  33. Co-op events. So much potential but the gameplay on rails, AI assistance and the constant random AI punishments kills the fun for me. You feel almost instantly if the AI assistance is on your side or against you. Either everything goes your way and it's too easy or Epics can't make a simple pass, the input lag kicks in and your player is even dragged out of position so the other team can score. Every game feels pre-decided with almost every touch being a mistake or fumble by the team who is supposed to concede a goal. Or its 1 goal back and forth with short sequences where the conceeding team can't touch the ball. In my experience the AI assistance is at its worst in the Co-op games. Quite easy to spot as players regularly just drop the controller. And game continues to auto defend like prime AC Milan, the non-active player is forcefielded holding the ball, every ball in the box is magically sucked to defenders feet and passes and clearings going 90-180 degrees off straight to opponent. Recent example which has happened in several co-op games: Goalie makes several stupid run outs to a perfect 4 man defending line, leaving the net wide open. Changing goalie doesn't help. Same thing with 2nd goalie until opponent gets his 2 goals. Sorry but when my player, gameplay and result is controlled by AI instead of me and my teammate I lose interest.
  34. Add 2nd local player to co-op online events. Why can't 2 players join the co-op events together from one Playstation? Me and the kids would play co-op events a lot if this was possbile.
  35. Booster player forms. Wirtz card and several other are never on A-form. Whats the point of creating a booster card then? (credit: PES Pepe Youtube)
  36. Communication. Info on gameplay changes in each update would be appreciated. Like before. (credit: PES Pepe Youtube)
  37. Heavy first touch or fumble receiving the ball. +90 Ball control player cant receive a pass without starting to fumble or needing several seconds to gain control, then losing the ball, again and again and again. Does stats even matter when game balancing just decides anyway?
  38. Don't launch Crossplay with mobile. I suspect the recent braindead heavy assisted gameplay is needed for upcoming crossplay console & mobile update. This might be what we are getting. Gameplay on rails, autodefend, no skill, unrewarding, boring. I hope I am wrong and the previous fun gameplay on console is not gone forever 😢.
  39. Master League? Promised some years ago. I guess it does not generate enough coin sales?
  40. Edit mode. Create a custom crest and kits for our dream team.
  41. AI games are boring and inconsistent. Even on easier difficulties the dynamic game balancing makes you miss so many chances in 1st half, open goals whatever. Then in 2nd its just walk the ball into box and quick shot goal. But if you decide to pass the ball in the box then it's magnet to defender, why not reward passing in the box? The inconsistency in the AI is just bad. And the coding seems lazy. I watch our 11 year old play and do all the right things, but the game just kills all her self-created chances. On harder difficulties even if I read the play and position perfectly to intercept a pass, the pass goes straight through my defender. And adding to that the constant interceptions and not being able to hold ball more than 0.3sec. To my understanding the AI was better before without having to bypass game mechanics (cheat), instead it was actually playing smarter. For me playing the AI is either too easy once the early game "Thou shall not score" wears off or just boring on higher difficulties. How hard is it to develop AI gameplay which is both fun, rewarding and teaching how to play better?
  42. Player speed is broken. The slowest defender will catch up in 2-3 seconds with any attacker running with the ball. No matter stats of players. You make a great pass but this broken game mechanic ruins the opportunity. This is both unrealistic and highly unrewarding.
  43. Player switching. Another game mechanic which seems broken and with hidden punishments added. I have mostly been using semi-assist and player oriented switching, R stick to switch. Recently switched to ball-oriented. And in my experience. When the game is against you, it constantly punishes you with bad player switching and worst default player selection. Many times the game refuses to switch to player in front of ball when I am trying to defend. Instead I am flicking through the guys behind the attacking player, while I am trying to get control of my defender. When I have free kick against me, default player is always the worst possible option eg. my CF standing 10m behind the free kick taker. Why? I enjoy a challenge but having to fight with my controller is not one of them.
  44. Sort player list by team name. Would help when choosing team for events. And a nice feature when browsing all my players.
  45. Position trainers. This feature was a nice addition. But can be improved and made more interesting. (A) Remove the possibility of getting duplicates on full position slots. It's just stupid and annoying. (B) Add random playstyle rewards on the new position. So an AMF Hole Player could also be SS Deep Lying Forward after Position training. (Credit: efNuts YouTube)
  46. Add Position and Skill trainers to point shop. At least we could spend the pink points on something. (Credit: Shoshinsha65)
  47. Header, Aerial superiority, Jump and player height doesnt matter? Played several games where either sides Maradona is winning 50/50 headers vs tall players like Rodri (w. Header skill added) and Saliba. Seems like another broken mechanic in the game.
Some of these are cosmetics and should be quite easy to implement, whereas others like new type of events takes more effort. Dream team in Trial mode and adding already existing local Co-op to more events/game modes shouldn't be that difficult. Gameplay affecting changes are likely hard and need to be tested so it doesn't affect game in a negative way.
I guess Konami calculates profits are better by pushing all players to online play. But at the same time they are neglecting the player group which prefers offline, and are willing to buy coins to get their favourite players cards. Hopefully Konami will reconsider, add a proper Master League and more offline modes with co-op and PvP.
All in all it should result in a more enjoyable experience for both ballers, casuals, squad-builders, card-collectors and those who just want offline couch co-op or PvP with their Dream team. More people having fun and spending time in the game usually results in praise, recommendations and growing user count = more coins spent. Konami keeps earning and customer base is happy. Everyone wins.
/ Cheers and thanks for reading
(This post is continously edited)
https://preview.redd.it/9xsn0ojuqf1d1.jpg?width=783&format=pjpg&auto=webp&s=0ea652978ffdd2c12fa80f89ee4b482ecb1a44e2
submitted by Not-explaining to pesmobile [link] [comments]


2024.05.18 07:05 VonBagel Killer Concept: The Glutton

Killer Concept: The Glutton
https://preview.redd.it/e99uelc3a41d1.png?width=752&format=png&auto=webp&s=c9581fdf6518bd3c48b64eac19e51de2b07eb333
I'll post a pic source in a comment or something, since this sub screams in horror every time I try and link something offsite.
As for the image, it's not exactly what I had in mind, but it's certainly close enough to give people a rough idea while also being eye-grabbing. In my mind, the Glutton's mouth splits it all the way down vertically, opening into a tooth-filled cavity. Between the gums and lips of this mouth, horrid multi-jointed arms slide out to grab things and yank them into the grinding maw. The more I've stared at this picture, the more I've grown to like the cleaver as a weapon; it's cliche, but it's cliche for a reason, dammit, it WORKS! Also, the Glutton's left arm is a grotesque bone-hook.
... Hm. Y'know, sometimes, you have to look deep inside yourself and wonder what your fucking problem is. This will be the third killer I've made which has a gimmick where it eats survivors. It's like, three out of maybe 30 concepts, but that's still too many for my tastes. I should cut back on it before anyone starts making jokes, but I think being eaten alive is one of the worst fates that can befall someone, so I like using it in horror.
This is also one of my attempts at making a killer which could have a difficulty rating of "Easy" posted here, something I've found to legitimately be more challenging than making a killer with a complex, Singularity-length kit, likely owing to how verbose I get and how much I enjoy precise numbers. I LIKE complex ideas, I like pushing boundaries of what's possible in the game, and every new killer that gets released which does exactly that (Vecna's spell wheel is making my head spin with possibility) causes new ideas to course through me. So, have a guy who does two things: eat pallets, and eat people.
115% speed, 32 meter terror radius, Tall height (Nemesis height)
--Power: Great Maw. The Glutton's power starts the trial at 0 charges. It gains 1 charge passively every 8 seconds, 2 charges per second while in chase, 10 charges when it breaks an pallet or wall, and 20 if it hits a survivor with its basic attack. Upon amassing 60 charges, the Glutton's maw splits its body with a loud audio cue as it begins to slaver and growl, signifying to everyone that the power is fully charged. While the Great Maw is charged, the Glutton's hand-mouths will reach from its torso towards whatever survivor it's in chase with; this is purely cosmetic and cannot be seen from the killer's POV.
Holding the ability button causes the Glutton to raise its hook-arm into the air and widen its maw, during which it's slowed by 10%. Releasing the button causes the Glutton to briefly stand in place and lash its hook-arm 8m directly in front of it. This hook can hit over obstacles and shorter terrain pieces, and can target survivors on different elevations if aimed up or down. If the hook impacts a healthy survivor, that survivor is injured and pulled 2m closer to the killer, and Great Maw loses 20 charges as the Glutton is briefly slowed, licking the blood off the hook over 2.5 seconds. If the hook impacts a breakable wall or dropped pallet, the impediment is pulled into the maw and devoured over the course of a 1.8 second animation, and Great Maw loses 10 charges. If the hook misses or hits terrain, Great Maw loses 16 charges and the Glutton is slowed for 2 seconds as it growls and gurgles in annoyance.
If the hook impacts an injured survivor, the injured survivor is pulled through all intervening obstacles and into the Great Maw and entrapped. An entrapped survivor is held within the killer's stomach, battered by the hazards within as their sacrificial meter ticks down, potentially killing them if they can't get out. While a survivor is entrapped, the Maw cannot gain charges, and its charges begin to drain at a rate of 1/s, and when the charges reach 0, the survivor pulls themselves from the maw and escapes, an action which briefly stuns the Glutton and causes it to lose all collision for 5 seconds. A survivor escaping the Maw gains all the benefits of being freed from a hook. Survivors can accelerate the speed they escape the terrible situation by fighting back out, which involves a sequence of directional inputs akin to disabling Skull Merchant's drones. Each correct input they put in drains charges, but missing them adds charges, potentially trapping them for even longer--maybe even enough to progress to the next hook stage! Other survivors can also accelerate how quickly their trapped ally escapes the Maw; just being nearby helps, but blinding it and especially stunning it helps even more.
A survivor who reaches their third and final sacrificial stage while in the Maw, or if they are pulled in when they are on their final hook state, is treated to a special mori and perishes, and the Maw's charges fully refresh. If a survivor is reduced to the dying state while the Maw is available to use, the Glutton may entrap the survivor without needing to hit them with the hook.
--BORING NUMBERS/DETAILS: Each successful input when fighting back out reduces the Maw's charge by 1 (for a total of 5 per successful string), but failing an input causes the string to turn red and vanish, adding 2 charges to the Maw per input remaining (so missing the first input adds 8 charges, but missing the last input only adds 2), potentially trapping the survivor even longer. A new string appears 1.5 seconds after the last one vanishes, or 3 seconds if an input was missed, and they remain onscreen for 5 seconds before vanishing. Any inputs not put in by the time the string vanishes count as being missed. A survivor who allows 3 strings to vanish without making any input attempts automatically progresses to the next hook stage.
Every survivor within 8m of the Glutton while it holds a survivor in the Maw causes the Maw to lose 1 additional charge a second. If the Glutton is blinded, it loses 5 charges immediately plus 1 extra charge per second it's blind. If the Glutton is stunned, it loses 20 charges.
If the Glutton is not in chase, the aura of an entrapped survivor is periodically revealed to other survivors (every ~15 seconds) and is accompanied by a short directional audio cue, so survivors have a rough idea of where the Glutton is and where they need to go to rescue their ally. This prevents the Glutton from gobbling up a survivor and then sneaking off somewhere with stealth perks to make sure they remain trapped as long as possible.
ADD-ONS
COMMON
  1. Finger Food: Great Maw loses 3 fewer charges whenever the hook is thrown out, regardless of the result.
  2. Gristle and Grime: Great Maw's passive charge is increased by 0.3.
  3. Insulting Offering: The Glutton's terror radius is reduced by 8 meters while Great Maw is fully charged.
  4. Handful of Offal: Great Maw's passive charge gain occurs 1 second sooner.
UNCOMMON
  1. Shredded Rags: Great Maw gains 10 charges if the Glutton kicks a generator.
  2. Befouled Cloth Clump: The cooldown for the Glutton's missed basic attacks is reduced by 20% when Great Maw is fully charged.
  3. Moldy Morsel: Great Maw's passive charge is increased by 0.6
  4. Unified Screams: Increase the Glutton's terror radius by 10 meters while a survivor is entrapped.
  5. Bloodstained Wood: Great Maw gains 5 additional charges when breaking pallets and walls.
RARE
  1. Salt: Great Maw gains 5 additional charges when damaging a survivor with a basic attack.
  2. Appalling Appetizer: Survivors within the Glutton's terror radius while it has a survivor entrapped have no skill check warning.
  3. Corroded Bones: Survivors missing inputs while fighting back out recharges Great Maw by 0.2 charges per miss.
  4. Blood Barrels: The Glutton recovers from hitting a survivor with its hook 0.5 seconds faster. Breakable walls are devoured by the Great Maw 0.8 seconds faster.
  5. Offal Bucket: Great Maw's passive charge gain occurs 2 seconds sooner.
VERY RARE
  1. Barbed Bones: The bone hook inflicts hemorrhage on survivors it damages, and survivors are pulled 1.5m closer to the Glutton when hit by it.
  2. Branching Bones: Slightly widens the bone hook projectile horizontally.
  3. Choice Cuts: Damaging a survivor with a basic attack while another survivor is entrapped grants Great Maw 5 charges. Hooking a survivor while another survivor is entrapped grants Great Maw 15 charges.
  4. Bolus of Keepsakes: Each time you entrap a survivor in the Maw for the first time in a trial, this add-on gains a token, to a maximum of 4. Gain a stacking 1.5% Haste bonus for each token while not in chase.
IRIDESCENT
  1. Iridescent Bone Spear: Visibly changes the Glutton's hook to a spear, which slightly narrows its hitbox. Great Maw now requires 100 charges to become fully active. A survivor struck by the spear is pulled into the Maw and entrapped automatically, even if they were healthy.
  2. Dreams of a Banquet: The Glutton has a 10% Haste bonus while not in chase while the Great Maw is fully charged.
PERKS
Hungry for More: There's still more blood to spill, and you know exactly how to get it. After reducing a survivor to the dying state with a basic attack, you see the auras of any healthy survivors in your terror radius for 4 seconds. Then, Hungry for More goes on cooldown for 30 seconds.
Blood in the Air: With the smallest taste of it, you can smell it all around you. After injuring a survivor through any means, Blood in the Air becomes active for 12 seconds. During this time, you see the auras of all bloodstains in your terror radius. Then, BitA goes on cooldown for 30 seconds.
Hex: Chop Chop: Their metal can wait. There's meat to prepare. Each time you hook a survivor, a dull totem on the map ignites into a Hex Totem. Each Hex Totem curses one specific generator on the map that has not yet been completed. So long as the curse remains in place, the cursed generator has a 30% repair speed penalty. Any survivor who works on a cursed generator for 6 continuous seconds can see the location of the Hex Totem cursing it. In addition to cleansing the totem to end the curse, completing the cursed generator shatters the Hex Totem completely.
MEMENTO MORI: The Glutton's hook arm stabs into the shoulder of the survivor, lifting them into the air front of it. With a single, incredibly powerful swing of its cleaver, it slices off their left arm, which it impales onto the end of its cleaver to eat. Blood sprays from the stump, which the Glutton points towards its mouth to enjoy for a moment before being overcome with hunger. It yawns its maw and bites the survivor in half at the waist. After a moment of chewing, it can no longer hold back and shoves the rest of the survivor into its maw, ending their life.
GREAT MAW MORI: This mori plays if a survivor is sacrificed within the Great Maw. The Glutton stops in place and puts a hand to its stomach/chest, in which muffled screams can be heard. The arm of the trapped survivor rises from its mouth in a spray of blood, followed quickly by their head, which is shouting and waiving for help. The Glutton snorts in annoyance, before it tenses its body; there's a nightmarish CRUNCH as blood sprays from the survivor's face. They go silent and limp, and are devoured once more.
submitted by VonBagel to deadbydaylight [link] [comments]


2024.05.17 10:07 VonBagel Killer Concept: The Glutton

Killer Concept: The Glutton
https://preview.redd.it/49v4jufajw0d1.png?width=734&format=png&auto=webp&s=773f465d2fb6d18bb0a80ae82dc122a9b2b447cf
The source of the pic is here! It's not exactly what I had in mind, but it's certainly close enough to give people a rough idea. In my mind, the Glutton's mouth splits it all the way down vertically, opening into a tooth-filled cavity. Between the gums and lips of this mouth, horrid multi-jointed arms slide out to grab things and yank them into the grinding maw. The more I've stared at this picture, the more I've grown to like the cleaver as a weapon; it's cliche, but it's cliche for a reason, dammit, it WORKS! And the Glutton's left arm is a grotesque bone-hook.
... Hm. Y'know, sometimes, you have to look deep inside yourself and wonder what your fucking problem is. This will be the third killer I've made that's themed around eating survivors, but only the second I've actually posted to this sub. I should cut back on it before anyone starts making jokes, but I think being eaten (mostly) alive is one of the worst fates that can befall someone, so I like using it as horror.
This is also another of my attempts at making a killer which could have a difficulty rating of "Easy," something I've found to legitimately be more challenging than making a killer with a complex, Singularity-length kit, likely owing to how verbose I get and how much I enjoy precise numbers. I LIKE complex ideas, I like pushing boundaries of what's possible in the game, and every new killer that gets released which does exactly that (Vecna's spell wheel is making my head spin with possibility) causes new ideas to course through me. So, have a guy who does two things: eat pallets, and eat people.
115% speed, 32 meter terror radius, Tall height (Nemesis height)
--Power: Great Maw. The Glutton's power starts the trial at 0 charges. It gains 1 charge passively every 8 seconds, 2 charges per second while in chase, 10 charges when it breaks an pallet or wall, and 20 if it hits a survivor with its basic attack. Upon amassing 60 charges, the Glutton's maw splits its body with a loud audio cue as it begins to slaver and growl, signifying to everyone that the power is fully charged. While the Great Maw is charged, the Glutton's hand-mouths will reach from its torso towards whatever survivor it's in chase with; this is purely cosmetic and cannot be seen from the killer's POV.
Holding the ability button causes the Glutton to raise its hook-arm into the air and widen its maw, during which it's slowed by 10%. Releasing the button causes the Glutton to briefly stand in place and lash its hook-arm 8m directly in front of it. This hook can hit over obstacles and shorter terrain pieces, and can target survivors on different elevations if aimed up or down. If the hook impacts a healthy survivor, that survivor is injured and pulled 2m closer to the killer, and Great Maw loses 20 charges as the Glutton is briefly slowed, licking the blood off the hook over 2.5 seconds. If the hook impacts a breakable wall or dropped pallet, the impediment is pulled into the maw and devoured over the course of a 1.8 second animation, and Great Maw loses 10 charges. If the hook misses or hits terrain, Great Maw loses 16 charges and the Glutton is slowed for 2 seconds as it growls and gurgles in annoyance.
If the hook impacts an injured survivor, the injured survivor is pulled through all intervening obstacles and into the Great Maw and entrapped. An entrapped survivor is held within the killer's stomach, battered by the hazards within as their sacrificial meter ticks down, potentially killing them if they can't get out. While a survivor is entrapped, the Maw cannot gain charges, and its charges begin to drain at a rate of 1/s, and when the charges reach 0, the survivor pulls themselves from the maw and escapes, an action which briefly stuns the Glutton and causes it to lose all collision for 5 seconds. A survivor escaping the Maw gains all the benefits of being freed from a hook. Survivors can accelerate the speed they escape the terrible situation by fighting back out, which involves a sequence of directional inputs akin to disabling Skull Merchant's drones. Each correct input they put in drains charges, but missing them adds charges, potentially trapping them for even longer--maybe even enough to progress to the next hook stage! Other survivors can also accelerate how quickly their trapped ally escapes the Maw; just being nearby helps, but blinding it and especially stunning it helps even more.
A survivor who reaches their third and final sacrificial stage while in the Maw, or if they are pulled in when they are on their final hook state, is treated to a special mori and perishes, and the Maw's charges fully refresh. If a survivor is reduced to the dying state while the Maw is available to use, the Glutton may entrap the survivor without needing to hit them with the hook.
--BORING NUMBERS/DETAILS: Each successful input when fighting back out reduces the Maw's charge by 1 (for a total of 5 per successful string), but failing an input causes the string to turn red and vanish, adding 2 charges to the Maw per input remaining (so missing the first input adds 8 charges, but missing the last input only adds 2), potentially trapping the survivor even longer. A new string appears 1.5 seconds after the last one vanishes, or 3 seconds if an input was missed, and they remain onscreen for 5 seconds before vanishing. Any inputs not put in by the time the string vanishes count as being missed. A survivor who allows 3 strings to vanish without making any input attempts automatically progresses to the next hook stage.
Every survivor within 8m of the Glutton while it holds a survivor in the Maw causes the Maw to lose 1 additional charge a second. If the Glutton is blinded, it loses 5 charges immediately plus 1 extra charge per second it's blind. If the Glutton is stunned, it loses 20 charges.
If the Glutton is not in chase, the aura of an entrapped survivor is periodically revealed to other survivors (every ~15 seconds) and is accompanied by a short directional audio cue, so survivors have a rough idea of where the Glutton is and where they need to go to rescue their ally. This prevents the Glutton from gobbling up a survivor and then sneaking off somewhere with stealth perks to make sure they remain trapped as long as possible.
ADD-ONS
COMMON
  1. Finger Food: Great Maw loses 3 fewer charges whenever the hook is thrown out, regardless of the result.
  2. Gristle and Grime: Great Maw's passive charge is increased by 0.3.
  3. Insulting Offering: The Glutton's terror radius is reduced by 8 meters while Great Maw is fully charged.
  4. Handful of Offal: Great Maw's passive charge gain occurs 1 second sooner.
UNCOMMON
  1. Shredded Rags: Great Maw gains 10 charges if the Glutton kicks a generator.
  2. Befouled Cloth Clump: The cooldown for the Glutton's missed basic attacks is reduced by 20% when Great Maw is fully charged.
  3. Moldy Morsel: Great Maw's passive charge is increased by 0.6
  4. Unified Screams: Increase the Glutton's terror radius by 10 meters while a survivor is entrapped.
  5. Bloodstained Wood: Great Maw gains 5 additional charges when breaking pallets and walls.
RARE
  1. Salt: Great Maw gains 5 additional charges when damaging a survivor with a basic attack.
  2. Appalling Appetizer: Survivors within the Glutton's terror radius while it has a survivor entrapped have no skill check warning.
  3. Corroded Bones: Survivors missing inputs while fighting back out recharges Great Maw by 0.2 charges per miss.
  4. Blood Barrels: The Glutton recovers from hitting a survivor with its hook 0.5 seconds faster. Breakable walls are devoured by the Great Maw 0.8 seconds faster.
  5. Offal Bucket: Great Maw's passive charge gain occurs 2 seconds sooner.
VERY RARE
  1. Barbed Bones: The bone hook inflicts hemorrhage on survivors it damages, and survivors are pulled 1.5m closer to the Glutton when hit by it.
  2. Branching Bones: Slightly widens the bone hook projectile horizontally.
  3. Choice Cuts: Damaging a survivor with a basic attack while another survivor is entrapped grants Great Maw 5 charges. Hooking a survivor while another survivor is entrapped grants Great Maw 15 charges.
  4. Bolus of Keepsakes: Each time you entrap a survivor in the Maw for the first time in a trial, this add-on gains a token, to a maximum of 4. Gain a stacking 1.5% Haste bonus for each token while not in chase.
IRIDESCENT
  1. Iridescent Bone Spear: Visibly changes the Glutton's hook to a spear, which slightly narrows its hitbox. Great Maw now requires 100 charges to become fully active. A survivor struck by the spear is pulled into the Maw and entrapped automatically, even if they were healthy.
  2. Dreams of a Banquet: The Glutton has a 10% Haste bonus while not in chase while the Great Maw is fully charged.
PERKS
Hungry for More: There's still more blood to spill, and you know exactly how to get it. After reducing a survivor to the dying state with a basic attack, you see the auras of any healthy survivors in your terror radius for 4 seconds. Then, Hungry for More goes on cooldown for 30 seconds.
Blood in the Air: With the smallest taste of it, you can smell it all around you. After injuring a survivor through any means, Blood in the Air becomes active for 12 seconds. During this time, you see the auras of all bloodstains in your terror radius. Then, BitA goes on cooldown for 30 seconds.
Hex: Chop Chop: Your metal can wait. There's meat to prepare. Each time you hook a survivor, a dull totem on the map ignites into a Hex Totem. Each Hex Totem curses one specific generator on the map that has not yet been completed. So long as the curse remains in place, the cursed generator has a 30% repair speed penalty. Any survivor who works on a cursed generator for 6 continuous seconds can see the location of the Hex Totem cursing it. In addition to cleansing the totem to end the curse, completing the cursed generator shatters the Hex Totem completely.
it's 4AM. I'll write up his moris in the replies tomorrow.
submitted by VonBagel to PerkByDaylight [link] [comments]


2024.05.15 11:36 Not-explaining eFootball wishlist to Konami v2.2 (38 wishes)

eFootball wishlist to Konami v2.2 (38 wishes)
eFootball gameplay seem to be going in a bad direction for the past months. To much AI defending/assistance/game balancing, game adding input lag, interceptions, poor passing, fouls not called for, hot potato football not rewarding any type of skillful play. The gameplay feels like its on rails, freedom is gone, players don't respond to your inputs and chances are created by either teams AI players mistakes or incredibly stupid runs. It's just not fun to play anymore. Neither online or vs AI.
eFootball could be fantastic if Konami would listen to ideas, criticism and improve. Here is my wishlist. Feedback based on me and the kids playing on PS4, PS5 and mobile. Offline and online.
  1. Reduce the heavy AI assistance / game-balancing / handholding / Auto defending / Dynamic Difficulty / momentum / whatchamacallit (scr...). I understand its for getting new players staying in the game, having a chance getting coins in the events and winning games. And perhaps make games more non-predictable "anything can happen, maybe". With the current AI handholding level its "anything will happen, constantly". So many chances are created by either teams AI players making mistakes or just making incredibly stupid runs, its like a badly scripted B-movie. The amount of goalpost hits and missed open goals is just silly currently, this goes on until the last few minutes of each match. Please reduce it, or even remove it from Co-op and other game modes where skill should be rewarded. I'd rather get smashed 15-0 and learn from a good player. Than having to play another game with: added input lag and your players turn, react with 0,5 sec delay / 1 team loses every header / 4 shots in goalpost / own goals / missed open goals from 2-3m consequently, instead you have to run the ball into goal!!! / hide n seek players with pass receiver running away from the ball positioning behind defender / every ball intercepted / misdirected passes / every pass straight to other team / passes goes through "invisible" player / player freezing or even running wrong direction vs your stick / opponent attacking with high punt or lofted pass but your defender running past the ball towards opposition goal / ball glued to opposite player in the box / every attempt clearing the ball goes short distance straight to other team, even goalie high punt / all stunning shots 3m over the goal before 85min + all the other crap that's in there. This gameplay on rails is so unrewarding. If I manage to do something skillfull the AI assistance just kills the opportunity with any means. When the AI assistance takes a break, I get an easy goal with no effort from a random through pass + tap in. Many times I can't tell if I am playing well or the game has decided I should win/lose, it kills the joy for me and it's just boring. If Konami could tone down all the weird punishments I'd be very grateful.
  2. Passing and interceptions. Currently worst ever IMO. Game just decides your pass from a player in balance is 90-180 degrees of straight to opponent. Even on Beginner AI and no matter PA1, 2 or 3😂 And the constant interceptions. No flow in the game. Please work on this Konami.
  3. Remove the artificial input-lag. (This is a controversial one, some players simply don't believe our experience it. For me it's obvious as it can be tested offline in several ways) Stop punishing one side with artificial input lag which make the gameplay feel heavy, unresponsive and your players turn & react with 0,5 sec delay. This is not from server lag as it's there in AI matches and local Trial matches as well, just switch controller between team 1 & 2 and feel the difference. It might activate from beginning of game, or in 2nd half, usually when you are doing well. And vice versa it can dissapear in 2nd half. From my experience it can be reduced or removed by switching playstyle. When finding the right playstyle for that specific match, your players suddenly become responsive again, it can even happen after switching to lowest Manager profiency. I assume its part of the game balancing mechanics. For me this is one of the worst things in the current game, when it kicks in your players don't respond to inputs in time and gameplay just feels awful.
  4. Fix the player freezing. Example: after losing a header to last defender suddenly your attacker just freezes. What's going on here? Have Konami added to much AI handholding and broken the game? 😂😂😂
  5. Reward different playstyles like build up play. Currently most games seem to be high press, interception ping-pong, quick pass and no dribbles. Hot potato football. Holding the ball has become very difficult. Before the AI assistance and auto defending went berzerk, you could actually keep the ball for a second and do something creative. Without 3-5 guys surrounding your player with no options. Now the gameplay is boring with the lack of variety.
  6. Create a game mode free from AI assistance & artificial input lag. Just pure skill. It could be beta, division free or whatever just let us play without the heavy AI handholding. And maybe eFootball will be esports ready 😉. To be honest if another football game is released without momentum/game-balancing /added input-lag and with gameplay based on pure skill. I think eFootball will lose a lot of players.
  7. Add Dream team into Trial match. As Trial match is the only game mode which supports 2-4 local players on same console, same screen. We have 2 kids who love the card collecting and building their team. But playing online is of no interest to them, and won't be in many years. They want to play local PvP or co-op but with their own Dream team on the same screen from one Playstation. By now we are very tired of playing the same local play Trial match Argentina Vs PSG. The kids have almost stopped playing eFootball, since they cant play against each other with their own team. In addition this would be a great way to test out new players, builds and game mechanics together with a friend. Much more fun than training mode. This mode is what my family is missing most from this game. And if it would be a "pure" mode without any momentum/game-balancing things would be fantastic. Just pure skill, best player wins.
  8. Please add Dream team to Trial match local co-op Vs AI. Would be so much fun to test your Dream Team against the AI together with the kids or a friend on the couch beside you seeing the same screen. Would love this mode if it would become available.
  9. Add local co-op (one screen, one Playstation) to Events. Would be great if me and the kids could take on the events together from one Playstation. At least add it to the AI events. Then we would actually play them and not just sim them for GP and experience.
  10. Myleague local and online co-op. Add both local co-op (one Playstation, same screen) and online co-op into Myleague please. A reason to play it and win the league together with the kids or friends😀
  11. Make My League worth playing. 100.000GP for completing 38 matches and winning the league is very poor IMO. Add some skill trainers, position trainers and raise the GP perhaps?
  12. Add all Goal Scorers, Assists and Passes made to Half Time and Full Time game stats. So we can quickly get the overview of which player cards performed well in both teams. That information would be highly appreciated.
  13. Contract renewal is way too expensive. Considering many players have paid plenty in real money to get the favourite players, and you only get to keep your player for 1 year. We are paying for this digital football Pokémon and we can't even use it as long as we would like. There should be more ways to get contract renewals, the periods should be longer, 3/6/9/12months and the price should be lower. Currently it's just irritating and another killing the fun factor.
  14. Make each playstyle worth using. And reward playing different type of formations. Instead of everyone using META 4 defenders and no wingers/LMF/RMF.
  15. Better & more expensive Point shop players. Can we please have some decent players? I'd gladly spend 50000-100000 pink points for a player if his stats are good. IMO there hasn't been an interesting player since Ferrer & Pires. Currently I don't see any use for points except contact renewal.
  16. Remove the GP cost for player reset. Having to wait for 2-3 months and then stressing for a few free weeks to retrain and test new builds doesn't make sense. GP is too valuable for me, I use it for Legacy Transfer and Contract renewal, and the few occasional GP buys for Events or hidden gems. I enjoy training players and trying out new builds, if free it would keep me logging in even when there is nothing else to do in the game.
  17. Reduce the cost for Legacy transfer. Getting your wanted skills and then transferring to your favourite player is one of the game aspects I really like. But 257,000 GP for one transfer is a lot and takes away much of the fun in Legacy transfer. You get 1 Mbappe for less than 2 Legacy transfer. I am always low on GP these days, and I think 100,000-150,000 GP would be reasonable for Legacy transfer for 1 skill.
  18. Legacy transfer of skills to POTW cards. If we could add 1-2 skills to the POTW the cards would be more interesting and I'd spend more coins spinning. We would get more varied and unpredictable squads instead of everybody using the same players. Most players know the good cards, what to expect from opponents cards and how to counter. Lets say you add some strong passing or shooting skills to a player usually weak in that aspect. The unpredicability would be awesome!
  19. Replace/delete added skills. Building players would be much more fun if I could replace a trained skill with another one using legacy transfer. Or just be able to delete an added skill. Perhaps my playstyle changes and I want Neymar to have Through passing instead of the previously added Long-range shooting.
  20. GP an option for pack spins. But it shouldn't be easy. Hard grind should be rewarded as it gives a reason to play the game. I am thinking 7,5M GP you get 75 spins in a 150 pack. That takes perhaps 6 months to grind. And perhaps the remaining 75 spins is coins only. Lower thresholds like 10 spins för 1M GP would be great but I understand its not gonna happen, as it would hurt the coin sales.
  21. Remove the 500 player cap or reduce cost of adding player slots. If you are grinding skill trainers with 0GP players and training players the 500 fills up quite easily. Or reduce the 500.000GP for an extra 50 players to maybe 100.000GP. This 500 player limit is very annoying and seems unnecessary.
  22. Add skill trainers and position trainers to each match pass. Would make the Match Pass way more interesting and I would spend coins.
  23. Make it worthwhile playing League / divisions. Currently I don't see much reason to play it. A few skill trainers and low GP reward can't motivate me spending the time. Add prices like special unique cards, Kits, Avatars, POTW spins or something else to keep players motivated. This game needs special rewards!!
  24. Find a way to prevent players from forfeiting games, at least events and co-op. Maybe if you are down a few goals sometimes add a random bonus like score with player X to receive 1 skill trainer, 10000 GP or something. Just to motivate players completing the match. Or create a non forfeit streak, like 10, 20 or 30 games without forfeit and you get an free extra POTW spin. (Credit: Part of this idea is from eFootball Universe Youtube)
  25. 1st celebration should also be skippable. It's just time consuming in online games. Not adding any value to except maybe noobs who scored their first goal ever.
  26. An option to make Sub tactic clearly visible in Game plan if activated. I played to many games now without knowing I had sub-tactic activated 😂
  27. Matchmaking. This was good for a while after the matchmaking update, but not anymore. There must be something seriously wrong here. When playing in Division 9 to 7, we constantly get division 1-2 opponents in the events. Had top 120 and top 200 in a row even. 750M downloads and nobody else playing. Really?
  28. The daily penalty needs an upgrade. Suggestion: More fun If I could choose player from my Dream Team. And add random Epic goalies to spice it up 😉
  29. Add statistics of headers, penalties and free kicks scored on each player card. This would add value and make it more interesting building squads. Konami you have the data, use it!
  30. More variety in Events. BBVA, Turkish, Brazilian Italian, English, Japan league. Over and over and over... Cmon Konami create something different so we can rotate our squads more. Suggestion: An event where only max 4 star players are allowed? Or higher GP rewards the weaker squad you use? (Credit: idea is partly from Rockchok Youtube)
  31. More Beat the Clock type of events. Both me and the kids enjoyed this one. Create something similar for skill moves. Example: Perform 5 Double touch + 5 Marseille turn across pitch with fixed dummies or defending players. Or a sequence where you have to perform skill move x and y before scoring.
  32. Objectives with extra bonuses. Add weekly objectives or similar. Score a hat-trick, win on penalties or score 5 times using skill move. And get some type of rewards, GP, Skill trainers, Position trainers, avatars, whatever just variety and something to play for.
  33. Co-op events. So much potential but the gameplay on rails, AI assistance and the constant random AI punishments kills the fun for me. You feel almost instantly if the AI assistance is on your side or against you. Either everything goes your way and it's too easy or Epics can't make a simple pass, the input lag kicks in and your player is even dragged out of position so the other team can score. Every game feels pre-decided with almost every touch being a mistake or fumble by the team who is supposed to concede a goal. Or its 1 goal back and forth with short sequences where the conceeding team can't touch the ball. In my experience the AI assistance is at its worst in the Co-op games. Quite easy to spot as players regularly just drop the controller. And game continues to auto defend like prime AC Milan, the non-active player is forcefielded holding the ball, every ball in the box is magically sucked to defenders feet and passes and clearings going 90-180 degrees off straight to opponent. Recent example which has happened in several co-op games: Goalie makes several stupid run outs to a perfect 4 man defending line, leaving the net wide open. Changing goalie doesn't help. Same thing with 2nd goalie until opponent gets his 2 goals. Sorry but when my player, gameplay and result is controlled by AI instead of me and my teammate I lose interest.
  34. Add 2nd local player to co-op online events. Why can't 2 players join the co-op events together from one Playstation? Me and the kids would play co-op events a lot if this was possbile.
  35. Booster player forms. Wirtz card and several other are never on A-form. Whats the point of creating a booster card then? (credit: PES Pepe Youtube)
  36. Communication. Info on gameplay changes in each update would be appreciated. Like before. (credit: PES Pepe Youtube)
  37. Heavy first touch or fumble receiving the ball. +90 Ball control player cant receive a pass without starting to fumble or needing several seconds to gain control, then losing the ball, again and again and again. Does stats even matter when game balancing just decides anyway?
  38. Don't launch Crossplay with mobile. I suspect the recent braindead heavy assisted gameplay is needed for upcoming crossplay console & mobile update. This might be what we are getting. Gameplay on rails, autodefend, no skill, unrewarding, boring. I hope I am wrong and the previous fun gameplay on console is not gone forever 😢.
  39. Master League? Promised some years ago. I guess it does not generate enough coin sales?
  40. Edit mode. Create a custom crest and kits for our dream team.
  41. AI games are boring and inconsistent. Even on easier difficulties the dynamic game balancing makes you miss so many chances in 1st half, open goals whatever. Then in 2nd its just walk the ball into box and quick shot goal. But if you decide to pass the ball in the box then it's magnet to defender, why not reward passing in the box? The inconsistency in the AI is just bad. And the coding seems lazy. I watch our 11 year old play and do all the right things, but the game just kills all her self-created chances. On harder difficulties even if I read the play and position perfectly to intercept a pass, the pass goes straight through my defender. And adding to that the constant interceptions and not being able to hold ball more than 0.3sec. To my understanding the AI was better before without having to bypass game mechanics (cheat), instead it was actually playing smarter. For me playing the AI is either too easy once the early game "Thou shall not score" wears off or just boring on higher difficulties. How hard is it to develop AI gameplay which is both fun, rewarding and teaching how to play better?
  42. Player speed is broken. The slowest defender will catch up in 2-3 seconds with any attacker running with the ball. No matter stats of players. You make a great pass but this broken game mechanic ruins the opportunity. This is both unrealistic and highly unrewarding.
  43. Player switching. Another game mechanic which seems broken and with hidden punishments added. I have mostly been using semi-assist and player oriented switching, R stick to switch. Recently switched to ball-oriented. And in my experience. When the game is against you, it constantly punishes you with bad player switching and worst default player selection. Many times the game refuses to switch to player in front of ball when I am trying to defend. Instead I am flicking through the guys behind the attacking player, while I am trying to get control of my defender. When I have free kick against me, default player is always the worst possible option eg. my CF standing 10m behind the free kick taker. Why? I enjoy a challenge but having to fight with my controller is not one of them.
  44. Sort player list by team name. Would help when choosing team for events. And a nice feature when browsing all my players.
  45. Position trainers. This feature was a nice addition. But can be improved and made more interesting. (A) Remove the possibility of getting duplicates on full position slots. It's just stupid and annoying. (B) Add random playstyle rewards on the new position. So an AMF Hole Player could also be SS Deep Lying Forward after Position training. (Credit: efNuts YouTube)
  46. Add Position and Skill trainers to point shop. At least we could spend the pink points on something. (Credit: Shoshinsha65)
  47. Header, Aerial superiority, Jump and player height doesnt matter? Played several games where either sides Maradona is winning 50/50 headers vs tall players like Rodri (w. Header skill added) and Saliba. Seems like another broken mechanic in the game.
Some of these are cosmetics and should be quite easy to implement, whereas others like new type of events takes more effort. Dream team in Trial mode and adding already existing local Co-op to more events/game modes shouldn't be that difficult. Gameplay affecting changes are likely hard and need to be tested so it doesn't affect game in a negative way.
I guess Konami calculates profits are better by pushing all players to online play. But at the same time they are neglecting the player group which prefers offline, and are willing to buy coins to get their favourite players cards. Hopefully Konami will reconsider, add a proper Master League and more offline modes with co-op and PvP.
All in all it should result in a more enjoyable experience for both ballers, casuals, squad-builders, card-collectors and those who just want offline couch co-op or PvP with their Dream team. More people having fun and spending time in the game usually results in praise, recommendations and growing user count = more coins spent. Konami keeps earning and customer base is happy. Everyone wins.
/ Cheers and thanks for reading
(This post is continously edited)
https://preview.redd.it/uuhnytppqf1d1.jpg?width=783&format=pjpg&auto=webp&s=a8cdb6c4b3214834e64c06e7b66f70a4e4b55591
submitted by Not-explaining to eFootball [link] [comments]


2024.05.14 09:36 Khorde__the__Husk BattlePostings Game Rules

i like Warhammer 40k, but 40k doesnt afford you the abilty to let you play your own custom character or faction if it isnt up to certain specs in tournaments(lore strict rules). and running an army battle in dungeons and dragons is overly complicated unless you ignore a bunch of rolls and rules.
i propose a blend of both. who's cannon takes place in the cosmos of perspective.
(you make your own faction cannon. )
each unit type has user generated has one data sheet, each named character you have would have their own data sheet.
the models can be 3-D printed or kitbashed, but they must be at 1/36 scale. essentially one infantry= one of those cheap plastic army men standing at 5 cm tall.
from here, this was typed up before today, by a few months. there is no campaign.
but i would imagine a new fandom in table top roleplay would be born regardless
___________________________________________________________________________________________
WELCOME TO BATTLEPOSTINGS T.T.R.P.G.
A tabletop rpg for diy, model painting, kit bashing, 3-DPrinting, and plastic army battling enthusiasts.
all parts of this game are user generated, with the exception of the rules. Though u/Khorde__the__Husk sent this to a bunch of redditors for help in balancing the game and setting up basic play structure.
Things to note:
· You must have one “advisor” per two warlords in the session. Advisors, act as the game master to make sure no one is cheating. If there is confusion on what kind of weapon a unit has in their hands or equipped to their armor, the Advisor has final say. The advisor is supposed to keep the game fair.
· In theory you could have as many players as you want, but no more than four is recommended because turns consist of multiple phases that are meant to organize the battle strategy for each player.
· Players are encouraged to kit bash, 3-D print, or purchase traditional plastic army men. For the sake of scaling, follow the scaling of the image below. But you must have your own general. It is recommended that your general be unique, make it yours. Have fun.
· Players can make their own campaigns and lore. Such attempts are encouraged. For the purposes of release, you can follow the campaign I have written.
· For any session, you will need a handwritten or typed general’s reference stats Dossier, 1D20, tape measure, and an army of which you will fight with. (painted)
· When rolling on a check, higher is always better. 20 is always a success
· Your armies stats are fixed and defined in this document. Your general’s stats are dictated by the roll of a 1d20. These stats are:
o morale
o Movement speed
o Accuracy
o Health points
o Punch
· Turns are split into phases.
o bombardment
o Movement
o Attack/counter attack
· The different types of units are:
o Infantry
o Armor
o Airborne
o B.A.M.(BIG ASS MACHINES)

· We play at a 1/36 scale. All models are at that scale.
make your own terrain and cover. kitbashing, 3-D printing encouraged. terrain is the battleground, the floor the pieces and obstacles stand on. obsticles can be anything. debris, nature, etc. obstacles are cover. if an attacking piece can see the defending piece in its entirety, the defending piece is in the open. if the defending piece is partially seen by the attacking
· Ability checks logic below:
20=crit hit/sucsess
1=jam(gun)/woopsie(melee)/crit fail
To succeed , a unit must roll their combined ability score. This is their base ability +general ability. Debuffs such as kickback only are applied to whatever you rolled when you roll for an ability check.
Regardless, the fundamental rules of this game will apply to your creations. these are an assortment of rules designed to keep the game fair and guard against unfair players(referred to as God-Emperors or God-empresses) and hopefully combat power creep.
Now lets expand upon these ideas so you can have fun kit-bashing and army smashing quicker.
GENERAL’S (named character) STAT DOSSIER
Your army’s stats are based on your general’s stat Dossier. The leader of a nation is oft a good indication of how high of a quality their army’s going to be.
The first thing you should write is your general’s name, then write their bio. Their bio includes their background, their homeland, what politics are involved (if any). It is not recommended that you write a novel, you have a game to play. What are the weapons that your general will have on their person? What are their character traits? How will those traits affect how the game is played?
The next thing to do is to make a picture of your General that resembles the piece you kit-bashed for your general to be. It can be menacing, wholesome, serious or whacky. As long as the design choices resemble what your army has for their design and your general’s character traits. It doesn’t have to be hand drawn. A photo of your piece will suffice. no general may have a skill number higher than 16.
ARMY STAT DOSSIER:
what good is a king without a kingdom?
terrible.
each type of unit gets one ARMY STAT DOSSIER. you can have as many scout infantry you want, but you need a dossier on how they are deployed, what weapons they use, and most importantly, THEIR STATS. make sure your unit type description is comprehensive including what styles of combat they are trained for. this could influence your decisions on how you play. give them lore for shits and giggles. no unit may have a skill number higher than 15.
WEAPON STAT DOSSIER
this is the list of weapon types and their ability modifiers.
when attacking bare handed, you go by your unmodified stats.
STATS EXPLAINED AND BORING SHIT
Now comes the part with the dice. You only need 1d20. This is to reduce the confusion.
· Morale
Rolled by 1d20, checked by 1d20 per unit.
Morale is basically moral law. How far will your troops go to follow your orders? If your morale over a given unit is 1, the unit in question is shell shocked for one whole turn, to be marked with a yellow slip. If your unit is shell shocked, it is traumatized to where it cant follow any orders on the next turn. If for some reason the morale hits 0, that unit defects and must be marked with a red token. Units that defect are now under control of your enemy. If defected units hit 0 authority again, it simply dies. Suicide. Cowards way out.
The Morale that your general has over friendly units is base unit morale +the general’s modifier. Your general’s base Morale is the number you rolled the 1d20 for. If for any reason your general’s morale score goes below 0, the general must rally all nearby troops (within 30cm) to protect the general for one turn on the next turn. If your general’s morale hits zero, you get shell shocked, and your general cannot take action for one turn and if your general was within line of sight of any other allied unit, the observing unit cannot take action either.
· Movement Speed
Rolled by 1d20, measured by cm on a measuring tape or meter stick because inches suck.
Movement speed is how much ground a given unit can cover. Unless your object has a punch score higher than the hp of an obstacle, or can fly, you will have to go around the obstacle. There are exceptions. If the obstacle is below the knee of an infantry unit, the infantry or whatever can climb over at the cost of the individual unit climbing modifier.
The base movement speed of your general influences the movement speed of your troops. To find a troops total movement speed:
Your unit’s base movement speed + your general’s base movement speed = total troop movement speed. See army stat dossier or named character stat dossier.

· Accuracy
Rolled by a 1d20, checked by 1d20 per unit
Accuracy must be rolled every time a unit attacks an enemy unit.
Accuracy is basically the chance of your selected troop hitting their targets. Different weapons and vehicles have different accuracy modifiers(aka kickback or x-range), and different types of troops have different base accuracies. Accuracy can affect enemy/friendly Health points or morale. If a shot hits near enough to a troop, or makes a kill close enough to another troop, the troops affected must undergo a morale check with the exception to nearby friendlies of any troop who gets an enemy kill.
Explosives and artillery have an area of effect. any troop within the inner blast radius (with the exception of troops behind sufficient cover) is dead. Any in sufficient cover, or within the outer blast radius must make a morale check. Sufficient cover is a piece of the environment which has an assigned hp that is higher than the punch of an explosion.

Small arms fire requires line of sight for targeting. The path of bullets is a straight line, keep this in mind when deciding collateral damage. Friendly fire is a thing and it is a war-crime. If you want to play nightmare mode, your general gets summoned to a military court tribunal and executed if three friendly troops or more die as a result of friendly fire that occurred by your command.

Melee combat can only be conducted during movement phases. If its melee vs gun there is the variable of line of sight. If the melee unit is within line of sight, the gun unit has advantage. If the melee unit is outside of line of sight of the gun unit, the melee unit has advantage.
To find your troop’s accuracy:
general’s base accuracy+ troop base accuracy- kickback. The higher the accuracy the better.

· Punch
Punch is how much damage a unit causes to another unit or object should they pass their accuracy check. Different weapons pack a different punch. Remember to add their bonus to the punch check roll.
When attacking an obstacle or object, units must roll against the hp of the object. If the roll lands on a number that meets or beats the hp, the object or obstacle is destroyed.(marked with red sticky note and can be traversed as if the object was destroyed. Bullets pass thru within reasonable trajectories, no ricochet)
When attacking units, whatever is rolled is subtracted from the victim’s hp. The victim can only move at half of their normal movement speed afterward.(treaded, wheeled, and airborne vehicles excluded from the debuff even if they are hit. They are treated as obstacles with the addition of the passed accuracy check requirement.)
· Health points(hp)
Health points are what determines how close your units or general is to kicking the bucket. In any game mode, If your general kicks the bucket, you lose. If you have no units other than your general, you lose and your general must go into hiding. each unit and general may have no more than 10hp. powercreep is bad
UNIT CLASSES
Unit Classes are determined by how big the individual unit is, and how it traverses the battlefield. The smallest and most common all the way to the biggest and most intimidating of units are all fit into several categories by what they look like. To solve disagreements on what class your unit is, the advisor has final say. Disagreements should be easy to avoid if you design your units properly. It would be useful to stick to a theme. Candy punk, steampunk, horror, medieval, sci-fi, and historical designs are all fine, you could even come up with your own. A theme will be better for discerning friendlies from you enemies. At the same time, make your units discernable enough that players and especially advisors can easily determine what classes your units are.
· Your general/warlord, whatchacallit
Your general is the most valuable unit because it is what you have to control your forces. Without a wise and strategic leader, your forces will fall into disarray and you will lose the war. You can only have one general, and you made it yours. Kitbashing and 3D printing would likely be your most common means of gaining a general. They must take resemblance of the general on your general stat dossier they can swim in water terrain for two turns before they drown.
· Infantry
The easiest to acquire and kit bash. This allows for vast hordes of infantry, or small fireteams, or something in between. Find your play style. Your infantry should be as tall as the plastic green army men in the image below. These men and women are the bravest of them all.
they can swim in water terrain for two turns before they drown.
· Armor
Mainly made up of vehicles and smaller mechanical suits, must be land based. Expect tanks, jeeps ,Humvees, calvary mounted animals etc. here is an image I ripped for scale as to the largest example of armor you can have. Not my drawing. Its basically the largest tank ever built replace the man in the image with one infantry and you have your scale. Or 0.283333333 m* 0.283333333 m *0.5m
these machines will break down in water terrain.
· Airborne
Airborne units can only fly. They can drop bombs, airdrop armotroops, and attack up to one target per gun that the aircraft is equipped with(within range) as they move. Their biggest weakness is anti-aircraft weaponry and enemy aircraft weapons. How big can an aircraft be?
2.44 meters. X 2.44 meters by 0.60 meters is your maximum for all airborne units.
any airborne that fly like a plane have a +4 to their movement stat but can only bomb ground units 15 cm in front and attack any unit that is in front of it
anything that flies like a helicopter does not have this buff or debuff, they can shoot at any target, but can only use missiles for up to 15 cm on ground units.
NAVAL VEHICLES
Naval vehicles can be big or small, but they can only operate in the designated water terrain area. they can carry troops, they can fire artillery, depth charges, missiles, torpedoes, and submarines can hide below water for three turns before air runs out. but they can be spotted by sonar. if a submerged vessel is within 10 cm of an enemy surface or submarine vessel, the enemy vessel can act as if they know where the submerged vessel is even if the submerged vessel is still submerged.
· B.A.M. ‘s
Big Ass Machines are basically giant robots and massive land ships. These can be Game breaking depending on how you build them and how big you build them. They can fire upon one target per weapon. how big Can these be? They cannot be more than 1.5 meters tall or take up a ground area larger than 4 meters. Players are not allowed to use functioning motor vehicles including, but not limited to cars, trucks, busses, etc. rule of thumb, if you can ride it, you can’t play it. It might as well be just fan art. The maximum distance these can move at any time is 2000cm. to move these, they must make a special movement check. War machines of that size can get stuck easily, so subtract your general’s movement speed from your final roll on each check. If they are larger than the specified limits, you’ve built a giant immobilized obstacle for one turn.
Mobile terrain essentially is a whole battlefield or obstacle of its own. The biggest difference is that anything other than B.A.M. compatible units that are attached to the B.A.M'S can’t be removed from the B.A.M.'S. Artillery such as main guns can’t move, only rotate. same with S.A.M.S. , C.R.A.M.S., and anti aircraft weaponry.

EQUIPMENT AND ARMAMENT
Guns and RE’S(ranged explosives)Require a reload period(one full turn) every so often. Dual wield is an ability that is only applicable to infantry equipment . dual wield only applies when two identical weapons are in both hands of a single unit. Range is how far a weapon can fire before a debuff is added to your accuracy roll. For every 10 cm beyond the stated range, an x-range debuff of -1 is added.
Overheat can only occur on weapons that are labeled with overheat. Every time a gun with overheat is about to fire , a coin must be tossed. If the coin lands on heads, the gun overheats. Overheating will cause the unit to explode. The explosion will deal 1d20 damage to anyone/anything within a 6 cm radius. You only need to roll once.
Cone is a special debuff. Weapons with cone Can only fire at sequential targets within 25 degrees of original target.
im having trouble with deciding the individual weapon stats. so ive decided that i am going to leave those up to you. (the moment i hear people are getting into fights IRL, i will be putting in an elaboration which will settle all disputes regarding equipment and artillery... and i wont be happy about it.)
players are encouraged to record their battles in battle reports and post it online in their relevant subreddits. if they win/lose, then the player is encouraged to come up with a lore reason for any change in tactics, named characters(generals), or stats.
an army is considered overpowered if they can take out all opponents in as little as 10 turns. they must be nerfed if this happens. dont forget to add a lore reason for this occurrence in the battle report.
unlike overpowered, underpowered armies can be taken out in 10 turns. they must be buffed if this happens. dont forget to add a lore reason for this occurrence in the battle report.
this is sci-fantasy/high fantasy, battles are supposed to be epic and economically exaggerated.
write the name of the weapon, the type of weapon.(melee or gun) and its accuracy and punch modifiers.(bare hands is melee and equal to. magic is gun)
spells must be vetted in good faith by advisors prior to the game to prevent game breakage. spells may not kill units or generals in one blow. spells effects can only last one turn unless its a healing spell. healing spells cannot heal more than 5 health points at a time per unit. write out the spells you have for your units and have them vetted by an advisor, advisor will determine gamebreakability of the spell. if spell is determined to be game breaking, mid game, the advisor will have the offending spell removed and the turn undone. at wich point the offending player effectively must alter their strategy in the spirit of good sportsmanship.) There are three approved arcane focuses, wands, staves, and hand casting, (one must not make them look like the caster is going to punch something, have them hold an orb or something.)
(the moment i hear that people get into IRL fights over spells, i will make a list of approved spells and a LONG LIST of forbidden spells. and no one will be happy. )
THE MOST IMPORTANT RULE
Dont be a dick, be a good sport, and have fun.breaking thegame intentionally is a dick move. advisors are encouraged to post their reports of game breaking spells so it may help me in the event Khorde__the__Husk has to revise the rules.
submitted by Khorde__the__Husk to Battlepostings [link] [comments]


2024.05.13 19:53 Geen3 Can I run 2 separate leds from one power supply using a wire splitter without losing any bright ones or anything, and do I need to get a different power supply?

Can I run 2 separate leds from one power supply using a wire splitter without losing any bright ones or anything, and do I need to get a different power supply?
Can I run 2 separate leds from one power supply using a wire splitter without losing any bright ones or anything, and do I need to get a different power supply? Also by doing this will it work so that they will both operate from one remote. I’ll attach Amazon listings of what I intend to buy to give an idea of what I’m doing and also a crude diagram.
submitted by Geen3 to led [link] [comments]


2024.05.13 19:02 OutlandishnessLow730 ROARING KITTY IS BACK!!!!

ROARING KITTY IS BACK!!!!
For the last few hours he has been tweeting every 30 minutes. LFGGGGGG!!!!!!! 🚀🚀🚀
submitted by OutlandishnessLow730 to DeepFuckingValue [link] [comments]


2024.05.12 01:16 Subject_Impact_6266 Can't move

I was working on my map and accidentally pressed something on the keyboard, my view became side view of the whole scene, since i couldn't exit it i restarted unity and i just couldn't move anymore. Closing the scene tab and opening it again helped with the view but i still can't move around. Here's the screenshot if it matters
https://preview.redd.it/22bm8020rvzc1.png?width=2555&format=png&auto=webp&s=1624736b782f4e5e72b8b3936c8df5fa840f7eec
submitted by Subject_Impact_6266 to Unity3d_help [link] [comments]


2024.05.10 04:26 Alcelarua Did I crash my cycle? :(

Did I crash my cycle? :(
Fishless planted tank cycle. It has been taking roughly 2days (48 hours) for 2 ammonia to be 0 and the converted nitrites to be 0 and the converted nitrates roughly goes to 5ppm or 0 ppm for the past 16 days
Yesterday I accidentally squeezed the ammonia bottle too hard instead of lightly squeezing it so it would be drops. I didn't think I squeezed in that much ammonia so I left it to cycle.
Did my routine check today and this was where it was at.
Did I crash my cycle v-v? Should I do a water change or just let it do it's thing?
submitted by Alcelarua to Aquariums [link] [comments]


2024.05.09 17:48 ansi09 The Weekly Colosseum Codex Has Been Published May 9-2024

The Weekly Colosseum Codex Has Been Published May 9-2024
Source: https://blog.colosseum.org/renaissance-winners-gameshift-google-cloud/
https://preview.redd.it/4jds6tv49fzc1.png?width=960&format=png&auto=webp&s=b2aa4b14259c9d9366664022790f97bd2bdf22d7

Colosseum Codex: Renaissance Hackathon Winners, GameShift x Google Cloud, Arcium Confidential Computing

Explore the winners of the Solana Renaissance Hackathon and the new GameShift x Google Cloud partnership in blockchain gaming.

🏆 Renaissance Hackathon Winners Announced

Colosseum has announced the winners of the Solana Renaissance Hackathon!
Renaissance was the 9th Solana Foundation hackathon, bringing together more than 8,300 participants from 95+ countries that submitted 1,071 final projects, making Renaissance the largest online Solana hackathon to date.
https://preview.redd.it/6m7f2ip89fzc1.png?width=1000&format=png&auto=webp&s=2212c716b9036299fb5e5fd0090448ff8406ebe4

Grand Champion

Ore, a digital currency that anyone can mine using a novel proof-of-work algorithm on Solana, took home the grand prize of $50,000 USDC, along with passes to attend Breakpoint 2024.
First place winners ($30,000 USDC) of the individual tracks were:
Consumer Apps: Banger.lol, a marketplace for trading tweets and supporting creators.
Crypto Infrastructure: High TPS Solana Client, a new client that utilizes efficient scheduling and pipeline optimizations to improve transaction capacity and increase block reward yields.
Gaming: Meshmap+City Champ, a new 3D mapping network integrated through a game that generates 3D scans incentivized by token rewards.
DeFi & Payments: Urani, an intent-based swap aggregator bringing protection against toxic MEV at the application layer.
DePIN: Blockmesh, an open network that allows you to monetize your excess bandwidth.
DAOs & Communities: DeTask, an AI-enabled product development platform leveraging DAO labor.
There were also a few special category winners as well:
  • University Award (project led by university students): DeVolt
  • Public Goods Award (open-source project that benefits developers): Zircon
  • Climate Award (project focused on climate change and sustainability): AquaSave
Colosseum co-founder Matty Taylor reminded all participants that won a prize or now, teams should be proud of their participation and keep pushing their projects forward.
You all should be proud for pushing crypto forward. For those that won, stay focused. This is just the beginning of your startup journey. For those that didn't win, don't be discouraged. Many top eco projects competed in multiple hackathons before finding the right product, with the right cofounders.
Check out the rest of the winners (2nd to 5th place of each track) and all the honorable mentions:
Announcing the Winners of the Solana Renaissance Hackathon

🤝 Gameshift x Google Cloud

Solana Labs announced a partnership with Google Cloud to bring GameShift to customers of Google Cloud.
GameShift provides tools and APIs to offer an accessible platform for developers to add blockchain elements to their games.
With GameShift, games can now include digital assets, non-custodial wallets for easy sign-ins, scalable creation of in-game assets, NFT marketplaces. and user-generated content that leverage blockchain's benefits such as security, transparency, and interoperability.
"By bringing GameShift into Google Cloud’s ecosystem for living games, we're giving developers a streamlined path to build immersive blockchain experiences without wrestling with the underlying technology." ~ Jack Buser, Director for Games at Google Cloud
By making it easier to integrate web3 elements, Solana and Google Cloud are setting the stage for more use of blockchain technologies in the gaming industry.
Solana Labs teams up with Google Cloud on Web3 games via GameShift

🙈 Arcium Confidential Computing

Arcium is introducing a transformative approach to confidential computing (CC) that enhances privacy and security across blockchain applications.
This was teased a while back when Elusiv Privacy announced it was sunsetting in favor of a more advanced solution.
Their new platform leverages advanced cryptographic technologies to provide a trustless and verifiable framework for executing encrypted computations. This enables enhanced security and privacy for applications by encrypting data not just when it is stored or in transit, but also when it is in use.
Arcium introduces a shift from hardware dependency towards a cryptographic approach for encryption.
It utilizes advanced cryptographic techniques including:
Multiparty Computation (MPC): This allows multiple parties to jointly compute a function over their inputs while keeping those inputs private.
Homomorphic Encryption (HE): Enables operations on encrypted data, producing an encrypted result that, when decrypted, matches the result of operations performed on the plaintext.
Zero-Knowledge Proofs (ZKPs): Allows one party to prove to another that a statement is true, without revealing any information apart from the fact that the statement is indeed true.
Designed for developers building in DeFi, AI, and beyond, Arcium uses a parallelized network architecture to provide encrypted computation without relying on hardware solutions or trusted third parties.
Arcium's network comprises two main components:

Multiparty Computation Execution Environments (MXEs)

These are configurable environments where developers can set specific parameters for secure multiparty computations, including who initiates the executions, which nodes participate, and what MPC protocol is used. MXEs support a variety of operations on encrypted data, ensuring that data remains confidential even during computation.

The Arx Network

This decentralized network consists of nodes, known as Arx, which collaborate to process encrypted data using MPC. Nodes can form clusters to perform joint computations, ensuring that encrypted data is processed securely without exposing individual data elements.
Developers can configure MXEs according to their application needs using Arcium’s user-friendly API, which includes both a web-based interface and an SDK.
Arcium has opened applications for an incentivized private testnet. This opportunity allows developers to run nodes or build applications using Arcium's infrastructure.
Arcium: The first parallelized confidential computing network

📣 Breakpoint 2024 Speakers

The Solana Foundation has announced the first wave of speakers for Solana Breakpoint 2024.
Last year, Breakpoint attracted over 3,000 participants for a series of keynote speeches, workshops, panel debates, and fireside chats featuring prominent figures from the Solana community.
This year, the two-day gathering in Singapore from September 20-21 will host developers, government bodies, institutions, and creative talents from across the globe to share knowledge and interact with leading authorities.
The initial speaker lineup for Breakpoint 2024 includes:
  • Hany Rashwan, CEO of 21.co
  • Bin Chen, co-founder and CTO of Boba Guys
  • Luke Truitt, CEO of Bridgesplit
  • Ben Zhou, CEO of Bybit
  • Jeremy Allaire, Chairman and CEO of Circle
  • Mike Cahill, co-founder & CEO of Douro Labs
  • Cindy Leow, co-founder of Drift
  • Vibhu Norby, CEO of DRiP
  • Emily Meyers, General Counsel at Electric Capital
  • Larisa Barbu, co-founder and CEO of Exchange Art
  • Ran Goldi, SVP Payments & Network at Fireblocks
  • Stijn Paumen, co-founder and CEO of Helio
  • Abhay Kumar, CEO of the Helium Foundation
  • Corey Wright, CEO of Honeyland
  • Marius Ciubotariu, co-founder of Kamino
  • Andrea Fortugno, co-founder and CEO of MagicBlock Labs
  • Jason Lau, Chief Innovation Officer at OKX
  • Paul Bohm, founder of Teleport.xyz
  • Ilja Moisejevs, CEO of Tensor
  • Cuy Sheffield, VP, Head of Crypto at Visa
  • Tristan Frizza, co-founder of Zeta Markets
The Solana Foundation Unveils First Wave of Speakers for Breakpoint 2024: Visa, Bybit, Circle, Helium, Fireblocks and More

💎 Developer News

Solana Professional Developer Training in NYC The Solana Foundation is hosting a free, 4-day training session (starting May 28) aimed at web developers with TypeScript knowledge that are interested in blockchain technology. The bootcamp covers cryptography fundamentals and introduces participants to Solana with hands-on labs. Prior experience in cryptography or blockchain is not required.
Solfate Snapshot My friends Nick and James over at SolfateHQ have just launched the "Solfate Snapshot". Penned by @TeagueSOL, the snapshot is a byte-sized email newsletter with updates from the Solana ecosystem teams and builders that is sent out bi-weekly.
Matty on the Logan Jastremski Podcast Matty Taylor, Co-Founder and Managing Partner of Colosseum, had a chat with Logan Jastremski to discuss the genesis of Solana Hackathons and a deep dive into the Colosseum Accelerator
https://www.youtube.com/watch?v=m6FFWGqtGrc

💸 Funding

Baxus, a Web3 marketplace for buying, selling and vaulting collectible wine and spirits, has secured $5 million in funding led by Multicoin Capital with participation from Solana Ventures and others.

⚙️ Tools & Resources

Raffle is an example script that fetches all NFTs in the collection and their respective owners (excluding yourself) and then randomly selects one built with Shyft's NFT API.
nitrate is a custom lightweight entrypoint for Solana programs that makes asset transfers using ~1k CU. Nitrate is based on based on solana-nostd-entrypoint with a few enhancements.
lighthouse-assertion-builder is a Proof of Concept Lighthouse assertion builder that takes a Solana transaction, resolves/parses writeable account state, and outputs a new Transaction injected with Lighthouse assertion instructions based on end state of the transaction.
Verus is a verification tool designed for Rust. Developers outline specifications detailing the intended behavior of their code, and Verus performs static checks to ensure that the Rust code adheres to these specifications under all possible code executions. Instead of implementing run-time checks, Verus uses advanced solvers to confirm the correctness of the code.

⚡ Quick Hits

How to Build a CRUD dApp on Solana - YouTube
I11N: Instruction Introspection made easy - LEO
100 free SolanaFM APIs to Bonkathon developers - u/solanafm
SolanaFM's ExplorerKit v1.10 adds for reading 0.3.0 Anchor IDLs - SolanaFM
Solflare's 'Explore Solana' Campaign Pays Onboards 500k MetaMask Users - SolanaFloor
List NFT Projects Like a Pro with Tensor's Creator Portal - Tensor
Case Study: Integrating Payments on Solana using Sphere - u/SevenLabs_
Jupiter launches Welcome to Solana ecosystem landing page - Jupiter

🎧 Listen to This

Cryptonews

Armani Ferrante is the founder and CEO of Backpack. The Backpack ecosystem of companies, creators of the Backpack wallet, the Mad Lads NFT collection, the xNFT standard, and Backpack Exchange.
Before founding Backpack in April 2022, he was the creator of Anchor, a groundbreaking developer tool that revolutionized programming on Solana. Anchor has become an integral part of numerous Solana projects and protocols, and bonding its commitments to simplifying the developer experience.
Armani graduated from UC Berkeley with a degree in Computer Science and before dedicating all his effort into crypto and web3, he used to work for Apple as a software engineer.
Armani Ferrante, CEO of Backpack, on Solana and Web3 Super Apps

Bonus Episodes

Luzid validator: Solana Test Validator on Steroids with Thorsten (w/ Thorsten, creator of Luzid) - Solfate
Thorsten, the creator of the Luzid validator, shares his unique journey getting into software development and into Solana. The conversation explores the features and capabilities of Luzid, a tool for testing Solana programs.
Everything Solana - the Buzz Before Crossroads - The Next Billion
This episode breaks down all the recent developments on Solana, from token launches to platform integrations and everything in between, and how projects like Sanctum, Camino, Zeta, and more are shaping the future of DeFi.
Seg: Solana's Jito Validator Client, Jito's Bundle Creator + Processor, MEV, 1.18 Scheduler - Scraping Bits
Scraping Bits dives into Solana's Jito Validator and Jito Bundle Processor within the blockchain ecosystem, MEV and its impact on validators, the Scheduler component of Jito-Solana, and the mechanics of bundle processing and its role in streamlining transaction execution.
Why Drift Is Betting Big on Solana - Cindy Leow & Chris Heaney - Blockcrunch
Drift Co-Founder Cindy Leow & Developer Chris Healey discuss the founding story of Drift, why there was a gap in the market for Drift, why the Solana ecosystem made sense, and Drift’s 2024 roadmap.
Why Stripe Is Building On Solana Weekly Roundup - Lightspeed
In this weekly Solana roundup, Lightspeed takes a deep dive into Stripe's crypto announcement, Solana MEV, EigenLayer's token launch, Kamino + Drift Airdrops & more.
Making Fitness Accountable Using Crypto I Marbius (Moonwalk Fitness) - Unlayered
Marbius, head of product at Moonwalk Fitness, discusses the most hyped game on Solana at the moment, Moonwalk, that leverages crypto payments to enforce accountability into users' exercise routines.
Follow @mikehale on X or Warpcast!

Thanks for reading ✌️

I hope you found something useful here! If you have any suggestions or feedback just let me know what you think.
submitted by ansi09 to solana [link] [comments]


2024.05.07 18:44 Agreeable-Egg3480 Med donation (NYC) - pick up only

Hi all, I just finished my procedure and have some leftover meds for donation. For pick up only in NYC.
-1 follistim AQ cartridge (900 IU) unopened, expires April 2026 -4 vials of menopur unopened expires October 2025 (75IU each, total of 300IU) - I also have 4 vials of saline, 4 needles, 4 syringes to go with the menopur (all unopened of course) -1 ganirelix acetate injection (250mcg/0.5mL) unopened, expires October 2025 -1 opened leuprolide acetate kit with 2mL left, expires April 2025
Thanks!
Edit: all have been claimed. Leuprolide is pending (waiting for a response), will respond to other DMs in order received if they don’t need it. Please note that since leuprolide is opened, it expires 30 days after opening. I opened it on April 26 so you’d need to use by around May 26.
submitted by Agreeable-Egg3480 to eggfreezing [link] [comments]


2024.05.07 12:29 _myst Making KSP1 into KSP2 with Mods: The Community Lifeboat Project

TLDR mod list from this post available HERE
NOTE-Spectra and related configs are not available with this modlist because they are incompatible with BlackRack's volumetric clouds. Download those separately through CKAN, they are not in this download.
Single-download modpack version of this list coming soon here: GITHUB .CKAN FILE DOWNLOAD
Hello everyone! This has taken me days to type, apologies for the wall of text.
With the coming demise of Intercept Games and their long-troubled and likely-shuttered development of Kerbal Space Program 2, a question I’m seeing come up more and more, and have also asked myself arises: “How do we turn KSP1 into the game that we all dreamed KSP2 would be, with mods?”. I believe I have an answer that will satisfy you. This IS in fact, achievable. While no modlist could ever match the dream we had/have for what KSP2 could have become, we can get fairly close with the tools we have presently available. KSP1 is a mature game with a thriving modding community. Many mods are cross-compatible and designed to work together despite independent creators, and we have a powerful mod manager in the form of CKAN that makes modding the game pretty easy. And new mods are actively being developed all the time. Given the tools avialable, I'd like to help you all create an aproximation of KSP2 in regular KSP, with mods, I call this list "The Community Lifeboat Project". My hope is that this will sate those of you, like me, who dreamed of a KSP2 that surpassed the original in every way, and still hope that we may someday see a version of a complete KSP2 in some form or another. For now, this is the best thing I can offer the community that has given me so much in its stead.
Who am I? Just another player, same as the rest of you. Someone who has at the time of writing, 1800 hours in KSP1, and about 300 hours in KSP2, and about 100 hours in modded KSP1, and many more planned. I pray to the Deep Space Kraken that my rockets will fly and that we someday get a fully-released and realized version of Kerbal Space Program 2. In the meantime, this what I’m playing in lieu of our long-awaited sequel.
Who am I not? I am not techy. I am not a modding guru. I am neither a customer service line, a mod author, nor a troubleshooter. I do not have the answers to any ensuing chaos or game corruption that may ensue from playing this modlist. This modlist is just me telling you all what I am playing with personally, right now. My best effort at Homebrew KSP2. Some mods may be redundant or break unexpectedly in the future, but I have had no major issues to date. However, again, I am not a modder or a game developer, I know about as much about modding KSP as you do, maybe less.
If you run into issues I probably can’t help you. You need to do the legwork yourself to learn how CKAN works and install these mods, and to troubleshoot anything that explodes.This is a curated recommendation list only, not a complete how-to guide. If some more experienced modders and players in the community want to review this list and comment below with improvements and revisions or point out redundancies, please do so. If someone wants to make this list into some sort of compiled modpack, easier to use than the current CKAN download, go for it. Also please comment if there are other mods that you all think might be a good fit here whenever they get released, or just other stuff the stockalike-ksp2-in-ksp1 community should be aware of.
Who is this mod for? This modlist is for anyone in the Kerbal Space Program community who wants to make use of it, but is primarily geared towards giving veteran players new mechanics and content to play with. This modlist actively makes the game more challenging with new gameloops and mechanics it does not trivialize the base game or make it easier to learn. Quite the opposite, in fact.
How many mods are in this list? 150, approximately, at time of writing. About 40 of those are configs/backend/compatibility patches so about 110 actual mods, with varying levels of impact on gameplay.
How are your load times? Startup takes me about 5 minutes, loading VAB/SPH takes a bit longer than stock KSP but everything runs surprisingly well. Your own mileage may vary but I wish you the very best.
Disclaimer: Many of the mods here are relatively old and no longer under development, their most-current versions are built for prior versions of Kerbal Space Program. CKAN will warn you of this on install. Play with them anyway, everything seems to mostly-work so far as I can tell. Further, some of the mods listed here will require other framework mods like Kopernicus to make them run. Make sure to get those, CKAN will tell you when you need something supplemental for the most part, but I cannot remember every necessary sub-mod and may have missed some here. I have listed these under the “Precursors” section. DO NOT download all of the "reccomended" mods that CKAN will ask if you want to grab alongside the reccomended ones. you will wind up with massive mod-bloat and I can't guaruntee that anything not already on this list will work correctly.
I will update this list periodically as more suitable mods come online, and am actively looking for more recommendations to add to this list. Check the changelog at the bottom of the OP for updates, download link will be updated periodically as well.
My rules are that these mods must:
1) Be “stockalike” and fit the aesthetic of the base game, I am not looking for a complete game overhaul like RSS or similar.
2) This modlist is designed to be BROADLY compatible and downloadable through CKAN. I am aware there are great mods that are either incompatible with some of the ones on here, or not available on CKAN. The goal of this list is broad accessibility through our existing tools. I will also try to link user-guides for the mods that require tutorials where available, some of these are quite large and I do not understand how to use them all myself. I will answer questions where possible but I have only started using this modlist relatively recently and am not intimately familiar with all of the new gameplay.
Again, if your Kerbals are dying because life support is failing for seemingly no reason, I cannot help you and my Kerbals are likely frozen corpses drifting through space as well. I'm no mod author and have no involvement with any development for any of the mods listed below. If the descriptions here aren’t enough, do some research, there’s probably more/better info out there other than what’s banging around in my head/copied from CKAN.
Mods, if possible can we pin some version of this list going forward for all the people asking how to make a "Homebrew KSP2"? I don't need personal credit, just the modlist is fine by me. This post helps to answer a pretty common question we've been getting in light of recent KSP2 development news, or lack therof.
Anyway, here we go:
Objective: Mod KSP1 into what KSP should have been, principally by:
1) Adding new places to visit in the Kerbol System,
2) Add new star systems and interstellar locations to visit
3) Give the player the ships and engines, and parts to get there
4) Give new parts to build with, with a stockalike vibe
5) Add mechanics like colonization and life support to balance ship construction and general gameplay
6) Increase depth of gameplay for veteran players.
7) Give more/better “campaign” missions to fill out the base game randomized contract system with a bit more purpose.
8) “The intent is to give players a sense of pride and accomplishment”
What does this list of mods add to my game?
This feature list is not all-inclusive, but primary added features include, in no particular order:
1) -Vastly improved graphics, ground cover, and the ability to paint your ships similar to how you do in KSP2
2) -New places to visit: Both the inner and outer Kerbol System have been modified with the addition of 34 NEW bodies to visit between new planets, their moons, asteroids, planetoids, and other Trans-Neidonian Objects. These are all based on real objects in our own Solar system or observed exoplanets. An interstellar mod (Kcalbeloh) adds 7 new star systems and a black hole accessible via wormhole for your intersterstellar gameplay needs, with an additional ~40 new bodies to explore. All of the stock planets are present, plus nearly 75 new ones.
3) -Expanding and improving the Campaign with more meaningful, focused, and varied Contracts apart from the randomized ones stock KSP gives you.
4) -New Game Mechanics including but not limited to:
-New and/or improved UI elements to assist with docking and landing
- Life Support and Cryosleep mechanics
- New engines, mainly from mods by Nertea, a prolific modder and KSP2 dev, including gas-core nuclear engines, new electric engines, cryogenic engines, plasma engines, nuclear pulse propulsion, fusion drives, torch drives, and antimatter engines. New 5m and 7m engines for massive rockets are also available.
- Colonization mechanics and associated management gameplay
- New resources, distribution, and utilization gameloops through colonies
- Vast amounts of new parts to build with that we were supposed to get with KSP2 including hab rings, new ship modules, laboratories, buildings for planetary base construction, etc.
- The ability to explore your ships in first person mode as if you were a Kerbal
- New ways to move resources between ships such as flexible piping rather than docking.
-Orbital construction and construction of craft at colonies, apart from the VAB & SPH, away from Kerbin.
-Harvesting resources from the atmospheres of planets and dust/gas clouds present in outer space.
-Building Custom Service modules with both stock and modded mechanics
-Logistics Systems related to colony activities for sharing resources between nearby installations and craft.
CAVEATS: I am sure I have missed some people’s favorite mods and am open to further additions to this list under the following conditions: All of the following mods and any future additions to this list MUST be available on CKAN, they MUST work with the most current version of KSP1, they MUST be mostly-compatible with each other as well as this list, and they MUST be freely available, not paywalled. The only exception I will allow is Blackrack’s volumetric clouds because he’s our community’s darling and we love his work.
I want this mod selection to be as accessible to the community as possible while providing as much content as possible. Pick and choose anything from this list or the entire thing to use yourself. I play with everything listed here, concurrently, but your performance may dictate the need to leave some of this stuff by the wayside. At a bare minimum, make sure you have the relevant “precursor” category mods so nothing else breaks. This list adds A TON of new and challenging gameplay sure to give even the most seasoned KSP veterans pause and I’m very much a beginner myself, it’s alot of new stuff to learn being thrown at you quickly. Pace yourselves lads!
Without further ado my, modlist, with a brief description of what everything does and broken down by category:
Myst’s “Community Lifeboat Project” Modlist:
Not Required, but highly reccomended:
- Blackrack’s Volumetric Clouds: This is the only paid mod on this list. I like it, other people like it, Blackrack did incredible work here for the community. Costs $5 on his Patreon, everything else on this list is free.
PRECURSORS/CONFIG STUFF TO MAKE OTHER MODS WORK: (33 mods)
- AT Utils: Common Library for a set of plugins made by Allista
- B9 Part Switch: A module which allows parts to switch objects, resources, nodes, attach points, temperature, add mass, cost, and more.
- Background Resources: REPOsoft Tech Background Resources Plugin
- Community Category Kit: Common Parts Categories for KSP mods
- Community Parts Titles: Rename parts for useful and consistent grouping/sorting in the VAB/SPH, Many mods are supported. This mod is intended for the English version of KSP.
- Community Parts Titles Extras: Categories: Highly-Recommended Extras for the Community Parts Titles. Create new categories or place parts in a more appropriate category.
- Community Parts Titles Extras: CCK- No Duplicates: See Above.
- Community Resource Pack- Common Resources for KSP mods.
- Community Terrain Texture Pack: High Quality textures for use by planet-creators, makes other stuff on this list work, probably.
- Contract Configurator: A config-file-based solution for creating new contracts. Makes added contract packs work.
- Cryo Tanks Core: Cryo Tanks standalone plugin, adds functionality to other mods, contains no parts and does nothing by itself.
- Custom Asteroids (Alternative OPM config): Replaces default Outer Planets Mod asteroid config and makes it work with Custom Asteroids mod further down this list.
- Custom Barn Kit: Small Plugin to change parameters related to career, science, and building upgrades when various features are unlocked.
- Custom Prelaunch Checks: C# API to write prelaunch checks that run when the VAB/SPH launch button is pressed. Makes other stuff work.
- Deployable Engines Plugin (Nertea Mod): Plugin to manage extending and retracting engine nozzles.
- DMModule Science Animate Generic: Replacement for Module Science Experiment and ModuleAnimateGeneric.
- Firespitter Core: Core Firespitter .dll. Makes something else work, don’t remember what.
- Global Construction Core: dependency for the Global Construction Mod
- Harmony 2: Library for patching, replacing, and decorating.NET and Mono methods during runtime (I have no idea what this does, other mods probably use it as a dependency)
- Kerbal Actuators: A plugin used to create VTOL engines and robotic parts. Makes other stuff work.
- Kopernicus Planetary System Modifier: REQUIRED for all other planet packs on this list
- Kopernicus Expansion Continue-er: Kopernicus Dev Tools and Footprints.
- Modular Flight Integrator: Modularly Integrates flight models or something idk.
- Module Manager: Modify KSP config files without conflict (ESSENTIAL).
- Rasterprop Monitor Core: plugin and props for IVA use.
- Shabby: Shader Asset bundle Loader for KSP
- Textures Unlimited: KSP Shader, texture and modeling utilities. Makes other stuff work.
- Toolbar: API for Third-party Plugins to provide toolbar buttons
Sub-mod: Toolbar Controller: Wrapper mod for Blizzy and stock toolbars.
- USI Tools: Libraries to make the USI mods work correctly. NEEDED.
- Vertex Mitchell/Netrevali Filtered Heightmap: Makes some of the other graphical stuff work correctly relating to planetary textures. Idk.
- Waterfall Core: Core Waterfall Plugin to drive upgraded fancy engine effects.
GRAPHICAL AND AUDIO IMPROVEMENTS (25 mods)
- Chatterer: Configurable audio that allows you to hear your Kerbals communicating over the radio with Mission Control, breathing on EVA, etc.
- ChattererExtended: Adds 625 new kerbalized chatter files for added variety
- Distant Object Enhancement: Lets you see other planets all the way back on Kerbin. Works with the modded planet packs on this list.
- Distant Object Enhancement /L default config: default planet colors.
- Environmental Visual Enhancements Redux: Version of EVE which significantly improve performance, used as a replacement for base EVE. Adds clouds, lighting, etc.
- Parallax: PBR tessellation shader for planetary textures,
- Parallax Stock Planet Textures: adds HD textures to the stock planets, highly reccomended.
- Parallax Stock Scatter Textures: adds HD textures to planetary scatters and ground cover.
- Planetshine: light from planets and moons can now reflect up and color your spacecraft, adding realism and immersion.
- Planetshine default config: Support config.
- Restock+: Community-built resleeve of stock part models and textures to make them look a bit nicer. Can be disorienting at first and isn’t quite as pretty as the KSP2 models, but its something. This mod may clash with Waterfall, I’ve had issues with offset engine plumes on some of my engines and suspect this mod is the culprit.
- Scatterer: Atmospheric Scattering Shaders
- Shaddy: Collection of Shaders for Kerbal Space Program
- Simple Repaint: Allows you to choose colors for individual ship parts out of a pre-selected list of shades. Adds some badly-needed customizability to the base game.
- Singularity: Black Hole Shaders for KSP by the one-and only Blackrack. Needed for optimal looks for Kcalbeloh.
- Spectra: EVE configs for stock celestial bodies, also grab the self-explanatory sub mods below:
- Spectra EVE 64k Kerbin Clouds
- Spectra EVE Kerbin/Laythe Snow
- Spectra EVE Minmus Geysers
- Spectra Scatterer
- Spectra Scatterer for Minmus
- Spectra Scatterer: Jool Shine on Laythe
- Spectra Scatterer Vibrant Sunsets
- Staged Animation: Plays an animation when a part is staged.
- Stock Waterfall Effects: config to give Waterfall Effects to the Stock engines.
REPLACE WITH Waterfall: Restock and Restock Waterfall Expansion
Rocket Sound Enhancement-Overhauls engine noises
NEW PLACES/THINGS TO VISIT: (8 mods)
- Custom Asteroids (inner stock system data)- Adds asteroids inside the orbit of Jool
- Custom Asteroids (Kuiper Belt Analog for Outer Planets Mod)- Adds “Kentaurs” and trans-Neidonian (Neptunian) objects.
- Minor Planets Expanded: The lesser-known counterpart to the Outer Planets Mod. Stock KSP has planetary analogues for our Solar planets out to Jool, and Pluto. The acclaimed Outer Planets Mod has analogues for Saturn (Sarnus), Uranus (Urloom), and Neptune (Neidon). Minor Planets Expanded adds many additional objects and lesser-known worlds to the game alongside the previous, including analogues for Eros, Ceres, Orcus, Haumea, Makemake, Sedna. This mod also includes analogues for a number of real-life asteroids and comets present in our Solar System . Adds 15 new worlds to visit.
- Outer Planets Mod: Celebrated Mod that adds planetary Analogues for Saturn (Sarnus), Uranus (Urlum), and Neptune (Neidon), and Pluto (Plock), as well as some of their moons. Adds roughly a dozen new places to visit. Eeloo gets shifted to become a moon of Saturn to make room for the Pluto Analogue. The wormhole to the Kcalbeloh System can also be found in Sarnus orbit. Adds 15 new bodies to land on.
Outer Planets Mod: Parallax with Scatters: Adds the HD Parallax mod ground scatters to the outer planets, dramatically improving their visuals.
- Lt Duckweed’s QuackPack: Adds a slew of new planets, both terrestrial and gas giants, to the inner Kerbol System, inside the orbit of Moho. These are based on real-life exoplanets and are extremely difficult to reach and land on due to their hostile environments and include extreme temperatures, lava worlds, metallic atmospheres, etc. Adds 4 new places to visit.
- Kcalbeloh System: Interstellar planetary mod that adds several new star systems, each with their own planetary systems, orbiting a supermassive black hole. The Black Hole is accessible via a wormhole orbiting Jool. Assuming you have the Outer Planets mod installed and working, the wormhole will be orbiting Sarnus (Saturn equivilant) instead.
- Kcalbeloh System 8k Textures: See Above. For those of us who play in UHD.
CONTRACT PACKS TO IMPROVE THE STOCK CAMPAIGN: (8 mods)
- Contract Pack: Anomaly Surveyor: Contracts that guide you through exploring the stock game’s easter eggs, UFO’s, memorials, etc.
- Contract Pack: Bases and Stations Reborn: Space-station focused contract pack, replaces the base game’s “Build a Space Station” contracts
- Contract Pack: Clever Sats: Overhaul of stock satellite contracts
- Contract Pack: Exploration Plus: Overhaul of stock “Exploration” contracts
- Contract Pack: Field Research: Do more Science! Receive contracts for performing different experiments under a variety of conditions.
- Contract Pack: Kerbal Academy: Training your Kerbalnauts the sensible way.
- Contract Pack: Research Advancement Division: More Scientific Contracts, complimentary to the Field Research pack.
- Contract Pack: Tourism Expanded: 11 new contracts to send Kerbals across the Kerbol system
- Contract Pack: Tourism Plus: Better tourism! A richer tourism experience than stock. Take tourists to space and visit the stations you have created. Build new tourist attractions like the space casino megaproject. Includes 15 new contracts.
NEW GAME MECHANICS: (25 mods)
- BetterTimeWarpContinued: Improved Time Warping
- DeepFreeze continued: adds cryosleep and the ability to freeze and thaw Kerbals for long journeys. Compatible with USI life support featured further down
-GUIDE:
- Dynamic Battery Storage (Nertea Mod): mod intended to help vessel construction by providing electricity planning functions and solve problems related to power-flow. Pairs well with his other engine and advanced poweheat mods
-GUIDE:
- Extraplanetary LaunchPads: Adds ability to build craft in flight mode, including at orbital facilities and at bases on other planets.
-GUIDE:
- FreeIVA: Lets you explore the insides of your ships as well as EVA in First-Person mode from the point of view of your kerbals. Extremely immersive and usable with several of the parts mods by Nertea featured below. Adds a new tab of IVA-compatible pieces into the SPH/VAB.
Sub-mod: -Through the Eyes of a Kerbal: See the world through a first-person viewpoint. Needed for use with Free IVA.
- Global Construction: Lets you build vessels directly on other planets and in orbit around other planets.
-GUIDE:
  • HEAT CONTROL: New Categories of radiators to add to spacecraft, neccesary for some of his more advanced engine mods like Far Future technologies with big reactors and exhausts putting out monstrous amounts of heat.
    -GUIDE:
- Kerbal Attachment System: Adds new gameplay mechanics in the form of winches, struts, and pipes. Vessels can now be connected in EVA without docking them.
-GUIDE:
- Kerbal Inventory System: Adds new inventory system and EVA mechics and usables. This one works, but does have some odd behavior in-game with the native EVA/breaking ground stuff, I haven’t totally figured out using this one yet and have had some instances of odd item storage or kerbals not being able to grab parts they should, etc.
-GUIDE:
- Kerbal Joint Reinforcement Continued: Fixes issues with unstable joints and wobbliness.
- Kerbal Konstructs: Adds a slew of new buildings and launch sites
-GUIDE:
Submods:
- Off-shore Launch Platform: Designed to be used with Kerbal Konstrukts, lets you launch off an oil rig.
- Omega’s Stockalike Structures: ALPHA BUILD. Statics content pack for Kerbal Konstrukts.
- Konstruction: Weldable docking ports, cranes, magnets, other construction equipment.
- KSP Community Fixes: Fixes many stock KSP bugs and provides some Quality of Life and UI improvements
- Rational Resources: Resource Placement is no longer random but reflects composition templates. Promotes Cryofuels mods and planet pack/life support compatibility.
- Space Dust: Adds atmospheric and exo-atmospheric resource harvesting. Includes a new harvesting system, displays, resource distributions, and parts.
- Space Dust Unbound: Expands Space Dust resource harvesting abilities to other modded planets and systems like the Outer Planets Mod, Galaxies Unbound (not included on this list for now), and others.
- System Heat/associated sub-mods: By Nertea: revamps the core Heat system of Kerbal Space Program, many of his engine mods require use of this new system, or at least strongly benefit from it.
Sub-Mods:
- System Heat- Nuclear Engines Config
- System Heat- Nuclear Reactor Config
- System Heat- Resource Converter Config
- System Heat-Resource Harvester Config
-GUIDE:
- USI Kolonization Systems (MKS/OKS): Interlocking modules that bring planetary colonization gameplay. Expansive mod for building both terrestrial as well as orbital colonies and associated deep gameplay GUIDE
- USI Life Support: Advanced Life Support Mod, more advanced than Kerbal Snax or whatever its called but not as unforgiving as Kerbalism, I was going for a balance between accessibility and depth of gameplay with this one, plus it links seamlessly with the USI Kolonization mechanics. Hooks in seamlessly to kolonization mechanics. GUIDE
-Kerbal Inventory for All: Adds inventories to many 3rd part rocket parts and unifies inventories with Kerbal Inventory System.
-Stage Recovery: Staged rocket parts with parachutes attached can be recovered for spesos.
Persistent Thrust: Allows burns during timewarp.
SCANSat: Overhaul for scanning Technologies
RemoteTech: Adds in probe signal delay and a host of new mechanics.
Sub Mod: RemoteTech Stock Configs
NEW ENGINES AND OTHER PARTS: (33 mods)
- AlphaMensae’s Modular Launch Pads: Beyond Launch Clamps: Mix and match components to build all kinds of launch infrastructure.
- Cryo Tanks: (Nertea mod). Liquid Hydrogen fuel tanks and storage for most stock tank designs.
- Cryogenic Engines: (Nertea Mod). Provides new, high-efficiency engines in 1.25, 2.5, and 3.25 sizes that burn liquid hydrogen rather than normal “liquid fuel”
- Cryogenic Engines- Near Future Aeronautics- patch to convert relevant engines in near-future aeronautics to burn Liquid Hydrogen
- Far Future Technologies: (Nertea Mod) Adds theoretically possible engines we might have IRL within the next few hundred years powered by exotic forms of nuclear fusion, antimatter, torch drives, etc. Good for Outer Planets missions and interstellar stuff
-GUIDE:
- JX2Antenna: Adds a special 2.5m antenna with 1,000G transmisison power, important for hyper-range deep-space missions.
- Kerbal Atomics: Nertea Mod. Adds new anbd exciting nuclear engines to use in-game. Included in a slew of size classes and technology levels for greater access to nuclear engines at different stages of the game. Adds things like gas-core reactors, nuclear aerospike engines, multimode engines that switch or utilize both nuclear and conventional afterburning fuel.
-GUIDE:
Sub-mod- Kerbal Atomics Other Mod Support: Optional Patch to allow the KA nuclear thermal rockets to run on LH@ for additional performance.
- Kerbal Planetary Base Systems: Adds multiple parts for building better bases and colonies on planet surfaces such as Habs, Greenhouses, Laboratories, and more. This IS compatible with the life support mods featured above.
-GUIDE:
- Near-Future Aeronautics: Nertea Mod. Adds advanced aerospace parts including propellers, intakes, jet and multimode nuclear engines for massive spaceplanes.
-GUIDE:
- Near Future Construction: Nertea Mod. Structural components and truss segments for building deep space vessels and bases. These will look familiar to anyone who has played a bit of KSP2, Nertea was a prolific KSP1 modder and was hired by Intercept Games to bring his mods native functionality in KSP2.
- Near Future Electrical: Nertea Mod. Stockalike nuclear reactors, capacitors, and more batteries. Neccesary for many of his electrical engine mods.
- Near Future Electrical (Decaying RTG’s): Nertea Mod. Optional patch to make RTG output gradually decrease over time as they do in real life. This will force additional planning for long-range missions to the outer planets and interstellar locales.
- Near Future Electrical Core: Nertea Mod. Standalone sub-mod, needed to make Near Future Electrical work.
- Near Future Exploration: Nertea Mod. Expands probe selection, adds new cores, bus parts, minisatellite parts and a slew of new antennas.
- Near Future IVA Props: Nertea Mod. Prop pack to configure and acessorize IVA spaces on your ships.
- Near Future Launch Vehicles: Nertea Mod. Large launch vehicles including 5 and 7.5 meter engines for launching massive spacecraft and parts.
- Near Future Propulsion: Nertea Mod. Advanced electric engines and new fuel types, stockalike.
-GUIDE:
- Near Future Propulsion (Xenon Hall Effect Thruster): Nertea Mod. Converts NFP Argon thrusters to use stock Xenon fuel instead if desired.
- Near Future Solar: Nertea Mod. Adds new solar panels in lots of new sizes and shaped for utility and customizability.
- Near Future Solar Core: Nertea Mod. Support plugin for NFS.
- Near Future Spacecraft: Nertea Mod. New Command pods, control systems, and engines for crewed spacecraft. Some of the stuff here closely resembles some of the new pods we got in KSP2.
- Near Future Spacecraft-LFO Engines: Nertea Mod. Converts monopro orbital engines to use stock liquid fuel/oxidizer if desired.
- Project Orion Nuclear Pulse Engine: Adds a nuclear pulse engine powered by repeated nuclear device detonations, one of the many planned engines for KSP2 we may never get to see.
- Simple Adjustable Fairings: As described.
Sub-mod: Simple Adjustable Fairings-Plugin
- Stockalike Station Parts Expansion Redux: Nertea Mod. Adds tons of new station parts in a number of size classes, including some new components int he small-medium ranges.
Sub-Mod: Stockalike Station Parts Expanded Redux: Internal Spaces Nertea Mod, adds compatibility between SSER and FreeIVA so you can explore your stations from a first-person view.
- Universal Storage II Finalized: Modular Parts Mod that facilitates the building of custom service Modules, integrates well with life support mods.
- USI Asteroid Recycling Technologies: Can remove Asteroid Mass and attach storage tanks to its surface.
- USI Core: Kontainers, Reactors, and shared tools for the USI mods.
- USI Exploration Pack: Flat-packed rover and parts geared towards exploring planetary surfaces.
- USI Freight Transport Technologies: Modular Parts for hauling, mining, and space transportation needs.
META GAME AND UI STUFF: (10 mods)
- Astrogator: A space-navigational aid for Kerbal Space Program. Shows table of bodies reachable from current in-game location and the deltaV to reach them, can get perfect transfer windows and maneuver nodes for you.
- Better Burn Time: Extra automatic burn time indicators for suicide burns and target rendezvous.
- Better Early Tree: New Disposition of the beginning of the tech tree. Designed for an unmanned start and give stockalike vibe, Needs to be used alongside CTT
- Clickthrough Blocker: Helps eliminate the clickthrough problem with mods
- Community Tech Tree: Modding community-developed tech tree that reorganizes the base game tech tree and is compatible with the vast majority of mods on this list to balance the parts for the campaign. ESSENTIAL.
- Custom Asteroids: lets user control where asteroids appear.
- Docking Port Alignment Indicator: Self-Explanatory, Makes docking stuff easier.
- Hide Empty Tech Tree Nodes: Gets rid of tech tree nodes in the Community Tech Tree mods if you don’t have the mods installed, CTT is huge so this can help simplify it if you only have a few mods installed.
- ImprovedTechTree Placement: Tech Tree Mod that adds an additional engine-focused propulsion line. Grabbed on random impulse, no idea how this interacts, if at all, with other tech tree mods.
- Reviva: Dynamic Switching between multiple IVA’s in-editor and in-flight
- Speed Unit Annex: Adds speed units and some other helpful values to the Navball, depending on vessel type.
-Trajectories: Accounts for aerobraking to let you acurrately see where you are going to land
EasyVesselSwitch- Changes vessel switching to LeftAlt+M1 Click for easy switching
-ScienceAlertRealerted- Mod that provides notification when science is available
End of the List, for now.
Ad Aeternum Inanis
MOD TYPES THAT I AM ACTIVELY LOOKING FOR (please help):
  • A mod or combination of mods that gets KSP2’s soundtrack into KSP1 AND TRIGGERS TRACKS IN SIMILAR WAYS (i.e. not just a playlist, but performing in-game actions causes a given track to play, like going from Kerbin orbit to the Mun’s SOI, achieving low orbit and starting descent, etc. ) (possible solution now in the works thanks to u/ )
  • Some sort of part-welding or optimization mod to facilitate construction of much larger ships and stations and improve performance far past the current 250 part count beyond which stuff starts lagging and breaking.
  • Alternative/bettemore colonization mechanics mods for proper cities and landmark facilities and such.
  • More planet packs and places to visit, especially interstellar stuff.
  • Interstellar mods COMPATIBLE WITH EVERYTHING ELSE ON THIS LIST SO FAR.

MODS CURRENTLY UNDER CONSIDERATION TO ADD TO THIS PACK:

MODS THAT I AM NOT ADDING FOR THE FORSEEABLE FUTURE (and why):
  • Galaxies Unbound: Great mod, but suffered from some usability problems and has been removed from CKAN. I’ll add it back if it reappears.
  • Interstellar Extended: sadly not compatible with Nertea’s stuff
    -BlueDogDesignBureau:Way too many parts. Never again.
-Kerbalism: a bit more complicated than I'm looking to make the gameplay right now MKS/USI covers life support mechanics already
-Mechjeb: I believe in flying manually, download it separately if you need it
Other Useful Links Here:
(emptiness intensifies)
Changelog:
5/7/2024: -Updated OP with some new information, fixing formatiing
-Adding new sections on soundtrack upgrades and additional mods being evaluated for inclusion
Special thanks to the following people for their assistance and suggestions:
-Kemot221
-LadyRaineCloud
-PiBoy314
-mibsman
-j-steve
-Goufalite
5/12/2024:
Added current github download, includes additional mods:
-ScienceAlertRealerted
-RemoteTech
-Rocket Sound Enhancement
Persistent Thrust-REMOVED
5/14/2024
REMOVED Persistent Thrust Mod, was causing timewarp issues
Updated download, re-download/reinstall modpack to effect changes.
submitted by _myst to KerbalSpaceProgram [link] [comments]


2024.05.07 06:35 kvczor Which one to buy? 2010 Land Cruiser Prado VX or 2011 4Runner?

Hello! I'm residing in Santiago Chile and am about to embard on a journey across the continent.
An important piece in the puzzle is getting an appropriate car. I will do a lot of km's but also would like to challenge myself in an off-road environment.
I found 2 cars that meed my budget and expectations. Both are listed for around 15k USD.
I've read a lot about both models and I have a slight preference towards Prado but there are a couple of caveats as both of them are modified and have different mileage.
Can you please help me with your experience and opinion? I would greatly appreciate it :)
2010 Land Cruiser Prado VX https://imgur.com/a/9sFwXSJ
2011 4Runner: https://imgur.com/a/bwtwrD0
submitted by kvczor to whatcarshouldIbuy [link] [comments]


2024.05.07 06:34 kvczor Which one to buy? 2010 Land Cruiser Prado VX or 2011 4Runner?

Hello! I'm residing in Santiago Chile and am about to embard on a journey across the continent.
An important piece in the puzzle is getting an appropriate car. I will do a lot of km's but also would like to challenge myself in an off-road environment.
I found 2 cars that meed my budget and expectations. Both are listed for around 15k USD.
I've read a lot about both models and I have a slight preference towards Prado but there are a couple of caveats as both of them are modified and have different mileage.
Can you please help me with your experience and opinion? I would greatly appreciate it :)
2010 Land Cruiser Prado VX https://imgur.com/a/9sFwXSJ
2011 4Runner: https://imgur.com/a/bwtwrD0
submitted by kvczor to 4Runner [link] [comments]


2024.05.07 06:29 kvczor Which one to buy? 2010 Land Cruiser Prado VX or 2011 4Runner?

Hello! I'm residing in Santiago Chile and am about to embard on a journey across the continent.
An important piece in the puzzle is getting an appropriate car. I will do a lot of km's but also would like to challenge myself in an off-road environment.
I found 2 cars that meed my budget and expectations. Both are listed for around 15k USD.
I've read a lot about both models and I have a slight preference towards Prado but there are a couple of caveats as both of them are modified and have different mileage.
Can you please help me with your experience and opinion? I would greatly appreciate it :)
2010 Land Cruiser Prado VX https://imgur.com/a/9sFwXSJ
2011 4Runner: https://imgur.com/a/bwtwrD0
submitted by kvczor to 4x4 [link] [comments]


2024.05.07 06:29 kvczor Which one to buy? 2010 Land Cruiser Prado VX or 2011 4Runner?

Hello! I'm residing in Santiago Chile and am about to embard on a journey across the continent.
An important piece in the puzzle is getting an appropriate car. I will do a lot of km's but also would like to challenge myself in an off-road environment.
I found 2 cars that meed my budget and expectations. Both are listed for around 15k USD.
I've read a lot about both models and I have a slight preference towards Prado but there are a couple of caveats as both of them are modified and have different mileage.
Can you please help me with your experience and opinion? I would greatly appreciate it :)
2010 Land Cruiser Prado VX https://imgur.com/a/9sFwXSJ
2011 4Runner: https://imgur.com/a/bwtwrD0
submitted by kvczor to Toyota [link] [comments]


2024.05.06 19:31 420FamilyGuy Solo V Squads Return

So if you take a look at my previous posts and interactions in the sub you’ll see I’ve been pretty unhappy with the solo experience.
That being said - I slowly returned at the start of s4 and what I will say is this - it still sucks being solo, but there are a few things I’d recommend for anyone that want to have a better experience these tips are meant for solos like me.
  1. Buy composite case and elite membership, and Season Pass:
  2. being able to put extra ammo on your case or red/gold items as a solo is super invaluable- and being able to sell more items at once on the market helps make money quicker. Free gear also from pass
  3. Port, Northridge, Valley only - scav mode exclusively Valley
  4. don’t bother with Farm, Armory, or TV Station until you have 5m to blow on T5/T6 gear and ammo.
  5. Watch INDxAB GAMING on YouTube - most realistic playing, and relatable solo v squad YouTuber I’ve seen and you can learn from watching their play style a little easier than watching people like monarch or SADE
  6. PLAY SLOWER THAN SLOW
  7. if you think you’re playing slow, play slower. Wall 90% of the time, Silent walk 7%, and run 3% (cover to cover, towards/way enemies)
  8. Learn Bot Spawn Locations
  9. I haven’t seen anyone talk about this but alongside learning enemy spawn points, learn where initial bots spawn at the beginning of the match - this can be crucial to giving you information of where real players are/op print to grab quick gear sets when you do zero to hero
  10. Zero to Hero, Scav Until 2M Koens
  11. if you have under 2m Koens, zero to hero and scav. You don’t lose anything and everything you bring back is profit. When you spawn in focus on stealing some gear from scavs to be better equip, then immediately go towards any gunfight and try to kill the enemies with the gear you found. I find this works best when you can kill a few bots with AKs and lvl 3 gear, then those can get the job done if used right.
  12. Fill Your Bag, and GTFO
  13. that’s the objective. Eventually your storage will start filling up with little things here and there. If you have PvP and kill a team get out don’t go looking for more PvP or more items - as a solo take your small wins or little gains of koen and go. Aim for 20k-50k each run, a good run is 50k-100k as a solo, and a great run is anything over 200k, at least to start.
  14. Gear & Ammo If you wanna run with gear under 2m Koens I reccomend only buying worn, heavy T4 gear - you spend too (50k+) on new t4+ gear to be killed to some Timmy with dum dums in the corner. 5heavy gear gives higher chance of survival and is worth the speed reduction in my opinion which is super minimal. Use the highest T3 Pen ammo you can buy for initial mags 1-2 extra mags per match + the loaded one should be okay with 60 extra T3 rounds and 60 T4 rounds for players. Buy the 3/3 blue pain killers, a 4/4 bandage, either 4x 1/1 surgical kits or 1x 4/4 surgical kits, and a 926 med kit or 300 med kit. One liquid pain killer. One HD Grenade, one smoke, one flash/stun, and one gas grenade. No more, no less.
  15. Stay In the map for as long as possible before leaving - for example I often extract port with 30 seconds left.
submitted by 420FamilyGuy to ArenaBreakoutGlobal [link] [comments]


2024.05.06 17:31 paradoxally Apex Legends: Upheaval Patch Notes (Season 21)

Apex Legends: Upheaval Patch Notes (Season 21)

Upheaval Gameplay Trailer & Discussion

NEW LEGEND: ALTER

Alter is an agent of chaos, primarily concerned with having fun and bringing about the end of the world. Everything is a game to her, and she is always looking for an advantage. Her kit adds an entirely unique dimension to the Apex Games, allowing her to create void passages through geo or escape through the Void to her Nexus when her enemies believe they have the upper hand. Her ability to craft unsuspecting rotations through the world will sow new levels of disorder in the ring and she can’t wait to watch the whole place burn.

For more details on our newest and most devious Legend, check out our Highlights Blog. Read more about her abilities below.

PASSIVE: GIFT FROM THE RIFT
Can remotely interact with a deathbox to claim one item. Cannot be a shield core.

TACTICAL: VOID PASSAGE
Creates a portal passageway through a surface.

ULTIMATE: VOID NEXUS
Create a regroup point that all allies can remotely interact with to open a phase tunnel back to that location.

UPGRADES
https://preview.redd.it/1n5naup6ptyc1.png?width=652&format=png&auto=webp&s=48ef34a9a46721f91053aaa1e668340ed1889839
Level 2 Upgrade Options
Ultimate Cooldown Reduce Ultimate cooldown by 30s.
Void Vision Extend highlights and see health bars after exiting Tactical.

Level 3 Upgrade Options
Eternal Nexus Void Nexus no longer times out.
Tactical Cooldown+ Reduce Tactical cooldown by 10s.


SOLOS TAKEOVER

In case you missed it, Solos will be taking over Duos from May 7, 2024 to June 24, 2024. We’ve taken aspects of some of our most popular modes and integrated them to keep things interesting: use your Battle Sense to detect nearby enemies, tear things up with pre-kitted weapons and attachments, and keep the fight going with auto heal and Second Chance mechanics.

UPHEAVAL MAP ROTATION

https://preview.redd.it/d23dhaleptyc1.png?width=1456&format=png&auto=webp&s=80ecaeac0a7776a937908f090e7005583414be0e
The following maps will be available in Pubs and Ranked for the first half of this season:
  • Broken Moon
  • Kings Canyon
  • World’s Edge

BROKEN MOON MAP UPDATE

Read the full breakdown of the Broken Moon updates in our Upheaval Highlights blog here.

APEX ARTIFACTS

The pantheon of Apex Artifacts is expanding. Check out our dedicated blog for all things Apex Artifacts including lore connections and customizations.
https://preview.redd.it/gi5ushllptyc1.png?width=1456&format=png&auto=webp&s=3cfd0123c588c19f0b3be43efd7dc2608bf5d908

PATCH NOTES

BALANCE UPDATES

Care Package
  • Wingman returns to the floor
    • Projectile size reduced to pre-care package values
    • Damage reduced to 45 (was 50)
    • Skullpiercer Elite removed
    • Hipfire accuracy reduced
    • Now takes Boosted Loader Hop-Up
    • No longer takes magazines as an attachment
  • Devotion enters the Care Package
    • NEW Reverse Hipfire: sustained hipfire will tighten accuracy instead of widen
    • Damage increased to 16 (was 15)
    • Magazine size increased to 54 (was 48 at purple)
    • Reserve Ammo: 324
    • Empty reload time significantly reduced
Gold Weapons Rotation
  • Nemesis Burst AR, Triple-Take, Peacekeeper, Prowler PDW, Longbow DMR
Guaranteed Weapons out of Loot Bins
  • The first loot bin opened by an unarmed player will always contain a weapon
Dev Note: Bringing knuckles to a gunfight isn’t the most engaging gameplay, so we’re improving weapon acquisition consistency in the early game. When completely unarmed, opening a bin will guarantee at least a low tier weapon.
Retrieving Banners from Death Boxes
  • Collecting a banner will no longer lock the player out of critical gameplay actions
    • Running, shooting, punching and reviving will all break out of the banner collect animation while still registering as a successful collection
    • Players can immediately interact with a Death Box a second time while the animation is playing or continue holding the interact button to collect and enter a Death Box in one flow
Dev Note: It’s happening, it’s finally happening! I’ve died, you’ve died, we’ve all died trying to help our allies get back in the fight, but at least now we can’t blame grabbing the banner! Collecting banners is a positive action in Apex and for too long we’ve punished that action with a brief moment of pure helplessness. We’re putting your gun quite literally back in your hands, so get out there and save some Octanes and Wraiths!
Survival Items + Support Bins
  • Survival items now only spawn from a support bin’s tray if the team is in need
Dev Note: Survival items have been feeling abundant lately so we’re reducing their frequency in support bins by only spawning them when players meet specific requirements (like needing a Mobile Respawn Beacon when you’ve got eliminated allies)

WEAPONS & ATTACHMENTS

30-30 Repeater
  • Skullpiercer Hop-Up removed
Dev Note: The 30-30 has been dominating the mid-long range for a few seasons and our recent adjustments weren’t quite enough to dethrone it. Removing the Skullpiercer should create some space for other Marksman and Sniper rifles to shine.
Charge Rifle
  • ADS recoil improved and stabilized
Dev Note: The Charge Rifle remains a high risk-reward weapon, however the risk slightly outweighs the reward. We’ve taken a smoothing pass at its recoil so it shouldn’t be quite so unwieldy when firing.
Longbow DMR
  • Skullpiercer Hop-Up removed
  • Barrel Stabilizer attachment removed
  • Base recoil significantly improved
  • Projectile gravity reduced
  • ADS in and out time reduced
Dev Note: We’ve always considered the Longbow a great entry level sniper that’s easy to run. Over time, we’ve come to realize that being a good entry level weapon and requiring lots of attachments to come online are at odds with one another. Simplifying the Longbow’s loot chase to make it more base level approachable is intended to improve its early game effectiveness and overall consistency as a sniper.
Triple-Take
  • Now takes Boosted Loader Hop-Up
Dev Note: The Triple-Take is a strong weapon on paper, but it can feel a bit sluggish to maximize damage output. Providing quick reloads and extra ammo in the mag allows players to keep pressuring for longer with more chances to punish.
Hop-Ups
  • Skullpiercer removed from the loot pool
  • Boosted Loader added to the loot pool
    • Reloading while near empty will speed up reloading and overload the next magazine with extra rounds
1x Digital Threat Optic
  • Removed from loot pool and all locked set weapons
Dev Note: The Digi represents a sharp power spike in Apex—a single loot item that both counters and synergies with a specific Legend. Its power ebbs and flows with the Legend meta in a way that proves very difficult to tune. We’re giving the 1x Digi a hiatus while we investigate healthier optic based perks.

LEGENDS

Ash
  • Arc Snare
    • Changed to left-hand cast
    • No longer stows weapons or interrupts consumable use when launching
  • Phase Breach: inspired by some Alter tech, nearby enemies will be highlighted for players traveling through the Void
Dev Note: It’s about time, huh? Allowing Ash to fire her Arc Snare with her off-hand has been something we’ve wanted to do for a while now. Holstering and redrawing her weapon to use the snare put Ash at a disadvantage in combat and minimized a lot of her play options. Ash should now be able to be much more active with her snare and apply pressure more aggressively when successful.

Ballistic
  • Whistler: damage from a planted smart bullet increased to 10 (was 5)
  • Upgrades
    • Care Package Insight: removed
    • NEW Sling-Shot: improves Ballistic’s base sling weapon to a blueset at Level 2 and a purpleset at Level 3
Dev Note: We’re replacing a lackluster perk with something more interesting, especially for those Ballistic players that like tapping into their sling weapons in non-Ult scenarios. Three Tac related upgrades is plenty, let’s make some room for that third weapon.
Breakout: Level 2
Lasting Bullet
Smart Bullet duration in-world is tripled.
Care Package Insight
Reveal Care Packages.

Upheaval: Level 2
Lasting Bullet
Smart Bullet duration in-world is tripled.
Sling-Shot
Sling weapon levels up with each upgrade selection.

Bloodhound
  • Beast of the Hunt
    • Cooldown increased to 4m (was 3m)
    • Knocks with Ult active no longer extend duration
  • Upgrades: Level 3
    • Tactical Cooldown: removed
    • Taste of Blood: buffed HP gain on knock to 50 (was 25)
    • NEW Long Hunt: knocks extend Beast of the Hunt duration
Dev Note: Beast of the Hunt has a lot of power baked into it considering perfect vision through smoke, increased move speed, and a generous extension timer. We wanted to break that down to see if players lean into a specific playstyle and ax the uninteresting hidden power of a decreased Tac cooldown. Bloodhound synergizes very well with two of the most popular Legends at the comp level, but we want to be mindful of their appeal across skill bands. We’re not doing anything big to this approachable Legend until we gauge their place at the top-end in a digi free world.
Breakout: Level 3
Taste of Blood
Gain 25 hp on knocks while Ultimate is active.
Tactical Cooldown
-5s Tac Cooldown

Upheaval: Level 3
Long Hunt
Knocks extend Beast of the Hunt duration.
Taste of Blood
Gain 50 hp on knocks while Ultimate is active.

Catalyst
  • Piercing Spikes
    • Cooldown decreased to 20s (was 25s)
    • Long Cast upgrade integrated into base Tactical
  • Dark Veil
    • Dark Veil length increased to 45m (was 40m)
  • Upgrades
    • Long Cast: removed
    • Long Veil: moved to Level 2
    • NEW Ferro-Door: fully rebuild and reinforce missing doors with Passive.
Dev Note: Catalyst could use some love after her Ult nerfs, and Sister Spikes needed some competition. Hopefully making Tac charges more available with a baseline cooldown buff and creating a situationally strong alternative via passive upgrade helps strike a balance. Now that the Ult upgrades are decoupled, there are some difficult choices to make at both levels that we suspect are influenced by match flow. Will you hunker down with a friendly zone pull, or will you need an upgraded wall to help with rotations?
Breakout: Level 2
Sister Spikes
Increase max number of active Spikes by one.
Long Cast
Increase Spike throw range by 40%.

Upheaval: Level 2
Long Veil
Increase Ultimate length by 15m.
Sister Spikes
Increase max number of active Spikes by one.

Breakout: Level 3
Resilient Veil
Increase Ultimate lifetime by 5s
Long Veil
Increase Ultimate length by 15m

Upheaval: Level 3
Ferro-Door
Fully rebuild and reinforce missing doors with Passive.
Resilient Veil
Increase Ultimate lifetime by 5s.

Caustic
  • Gas damage and slow now stops immediately after Caustic's squad is eliminated
  • Gas damage ramps from 4 → 10 max (was 5 → uncapped), damage on knocked players down to flat 4 (was 5)
Conduit
  • Radiant Transfer
    • Can no longer target a Revenant while Forged Shadows is active
    • When Revenant activates Forged Shadows, any temporary shield generation ends immediately. Revenant will keep any temporary shields generated before activating his Ultimate.
  • Upgrades
    • Battery Collection: removed
    • NEW Battpack: can stack up to 3 Shield Batteries per inventory slot (doesn’t stack with Gold Backpack)
Dev Note: Conduit maintains a healthy pick rate and has cemented herself as a strong Support pick even after her last round of nerfs. We don’t want to hit her effectiveness as a Legend that pushes the tempo in combat. This is a targeted nerf to one of her synergies that felt more exploitable than we’d like.
Breakout: Level 2
Battery Collection
See Battery Count of death boxes.
Bigger Jam
Jammer damage radius increased by 20%.

Upheaval: Level 2
Battpack
Stack up to 3 batteries per inventory slot.
Bigger Jam
Jammer damage radius increased by 20%.

Crypto
  • Neurolink
    • Network Traffic upgrade now integrated into base kit
    • Squadcount banners are now visible anytime the drone is in a deployed state
  • Upgrades: Level 2
    • Tac & Ultimate Cooldowns: removed
    • Network Expansion: moved to Level 2
    • NEW Quick Ping: improved drone handling (faster accel/decel)
  • Upgrades: Level 3
    • NEW Satellite Imagery: drone scan persists for an additional 1.5s
    • NEW Hackathon: cut the drone cooldown in half, gain a speed boost anytime he uses his Ult or the drone is destroyed
Dev Note: Crypto’s upgrades at the start of Season 20 left a lot to be desired. We hope this suite of changes resonates with a couple different playstyle types—particularly when it comes to players’ affinity to pilot the drone more actively vs. passively.
Breakout: Level 2
Tactical Cooldown+
Reduce Tactical cooldown by 10 seconds.
Ultimate Cooldown
Reduce Ultimate cooldown by 20%.

Upheaval: Level 2
Network Expansion
Passive & Ult range increased by 25%.
Quick Transmission
Improved drone handling.

Breakout: Level 3
Network Expansion
Passive & Ult range increased by 25%.
Network Traffic
Deploying the drone calls out squads in the area.

Upheaval: Level 3
Hackathon
Double drone recharge rate; gain speed boost when it explodes.
Satellite Imagery
Drone scan persists for 1.5 seconds.

Fuse
  • Upgrades
    • Big Bang: removed
    • NEW Ring Master: gain access to Ring Consoles
    • Scar Tissue:
      • Simplified and buffed damage mitigation to remove lingering burn effects
      • Take a flat 20 damage when crossing The Motherlode instead of 37 (50% of 75 hp) over time
    • Wreckless: fixed explosive damage mitigation not being applied on continuous Knuckle Cluster hits (should only take about 32 damage from a full Knuckle Cluster now with Wreckless)
Dev Note: Fuse is destruction and chaos. The goal of these changes, whether it be a new strategic-level upgrade or a simplification of a convoluted damage model, is to bring some method to the madness.
Breakout: Level 2
Big Bang
See ordnance through walls & death boxes.
Scar Tissue
Take 50% damage and ignore slow effects of The Motherlode.

Upheaval: Level 2
Ring Master
Gain access to Ring Consoles.
Scar Tissue
Take 20 damage and ignore slow effects from The Motherlode.

Newcastle
  • Mobile Shield: throw anim speed increased (~2.5x faster)
  • Castle Wall
    • Will now destroy incoming projectiles headed towards the front of the wall while energized. It will not destroy projectiles fired from behind the wall nor bombardments from other Legend’s Ultimate projectiles.
    • Castle Wall energized duration increased to 1m (was 30s)
  • Upgrade - Stronghold: increased energized duration to 3m (was 2.5m)
Dev Note: The Castle Wall’s in-game strength rarely matches the grandeur of its presentation. More often than not, the wall serves as a grenade beacon to surrounding threats knowing that Newcastle just jumped to an ally in distress. An Ultimate-level wall should not fail as much as it does, especially on a Support Legend that’s built around turning the tide when his squad starts losing the advantage. The wall now requires more calculated counterplay and makes the Stronghold upgrade a more compelling option. We were also finding the long wind-up when tossing his Mobile Shield left him pretty vulnerable trying to get back to his weapon, so we’ve sped up the animation to let him be more reactive with it.

Octane
  • Upgrades
    • Wreckless: removed
    • Mad Hops moved to Level 2
    • Thick Skin: now Level 2 and 3, updated to take 5 less Stim damage to reflect that it can be selected twice (was -25%)
Dev Note: Octane has a “Plus Ultra'' tattoo, so we shouldn’t inhibit his ability to double down on his tac or ult. While Wreckless was thematically fun, Octane already has one of the best forms of explosive damage mitigation that’s less hidden: stim away.
Breakout: Level 2
Thick Skin
-25% Stim damage
Wreckless
-50% Explosive damage

Upheaval: Level 2
Mad Hops
Gain an extra Launch Pad charge.
Thick Skin
Take 5 less Stim damage.

Breakout: Level 3
Mad Hops
Gain an extra Launch Pad charge.
Airborne Agility
Change directions with Launch Pad double-jump.

Upheaval: Level 3
Airborne Agility
Change directions with Launch Pad double-jump.
Thick Skin
Take 5 less Stim damage.

Wattson
  • Upgrades
    • Falling Stars: Pylons will stop spawning Arc Stars when her squad is eliminated
    • Split Circuit: no longer reduces shield regen capacity
Wraith
  • Into the Void and Dimensional Rift: nearby enemies will be highlighted for players traveling through the Void

MAPS

  • Broken Moon shattered
    • New POIs: Cliff Side, Experimental Labs, Solar Pods, Space Port, Quarantine Zone, Underpass
    • Breaker Wharf updated
    • New rotations to switch things up and keep squads on the move
  • Added new possible Ring Console, Survey Beacon, and Crafter spawn locations to World’s Edge and Storm Point, and further evened out the probability of a prop spawning at any specific location
    • World’s Edge
      • Added possible Ring Console spawn locations to Mirage à Trois and Survey Camp
      • Added possible Survey Beacon spawn locations to Survey Camp and The Geyser
    • Storm Point
      • Added possible Crafter spawn location to Command Center
      • Added possible Survey Beacon spawn locations to The Wall, and the unnamed POIs Northeast of Checkpoint and at the edge of the map East of Storm Catcher

MODES

Solos
  • Six week Duos takeover
  • 50 players
  • Second Chance Respawn
    • Automatically respawn once if you die in the first 4 rounds
    • Second chance converted to EVO if unused by the round cutoff
  • Battle Sense: HUD indicator when enemies are within 50 meters
  • Auto Heals
    • Health regenerates out of combat
    • Auto heal starts after each kill
  • Additional adjustments to loot pool, circle sizes, and round times to accommodate solo play
Mixtape
  • Lockdown added to rotation: Zeus Station, Monument
  • Mixtape Map Rotations
    • Default rotation
      • Control: Production Yard, Thunderdome
      • Gun Run: The Core, Wattson's Pylon
      • Lockdown: Monument, Zeus Station
      • TDM: Skulltown, Zeus Station
    • Mixtape rotation (5/24-5/28)
      • Gun Run: The Core, Wattson’s Pylon
      • Lockdown: Monument, Zeus Station
      • TDM: Skulltown, Zeus Station
    • 1st Week of Pride Month (6/1-6/7)
      • Control: Barometer
      • Gun Run: Wattson’s Pylon
      • Lockdown: Zeus Station
      • TDM: Zeus Station
    • Mixtape Rotation (6/11-6/17)
      • Control: Barometer, Caustic Treatment
      • Lockdown: Monument, Zeus Station
      • TDM: Skulltown, Zeus Station
    • TDM 24/7 (6/18-6/24)
      • Rules
      • Scorelimit: 35
      • Time Limit: 10 minutes
      • Increased health regen
      • Skull Town, Zeus Station, Monument, Thunderdome, Wattson’s Pylon, Fragment
  • LTM Rotations
    • 5/24-5/28 Control: Production Yard, Thunderdome, Caustic, Barometer, Lava Siphon
    • 5/31-6/3 Control: Production Yard, Thunderdome, Caustic, Barometer, Lava Siphon
    • 6/11-6/17 Gun Run: Skull Town, Zeus Station, Thunderdome, Wattson, Fragment, The Core

RANKED

  • All players in a premade Ranked squad must be within 3 Rank tiers of each other or they will not be allowed to progress to matchmaking
  • No tuning changes to be made to ranked scoring for the launch of Upheaval
Dev Note: While we are happy with how Breakout Ranked was received, there is some feedback that we want to address for the start of Upheaval. As always, we’ll be monitoring feedback and data for any required tuning changes during the season and any major updates required for the future.
Season Reset
  • Where you ended in your last season of Ranked will determine where you start in Upheaval
    • If you ended your last season in Rookie, you will be reset to 1 RP
    • If you ended your last season above Rookie, you will be reset to Bronze IV
Split Timing
  • Split 2 will take place at the same time as the .1 patch, not a week after like in previous seasons
Upheaval Ranked Rewards
  • Your end-of-season rewards will now be determined by the highest Rank tier you achieved during the entire season
  • Split Rewards: your season-end reward badge will be animated if you match or surpass your Split 1 Rank in Split 2
    • If you do not achieve this, you will get the normal version of your badge

WORLD SYSTEMS

  • Improved end ring generation system

BUG FIXES

  • Equipping an Evac Tower or Mobile Respawn Beacon will no longer close the inventories of all other players in the match
  • Firing Range: fixed some edge cases where Legend change was available when it shouldn’t be
  • Fixed occasional crash when interacting with an enemy’s crafted banner
  • “Mischief Medic” no longer appears as “Highlighted Healer”
  • Olympus: players can no longer enteexit Vault without key
  • Survey Beacons and Ring Consoles should now be pingable again from the map
  • When hip firing with the Devotion, it will now properly track its reticle

LEGENDS

  • Ballistic: duration of speedy whistler restored to 2s
  • Bloodhound
    • Passive markers no longer appear for teammates not on player’s squad
    • Players can once again be scanned by two Bloodhounds at the same time
  • Catalyst: fixed Dark Veil not charging for a short duration off of spawn
  • Crypto: recall audio when the drone is far away from you is audible once again
  • Maggie: Removed drill burn audio for players in the area of effect while phased
  • Removed Wraith Shadows from the void if you aren’t playing as Wraith
  • Wattson: resolved bad spawn points for Arc Stars generated from the Falling Stars upgrade

QUALITY OF LIFE

  • Additional security improvements
  • Airdropping Replicators now project a beam upwards as they are descending to help differentiate them from other airdrops
  • Back by popular demand, you can requeue at the end of Pubs BR and Mixtape matches
  • Ballistic: can now add any locked-set weapon into the sling where it will be converted to the proper locked-set tier and restored to its original state when being moved out (red-tier still not allowed)
  • Death Box Flyers: option to automatically ping the location of the Death Box will be prompted when knocking it from a Flyer’s grasp
  • Improved the choice of consumables that are auto-selected when either reaching full health, reaching full shields, or when dropping your last selected item. The new choice should more intelligently select shield consumables or prioritize syringes for quick healing. These changes were made to help new players have more optimal outcomes.
  • Improved use interactions with doors when self res is available
  • Map spawn audit for all Mixtape Modes: Phase Runner, Habitat, Thunderdome, Zeus Station
  • Upgraded to the latest version of Easy Anti-Cheat
Pings
  • Should now go through all translucent surfaces like windows
  • Players can now request for Grenades (Arc Stars, Frag Grenades, and Thermites)
    • Works similar to healing items: hold the Grenade button to open the Ordnance Wheel, hover on an ordnance item, select Ping to request
Thunderdome
  • Airdrop location adjustments
  • Control
    • Moved C capture point to landing pad
    • Adjusted spawns attached to B capture point

GRAPHICS

  • Added new "Map Detail" PC video setting to adjust the amount of environmental decoration and set dressing (this may improve performance for players with low-spec PCs and those targeting high framerates)
  • Changed the way players opt-in to the DX12 beta: if you're playing via the DirectX 12 beta now, the launch argument "-eac_launcher_settings SettingsDX12.json" should be changed to "-anticheat_settings=SettingsDX12.json"
  • Improved accuracy and visual fidelity of baked environment lighting for static outdoor objects
  • Improved accuracy of baked lighting for dynamic objects, to avoid situations where Legends would appear unlit
  • Significantly improved CPU performance of the Rendering Hardware Interface (RHI), mostly benefitting the PC DirectX 12 beta
Nessie Note: Nessie would like to congratulate everyone on the success of finally finding Blue Nessie. Our girl is finally free! The Nessie Army is now complete!
https://preview.redd.it/ltfeeg53rtyc1.png?width=1456&format=png&auto=webp&s=424f0ffecf17453703aad7c87c5155b51e26ed5a

Source
submitted by paradoxally to apexlegends [link] [comments]


2024.05.05 04:40 WesleyAbt [Spoiler] Hear Me Out, Incarnon Themed Frame(Concept Frame Rough Draft)

I've been thinking about a frame like this for a while now. Please enjoy my new hyperfixation ramblings:
Note: This is only a rough draft. This kit is missing important details, & two abilities. This post is mostly a place marker & me testing the waters on this idea.
Name:(Placeholder: *)
Lore: * is essentially a non-evil void manifestation, similar to the Holdfast manifestations, corrupted by the void originally, but restored to peace by the OperatoDrifter, similar to Excalibur Umbra. *, just like other manifestations, used to be a humanoid Ten Zero crew member before being corrupted. * is a unique void manifestation, one that is comprised of more emotions & consciousness than most, or maybe even all. * is an amalgamation of many sources, making it easier for them to have more autonomy, as they are not only as equally sentient as the Tenno, but even more so, which is only enhanced by a Tenno's presence. *, having consciousness, will remain active when separated from their Tenno, but will only use their melee weapon.
*'s base form will only have health, like Kullervo, Nidus, & Inaros. Their incarnon form will activate a proto sheild, mostly inspired by the Void Angels.
Ability 1(Duration: 15s): * will release an explosion of void energy, corrupting up to three enemies. Enemies will randomly attack all factions, Tenno included. If they attack Tenno, they will extend the duration of the effect by 2s per attack(per projectile hit/melee strike). If they attack other enemies, they will deal significant void damage to them.
Ability 2(Duration: 15s): * will summon three copies of themselves, all meant to distract enemies. Copies will all run away in random directions, will have no weapons, & will leave a trail of void energy that lightly damages enemies that touch it. Once their duration runs out, they will explode, dealing impact & void damage to nearby enemies.
Ability 3:
Ability 4: Transforms * into their incarnon form, which has a new set of their first three abilities, similar to Sevagoth's Exalted Shadow form. Similar to incarnon weapons, the incarnon form's five evolutions will increase their effectiveness in some way. Activating their Incarnon form will also add incarnon armor to the frame, similar to how incarnon weapons will grow extra parts when transformed, which is all purely aesthetics.
Incarnon Evolutions:
Evolution I(Trigger: Incarnon bar can be charged by either landing headshots with a weapon, or by 10% per combo stack with a melee weapon. Ex: x3 combo = 30% incarnon bar charge.)(Incarnon bar's progress will indicate the amount of time incarnon form is active. 10%=10s, 20%=15s, 30%=20s, 40%=25s, 50%=30s, 60%=1m, 70%=2m, 80%=3m, 90%=5m, 100%=10m.): *'s incarnon form will be a separate warframe that can be modified & customized uniquely, like Sevagoth's Exalted Shadow, in the extra arsenal slot. Each of the next four evolutions will have three buffs to choose one of in each, just like incarnon weapons. My thought is to only do small, but noticeable buffs, like 10%-30%.
Evolution II: Increased health, increased armor, or increased energy cap.
Evolution III: Increased movement speed, increased ability strength, or increased ability duration.
Evolution IV: Increased casting speed, increased parckour velocity, or increased wall latch duration.
Evolution V: Increased resistance to base damage types (heat, cold, toxin, & electric), passively regenerate health, or slightly increase proto shield max cap(only way to increase proto shield cap).
Incarnon form's abilities:
Ability 1(Teleport)(Held): * will teleport to marked location. On arrival, they will become invulnerable for 3 seconds. They will also infect all enemies in range with void energy, increasing the damage they receive through weapons.
Ability 2(Duration: 15s): * essentially transformes all weapons into an incarnon form. (I would offer unique visual changes but that's a bit too much to add to the game) This ability's effects can be altered(only in the arsenal), similar to the evolutions of incarnon weapons. My current thought is only a 10% buff per choice, to not make * too strong, but still noticeably more effective. Primaries & secondaries are limited to three equipped buffs(separately), with 8 options overall: Increased fire rate, increased critical chance, increased critical multiplier, increased magazine capacity, increased multishot, increased status chance, increased status duration, & increased reload speed.
Melee weapons will also receive up to three buffs from the following 8 options: Increased attack speed, increased combo duration, increased critical chance, increased critical multiplier, increased range, increased status chance, increased status duration, & increased heavy attack damage.
Ability 3:
Ability 4: will deactivate *'s incarnon form. Just like with incarnon weapons, the incarnon bar's progress will reset to 0% & must be at least partially charged to reactivate incarnon form.
submitted by WesleyAbt to Warframe [link] [comments]


2024.05.04 21:03 LetterRight1273 Old school but also Newbie

Ok, I've got a new and interesting one for you. I know there is a mega thread for printer buying advice but that is only one part of my question here so please don't get too pissed I'm starting a new post. I'm picking up 3D Printing as well as Arduino to be a mentor for my kid. I'll tell you my tale; where I am, a bit of how I got there, and some of the disisions I've come to.
If it's TL:DR - Jump to the bottom
I'm a GenX retired since 30 because I didn't just light the candle at both ends, I lite it up like a fire log. I'm a jack of all trades AND a master of SOME. But,,, like I said, I've been out of the shit for a good 20 years. I had to move on from programming because I kept typing in my sleep. I'm smart, hands on and I can pickup anything and be at journeyman level within a week.
Now, my kid is really pushing on engineering and this is what he wants to do. So, I'm all in for him to be building this into a career, and Arduino and 3D Printing are excellent way to get him started. I'm debating a ton of stuff like what language to start him off on for firmware and,,,, you guessed it, which printer to get him. Here are some of the things I've figured out. I would like opinions on these decisions, pro/cons or even just heads up on things to lookout for.
I pulled on old time friends and I've get all the AutoCAD software. I was looking at Fusion 360 since it's good for doing both 3D Print designs as well as PCB's, but it may be to difficult for him to start on. Kind of like handing your kid an erector set and he hasn't used lego yet (analogy). So, I'm thinking more like KiCAD for PCB's and Arduino IDE for Programing. For 3D Printing, I'm thinking Blender for drawing and animation, Orca as a slicer, and I haven't picked out a printer yet.
Yes, we could build a printer as a project on the Arduino side and grab a copy of Klipper but I'd like a fully functional one to start cause he's not ready. Kind of like I bought him a couple of the Elegoo robots. He's built them and used them and he's super excited to make his own. Meaning now, he's ready to look at designing his own using arduino boards, sensors, motors, and actuators. He'll use those in an Erector set \ Lego style of building parts and learn programming. AFTER THAT, then we'll move to building custom PCB's that combine the different boards and parts which include his programming to a specific purpose. Basically, with these skills, he could now be building and putting together robot kits, just like the first one he got from Elegoo. First he learns programming using Arduino hardware as legos and then he learns making the "Lego" arduino boards.
I'm look at the same methodology for 3d Printing. I want him to have fully functioning printer while he is learning the CAD drawing part, slicing and just printing it. So, I'm going to start him off with downloaded designs that he can slice and print. I get him excited on being able to build his own cosplay. He then starts modifying and then creating his own designs and 3D parts to be printed. Maybe buying a 3D scanner later.
I'd like a fully usable printer capable of building cosplay items and even full helmets. It should do auto calibration including table leveling and Z axis maybe even vibration sensing. It has to be good for an absolute beginner with the idea its going to be long term used invested in piece of equipment that last and is reliable. Hopefully able to build bigger stuff including helmets. I know you want to ask me what price and that just all depends on ROI for me but let's keep it under $800. I was debating over:
Neptune 4 Plus - It' really cheap, no carbon fiber but is it really going to do all the calibration and be a head ache to fine tune? K1C vs K1max - K1C has all metal drive and might be big enough for small helmets, so aside from size,, it the K1C better than the MAX? Are the features in the K1C worth giving up for the size of the max? FLASHFORGE Adventurer 5M Pro - Is it as good as the K1C?
Part of my reasoning for price is because of the cost for consumables. I want to know ALL of it. I don't know a lot about filament but I'm thinking PLA and maybe some ABS to start and maybe the ability to use carbon fiber later on. Am I going to need to have spare nozzles? If a part is too big to print in one go, such as a HUGE (imagine Trump's voice) helmet and I'm having to glue pieces together, what kinds of glue is best. Or should I get a new hot stapler for larger more structural parts? Do I NEED a filament drier? Do I need one all the time or just when printing? What other kinds of consumables do I need to be thinking about?
TL;DR - Best printer for printing cosplay that is full automated, full list of all consumables and extras such as driers and recommended software.
submitted by LetterRight1273 to 3Dprinting [link] [comments]


http://swiebodzin.info