Secondary glider

Turkish Aircrafts Made in 20th Century Nu.D-36 & Nu.D-38 Istanbul Turkey (State Archives) 1930 11.02.1944

2024.05.18 01:15 kaplangiran Turkish Aircrafts Made in 20th Century Nu.D-36 & Nu.D-38 Istanbul Turkey (State Archives) 1930 11.02.1944

Turkish Aircrafts Made in 20th Century Nu.D-36 & Nu.D-38 Istanbul Turkey (State Archives) 1930 11.02.1944
Nu.D-36 The Nuri Demirağ Nu.D-36 was a 1930s Turkish training and fighter aircraft. Two-seat training biplane built by the Nuri Demirağ Aircraft Works in Istanbul for the Turkish military.
Its factory is in Istanbul Barbaros pier. It was produced by Nuri Demirağ and is the second indigenous Turkish warplane. It was produced in 1936. It was mostly used as a training aircraft at the Sky School. The next aircraft model of the N.U.D Factory was the passenger plane Nud-38, which would be produced in 1938. This plane is N.U.D. He retired from the air force when the Aircraft Factory was closed. The year it was out of service was 1942. N.U.D. He starts receiving orders from Europe. However, the fact that such a success was achieved by the private sector in Turkey disturbed some circles and the government banned the sale of arms abroad. Orders are canceled one by one. Nuri Demirağ asks for help from the President of that period, İsmet İnönü, to prevent the closure of this aircraft factory. He even places advertisements in newspapers with the title "Open letter to İsmet İnönü". However, these efforts do not bring results. In addition, the factory land was expropriated at no cost for the construction of today's Atatürk Airport. Even if an objection is made, the factory is closed by court decision and the Nud-36s become a museum artifact. Nud-36s, like other Turkish-made warplanes, were one of the best and highest quality aircraft of that time.
The Nu D.36 is an unequal-span single-bay staggered biplane with a fixed conventional landing gear with a tailskid. It was powered by a 150 hp (112 kW) Walter Gemma I nine-cylinder radial engine. It had two open tandem cockpits for the pilot and trainee.
General characteristics * Crew: 2 * Length: 7.3 m (23 ft 11 in) * Wingspan: 9.74 m (31 ft 11 in) * Height: 2.44 m (8 ft 0 in) * Wing area: 21.8 m2 (235 sq ft) * Empty weight: 650 kg (1,433 lb) * Max takeoff weight: 1,000 kg (2,205 lb) * Powerplant: 1 × Walter Gemma I 9-cyl. air-cooled radial piston engine, 110 kW (150 hp) * Propellers: 2-bladed fixed pitch wooden propeller Performance * Maximum speed: 182 km/h (113 mph, 98 kn)with maximum load * Landing speed: 85 km/h (53 mph; 46 kn) * Range: 500 km (310 mi, 270 nmi) * Endurance: 3 hours 30 minutes * Service ceiling: 3,350 m (10,990 ft) * Time to altitude: 500 m (1,600 ft) in 2 minutes; 1,500 m (4,900 ft) in 10 minutes
Nu.D-38 The Nuri Demirağ Nu.D-38 was a Turkish light civil transport, with twin engines and seating for four passengers, built in the early 1940s. Nu.D-38, the first Turkish passenger aircraft. The model was drawn by Turkish engineers, and all parts except the engines were made by Turkish technicians and workers. This aircraft, called Nu.D-38 and capable of a speed of 325 km per hour, had a capacity of 6 people and was equipped with two 160 horsepower engines with dual control and 2200 rpm. Its empty weight is 1200 kg and its full weight is 1900 kg. It has a range of 1000 km with a full tank of fuel and 325 km. It can stay in the air for 3.5 hours. Ceiling altitude is 5500 meters. The first tests were made by pilots Basri Alev and Mehmet Altunbay, and in the ongoing flights, Galip Demirağ also participated and went to Athens and Thessaloniki, as well as Ankara and Izmir, with this plane. Upon receiving positive results from the test flights, the "Nu.D-38" aircraft started its Istanbul-Ankara flight on 26 May 1944. There were two pilots on the plane, Tasvir-i Efkar newspaper owner Ziyat Ebuzziya, Vatan newspaper reporter Faruk Fenik and its owner Nuri Demirağ. The plane landed successfully at Ankara Airport. In order to be used in the tests of Nu.D-38 aircraft made in the workshop, Elmas Paşa Farm in Yeşilköy, currently used as Atatürk airport, was purchased and a flight field measuring (1000 x 1300) meters was built on a large land of 1559 decares. Nuri Demirağ Sky Flight School, aircraft and tank repair workshop, hangars and a slipway on the beach were built on this area. The hangar, which was ordered from Germany but did not arrive in Turkey with the start of the war, although the price was paid, was built by Turkish technical personnel. Yeşilköy facilities were opened with a ceremony on 17 August 1941.
Only one was constructed and flown. The Nu.D.38 was first flown on 11 February 1944. No further aircraft were produced.
General characteristics * Crew: 2 * Capacity: 4 passengers * Length: 8.30 m (27 ft 3 in) * Wingspan: 13.56 m (44 ft 6 in) * Height: 2.20 m (7 ft 3 in) * Wing area: 22.34 m2 (240.5 sq ft) * Empty weight: 1,108 kg (2,443 lb) * Gross weight: 1,850 kg (4,079 lb) * Powerplant: 2 × Siemens-Halske (Bramo) Sh 14-A4 7 cylinder radial, 120 kW (160 hp) each * Propellers: 2-bladed Performance * Maximum speed: 271 km/h (168 mph, 146 kn) at sea level * Cruise speed: 250 km/h (160 mph, 130 kn) * Service ceiling: 6,650 m (21,820 ft) service * Rate of climb: 3.40 m/s (669 ft/min) to 4,000m (13,120 ft)
Nuri Demirağ Nuri Demirağ (1886 in Divriği – November 13, 1957, in Istanbul) was an early Turkish industrialist and politician, who was one of the first millionaires of the Turkish Republic.
His first enterprise was a cigarette paper factory which commenced production in 1922. Starting from the late 1920s, Demirağ began to invest his capital in the development of the Turkish railway network. Because of this investment, Mustafa Kemal Atatürk gave him the surname Demirağ (meaning "Iron web") when the Surname Law was put into effect in 1934. In 1936 he established an aircraft factory employing 500 people in Beşiktaş, Istanbul (later nationalized by the government and now occupied by the Istanbul Naval Museum). The production of the Nu D.36 two-seat trainer biplane, and Nu.D-38 twin-engine high-wing light transport plane took place in this factory. In 1945 he founded the first opposition party, which was named Milli Kalkınma Partisi (National Development Party), but his party failed to receive the required number of votes for entering the Turkish parliament in the 1946 and 1950 general elections, and was eventually dissolved in 1958, a year after his death. In 1954, he was elected as a member of parliament for Sivas on behalf of the Democratic Party, which won the general elections. Demirağ donated his airplanes to his flying school (Gök Okulu) in Yeşilköy, which he established for attracting the interest of young Turks in aviation. The land upon which the school was built was later nationalized by the Turkish government in order to enlarge the neighbouring Yeşilköy Airport (Atatürk International Airport) which was originally established as a military air base of the Ottoman Air Force in 1911. Demirağ died in 1957 from diabetes.
Aircraft Factory & Sky School Demirağ, the richest businessman of the period, started his attempt to establish an aircraft factory in 1936. In those years, the army's aircraft needs were met by donations collected from the public and wealthy businessmen. When he was asked to participate in a donation campaign to buy a plane, he said: “If you want something from me for this nation, you should ask for the best. Since a nation cannot live without an airplane, we should not expect this means of survival from the grace of others. He replied, "I am willing to build the factory of these planes." He planned to establish the factory in his hometown, Divriği. However, first of all, a trial workshop would be established in Istanbul. For this purpose, it made an agreement with a Czechoslovak company. A workshop building was built next to the Barbaros Hayrettin Pasha Pier in Istanbul (the large yellow building to the left of the Maritime Museum). In order to make test flights, he bought the Elmas Pasha Farm in Yeşilköy and had a large flight field, hangars and aircraft repair workshop built on it. The flight area was the size of Amsterdam Airport, the largest airport in Europe. This area is today used as the International Istanbul Ataturk Airport. It was necessary to establish an aviation school to train Turkish pilots who would use the planes. Sky School was established on the land where the runway is located. The school trained 290 pilots until 1943. Before the Sky School in Yeşilköy, he opened a Sky Secondary School in Divriği. In this school, which was opened when there was no secondary school in any district of Sivas, all expenses of the students are covered; Students were brought to Istanbul and given flight lessons to encourage them to become interested in aviation. Selahattin Reşit Alan, one of Turkey's first aircraft engineers, drew the plans for the planes and gliders to be produced in the aircraft factory in Beşiktaş. The first single-engine aircraft was produced in 1936 and was called Nu.D-36. In 1938, a twin-engine six-seater passenger aircraft called Nu.D-38 was built. NuD-38 was transferred to World Aviation passenger aircraft class A in 1944. The first aircraft order was placed by Turkish Aeronautical Association (THK) in 1938. Nuri Demirağ continued his work in the field of aviation by producing Turkey's first domestic parachute in 1939. In 1941, the first completely Turkish-made aircraft flew from Istanbul to Divriği. Galip Demirağ, Nuri Demirağ's son and one of the first graduates of the Sky School, was the pilot on this flight. After the 65 gliders ordered by THK were delivered in a short time; 24 training aircraft named NuD-36 were completed and test flights took place in Istanbul.
Aircraft Factory Closure After the 65 gliders ordered by the Turkish Aeronautical Association were delivered in a short time, Nu. 24 training aircraft of the D-36 model were completed and test flights were made in Istanbul. The authorities requested one more test flight for the delivery of the planes ordered by THK, which flew from Istanbul to Eskişehir after the test flights. During this flight, engineer Selahattin Reşit Alan, who also drew the plans of the planes, fell into the ditch opened at the edge of the runway to prevent the surrounding animals from entering the airport and died. Looking for an excuse such as "forgetting to put gasoline in the tank", THK canceled its order, citing this accident as the reason. Nuri Demirağ entered into a years-long legal battle with THK, which he took to court. Despite the reports of different experts that the planes were manufactured in accordance with the contract and were sufficient for flight, the court ruled in favor of THK. In addition, a law was passed prohibiting the sale of aircraft manufactured in Nuri Demirağ's factory abroad. The export of aircraft manufactured and linked to orders received from Spain, Iran and Iraq was prevented. Unable to receive orders from home and abroad, the factory closed in 1944. The aircraft factory in Beşiktaş and the Sky School in Yeşilköy were nationalized in 1944 for 15 liras per acre. After one-third of this amount was deducted as tax, the balance was deferred for 20 years on the grounds that the state did not have money and was not actually paid. Airplanes and machines manufactured on orders from THK and abroad were sold to scrap dealers. THK later imported Henrio aircraft, which were retired from use in France. The old model planes that arrived were soon scrapped. After losing the case, Nuri Demirağ's attempts to correct the mistake by writing letters to government members and president İsmet İnönü failed; The factory could not reopen.
submitted by kaplangiran to Planes [link] [comments]


2024.05.17 13:47 Classic_War6042 Knowledge 2, with some personal opionions and strategies

(This one's a little more miscellaneous)
Check trees before you start climbing them. There is often poisoned breath spores. You can shoot the spores to avoid getting poisoned!
Looking for a direhorse in the kinglore forest? Go to a rain forest biome and look near water
Don't over hunt, something that is obvious right? The game has a programed punishment for over hunting and killing non gatherable animals to many times, it's called disharmony
Pinning an item / animal to the Three little icons in the Upper right hand corner of the screen causes it to highlight in yellow when using your Na'vi sense
The rarity of your primary ingredient when cooking doesn't really mater, you'll still get the same affect, the secondary ingredient determines how long the effects last
It's easier to fight storm gliders on the ground where they are slower Want to improve your aim? Copy what your navi does when aiming, sounds stupid but it works. You'll hear them take a deep breath when drawing, take that deep breath with them
Before leaving any region, gather every tarsyu sapling, there are many guides on where each one is, I call this Menace maxing! Here us the site I used: https://www.ign.com/wikis/avatar-frontiers-of-pandora/Sprouting_Potential_-_20_Tarsyu_Sapling_Locations
Need to soothe a direhorse in the clouded forest for a chalange? go the the cul-de-sac station in the Upper Plains, and herd the direhorses that spawn there up to the budding watcher.
Be careful when running in the clouded forest, camelion crawlers are true to their name and camouflage into the ground, and are invisible to Na'vi sense when doing so
Jump down water falls, it's faster and more entertaining. (I call it Jake sullying myself away from danger)
Running for your life from wildlife? Run into deep water, most animals won't follow you in there
If the biome color is purple, there is only ferals in there, this applies to every region
Grenader AMPS are the worst, in my opion, but thankfully, easy to destroy, get far back and aim for the grenade launchers on its shoulders, they are a weak spot, and if you have a strong enough weapon, are usually a 1 hit kill.
The staff sling is your beast weapon
You can hack the objectives in RDA outposts and installations and store them to execute later. It takes a bit longer but really helps with stealth
personal opionions/strats
Skill tree branches in order of most useful (from a person who hates dieing) 1. Survivor 2. Warrior 3. Hunter 4. Ikran 5. Maker (I always end up maxing my ikrans first beacuse i love her more than myself)
Don't waste your arrows on RDA soldiers, you can just one punch them
Take every spare part box you can find, it's worth it.
Personally, I don't like human weapons and find it easier to have a short bow, heavy bow, spear thrower and the staff sling equipped
When going through a battle inside an RDA building, plant a bomb on every door if you don't want to deal with the RDA. The bombs will kill them before they leave the door, bit make sure you replace these bombs after each wave of attack. (Also this isn't a 100% sure fire way to kill every AMP/soldier, you may have to pick off stragglers and survivors)
submitted by Classic_War6042 to FrontiersOfPandora [link] [comments]


2024.05.17 04:49 kiritophantomhive God of war skins

God of war skins
Okay so the Greek season is just about over. It's not looking good for kratos to return to the shop, but I still wanna make this concept. IF kratos returns to the shop give him a ragnarok style that gives him a black coat and his new spear weapon as a secondary oicaxe and full the leviathan axe give it a fully upgraded style so it dosent look for plain. For a young kratos skin it's alt style could be his armored look he could have 2 picaxes the blades of chaos, and a gear bundle where it gives you the blade of Olympus and fist weapons of hercules picaxes and the wings of icarus glider. For a second wave of skins we coud have atreus with his starting suit and his alt style could be one of the 3 main armors he gets in ragnarok. Next we could do ragnarok thor with a alter where he has his cape on. His picaxe could be his hammer which would finally give us a non character locked mjolnir. And lastly odin his picaxe will be his spear and his cloak will be his cloak.
submitted by kiritophantomhive to FortNiteBR [link] [comments]


2024.05.13 09:01 EscapingKid Patch Notes - Update 29.2

Patch Notes - Update 29.2
Original Post (pubg.com)
https://preview.redd.it/5nt7qd8p650d1.png?width=1920&format=png&auto=webp&s=9934ae3506f4280dbc5fb67df9c65ba76936e541

29.2 Highlights

PUBG Patch Report #29.2 on YouTube

Live Maintenance Schedule

※ The times shown below are subject to change.
  • Console: May 23, 1 AM - 9 AM (UTC)

Map Service

※ Console players can anticipate the next rotation every Thursday at 7 AM UTC.

Schedule

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Live Server - Featured Map

  • Erangel Classic
    • Selectable in all regions during its service period.
    • Offers the same party types and perspectives as Normal Match.

Live Server - Normal Match

Random Map Regions - NA, EU, RU, OC, SA & Console

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※ Rotations featuring Deston will have a 20% probability for each map. For Weeks 2 and 4, fixed and favored maps will each have a 22% probability and etc. maps will be 11% each.

Live Server - Ranked

  • Erangel (25%) / Miramar (25%) / Taego (20%) / Vikendi (20%) / Rondo (10%)
  • The map service for Ranked is updated on a season-by-season basis.
※ Please note that the features and updates described below are subject to change or removal due to issues such as bugs, in-game problems, and community feedback. The images used are intended as visual references only; the actual game may look different as the builds are continually developed and refined before release.

World: Erangel Classic

※ Erangel Classic is available in Normal Match as a featured map and is also supported in Custom Match.
※ Erangel Classic preserves the essence of the earlier version of Erangel, its distinctive appearance and atmosphere, all while delivering the enjoyable gameplay experiences that players have grown accustomed to.

Service Period (UTC)

Normal Match (Featured Map)

  • Console
    • May 23, after live server maintenance - June 6, 7 AM
Erangel Classic will replace the current Erangel map in Normal Match during the above period.

Custom Match

  • Console
    • May 23, after live server maintenance - June 20, before live server maintenance

Details

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  • Weather: Sunny, Sunset, Overcast
  • Weaponry will be placed on wooden tables on the starting islands.
  • Secret Room and Recall system are not available.

Gunplay

While not identical to the old recoil, Erangel Classic's reduced recoil will enable players to relive the nostalgia of the old Erangel map. However, this adjustment excludes certain firearms such as SRs, Handguns, and the Crossbow.
  • The weapon pool and specs, except for recoil, remain unchanged.
  • All armor performance is increased by 7.5%.
    • The STK (Shots to Kill) for all firearms will increase by approximately 1.

Tommy Gun

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  • Obtainable from the Care Package and removed from world spawn.
    • Cannot be obtained by using the Flare Gun.
  • The default Magazine is changed to a drum Magazine, increasing the ammo count to 100 rounds and adjusting the reload speed accordingly.
  • Attachable Scopes: Red Dot or Holographic Sight

ARs

  • Horizontal recoil decreased by 30%.
  • Vertical recoil decreased by 30%.

SMGs

  • Horizontal recoil decreased by 30%.
  • Vertical recoil decreased by 30%.

DMRs

  • Horizontal recoil decreased by 20%.
  • Vertical recoil decreased by 20%.

LMGs (DP-28, M249, MG3)

  • Horizontal recoil decreased by 20%.
  • Vertical recoil decreased by 20%.

Shotguns

  • Horizontal recoil decreased by 20%.
  • Vertical recoil decreased by 20%.

UI

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  • Some of the in-game UI is reverted to the old version, including the world map, minimap, Blue Zone UI, match start timer, and kill/survival UI.
  • Team number, Screen Ping Marker, and Waypoint are available.

Spawn

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  • The types and total amount of world spawn items and vehicles will be similar to the current patch.
  • The Helmet (Lv.3) and seventeen classic skins added as world spawn items.
  • When using the Flare Gun, players will obtain the bulletproof UAZ instead of BRDM.
  • Fixed vehicle spawn spots are not available.
  • The spawn spots of Esports vehicles and the Motor Glider have been removed.
Dev's comment: As announced at the end of April, Erangel Classic makes its comeback with Update 29.2. We've redesigned the old Erangel map, providing players a chance to relive their memories, all while embracing the game's modern enhancements. While realistic recoil adds to the game's distinctive charm, it has posed a challenge for newcomers. With the gunplay reminiscent of the past, we hope Erangel Classic will evoke memories of the early PUBG days.

World: Rondo

※ The following features are available only in Rondo.

New Item: Zipline Gun

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Meet the Zipline Gun, a zippy new travel tool that lets you navigate Rondo in a whole new way.
  • Inventory slot: Secondary Weapons
  • Ammo: Zipline Gun Cable
    • Weight: 2
    • Reload time: 3 seconds
    • World spawns along with the Zipline Gun.
    • The Zipline Gun cannot be used without the Zipline Gun Cable.
  • To deploy a zipline using the Zipline Gun, launch the cable sequentially to any two points of your choice.
  • Ziplines can be placed on buildings, terrain, and stationary, indestructible objects.
    • Cannot be placed on characters, vehicles, Care Packages, or water.
    • Cannot be installed if there are objects in the cable launch path or if the two points are in opposite directions.
  • An installed zipline can be used up to four times.
  • The Zipline Gun cannot be used inside a vehicle.
  • Interacting with an installed zipline will enable you to move in the direction you're facing.
    • Mid-journey release can be initiated by hitting the Interaction key again.
    • When multiple players use a zipline, you can only move in the same direction as the player already using it, and you'll wait to prevent overlapping.
    • SMGs or Handguns can be used while riding the zipline.
  • You can use the Limited Interaction key to retrieve cables installed by yourself or other players.
  • When a cable has been installed at the first point, jumping off a cliff, colliding with or riding a vehicle, swapping/unequipping the weapon, or rotating beyond a specific angle will retrieve the cable.
  • The travel speed depends on the slope of the zipline.
  • Can be stored in the trunk of a vehicle.
  • If a vehicle collides with an installed zipline, the zipline will be destroyed.
  • Installed ziplines are not destroyed by explosions.
  • World spawns.
  • Available in Normal Match and Custom Match.
Dev's comment: Open up a whole new dimension of map navigation and engagement with Rondo's latest addition, the Zipline Gun. Locations that were previously difficult to reach can now be infiltrated and ambushed via a zipline deployed at your chosen spot. We hope that the introduction of the Zipline Gun will allow for a broader array of strategies and engagements in Rondo, ultimately enriching the game's meta with increased diversity.

In-Game Challenges

To make teamwork easier, we're improving In-game Challenges based on player feedback.
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  • From the challenge list shown on the left side of the world map, you can now share challenges with your teammates via Radio Message.
  • Challenges cannot be shared while spectating.

World Misc.

  • Removed the Ducati containers from starting islands.

New Feature: Win Streak Showdown

Introducing Win Streak Showdown, where premade teams compete in Normal Match for achievements beyond the Chicken Dinner.
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How to Participate

  • Enable the Win Streak Showdown option located under the Select Game Mode panel in the Play - Normal tab.
    • A premade team is required to enable Win Streak Showdown.
    • You cannot invite or join teammates while Win Streak Showdown is in progress.
    • Only Quick Join is available.
    • Win streak will reset if you deactivate Win Streak Showdown.
  • Win Streak Showdown can still be continued when a teammate leaves, even if there is only one remaining player on the team.
  • Once all teammates are ready, Win Streak Showdown matchmaking begins to search for opponents. When an opposing team is found, Normal Match matchmaking will begin.
    • Canceling matchmaking after the opposing team has been found will result in an automatic loss and reset the win streak.

Rules

  • The result of Win Streak Showdown is determined by the sum of your Kill points and Placement points earned from the match.
    • You will earn one point per kill, with additional points awarded based on the team's placement.
  • Both teams' scores in real-time are displayed in the top left corner of the screen.
  • When your entire team is eliminated, you have the option to spectate the opposing team.
  • The Win Streak Showdown result is available in the lobby after the match.
  • You cannot proceed to the next Win Streak Showdown match until the outcome has been decided.
  • If the next Win Streak Showdown match is not completed within 2 hours of achieving at least 1 win, the Win Streak Showdown will end.
    • The team will be retained but your win streak will reset.

Rewards

  • You're automatically rewarded for your win streak at the end of the match, and details can be found on the Match Results page.
  • The rewards for each consecutive win can only be earned once every 7 days, and your reward history and win streak will reset every Wednesday 12 AM (UTC).
  • Achieving a win streak and placing first in the same match will grant Perfect Match rewards.
    • Perfect Match reward is obtainable maximum three times per week.
Dev's comment: Until this point, the primary objective has been securing that Chicken Dinner, yet in reality, only a select few players achieve this goal in each match. Introducing the Win Streak Showdown feature, we aim to provide the majority of players who don't clinch the Chicken Dinner with a fresh, rewarding new pursuit: the win streak. Pursue consecutive victories, enhance your skills and teamwork, and reap rewards, all while vying for the Chicken Dinner!

Arcade

※ The following updates apply to Custom Match as well.

Team Deathmatch

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  • New Map: Liana
    • Introducing Liana, our latest map exclusively designed for Team Deathmatch! Designed to promote diverse combat opportunities, Liana caters to an array of gunplay styles. Players will encounter a complex network of intersecting routes, bridging varied locations such as the outskirts with a sea view, wide roads, Underpass, Studio, Cafe, Midway, and more.
    • Several elevated areas, including most rooftops, are inaccessible.
  • Respawning in unfavorable locations has been improved.
  • Two new Rondo maps – Warehouse and Suburbia – have been added.
  • The Field and Shipyard maps, identified as having high leave rates, have been removed.
  • Map selection probabilities have been readjusted in alignment with these changes.

Intense Battle Royale

  • Random maps where Safe Zones, vehicles, and Supply Drops spawn differently compared to existing maps have been added.
    • Random maps and existing maps will each make up 50% of the total map appearances.
  • Maximum number of players: 16 → 20
  • Two new Rondo areas added.
Dev's comment: We launched Intense Battle Royale with the hope that it would live up to its name, offering an intense gameplay experience for Battle Royale enthusiasts. However, as time passed since its initial release and players grew familiar with each map, the intensity and randomness that makes Battle Royale so appealing seemed to fade. With this update, we're injecting a dose of randomness by incorporating random maps into Intense Battle Royale. This addition of unpredictability aims to revive the freshness of each gameplay session.

QoL

Group Emote

The Team Emote feature has been renamed to Group Emote and now offers broader interaction possibilities. Enjoy emotes with even more players!
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  • Whereas previously only members of the same team could join a group emote, players from other teams can now join a group emote as long as they have the same group emote equipped on their Action Wheel.
    • The emote performed by the player you are focusing on or interacting with will be played.
    • If you don't have the emote equipped on your Action Wheel, you can press 'Watch Group Emote' to listen to the emote.
      • Some group emotes do not support the 'Watch Group Emote' feature.
  • The Action Wheel slots for Emotes and Sprays have increased from 2 to 10.
  • Interaction range: 6m → 10m
  • There is no limit on the number of participants for Group Emote.
  • The Gestures and Dance filters have been added to the Emotes & Sprays in the Customize page, while the Emotes filter has been removed.
  • The tier information for Emotes, Sprays, Nameplates, Emblems, and Charms will be displayed.

Survivor Pass

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A new Survivor Pass: Off the Grid is prepared for the 29.2 update. Read more details in the May Store Update announcement!

Workshop

New item sets have been added to the Hunter's Chest and Archivist's Chest.
https://preview.redd.it/j687hj54750d1.png?width=1920&format=png&auto=webp&s=22c0e78fcb0df210c160cc22ed971c574a21135f
  • Viking Invader
  • Bad Bunnies
  • Curse of the Wicked

UX/UI

  • 'CUSTOM MATCH' text will be displayed at the top of the Custom Match screen.

Performance

  • Optimized the Anti-ESP solution.
  • Optimized the game loading process.

Bug Fixes

Gameplay

  • Fixed the issue where reviving a player fails and causes the timer to loop.
  • Fixed the issue where, if a player uses Co-op Climb right before a match in Bluebomb Rush or Team Deathmatch, the character remains in the location where Co-op Climb was activated.
  • Fixed the issue where eliminated characters remain visible for an extended duration in Team Deathmatch.
  • Fixed the issue where attempting to switch primary weapons after firing the Panzerfaust causes the weapon to not be gripped properly.

World

  • Fixed collision, texture, performance, and some other general Karakin and Vikendi issues.
  • Fixed an issue where parts of the wind turbines in Vikendi are transparent.
  • Fixed an issue where ammunition does not spawn on Cable Cars and their stations.
  • Fixed an issue where the driving sound of the Pico Bus is difficult to distinguish in terms of direction.
  • Fixed an issue where characters can clip through the ground when lying on the road after destroying terrain in specific locations in Rondo.
  • Fixed an issue where players can see outside the building using the Folded Shield inside a low-ceilinged building.
  • Fixed the BR Coins non-spawning issue.
  • Fixed the sound sync issue that occurs when Emergency Cover airdrops land.
  • Fixed an issue where, under specific circumstances, characters can hide underwater in Rondo.

UX/UI

  • Removed the previews of three-wheeled motorbikes from the Customize page.
  • Fixed the display error of the 'Enemy Team' text that appears on the scoreboard following a round of Bluebomb Rush in the Turkish language setting.
  • Fixed an issue where placing Screen Ping Markers on Care Packages, items, or vehicles creates markers with incorrect categories.
  • Fixed an issue where the generated location and color of Screen Ping Markers intermittently misalign with the world map and minimap.

Items & Skins

※ Clipping issue: Graphics that are shown outside the visible part of an image/object.
  • Fixed the issue where random text is printed on underwear when wearing specific outfits.
  • Fixed the issue where underwear textures are incorrectly displayed when wearing specific outfits alone.
  • Fixed the clipping issue on the wrist when a female character wears the Sleek Punk Top and Douyu Biker Jacket together.
  • Fixed the clipping issue that occurs when wearing Sha Wujing's Shirt and the Haven Leather Jacket (Black) together.
  • Fixed the issue where the character's pelvis turns transparent when using an Emote after equipping the Snow Slick Jacket with the Lucky Bandit Outfit.
  • Fixed the clipping issue that occurs when wearing Zhu Bajie's Top and Julie's Infiltrator Jacket together.
  • Fixed the issue where underwear textures are incorrectly displayed when equipping the Red Reindeer Nose with certain outfits.
  • Fixed the arm's transparency issue when switching to FPP with the B.A.S.A. Casual Hoodie equipped.
  • Fixed the issue where the skirt texture is incorrectly displayed when a male character wears the Mooni Skirt (Black).
  • Fixed the issue where the string on the mask is missing when a male character wears the Clockwork Carnage Gas Mask and Clockwork Carnage Fur Top together.
  • Fixed the clipping issue on the chest when wearing the PGC 2022 Tac-Tech Shirt with certain Hoodies.
  • Fixed the issue where the hair is missing when a female character wears certain tops and hats together after equipping Hairstyle 41.
submitted by EscapingKid to PUBGConsole [link] [comments]


2024.05.13 08:45 EscapingKid Patch Notes - Update 29.2

Patch Notes - Update 29.2
Original Post (pubg.com)

29.2 Highlights

PUBG Patch Report #29.2 on YouTube

Live Maintenance Schedule

※ The times shown below are subject to change.
  • PC: May 14, 12:30 AM - 8:30 AM (UTC)
  • Console: May 23, 1 AM - 9 AM (UTC)

Map Service

※ PC players can anticipate the next rotation every Wednesday at 2 AM UTC, while Console players can expect the same every Thursday at 7 AM UTC.

Schedule


Live Server - Featured Map

  • Erangel Classic
    • Selectable in all regions during its service period.
    • Offers the same party types and perspectives as Normal Match.

Live Server - Normal Match

Map Select Regions (AS, SEA)


Map Select Regions - KJP, KAKAO


Random Map Regions - NA, EU, RU, OC, SA & Console

※ Rotations featuring Deston will have a 20% probability for each map. For Weeks 2 and 4, fixed and favored maps will each have a 22% probability and etc. maps will be 11% each.

Live Server - Ranked

  • Erangel (25%) / Miramar (25%) / Taego (20%) / Vikendi (20%) / Rondo (10%)
  • The map service for Ranked is updated on a season-by-season basis.
※ Please note that the features and updates described below are subject to change or removal due to issues such as bugs, in-game problems, and community feedback. The images used are intended as visual references only; the actual game may look different as the builds are continually developed and refined before release.

World: Erangel Classic

※ Erangel Classic is available in Normal Match as a featured map and is also supported in Custom Match.
※ Erangel Classic preserves the essence of the earlier version of Erangel, its distinctive appearance and atmosphere, all while delivering the enjoyable gameplay experiences that players have grown accustomed to.

Service Period (UTC)

Normal Match (Featured Map)

  • PC
    • May 14, after live server maintenance - May 28, 7 AM
  • Console
    • May 23, after live server maintenance - June 6, 7 AM
Erangel Classic will replace the current Erangel map in Normal Match during the above period.

Custom Match

  • PC
    • May 14, after live server maintenance - June 12, before live server maintenance
  • Console
    • May 23, after live server maintenance - June 20, before live server maintenance

Details


  • Weather: Sunny, Sunset, Overcast
  • Weaponry will be placed on wooden tables on the starting islands.
  • Secret Room and Recall system are not available.

Gunplay

While not identical to the old recoil, Erangel Classic's reduced recoil will enable players to relive the nostalgia of the old Erangel map. However, this adjustment excludes certain firearms such as SRs, Handguns, and the Crossbow.
  • The weapon pool and specs, except for recoil, remain unchanged.
  • All armor performance is increased by 7.5%.
    • The STK (Shots to Kill) for all firearms will increase by approximately 1.

Tommy Gun


  • Obtainable from the Care Package and removed from world spawn.
    • Cannot be obtained by using the Flare Gun.
  • The default Magazine is changed to a drum Magazine, increasing the ammo count to 100 rounds and adjusting the reload speed accordingly.
  • Attachable Scopes: Red Dot or Holographic Sight

ARs

  • Horizontal recoil decreased by 30%.
  • Vertical recoil decreased by 30%.

SMGs

  • Horizontal recoil decreased by 30%.
  • Vertical recoil decreased by 30%.

DMRs

  • Horizontal recoil decreased by 20%.
  • Vertical recoil decreased by 20%.

LMGs (DP-28, M249, MG3)

  • Horizontal recoil decreased by 20%.
  • Vertical recoil decreased by 20%.

Shotguns

  • Horizontal recoil decreased by 20%.
  • Vertical recoil decreased by 20%.

UI

https://preview.redd.it/gmusqti1450d1.png?width=1920&format=png&auto=webp&s=99df16c7166303624e6c632376dff84da6752ed6

  • Some of the in-game UI is reverted to the old version, including the world map, minimap, Blue Zone UI, match start timer, and kill/survival UI.
  • Team number, Screen Ping Marker, and Waypoint are available.

Spawn


  • The types and total amount of world spawn items and vehicles will be similar to the current patch.
  • The Helmet (Lv.3) and seventeen classic skins added as world spawn items.
  • When using the Flare Gun, players will obtain the bulletproof UAZ instead of BRDM.
  • Fixed vehicle spawn spots are not available.
  • The spawn spots of Esports vehicles and the Motor Glider have been removed.
Dev's comment: As announced at the end of April, Erangel Classic makes its comeback with Update 29.2. We've redesigned the old Erangel map, providing players a chance to relive their memories, all while embracing the game's modern enhancements. While realistic recoil adds to the game's distinctive charm, it has posed a challenge for newcomers. With the gunplay reminiscent of the past, we hope Erangel Classic will evoke memories of the early PUBG days.

World: Rondo

※ The following features are available only in Rondo.

New Item: Zipline Gun

Meet the Zipline Gun, a zippy new travel tool that lets you navigate Rondo in a whole new way.

  • Inventory slot: Secondary Weapons
  • Ammo: Zipline Gun Cable
    • Weight: 2
    • Reload time: 3 seconds
    • World spawns along with the Zipline Gun.
    • The Zipline Gun cannot be used without the Zipline Gun Cable.
  • To deploy a zipline using the Zipline Gun, launch the cable sequentially to any two points of your choice.
  • Ziplines can be placed on buildings, terrain, and stationary, indestructible objects.
    • Cannot be placed on characters, vehicles, Care Packages, or water.
    • Cannot be installed if there are objects in the cable launch path or if the two points are in opposite directions.
  • An installed zipline can be used up to four times.
  • The Zipline Gun cannot be used inside a vehicle.
  • Interacting with an installed zipline will enable you to move in the direction you're facing.
    • Mid-journey release can be initiated by hitting the Interaction key again.
    • When multiple players use a zipline, you can only move in the same direction as the player already using it, and you'll wait to prevent overlapping.
    • SMGs or Handguns can be used while riding the zipline.
  • You can use the Limited Interaction key to retrieve cables installed by yourself or other players.
  • When a cable has been installed at the first point, jumping off a cliff, colliding with or riding a vehicle, swapping/unequipping the weapon, or rotating beyond a specific angle will retrieve the cable.
  • The travel speed depends on the slope of the zipline.
  • Can be stored in the trunk of a vehicle.
  • If a vehicle collides with an installed zipline, the zipline will be destroyed.
  • Installed ziplines are not destroyed by explosions.
  • World spawns.
  • Available in Normal Match and Custom Match.
Dev's comment: Open up a whole new dimension of map navigation and engagement with Rondo's latest addition, the Zipline Gun. Locations that were previously difficult to reach can now be infiltrated and ambushed via a zipline deployed at your chosen spot. We hope that the introduction of the Zipline Gun will allow for a broader array of strategies and engagements in Rondo, ultimately enriching the game's meta with increased diversity.

In-Game Challenges

To make teamwork easier, we're improving In-game Challenges based on player feedback.

  • From the challenge list shown on the left side of the world map, you can now share challenges with your teammates via Radio Message.
  • Challenges cannot be shared while spectating.

World Misc.

  • Removed the Ducati containers from starting islands.

New Feature: Win Streak Showdown

Introducing Win Streak Showdown, where premade teams compete in Normal Match for achievements beyond the Chicken Dinner.

How to Participate

  • Enable the Win Streak Showdown option located under the Select Game Mode panel in the Play - Normal tab.
    • A premade team is required to enable Win Streak Showdown.
    • You cannot invite or join teammates while Win Streak Showdown is in progress.
    • Only Quick Join is available.
    • Win streak will reset if you deactivate Win Streak Showdown.
  • Win Streak Showdown can still be continued when a teammate leaves, even if there is only one remaining player on the team.
  • Once all teammates are ready, Win Streak Showdown matchmaking begins to search for opponents. When an opposing team is found, Normal Match matchmaking will begin.
    • Canceling matchmaking after the opposing team has been found will result in an automatic loss and reset the win streak.

Rules

  • The result of Win Streak Showdown is determined by the sum of your Kill points and Placement points earned from the match.
    • You will earn one point per kill, with additional points awarded based on the team's placement.
  • Both teams' scores in real-time are displayed in the top left corner of the screen.
  • When your entire team is eliminated, you have the option to spectate the opposing team.
  • The Win Streak Showdown result is available in the lobby after the match.
  • You cannot proceed to the next Win Streak Showdown match until the outcome has been decided.
  • If the next Win Streak Showdown match is not completed within 2 hours of achieving at least 1 win, the Win Streak Showdown will end.
    • The team will be retained but your win streak will reset.

Rewards

  • You're automatically rewarded for your win streak at the end of the match, and details can be found on the Match Results page.
  • The rewards for each consecutive win can only be earned once every 7 days, and your reward history and win streak will reset every Wednesday 12 AM (UTC).
  • Achieving a win streak and placing first in the same match will grant Perfect Match rewards.
    • Perfect Match reward is obtainable maximum three times per week.
Dev's comment: Until this point, the primary objective has been securing that Chicken Dinner, yet in reality, only a select few players achieve this goal in each match. Introducing the Win Streak Showdown feature, we aim to provide the majority of players who don't clinch the Chicken Dinner with a fresh, rewarding new pursuit: the win streak. Pursue consecutive victories, enhance your skills and teamwork, and reap rewards, all while vying for the Chicken Dinner!

Arcade

※ The following updates apply to Custom Match as well.

Team Deathmatch


  • New Map: Liana
    • Introducing Liana, our latest map exclusively designed for Team Deathmatch! Designed to promote diverse combat opportunities, Liana caters to an array of gunplay styles. Players will encounter a complex network of intersecting routes, bridging varied locations such as the outskirts with a sea view, wide roads, Underpass, Studio, Cafe, Midway, and more.
    • Several elevated areas, including most rooftops, are inaccessible.
  • Respawning in unfavorable locations has been improved.
  • Two new Rondo maps – Warehouse and Suburbia – have been added.
  • The Field and Shipyard maps, identified as having high leave rates, have been removed.
  • Map selection probabilities have been readjusted in alignment with these changes.

Intense Battle Royale

  • Random maps where Safe Zones, vehicles, and Supply Drops spawn differently compared to existing maps have been added.
    • Random maps and existing maps will each make up 50% of the total map appearances.
  • Maximum number of players: 16 → 20
  • Two new Rondo areas added.
Dev's comment: We launched Intense Battle Royale with the hope that it would live up to its name, offering an intense gameplay experience for Battle Royale enthusiasts. However, as time passed since its initial release and players grew familiar with each map, the intensity and randomness that makes Battle Royale so appealing seemed to fade. With this update, we're injecting a dose of randomness by incorporating random maps into Intense Battle Royale. This addition of unpredictability aims to revive the freshness of each gameplay session.

QoL

Group Emote

The Team Emote feature has been renamed to Group Emote and now offers broader interaction possibilities. Enjoy emotes with even more players!

  • Whereas previously only members of the same team could join a group emote, players from other teams can now join a group emote as long as they have the same group emote equipped on their Action Wheel.
    • The emote performed by the player you are focusing on or interacting with will be played.
    • If you don't have the emote equipped on your Action Wheel, you can press 'Watch Group Emote' to listen to the emote.
      • Some group emotes do not support the 'Watch Group Emote' feature.
  • The Action Wheel slots for Emotes and Sprays have increased from 2 to 10.
  • Interaction range: 6m → 10m
  • There is no limit on the number of participants for Group Emote.
  • The Gestures and Dance filters have been added to the Emotes & Sprays in the Customize page, while the Emotes filter has been removed.
  • The tier information for Emotes, Sprays, Nameplates, Emblems, and Charms will be displayed.

Survivor Pass


A new Survivor Pass: Off the Grid is prepared for the 29.2 update. Read more details in the May Store Update announcement!

Workshop

New item sets have been added to the Hunter's Chest and Archivist's Chest.

  • Viking Invader
  • Bad Bunnies
  • Curse of the Wicked

UX/UI

  • 'CUSTOM MATCH' text will be displayed at the top of the Custom Match screen.

Performance

  • Optimized the Anti-ESP solution.
  • Optimized the game loading process.

Bug Fixes

Gameplay

  • Fixed the issue where reviving a player fails and causes the timer to loop.
  • Fixed the issue where, if a player uses Co-op Climb right before a match in Bluebomb Rush or Team Deathmatch, the character remains in the location where Co-op Climb was activated.
  • Fixed the issue where eliminated characters remain visible for an extended duration in Team Deathmatch.
  • Fixed the issue where attempting to switch primary weapons after firing the Panzerfaust causes the weapon to not be gripped properly.
  • (PC) Fixed the Replay compatibility issues, including lag and crashes.
  • (PC) Fixed the issue where moving or switching screens while holding a firearm with the Post-Processing option enabled causes blur on detachable attachments.

World

  • Fixed collision, texture, performance, and some other general Karakin and Vikendi issues.
  • Fixed an issue where parts of the wind turbines in Vikendi are transparent.
  • Fixed an issue where ammunition does not spawn on Cable Cars and their stations.
  • Fixed an issue where the driving sound of the Pico Bus is difficult to distinguish in terms of direction.
  • Fixed an issue where characters can clip through the ground when lying on the road after destroying terrain in specific locations in Rondo.
  • Fixed an issue where players can see outside the building using the Folded Shield inside a low-ceilinged building.
  • Fixed the BR Coins non-spawning issue.
  • Fixed the sound sync issue that occurs when Emergency Cover airdrops land.
  • Fixed an issue where, under specific circumstances, characters can hide underwater in Rondo.

UX/UI

  • Removed the previews of three-wheeled motorbikes from the Customize page.
  • Fixed the display error of the 'Enemy Team' text that appears on the scoreboard following a round of Bluebomb Rush in the Turkish language setting.
  • Fixed an issue where placing Screen Ping Markers on Care Packages, items, or vehicles creates markers with incorrect categories.
  • Fixed an issue where the generated location and color of Screen Ping Markers intermittently misalign with the world map and minimap.
  • (PC) Fixed an issue where the loading UI fails to disappear after redeeming certain G-COIN codes.

Items & Skins

※ Clipping issue: Graphics that are shown outside the visible part of an image/object.
  • Fixed the issue where random text is printed on underwear when wearing specific outfits.
  • Fixed the issue where underwear textures are incorrectly displayed when wearing specific outfits alone.
  • Fixed the clipping issue on the wrist when a female character wears the Sleek Punk Top and Douyu Biker Jacket together.
  • Fixed the clipping issue that occurs when wearing Sha Wujing's Shirt and the Haven Leather Jacket (Black) together.
  • Fixed the issue where the character's pelvis turns transparent when using an Emote after equipping the Snow Slick Jacket with the Lucky Bandit Outfit.
  • Fixed the clipping issue that occurs when wearing Zhu Bajie's Top and Julie's Infiltrator Jacket together.
  • Fixed the issue where underwear textures are incorrectly displayed when equipping the Red Reindeer Nose with certain outfits.
  • Fixed the arm's transparency issue when switching to FPP with the B.A.S.A. Casual Hoodie equipped.
  • Fixed the issue where the skirt texture is incorrectly displayed when a male character wears the Mooni Skirt (Black).
  • Fixed the issue where the string on the mask is missing when a male character wears the Clockwork Carnage Gas Mask and Clockwork Carnage Fur Top together.
  • Fixed the clipping issue on the chest when wearing the PGC 2022 Tac-Tech Shirt with certain Hoodies.
  • Fixed the issue where the hair is missing when a female character wears certain tops and hats together after equipping Hairstyle 41.
submitted by EscapingKid to PUBATTLEGROUNDS [link] [comments]


2024.05.01 10:09 FrayedRock Hover Board(s)

Hoverboard (Speed)
Tower Shield - Acceleron - Reverse Summon, Skyward - Godai: The Elementalist (+1 Sharpness)
A floating shield that you fly and bash into things on.
Hoverboard (Boots)
Boots+Tower Shield - Helion - Skyward - Kothar: The Tinkerer
Boots that project the shield. Turn off for a devastating sky kick then back on to make an escape
Hoverboard (Tech or Shred)
Boots (Light Foot) & Tower Shield - Gearframe (alt Acceleron) - Skyward, Reverse Summon - Bellona: The War Goddess (-1Pdf, -2Bdef) - Resonance Pool (-1 Sharpness, -1Pdef)
This has the boots click or "magnetize" on to the board.
Green Gobiln’s Glider
Tower Shield - Gearframe - Skyward, Erupt - Miho: The Utilitarian (shuriken, Erupt) (-1 Bdef) - Resonance Pool (-1 Sharpness) Ram and Explode or Rain from Above ________________________________________
Hover Skates
Buckler - Acceleron - Reverse Summon, Skyward - Gemini: The Twin (-1Bdef -1Mdef) (Alt: Skera: The Mechanist (-1Pdef, +1 Amass)
Probably the weakest, but started this secondary concept,
Hover Skates (Wheels)
Boots+Buckler - Helion - Skyward - Kothar: The Tinkerer
Silver Soled, with the shields projected from the bottom.
Hover Skates (Ankle wings)
Boots+Giant Shuriken - Acceleron - Skyward - Kothar: The Tinkerer
The shurkin spins around the ankle. Slower but best maneuverability, Acceleron should hopefully make up the speed loss.
_________________________________________
RollerBlade
Boots+Yo-Yo (alt: Giant Shuriken) - Helio - Chronos - Kothar: The Tinkerer
non flying but extended from hover skates
Yes I understand that skyward, has weird directional things, but I've chosen to weaken those a little as part of the boot special ability, for the pure shield ones its more slant left or right with a AWFUL turning radius
submitted by FrayedRock to SoulWeapon [link] [comments]


2024.05.01 01:54 RVAIsTheGreatest Thumbs Up, Thumbs Down, or Thumbs Across on Jamir Watkins

FSU transfer forward Jamir Watkins declared for the draft last week and is 100% committed: https://twitter.com/EasyVeazeyNG/status/1783233131450859939 Watkins began his career at VCU and had a breakout season for the Seminoles, being their leading scorer, rebounder, and assister. Watkins tore his ACL at VCU prior to his sophomore season and redshirted.
Watkins is long 6'7 and he's a strong guy with a sturdy frame that he uses to his advantage on both ends. Strength is a big part of his game. He's very explosive with a head of steam and is a smooth athlete with great body control and solid acceleration, and he's fairly slithery/fluid as well, but isn't the quickest guy around. He's not a slow poke, but he's not a burner either. He can motor when he's in transition and when he gets going with the ball in his hands but quickness isn't a standout trait for him.
Watkins has a very versatile skill set on both ends of the floor. One concern people have had about him is that he doesn't have one A level trait. There is some truth to that, but he does a lot of different things well. One thing he does do at a very high level is draw fouls. His overall slashing game is his best attribute as a player and the calling card of who he is as an offensive talent. He's a smooth glider as a slasher. He's strong with the ball. He has a deceptive crossover. He really likes the left to right crossover. He's smart and effective with misdirections. He can be decisive and aggressive when he sees a seam to attack, and he can snake screens and be cerebral and patient and really work his way to his spots.
He uses his body very well as a driver, he uses his body to shield the ball when taking it to the rim, he uses it to absorb contact, and he does a very good job initiating contact. He is good at changing speeds of his strides and forcing defenders into his body and drawing fouls. He has a good pump fake he draws fouls on. He doesn't always get all the way to the rim driving left, he definitely is more effective going right, but he can go left. He got to the line 6 times a game and shot 80%. He's got a pretty mature overall slashing game. He doesn't have the quickest first step, and he doesn't consistently create space with his first step when looking to drive, but uses changes of speed, accelerates through the gears and is pretty quick when at full speed, and uses his strength and body control to get to the basket.
He's at his best going downhill on rips and off curls. He's more than capable in isolation too. He will force the issue at times, he will drive into the teeth of the defense and throw up bad shots. His handle isn't the most advanced overall, his crossover move is deceptive and gains him an advantage often, he has a couple counters and he has tight control with the ball when executing these moves, but he's not the most diverse ballhandler overall and he has moments of losing the ball in traffic. He's explosive in space, he has some elevation ability and hangtime in traffic but he's a tough shot maker in general. He has good extension around the rim with his length, can finish with both hands, has a versatile layup/floater package and uses the rim as an extra defender, but he can be stonewalled at the rim and he doesn't have the greatest touch around the rim consistently. He loves the eurostep around the rim and does a great job shedding defenders with it. Watkins is a decent if not elite finisher overall, especially taking into account how many of his baskets were self-created.
Watkins uses his size on the elbows and in the post quite a bit and likes the turnaround jumper. He will turn inside and look to finish around the rim as well or draw contract. He will back his way to the rim at the elbow and occasionally turn drives into back to the basket shots. Watkins knows how to snake screens in the PnR and was used off curls quite a bit, where he works his way into pull up jumpers or rim attacks. He's very comfortable in the midrange. He wasn't insanely efficient as an off the dribble shooter in the midrange, but his ability to create shots for himself at all three levels is something that NBA teams will be enticed by.
Watkins shot 34% from 3 on the season on 2.9 attempts. He has good mechanics and a lot of lip outs from 3. Some really clean makes. He doesn't get a huge amount of elevation, but he does have good balance as a shooter. He has the ability to create space for himself out of the PnR and off the catch for off the dribble 3's. Watkins was a good C&S guy this year and a good spot-up guy in general with his ability to attack off rips on the perimeter and this is a part of his game that should scale up further in a smaller role at the professional level.
Watkins was used in the PnR a lot. His ability to play at his pace and snake screens, use the hostage dribble, and create space for himself as a scorer and make some really good finds as a passer is one of his strongest attributes as an offensive player. He's got real passing vision and talent, he can really snap the ball around the court and is a versatile passer. Finds rollers in the PnR, finds cutters in the post, and at the key. Finds guys off his own creation when he gains an advantage and draws help. Finds shooters off the drive and out of the PnR. Finds open guys crosscourt. He's good with hook passes, baseball passes, dump offs and bounce passes. His timing as a passer isn't always crisp and his touch isn't always precise but often impressive. He was used as a facilitator a ton for FSU and is a good ball mover that can keep the offense humming and can pass teammates open a bit too. He can be bothered by ball pressure quite a bit, his lack of an incredible handle gets him in trouble in these situations at times. His all-around decision making isn't horrible but isn't at a level where he can be trusted as a lead playmakecreator at the professional level. He averaged more turnovers than assists in league play and 18% TO rate, although that isn't an awful number for how much load he had on his shoulders. This is another part of his game that I think could see cleaned up in a smaller secondary creatoplaymaker role.
Watkins was a good rebounder this year. His toughness, length, ability to elevate and nose for the ball make him a plus as an offensive and defensive rebounder; he really pursues balls in the air.
Watkins was known as a defensive menace at VCU. He was OK at Florida State this year, but not quite as good as advertised or as he's marketed. He averaged 2 steals a game and will suffocate drivers in help, doubling off and walling off dribblers and poking balls free or creating turnovers. He has active hands defensively and anticipates passes. He'll break up passes or steal them outright in driving lanes. He'll look to steal hit ahead passes. He'll dig down on post players and steal the ball. He also will pressure the ball and wall up effectively defensively and use his length to smother ballhandlers. He will anticipate his opponents' moves and pick up steals that way too.
His lateral quickness isn't anything to write home about. I think his on ball defense especially and overall defense is overrated from what the consensus seems to be about it. He will overhelp or sag in the paint looking to be a disruptor and Florida State is a team that switched a lot and aggressively played passing lanes, but he doesn't recover super well out to shooters or when guys quickly take the ball to the basket on him. He'll fly out of the play closing out to shooters, and he isn't that great at containing penetration from guards. He can contain penetration on forwards, but he's not very good at doing it against guards consistently. He got burned at times applying ball pressure defensively up the court and got left in the dust by guards. He gave up 3's sagging too far in the paint. He'll be lazy navigating traffic and not fight through and call for switches. He navigates screens OK when he's engaged. There were a fair few miscommunications involving Watkins throughout the season on defensive plays.
Watkins got caught ball watching too often and got back cut and would gamble for steals. He does get a fair number of blocks off ball in help. He's a disruptor defensively and he's an instinctual rotater; that ability to rotate, ability to help the helper, allowed him to pick up a fair few amount of blocks from behind the play. He does a good job using his strength against big men on switches. He has some switchability in him....I think he can handle 4's on switches in the NBA and some 5's too. He's not incapable sliding down the lineup, just isn't where he's at his best. He does have moments of containing guards but too many moments where he reaches and gets beat, where he just isn't quick/fluid enough to stay in front, for me to call him super switchable down the lineup.
Perhaps I'm a little too cruel on Jamir Watkins' defense and how it'll look in a smaller offensive role will be different from what it looked like this season. I'm a fan of him as a prospect because he has a game that can scale down from what it was in college. His ability to draw fouls is pretty damn elite for a guy who's said to not have an elite skill. He may not have another A level skill, but he does a lot of things well on both ends, and that kind of versatile package combined with his physical tools and his motor makes him a solid swiss army knife prospect in this class. Are you all Thumbs Up, Down, or Across, on Jamir Watkins?
submitted by RVAIsTheGreatest to NBA_Draft [link] [comments]


2024.04.29 17:44 kiritophantomhive Sword art online collab

Sword art online collab
So for my anime wishlist collab. I want SAO in fortnite. First we start with kirito he can have his sao style. Then his new alo form. And lastly his alicization forms which will be the swordcraft academy and the clothes he gets when he and Eugeo attack the cathedral. His picaxes will be his swords which will be his og elucidator and dark repulsor. A good alt style for them will be the new alo swords he gets in sao 2. And last give the elucidator a night sky sword edit style as well. He can have a emote where if you choose to start off with his single handed sword during a match he can pull out his economy sword and switch to dual wielding. Some unlockables he can have will be the blue rose sword( as a secondary picaxe for dual wielding) and excalibur as well. It can be like old quest unlockable where you go to a location and hold a button to pull the sword in question out. A extra style could be his golden glow form he gets in alicization with those black wings he usses in the games and alicization as his glider. Next we have asuna give her the og sao look, then the new alo look. And lastly her alicization look. We now have a rapier style of swinging for her picaxe so we can make her rapier her picaxe. Her glider will also be her alo wings with a angel wing style to represent her wings in alicization. And bonus style for both her and kirito could be their ordinal scale looks. For the next 2 skins let's go with the most recent season that being alicization so I chose Eugene and Alice. For eight he can have 3 styles his swordcraft academy look, next he can have the clothes he gets while inside the cathedral. And lastly his knight form, and his picaxe will be the blue rose sword which can have a blood red edit style. For Alice she can just have her knight look and her picaxe will be the fragrant olive sword. Now for mythics since we know fortnite dosent mind putting mythics that look just like picaxes thanks to tmnt. We cam have their swords appear on the map. For kirito he can have dual wielding sword mythic with a charge attack where you either spin around swinging or do a powerful thrust foward that does knockback. And after the mythic is fully charged you unleash a Starburst stream. For asuna have her rapier mythic they will need to adjust new animations for that but I'm confident they can. Now for Eugene and Alice. Make their mythics obtainable by either going to a snow area spawn point and pulling out the blue rose sword. And for Alice by going to a special glowing tree and summoning the sword from it. For their mythics we can have the blue rose sword stab into the ground creating ice spikes, and possibly throw ice at opponents. For Alice her sword will be a little tricky but I'm sure we cam just use energy bolts and throw them at people with her sword while attacking from a distance.
submitted by kiritophantomhive to FortNiteBR [link] [comments]


2024.04.29 06:09 Great_Energy5775 The skins I made for mhr (the fucking closest)

The skins I made for mhr (the fucking closest)
1.kirin 2.rathalos (probably) 3.tobi-kadachi (probably) 4.ibushi (I think)
submitted by Great_Energy5775 to CreaturesofSonaria [link] [comments]


2024.04.13 22:47 Protobott QOL & New wep/Strat ideas.

I think Hell divers 2 is the most important game of this generation. I really think it's going to change the industry and really love it. I have a few quality of life changes and weapon and strategem ideas that I would like to propose to the devs. This game rocks!
QOL:
Weapon ideas: - thermal katana, block chain saws and melee hits, slice and burn targets. Maybe as a secondary weapon or support weapon if very strong. - water balloons (fire extinguisher grenades) - caustic/sludge gun - more one handed primary a, maybe a coach gun, or a dual wield SMG that converts to one handed while carrying packages.
Strategems: - water dumping pelican to fight tornadoes - backpack glider. Climb up, glide down, throw grenades from the sky. Longer path than a jump pack, but have to climb first. Makes the climbing booster more worth while. - exoskeleton chain saw suit - exoskeleton pants to increase stamina and decrease fall damage.
Gameplay type: - we have 15ish and 40min games, but I'd love some longer missions with bigger medal rewards where you go through a full day night cycle. Increase the map size and introduce vehicles.
submitted by Protobott to helldivers2 [link] [comments]


2024.04.11 17:21 RVAIsTheGreatest Thoughts on Garwey Dual

Former Providence guard Garwey Dual was said to have entered the portal of a few weeks ago but today he has announced he will be entering the draft with no mention of the portal and seemingly 100% committed to staying in: https://twitter.com/GarweyDual_2023/status/1778330013546299550 Dual was a 4 star recruit out of the Southern California Academy. He displayed a lot of talent; he wasn't necessarily the most efficient player in HS, but nonetheless still was viewed as a first round prospect and one-and-done going into the season and on mock drafts. He decommitted and then recommitted to Providence with the departure of Ed Cooley and subsequent hire of Kim English.
Dual was not a regular starter for Providence. He averaged 17 minutes a game during conference play. He shot 19% from 3 in conference play. 25% overall, 33% from the field, and around 40% from the rim. He had a microscopic free throw rate. All of this reflects how far Dual has to go to become any sort of legitimate threat to score. His shooting form off the catch is pretty awful. Poor footwork, he is very rarely on balance off the catch from 3. He doesn't square his lower body with the rim and the ball flairs out of the sides of his hands. He has a pretty pronouced dip before firing from 3 and the delivery/release is very slow which makes it easier to contest. I don't think he has fantastic natural touch. He was a pretty questionable shooter in high school but the size/athleticism covered for it.
He's more fluid off the dribble. His handle isn't anything to write home about and that hurts his ability to be able to get these shots off. It's not all bad ballhandling wise...he has some real shake and creativity with the ball. He can go left but is better going right; he has counters, hesitations, head fakes and ball fakes, he has a quick crossover. But his handle is loose, he gets ahead of himself, as mentioned above he is weaker and less willing to going left, and he doesn't handle ball pressure well. He has an OK first step but I feel like his burst in the halfcourt was overrated as a prospect. He's more of a glider and fast twitch than he is explosive or bursty. As a result, he doesn't consistently gain clean separation off his first step, which renders him a poor off-the-dribble shooter in the midrange, but he has flashes of space creation and off the dribble shooting from 3.
He does run the PnR decently...when he has space, he has solid control of his handle. He has high upside as a PnR guard with his size and ability to see and pass over the defense. He has some flair. He has nice vision and passing instincts, can make some quick reads and decisions and advanced passes and will move the ball, but he turns the ball over too much and has throughout his career. Ballhandling errors...gets called for carries. Overdribbles if he faces ball pressure and overdribbles too much in general. Makes some very questionable decisions as a passer, but he has good accuracy and touch and solid timing when he gets it right. The mistakes he makes are not timing/accuracy mistakes, they're decision making/IQ ones, which gives you hope that with more reps he can iron that part of his game out. His basketball instincts are OK but his feel for the game is not there at the moment with any consistency.
His lack of amazing explosion or burst, along with below average strength, makes him a bad finisher right now and he doesn't have great touch around the rim...he will also use his right hand around the rim on left drives or when it calls for a lefty finish. He takes off too early very often in the paint and leaves ball short. He will finish in an acrobatic way one possession and blow a bunny the next, his craft around the rim is not good enough for a guy who doesn't have elite extension, and he doesn't finish efficiently enough off closeouts because he doesn't explode to the rim. He gets stonewalled by contact and can't deal with it well. He has impressive flashes of being able to snake through traffic and step throughs and he does utlitize ball fakes to create space for finishes at the rim. His handle in general is improvable. It was something that got a lot of attention when he was coming up and for me was oversold. He was viewed and still is to some as a jumbo playmakecreator and the potential is there with work....I don't see it as a primary at all, but do as a secondary.
Dual is 6'5/6'6, with long arms, and a fluid athlete but thin. That hurts him on both ends of the floor. He doesn't deal with screens well, but he does has very good upside as a defender. He slides his feet well, he's long, he's active, he's got quick hands and anticipates well both on ball and in help. His length is an asset on contests and he scored several on ball blocks throughout the season...his length makes him an asset in recovery also and he seems to have pretty good timing as a shot blocker. He has good fundamentals defensively. He battles on switches and his length also aids him in these situations, he's not someone you can post up and bully...he competes defensively. He keeps his focus on the defensive end...he doesn't have the off ball lapses we often see from younger prospects.
One concern of his defensive projection is he is high hipped and thus doesn't have the lowest center of gravity. He also uses his hands a fair bit. He slides effectively and he plays strong on ball, but his lateral quickness will be tested at the professional level. There are many examples of guys with those attributes who made it work and Dual absolutely could too, but there could be an adjustment period.
Garwey Dual's teammate from HS, AJ Johnson, also declared for the draft after minimal production this season, but he played at the pro level in the NBL and Garwey put up the numbers he did in college with more playing time. I asked on here a few days ago whether you thought AJ would be someone teams take a flier on in the second round. I don't really see it happening for Garwey because he's not the same level athlete and showed even less, but I do think he has a decent chance at securing a two-way because of his size/raw skills as a big secondary playmaker+creatopedigree. He should go back to college but it may be the best decision for him to just get to the G-League now and develop a pro level game with pro level trainers. What do you all think about Garwey Dual and his decision to go pro?
submitted by RVAIsTheGreatest to NBA_Draft [link] [comments]


2024.04.10 09:34 _Purple__Guy_ My honest review of Fortnite: Chapter 5 Season 2.

MY HONEST REVIEW:

Hey guys I decided to do a Review of Chapter 5 Season 2 from the Beginning to now: Collabs, Battle Pass, etc. This is trying to be constructive to let the Devs know to please add/update/remove certain things to make the experience more enjoyable. So up first we have...

THE LAUNCH:

Chapter 5 Season 2's Launch was EXTREMELY Buggy, where even AFTER almost 23 Hours of Downtime from Midnight to Midnight MST It still had bugs 2-4 Days after Launch and it broke every Mode and to this day Creative Maps have been bugged with XP resetting to 0 and leveling you up 1 Level at a time till your MAX level reached. Even the Lego, Racing and Festival modes had some issues, but The majority also impacted Battle Royale. To this day some bugs have yet to be patched and still linger in Battle Royale. But like most people you have got to wonder with as much disastrous launch as this has been where was the compensation for dealing with this mess for more than 23 hours of downtime and a few days of bugs. So Most got patched with the recent update so they did indeed try to make the game work which is a good thing. So That's the Launch Review... Now Onto the..

STORY:

The story in Chapter 5 Season 2 is honestly way wayyyyy better told than Season 1's. Chapter 5 Season 1's Story was basically like Chapter 4's where you didn't know the story at all after Chapter 4 Season 1 and had to look at certain Lore Twitter Accounts to figure out what the heck happened. But in this Update they kinda fixed that and now we know why the gods are here how Midas returned and stuff like that which is FANTASTIC they went back to Chapter 1-3's Story Telling so we know what actually happens on the island instead of off screen deaths. Now onto the...

BATTLE PASS:

The Battle Pass was definitely a weird one, it had mediocre yet intriguing outfits My personal favorites were Medusa and Aphrodite, but in the BONUS area of the Battle Pass I LOVED Elysian Artemis and the Titan Flame Bonus Styles the only issue I have is with the extra Bonus skins like for Artemis her Back Bling, Pickaxe, and Glider don't have the Elysian style, which kinda sucks when you want to wear that style but have few things that fit the pink white and blue style. So I wish they add those in the future. now onto the...

KORRA "SECRET" SKIN:

Honestly I didn't really care for Korra preferably I wished it would've been Azula or even Aang and with the Mini Pass have Azula or Sokka But, since we have her as the Secret skin here's the real review, The skin looks good back bling respectable, her pickaxes a little weird of a choice but it's alright kind of mediocre in a sense, since she is an incarnation of an "Avatar" could've used any of the elements as a pickaxe instead of an Ice fan..? The glider looks like the laziest thing to come from the collab skin based on it's animations alone. It BARELY blows in the wind when it's designed to glide in the wind so you'd expect to see more air flow through the blue fabric keeping the glider up, cause right now it looks like you have stiff kite that will just fall out the air like a huge stick in a Looney Toons cartoon. Now onto...

TLAB COLLAB:

Personally a lot of people are angry about the pricing and I will rate the Item Shop and stuff related after this section, But I'm here to discuss the Collab skins: Zuko, Toph, & Katara. All 3 skins just like the Korra skin look VERY VERY good. My only issue just like the Korra skin personally I'd rather have Azula than Toph but I do understand that we need an Air Bender, Earth Bender, Fire Bender, and Water Bender So I hope that Azula is hidden somewhere within' Fortnite's code because honestly there so much in the game right now emote wise, glider wise, pickaxe wise, etc. that would FIT Azula. But, other than that the Collab looks pretty solid so far I'm just hoping the Mini Pass has Azula or in Part 2 of the Collab we get Azula (If we get a part 2.) now onto...

THE LOCKER PROBLEM:

Chapter 5 began this topic where they changed the Locker UI to the most horrendous iteration of the Locker EVER. They separated Emotes, Wraps, Lobby Tracks, Loading Screens from the Skins you want to preset. Just because they added Jam Tracks, Cars, and Lego Kits as separate Tabs they moved ALL of the other things to a different tab which is horrendous when you want to make a Preset for 1 CHARACTER OUTFIT. Not only that but they also removed Rarities in this update that makes the Locker a Scrolling simulator (Literally there's a bug System Wide whether on PC or Console that if you have an emote already preselected it will force jump you to that emote 1-5 Times while scrolling to find a different emote to replace it because making presets are harder than ever now thanks OTHER TABS!!!!!!!!!!!!) and IMHO they should revert this change due to just this because THIS does NOT simplify the UI EVER. Not only that, it also says I have new items EVERY DAY when literally there is no NEW items in my locker. So literally everything they did to remove "Outdated" BR Systems actually made the Locker worse and MORE Outdated than the old school CoD Bo2 Pick 10 System. SO honestly I'd revert the entire UI to Pre-Chapter 5. Now onto the...

ITEM SHOP PROBLEM:

With rarities out of the way Fortnite can now charge an Uncommon skin that should be 800 V-Bucks to a price like 2,000 V-Bucks and can justify it with "Oh that's actually a Legendary but you know since we removed rarities it might just look like an uncommon outfit." Hence why TLAB Collab skins are 3,200 For Zuko and Katara and 2,500 for Toph and the Emote. When ALL 3 should be bundled together like the Invincible collab was for 2,800 V-Bucks instead of their total price of 5,700 V-Bucks.

Now with pricing out of the way of complaints the Item shops are LACKING in exciting content for example for the past 3 days we received things from previous days including a new section to show 73 Jam Tracks in ITS OWN TAB ENTIRELY. Which means that a lot of people aren't buying due to the lack of actually exciting skins. So IMHO the Item Shop is basically in a drought right now and like a Virus everyone is staying 6 feet away until something new happens. Now onto...

MY FINAL THOUGHTS:

If you don't want to read the multiple paragraphs above this section is for YOU!

The main problems I believe in this Chapter and Season was the Locker UI, The Item Shops, and the Removal of Rarities. The Secondary Problems are the Bugs that are STILL Persistent since SEASON 1 of this Chapter like the infinite locker scroll. My Main thoughts on the Collab is that Azula should have been a top choice to be added into the game instead of either Korra or Toph. Then my Main thoughts of this Season alone is that it was a VERY rough start which I hope that we do indeed get something for the hugest rough patch we have SEEN with these issues of 23 Hour long downtimes and IMHO bad decisions for UI changes etc. But overall Story was Fantastic so far, Battle Pass was alright, so It didn't disappoint but could've been WAY better.

Thank you for reading!

If you have anything you thought is a problem or was with this update or even something good plop it down in the comments below and let yourself be heard! <3
submitted by _Purple__Guy_ to FortNiteBR [link] [comments]


2024.04.07 18:14 WeirdGamerX Halo Spartan Armor outfit

Halo Spartan Armor outfit
I had a lil idea for a Halo 5/Infinite skin. Multiple ideas i have and i’ll start with the armor.
Outfit: The body armor and helmet would be 2 separate customizable options, starting with the body armor. The first bit is the suit color underneath the armor (shown on the male spartan) and next is the Spartan body armor, choosing from the many armors from Halo 5/infinite, it also has Main and Secondary colors to them also. And adding onto the armor, there would also be a number tag on their chest like the Master Chief skin or the banner emblem you’re equipped with, with you being able to change the color with it either being the emblem or number tag. Now onto the helmet, like the body there will be a Main and secondary color to the helmet along with different kind of helmet types. But you can customize the color of the visor on the helmet from the basic colors Fortnite usually provides.
Pickax - The pickax is going to be the other iconic melee weapon the Energy Blade, the swing animation would be the Single-Hand most popular example of the pickax is the Phantasmic Pulse but anyways there will be 2 color options, one would be the handle which would have metal colored options (The metal colored options of Errant/Glitch (Outfit))and the second one is the actual Energy blade emission color.
Back bling - The back bling would be a bit of an unexpected choice but hear me out! Players of Halo infinite you probably… (probably) played online and played with the customization and saw Ai assistants. Yeah the kinds of Ai will be the back bling. There are 7 choices to choose from (BUTLR, CIRC, FRET, IRATUS, LUMU, Mister Chief and Superintendent) for the Ai back bling, there would be color customization to. The colors would only change their body not their eyes (and it wont change mister chief’s visor color, or just an extra color change special for Mister Chief). The Ai would react to you taking damage, getting an elimination, Gaining health/shields and getting a victory royal.
Glider(s) - The glider are going to be relatively simple and quick- 3 ideas. One is to have the Classic Banshee as the glider. Two is the Hornet which was released in Halo 3. And three is the wasp which was in Halo 5. If Epic decided to release these they probably wouldn’t have customizable color to them.
Other - The skin would probably have the “Gaming Legends Series” Rarity. There would be a female version of the Spartan armor. Not sure if there should be an unmasked option- maybe it can be a choice of which default it would be (depending on the gender you choose to pick of course). I can see this as a tier one skin to a battle pass if not in the item shop. It would come with a quest pack to get all of the customizable options like the Kymera/Toona Fish if it was a tier one skin for a battle pass, either way we need another skin like that -_-.
submitted by WeirdGamerX to FortNiteBR [link] [comments]


2024.04.07 01:57 est-12 Help finding CoH(1) mod from ages ago

I think its title was similar to the 2nd expac, Opposing Fronts. Something like "Opposing Forces" maybe.
It was a multiplayer mod with a series of missions, sometimes using some of the stuff from the Tales of Valour campaign (like upgradeable Able + Baker company and direct fire).
One mission was attacking a facility with one guy controlling Able, the other Baker. Another mission was being "sneaky" as the Germans rescuing POWs, with fallschirmjagers and a helicopter (!!! -- it was a Brit glider with heli wings). Another mission was a rip off of the end of Saving Private Ryan, replete with a really long intro cut scene, where you had to hold out as long as you could. It even had online leaderboards on the mod's website.
The missions were really hard, and all had secondary objectives to give you extra stuff like call-ins.
I just reinstalled CoH and it all just came to me from ~15 years ago. I remember playing through the missions with this Aussie guy for about a week until he rage quit out of the blue, had a go at me and deleted my from his friends list. Weird.
Anyway, really hope someone knows what i'm talking about, and that it's still around. No sign of it on ModDB.
submitted by est-12 to CompanyOfHeroes [link] [comments]


2024.04.01 01:33 Whynotmynaut Non-Combat Grand Master Quest Idea

This is my idea for a non combat related GrandMaster quest in OSRS called The Three Sisters. Currently no grandmaster quest has zero combat, and this one would be the first!

for context the three sisters are three plants that grow well together by providing physical protection and an increase in nutrients to each other, see wikipedia for more info

I need help in showing this idea from someone on reddit by having them make a black background yellow text with visual examples cuz im a turbo boomer (millenial) who doesnt have the skills needed

Quest Name: The Three Sisters
Difficulty: GrandMaster
Length: Very Extremely Long
Quest Points: Probably a Lot
Description: You see a disturbing number of hungry people on Zeah, and begin to ask around about the issue. Eventually the Queen of Varrock take notice and sends you along to do the small favour of checking in on what going down.
Quest Requirements: A lot of the highest level quests, and some novice ones too
Level Requirements: Pretty high, especially Farming
Items Required: Quite a few, but I better let Jagex figure this one out
Recommended: Patience
Enemies to Defeat: None, this is kind of the point about it being a non combat grandmaster

here is a basic break down for the quest

the queen of varrock hears a troubling rumor about people starving because house hosidius cannot keep up with food needs
the queen tells the varrock museum to look into it, and the museum knows you have solved many an issue around the world (requires high kudos)
hosidius indeed is running low on supplies but has heard of someone named Yanni Salika who is apparently able to get people to do anything
there have been a lot of references lately to one small favour, and going to her to get things started is perfect for the long to do list coming up for this quest
Yanni tells you that she has been talking to farmers out on a new continent called varlamore where some scientists and a single engineer are attempting to create an intertwined crop
stage 1 begins here, where you will be experimenting with how well three specific crops grow together and to see if the crop yield is increased
upon the success of this crop, you tell the scientists about the hosidius food shortages and they gain a new scientific interest
the scientists say they will head for hosidius, and you head to report to the varrock museum
the museum and the queen call for a meeting of "some of the greatest minds" in farming to come together to resolve this issue
you tell them to also invite a rep from the intertwined crops scientists
the meeting occurs in varrock and invitations are sent out
reps from the master farmers guild, the queen of the fairies, al kharid, keldagrim dwarves, gertrude for some reason, a grand tree ambassador, a house hosidius member, and Yanni come
they all decide to start a giant intertwined crop experiment based on what the scientists rep tells them about their successful crop
the queen of the fairies agrees to find a new realm in the fairy ring system to hold the giant crop
the master farmers guild agrees to provide some of the seeds needed, but not all because someone has been stealing a LOT of seeds from them
Al kharid pays Ali to provide tools for the workers
keldagrim agrees to send the Black Guard as security for the work site
gertrude says she has too many cats and is willing to send some to handle rodent issues at the work site
the grand tree agrees to use gnomecopters to transport some supplies and to transport supplies up and down the giant crop in exchange for the rights of gnomes to explore new places
varrock museum agrees to fund the project
the queen of varrock promises political support despite the king not being present since he doesn't care about plants
Yanni agrees to become the site manager, much to the chagrin of our player

stage 2 begins here, Yanni says she has a list of people for us to talk to and tasks to handle that she isnt sure how to go about but may have some clues
sort of like in recipe for disaster, players can do the following tasks in random order
some of the contracts have willing participants, some need convincing, and some need to be forced/coerced/blackmailed
some of the info Yanni provides may not be as detailed as what I list in the contracts below
these contracts will be in packs sorted by type by Yanni
contracts packs must be completed in full before she gives the player another set
as each set of contracts gets completed, you can see more groups of people/creatures doing various work at the actual work site

here are the contracts

Concerns relating to Magical Needs
contract elves to create crystal secateurs for pruning possibly magical plants
contract ralos cult to enhance power from the sun for healthier crops
contract the nature spirit to create a fresh shrine to bless the growing cycles
contract lunar mages to provide astral dust to protect from as much disease as possible (not perfect, possibly due to nefarious action)

Contracts relating to Hard Labour
contract trolls to scare away creatures trying to eat our plants
contract dwarves to create scaffolding
contract burgh de rott for workers (in exchange for food for their peoples)
contract king awowogei to provide monkeys to harvest from deep beneath branches
contract frogs from the new silly quest to come eat bugs pestering our plants

Contracts relating to Required Knowledge
contract tai bwo wannai farmers or brimhaven pirate farmers to provide farming know how (variety of farming techniques needed)
contract a new ghost gardener npc located somewhere that needs a ring of visibility to reach to learn ancient farming techniques of binding plants together for protection
contract grand tree gnomes to fly harvests down from high places
contract a new ancient npc possibly in a desert ruins for some ancient seeds
contract Rantz and his kids to shoot at birds trying to eat seeds and nuts from the plants

Concerns relating to Logistics
contract the king of miscellania and the queen of etceria to manage the work sites money
contract tool leprachauns to transport tools to the work site from Al kharid
contract the spirits within the elid river to create new spirits to bless the waters used for the work site
contract gardener ghost (ed lestwit) using ghostspeak amulet for helping to create a transportation method for burgh de rott
contract white knights to work with ed lestwit to create a portal system through the abyss for supplies to reach morytania
contract port piscarilius fishing colony to provide food for workers at the work site

Concerns relating to Healthy Soil
contract penguins to bring ice to melt upriver and flow to the work site by convincing them that they need to spy on the work site and could do so with the contract
contract the spirits within the elid river to create new spirits to bless the river waters used for the work site
contract bert to send sand to zombie pirate island
contract farming guild to send fertilizer to zombie pirate island
contract the stuff makers to send the stuff to zombie pirate island
contract zombie pirates to ferment all the fertilizer stuff into mega compost

when everything is finally ready the master farmers guild reminds you that they can only provide some seeds, and that the player needs to source more
the player gets frustrated with all of the work and decides to provide the seeds themselves
the player provides 100 each of 4 basic seeds, 50 each of 2 mid level seeds, and 25 of 1 high level seed, and 10 each of the three tithe farm seeds
for the quest, it takes only 48 hours to grow the giant crop (1/10 that of the after quest version, also 1/10 the seeds required)
once it is grown and house hosidius is satisfied that it can not only feed itself, but sell extra food around the world, the player returns to varrock museum to report
the museum listens and pays the player a modest sum of gp (not a common quest reward), and the queen of varrock sends the player back to Yanni to see if anything else needs done
the quest officially ends here when Yanni asks you to make her a coffee and hands you a set of instructions with 317 steps that the player refuses to read
Yanni also tells the player that everyone seems to have done TOO well in coming together for this project
she thinks we might be able to create an MMORPG, or Massive 'Morgeshborg Of Random Plants Growing which is an absolutely huge version of what was grown during the quest

some quest reward ideas include the following
the ability to provide seeds to the MMORPG to grow many seeds at once for a large amount of experience in farming
a new route for the gnome gliders between grand tree and the MMORPG, which may be added to the seed pod as a teleport
possibly some new potions and secondaries, for example a potion that increases herb and allotment yields by 5% stacking with secateurs with a ten minute timer on the potion (for farm runs)
the crystal secateurs for an even higher yield of herbs and such, for example additional 5% yield increase
combined new max yield for crystal secateurs is 15% on the secateurs, plus 5% from the new potion, and 5% from Attas seeds for a total of 25% yield increase maximum
a new compost called mega compost created by bringing your own supplies to the zombie pirate island and fermenting them together (15% better than ultracompost?)
the ability to put random seeds to use (seed sink) that sit in the bank or seed storage at the farmers guild in the stage 3 minigame
a large number of tithe farm points (alternative to the minigame), thinking maybe 50 points for the quest more during MMORPG
possibly an active minigame of pruning and fixing various parts of the work site as things grow to increase yield
new crop types from combining stuff together to form crops from the new ancient seeds

stage 3 begins here after the quest ends offically, have the player participate in providing seeds for a MMORPG acronym experiment of nearly all plants, see next for acronym of MMORPG
the player provides 1000 each of 4 basics seeds, 500 each of 2 mid level seeds, 250 of 1 high level seed, and 100 each of the three tithe farm seeds
This huge crop takes 480 hours (20 days) to fully grow and would provide 500 tithe farm points (this is roughly double the points given for depositing 300 grown fruits)
it would also provide a large harvest from the seeds provided with a natural increase to the total crops grown of 10%
I would like to have an npc of me like BigRedJapan, I can be an engineer who is struggling to understand the botany and science happening around me at the work site "I did not sign up for this"

grow times are....long....but the player is also able to grow 250 high levels seeds at once as well as 1000 mid level seeds at once. This needs to take a long time for such a large yield!

Very open to hearing extra ideas on this, pros and cons and such
Would love to hear from a reddit expert on posting this in a community oriented fashion
submitted by Whynotmynaut to 2007scape [link] [comments]


2024.03.20 19:37 kiritophantomhive Insomniac spiderman

Insomniac spiderman
My concept is insomniac spiderman for peter give him his new spiderman 2 design. Secondary style his black and white suit design in game with his back paint being the iron spider arms he gets in game and a symbiote suit design. That has unique reality of tendrils upon eliminations and maybe even a transformation emote for peter to turn into his symbiote suit.. For miles give him his first look in spiderman 2 and his new miles morales original and make him reactive with his electricity. Their gliders could he their brand new web wings. An extra style for peter could be his anti venom suit with reactive golden glow upon elimination. And lastly a new venom skin with his glider being the venom wings
submitted by kiritophantomhive to FortNiteBR [link] [comments]


2024.03.07 18:56 lchan23 My Pitch for an Assassin’s Creed Game in 1900s San Francisco

I’ve seen a couple of cool pitches for Assassins Creed games in this subreddit, and I'm still hyped from finishing AC Syndicate just the other week. So, I thought I’d throw in my own AC game idea too:
Assassin’s Creed: Fury would be an AC adventure set in San Francisco and its surrounding areas, during its days before the 1906 Earthquake. Players will take the role of the AC series’ first Chinese-American hero, in an epic Kung Fu-inspired adventure about the struggles of Chinese immigrants, living in a racist society that wants them gone.
Premise
Our protagonist (let’s say his English name is Sam) is the son of a Chinese immigrant, who came from China and found work on America’s first Trans Continental Railroad. Sam’s mother was a former Chinese prostitute smuggled into America, who Sam’s father helped release from service. Sam’s father, unfortunately, died during the building of the railroad while Sam’s mother was still pregnant.
Sam and his mother move to San Francisco’s Chinatown, where they lived under the shadow of the Tongs, Chinatown’s equivalent of the triads. Our game starts in 1882, during a period when Tongs were waging war against each other. We see Sam as a teenager; he's picked up English from a local missionary, and from his only non-Chinese friend; an African-American boy named Benjamin Holloway (who 'might' be the grandfather of Marcus Holloway from Watch Dogs 2).
Even as a teen, Sam was quite good at fighting. This gets the attention of a local Tong, who seek to recruit him. Sam’s mother, however, doesn’t want Sam getting into any criminal activity, or anything dangerous. She’s adamant that Sam’s father would’ve wanted him to be a ‘good man’, who does the right thing and avoid taking lives.
Of course, tragedy strikes when the herbalist where Sam’s mother works gets burnt down by a Tong seeking protection money. After killing the man responsible (our character's very first kill), Sam finds out he's from a Tong run by the real-life Chinatown triad boss (and chainmail wearing badass) ‘Little Pete’. Seeking vengeance, Sam joins a rival Tong, and aims to one day take down Little Pete himself.
Years later in 1894, Sam's a skilled enforcer for the Triads with martial arts skills, helping to do the Tong’s dirty work. He's got a martial arts mentor who's a disgraced disciple of folk hero Wong Fei Hung, and he has various violent comrades. But when Sam’s Tong leader makes a peace deal with Little Pete and his group, Sam goes against his leader’s permission, and goes out to kill Little Pete himself.
By sheer coincidence, an Assassin from the San Francisco Brotherhood (a Native American Miwok woman named Helkee) is out to kill Little Pete too, due to the triad leader having links with the Templars over corruption and the opium trade. Sam and Helkee run into each other, and they have a brief fight. Reluctantly, though, they work together to kill Little Pete, with Sam making the final blow using a hidden-blade taken from Helkee.
But then, Sam is betrayed by his Tong, who wound him before giving him up to the police. Turns out his own group was secretly working with the Templars as well, and is using this to conveniently fill up the power vacuum Sam created.
Sam, however, is rescued by Helkee, and taken to their Assassin hideout across the bay in Oakland. He finds that his friend Benjamin is also there as an assassin. There, Sam learns the ways of the assassins, and aims to get revenge on the people that wronged him. In exchange, he's pulled into a grander conspiracy involving a Precursor artifact, and a Templar plot to remove all Chinese-Americans (and non-whites) from San Francisco.
All through this, Sam has to deal with his rage towards injustice, from the racist white society who keeps mistreating him for his race, to the Tongs poisoning Chinatown, and the people he once trusted turning against him. Sam must learn that blind, uncontrolled fury will lead to damage to himself, and innocents around him. Fury can grow so wild, it can bring an entire city down in flames...
Historic Events and Places
The period between 1882 and 1906 is perfect for an AC game set in San Francisco, especially one focused on Chinese-Americans. 1882 is when the Chinese Exclusion Act was passed in Congress, which banned immigration of most Chinese migrants into America, and also increased racism towards Chinese-Americans. We’ll get to see the unfolding Tong Wars, followed by the Chinatown plague outbreak from 1900 to 1904, with an attempted cover-up by both city officials and Chinatown’s Tongs.
In terms of San Francisco history, 1882 is also when Oscar Wilde makes a public visit to SF, so that’s a neat historic character to throw in.
1894 is the year of the California Expo at Golden Gate Park, which would make for a great enclosed level, and an intro to the game’s Assassin abilities and assassination missions. This would feature the old De Young Art Museum (styled like an Egyptian palace), a tall steel observation tower that would be our player's first synchronized viewpoint, and various exhibits.
1903 is the year that Theodore Roosevelt visits San Francisco, and Teddy would later visit nearby Yosemite Valley with Sierra Club founder John Muir, on a two-man nature adventure. There will be an entire region set in Yosemite Valley, with Sam and Helkee having to protect Teddy (and Muir) from Templars, while connecting with Helkee's Native American tribe. Here, we'll also encounter abandoned gold mines and gold miners; some who are trying to kill the natives. It'll be a nice change of pace, with traversal similar to Assassins Creed 3, and a focus on horse-riding. It'll also be a great setting for Sam and Helkee to find romantic feelings for one another, and for Sam to find an actual moment of peace.
1904 is when Sun Yat-Sen, the revolutionary leader of China, arrived in San Francisco for a fundraising tour around the United States. We will have several main quest missions with Sam helping Sun Yat-Sen, protecting him from ‘assassins’ sent by the Chinese Qing Empire, and also getting good advice from him.
1905 is a year of aviation and airplane expositions in San Jose and Santa Clara, so it’s an ideal excuse for us to visit the area. Here we'll encounter Ah Toy, an infamous retired Chinese-American prostitute and madam, with a strong intellect and wit (maybe she’s a helper for the Assassins, or even a former Assassin herself). We'll also come across famous aviators Dan Maloney and John Montgomery, and we'll be entangled in Maloney's fatal glider crash in 1905. We may also run into Sarah Winchester and her bizarre mansion; perhaps the site of a creepy Precursor anomaly.
And of course, the game will culminate with the destruction of San Francisco in the 1906 earthquake, including all of Chinatown; all caused by an Isu artifact. This artifact would be hidden in a giant chamber deep under Twin Peaks, where our game's penultimate battle would take place. The Templars are using the artifact as a WMD to somehow bring white superiority to America. Instead, it goes out of their control, and the Assassins have to stop them before San Andreas Fault tears open; causing a cataclysm that could destroy all of North America. After succeeding, we'll have a whole sequence of missions set in the wasteland of San Francisco, as our heroes rescue civilians around the city, before confronting the final villain on the ruins of San Francisco's old City Hall.
Before all that, we’ll get to explore many lost landmarks from Old San Francisco, including its ornate skyscrapers, the 'City of Paris' department store, the 'Barbary Coast' red light district, the Sutro Baths and Cliff House. We’ll also get to visit San Quentin Prison, Alcatraz, and Angel Island (with its infamous quarantine station for Chinese immigrants).
Some other possible characters we could run into:
Gameplay
It’s our familiar Assassins Creed combat and stealth, but with more focus on unarmed combat and Chinese martial arts. Every fight will be like playing as Bruce Lee or Jet Li wrecking multiple asses at once; heavy with kicks, jumps and rapid punches, with the hidden blade as our main lethal weapons and ‘finishers’.
Keeping to the game’s Kung Fu tone (and our main character's personal arc), Sam may often be required not to kill every enemy he sees, and save his blade only for specific targets. The player will have a clear UI/key toggle to switch between non-lethal and lethal attacks, and a clear options to either kill or non-lethal KO an enemy. Non-lethal stealth takedowns will be slower and louder. Unarmed combat will only be somewhat harder, and will be a fun challenge. Instead of just blade finishers, you’ll get takedowns inspired from countless Hong Kong martial arts movies, including Ip Man’s rapid-fire Wing Chun punches.
There’ll also be small in-combat environmental takedowns, like slamming enemies into nearby walls or tables, kicking them off ledges, or throwing them into nearby fires.
Enemies will do less waiting around for the player to beat them, and will be more active in attacking when given the chance. A few enemy bosses (often in surprise moments) will force players into direct combat instead of being stealth killed, and are extra effective at blocking and counter-attacking. Players will have to make multiple ‘killing’ blows just to take these threats down.
Our character Sam has a pistol, but it’ll be a slow-firing revolver with an even slower reload. He’ll also have throwing knives (insta-kill only when directly aimed for the head), smoke bombs and psychotic hallucinogens/sleeping darts.
There’ll be a toned down version of the Grappling Hook from AC Syndicate, with a recharge timer and other limits to keep players using it more strategically. This will be another secondary weapon for players, and will act like a restricted version of the Grapping Hook from the Batman Arkham games. It can even be used for takedowns in direct combat.
Players can get around in more ways than any other AC game, from horseback and horse carriage, to early automobiles and cable cars. Players can also travel the Bay (and other regions) using schooners, or use trains at train stations in each region. At one point, the player could even get control of a Glider after 1905, just like that one mission in AC2.
There will be no district liberations, though our player can take random jobs/tasks for increasing rewards, like stealing stagecoaches, catching criminals and collecting bounties. Our character may also have missions helping a local journalist in San Francisco, helping them shed light on various crimes of untouchable people. There’ll also be random street events like in Syndicate, which our player can intervene in.
---
That's pretty much all I've got. Let me know what you think!
submitted by lchan23 to assassinscreed [link] [comments]


2024.03.04 13:28 Deltiasgaming1 Arcane Archer Build

Arcane Archer Build
Hello Reddit Community,
Now that I've had my fun with standard builds, I decided to try something different and make a slightly different build. I even learned a skill and arrow interaction I didn't expect that has now become one of my favorite things to deal with large groups of enemies.
https://preview.redd.it/gq9otyjg4bmc1.jpg?width=1920&format=pjpg&auto=webp&s=aa0d8a6a1dbc4c7331079d0481f9307b98fab483
The Arcane Archer build in Enshrouded is a versatile weapon user who focuses on long-range stunning of enemies, and close-range wand magic to finish off any enemies that get close. What makes the Arcane Archer unique is using both bows and wands while emphasizing both weapon styles to deal damage to the enemy regardless of distance. This build is for those players who enjoy hybrid builds that utilize multiple weapon styles outside the basic weapon combinations.
The Arcane Archer Build will perform similarly to other ranged builds, in the sense that you will want to engage enemies from afar. This allows you to weaken the enemy forces so you don’t get overwhelmed when attempting to advance through a location. The difference is instead of engaging in close-quarters melee combat, you will instead be using magical wands to deal your medium-range damage while kiting with the use of mobility and stunning enemies.

Arcane Archer Build Features & Mechanics

https://preview.redd.it/x73e6jxt4bmc1.jpg?width=2558&format=pjpg&auto=webp&s=2f3346f99b413920fa370a3c833a8f855bafce5a
The following list presents all the features and mechanics for Enshrouded Arcane Archer Build:
  • Primary Attribute: Intelligence
  • Secondary Attribute: Dexterity
  • Primary Weapon: Wand
  • Secondary Weapon: Bow
  • Best Armor: EldeRadiant
  • Best Skills: Wand Master, Shell Shock, Life Burst
  • Best Consumable: Glow Soup, Stir-Fried Vegetables, Meat Wrap

Weapon Choices

https://preview.redd.it/qwbxjl665bmc1.jpg?width=952&format=pjpg&auto=webp&s=9676e7f4c1373a666a9ea4584c1c42f1991e0ef5
The Arcane Archer Build in Enshrouded uses both magical weapons and a range bow for damage. Wands provide an infinite damage source while dealing massive damage and allowing you to stay outside of melee range. Additionally, ranged weapons like the bow with Shroud Arrows feature a skill Shell Shock that allows you to constantly stun and deal AOE damage to enemies. Thus, you can use the magical and range method for destroying enemies based on the situation or preferred playstyle.

Arrows

https://preview.redd.it/makzs62d5bmc1.jpg?width=953&format=pjpg&auto=webp&s=8eb2d6941fe6b3ad645019f0b43a3458b47b0af7
The Hunter Craftsperson unlocks the ability to craft arrows and special arrows. When you first start, Wooden Arrows are your best option which can be crafted in your manual crafting menu using Twigs. As you explore more areas, and unlock more metals and materials, the Hunter provides better arrows. These typically do more damage or add small amounts of poison damage.
Shroud Arrows come much later in the game but ultimately allow us to stun-lock enemies and deal area damage over time. These arrows gain the ability to stun through the Assassin skill line. Thus, you want to take those skills at level 20 or beyond when you’ve unlocked most of the crafting materials and production furniture. Until then, utilize whatever arrows are your strongest available.
Below is a list of our favorite arrows in Enshrouded:
  • Wooden Arrows – Beginner craftable arrow using the manual crafting section. These are considered basic and do piercing damage.
  • Iron Poison Arrow – Iron arrows laced with poison add damage over time element to the arrow. Materials needed to craft are the Iron arrow and poison sack. These are used for Shroud-based enemies as our primary ammo will not work against them.
  • Shroud Arrows – Deals Shroud damage and spawns a poison cloud that deals damage over time to any enemies caught inside. Materials needed to craft Twigs, Goo, and Shroud Sack.

Best Arcane Archer Attributes & Combat Stats

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The best attributes and stats for the build are Dexterity, Intelligence, and Spirit. Dexterity determines your ranged bow damage, while Intelligence determines your magic damage. Also, the Spirit attribute determines mana which is mainly useful for helping stun enemies later in our progression.
Additionally, your Flame Altar level will increase your attribute bonus. This is a priority for improving your build power level.

Skill Selections

https://preview.redd.it/b589ythv5bmc1.jpg?width=2558&format=pjpg&auto=webp&s=569db1dbc4ee37008b79946a551071e1d9ca1a9b
In Enshrouded, you earn skill points from leveling and completing Elixir Wells. We have broken down the skill sections based on level range and listed the best skills to select at every level for this build. While your skill points totals may change depending on your overall level, and Elixir Well completions, save up skill points if you cannot afford one at your current level. Below is what our skill points were at various levels in Enshrouded:
  • Level 10 – 36 Skill Points
  • Level 20 – 72 Skill Points
  • Level 25 – 114 Skill Points
The maximum level in Enshrouded is 25, with some enemies in further regions being level 30. The general skill selections below are geared towards combat performance specifically, and we will list and explain the most critical of all the skills. Moreover, look to the utility skill section if you prefer more utility, crafting, and less combat emphasis. Lastly, you can always respec your skill points with Runes at the Flame Altar so feel free to experiment. However, we feel the below selections are the best overall for combat power and enjoyment for the best Arcane Archer build in Enshrouded.
Let me preface this section by stating, I personally do not like double jump. I know many people prefer having it though so feel free swap out any of the non-important skills or attributes for it.

Level 1-10 Skills

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Below is a list, in order, of the skills from levels 1 to 10:
  • Well Rested (Core) – Increases Rested Buff Duration by 5 minutes
  • Intelligence (Battlemage) – Increases Magic Damage by 5%
  • Arcane Deflection (Battlemage) – On successful parry, gain 20 mana
  • Intelligence (Battlemage) – Increases Magic Damage by 5%
  • Unity (Battlemage) – Damaging an enemy with a wand has a 24% chance to recover 2% mana
  • Wand Master (Battlemage) – 30% chance to spawn an additional wand projectile
  • Sting (Battlemage) – Repeated wand damage is increased by 20%
  • Dexterity (Ranger) – Increases Ranged Damage by 5%
  • Marksman (Ranger) – All damage dealt with ranged weapons increased by 10%
  • Sharpshooter (Ranger) – All ranged damage is increased by 20%
  • Skill Shot (Ranger) – All damage dealt to an enemy’s head is increased by 20%
  • Ranger (Ranger) – +2 Endurance, +2 Dexterity, +5 Stamina Recharge, +5% Critical Chance, + 5% Critical Damage
  • Blink (Healer) – Replaces dodge roll with a short-range teleport
  • Emergency Blink (Healer) – You can blink while stunned, breaking your stunned state
  • Spirit (Wizard) – Increases your Mana by 20
  • This is the Way (Wizard) – All magic weapon damage increased by 10%
  • Spirit (Wizard) – Increases your Mana by 20

Level 11-20 Skills

https://preview.redd.it/iy4wibki6bmc1.jpg?width=2558&format=pjpg&auto=webp&s=d57dc96f325ff797986dd13fb32fdc58a14734cd
Below is a list, in order, of the skills from levels 11 to 20:
  • Arsonist (Wizard) – All fire damage increased by 10%
  • Pyromaniac (Wizard) – All fire damage increased by 20%
  • Intelligence (Wizard) – Increases Magic Damage by 5%
  • Evasion Attack (Tank) – Allows the use of an evade attack when equipped with a melee weapon
  • Battle Heal (Tank) – When dealing critical damage with a melee weapon you are healed by 5% of your maximum health
  • Spirit (Tank) – Increases your Mana by 20
  • Bloodletting (Battlemage) – 50% chance to spawn 2 health, mana, and/or stamina orbs after landing a critical hit. Gathering an orb replenished 10% of that resource
  • Life Burst (Battlemage) – After killing an enemy with a magical weapon, all players within 15 meters are healed for 3 times your Intelligence
  • Blood Magic (Battlemage) – When your mana drops to below 20%, you restore 20% of your max mana at the cost of 1 health per mana. This will stop at 1 health
  • Wizard (Wizard) – Magical weapon attacks gain a 10% increased critical chance
  • Chain Hit (Wizard) – After landing a critical hit with a magical weapon, a second enemy within 15 meters will be hit for 5 shock damage per Intelligence
  • Mass Destruction (Wizard) – After landing a critical hit with a magical weapon, all enemies within 20 meters are hit with 2 shock damage per Intelligence
  • Intelligence (Wizard) – Increases Magic Damage by 5%

Level 21-25 Skills

https://preview.redd.it/7mplgxkv6bmc1.jpg?width=2558&format=pjpg&auto=webp&s=f32c42cf60e283082a7e565c13d434dfc6b3f64f
Below is a list, in order, of the skills from levels 21 to 25:
  • Dexterity (Assassin) – Increases Ranged Damage by 5%
  • Airborne (Assassin) – Gliders consume 30% less stamina
  • Endurance (Assassin) – Increases Stamina by 10
  • Sniper (Assassin) – Ranged weapons gain a 10% increased critical hit chance
  • Vitality Surge (Assassin) – Dealing critical damage with a ranged weapon restores 5 stamina
  • Dexterity (Assassin) – Increases Ranged Damage by 5%
  • Shell Shock (Assassin) – Your ranged explosives are infused with mana. They now stun enemies for up to 1 second. Mana Cost: 5 per stunned enemy
  • Dark Arts (Wizard) – All Shroud damage increased by 10%
  • Abyss (Wizard) – All Shroud damage increased by 20%
  • Endurance (Survivor) – Increases Stamina by 10
  • Runner (Survivor) – Sprinting speed increased by 10% and stamina consumption decreased by 10%
  • Endurance (Survivor) – Increases Stamina by 10
  • Wanderlust (Survivor) – Stamina consumption for sprinting on dirt roads decreased by 10%, and stone roads by 25%
  • Good Metabolism (Survivor) – Health, mana, and stamina orbs restore 30% instead of 10% of their resource. Mana and Health potions restore 20% more
  • Spirit (Trickster) – Increases your Mana by 20
  • Counterstrike (Trickster) – 20% chance to reflect 50% of damage taken back to the attack as fire damage.
  • Intelligence (Trickster) – Increases Magic Damage by 5%
  • Begone! (Trickster) – A magic-powered punch that pushes and stuns hit foes. Cost: 30 mana
  • Intelligence (Trickster) – Increases Magic Damage by 5%
  • Spirit (Trickster) – Increases your Mana by 20

Best Arcane Archer Skills Explained

  • Shell Shock – This skill when paired with Shroud Arrows causes enemies to become stun-locked as long as they remain in the Shroud Cloud. With this, you can chain stun hordes of enemies with just your bow and allow them to die from the constant damage of the Shroud Cloud. Disclaimer: This does not work on Fell/Shroud-based enemies.
  • Sting – This increases our wand damage by simply using our wand. Allowing us to stack up extra damage on enemies that take a few wand attacks to die
  • Life Burst – Outside of potions and bandages this is our main source of healing
  • Ranger – Massive stat boost skill that buffs multiple useful stats and our damage
  • Good Metabolism– Increases the usefulness of our orbs generation and gives us additional health and mana from potions

Utility Skills

Below are recommended utility skills, if you wish to sacrifice some combat performance:
  • Mason (Core) – The pickaxe deals 30% more damage against stone objects including resource veins.
  • Miner (Core) – When you mine resources, you have a 10% chance to get additional resources.
  • Lumberjack (Core) – Felling axes do 30% more damage against wooden objects including trees.
  • Relentless Flame (Survivor) – maximum shroud time increased by 5 minutes allowing you to explore for longer.
  • Inner Fires (Survivor) – maximum Shroud time increased by 2 minutes, allowing you to explore for longer.
  • Double Jump (Survivor) – Allows for a second jump in mid-air.

Arcane Archer Gameplay & Tips

The best tip to play the Arcane Archer is to start combat off from range with your bow. This allows you to weaken and stun enemies and you to close a distance and finish them off with your wand before they recover. If you are approaching an enemy location, it helps to pick off any visible enemies to reduce their numbers before pushing in. Below are some other gameplay tips:
Survival – Utilizing a combination of potions, bandages, and skills to provide healing through killing enemies or picking up orbs are our main sources of survivability. Furthermore, should you get stunned or rushed by numerous enemies, kiting with your blink and stunning the enemies with your Shroud Arrow will be important.
Damage – Always look for enemies you can pick off or weaken before engaging with them. With full level and Shroud Arrows, you can stun enemies before they even know you are there. Use this to your advantage to either deal damage over time to large health enemies or rush them to deal damage with your wand before they can even move.
Progression – Most of your progression will be focused on magical damage until you unlock Shell Shock and Shroud Arrows. This build will play similarly to a standard wand mage but will become extremely potent when all the build elements are available to you.

Best Arcane Archer Weapons & Armor

https://preview.redd.it/1obl82zp7bmc1.jpg?width=937&format=pjpg&auto=webp&s=a872e8e5c8c86a8b621e6b9363816bcebbf0248e
Below is a list of the best Armor and Weapons:

Slot Item Effect
Main Hand Weapon Helix +45 Shroud Damage
Shield Ethereal Plane +10% Shroud Resistance
Secondary Weapon Luminous Wand +18 Fire Magic Damage
Range Weapon Forsaken Reflect 20% of Incoming Damage
Head Elder Hat +15% Magical Critical Strike Chance
Upper Body Warlock Shirt +6% Wand Damage
Arms Elder Gloves +12% Magic Damage Multiplier
Lower Body Radiant Paladin Legs +90 Health
Feet Warden Boots +4 Health Regen
Ring 1 Ring of Endless Life 3% Life Leech Chance
Ring 2 Ring of the Ancients +1 All Attributes

  • Helix: Found in Chest
  • Ethereal Plane: Found in Chest
  • Luminous Wand: Found in Chest (Alternative: Scorching Wand)
  • Forsaken: Found in Chest
  • Elder Hat: Found in Kindlewaste Chests
  • Warlock Shirt: Crafted at Alchemist
  • Elder Gloves: Found in Kindlewaste Chests
  • Radiant Paladin Legs: Found in Kindlewaste Chests
  • Warden Boots: Crafted at the Blacksmith
  • Ring of Endless Life: Found in Chest
  • Ring of the Ancients: Found in Chest
Some of the gear may seem questionable, however, the gear is chosen with mage in mind and if there wasn't a direct buff to ranged or magic, I chose survivability stats like max health to ensure tankiness.

Alternative Gear Sets

Depending on your preferred playstyle, use the Alchemist NPC for Mage Damage boost gear. Here’s what I recommend based on your level:
  • Level 8 (Apprentice Set) – The first set available at the Alchemist. Materials needed to craft are Torn Cloth, String, Bonemeal, Metal Scraps, and Resin
  • Level 13 (Mage Set) – Upgrades damage set. Materials needed to craft are Indigo Plant, Amber, Linen, Torn Cloth, and Dried Fur.
  • Level 18 (Magician Set) – Upgraded damage set. Materials needed to craft Linen, Mint Mushroom Meat, Torn Cloth, Fossilized Bone, and Leather.
  • Level 23 (Warlock Set) – Upgrade damage set. Materials needed to craft Padding, Yellow Fabric, Scales, Lapislazuli, Leather, Charcoal, and Iron Bars
  • Level 25 (Elder Set) – Unique set found in end-game areas within chests.

Best Arcane Archer Consumables

https://preview.redd.it/tht73rhl8bmc1.jpg?width=2558&format=pjpg&auto=webp&s=8d0a2d9006dbb9a2efacc141bf7e07f7fd1f8d12
You will be able to consume three foods for various buffs. This allows you to increase Dexterity (bow), Intelligence (magic), and Constitution (health). Below are the best consumables to use:
  • Meat Wrap (Crafted): +5 Constitution, and +1 Intelligence. Materials needed to craft are Water, Red Mushroom, Raw Sand Digger Meat, and Flour.
  • Stir-Fried Vegetables (Crafted): +5 to Dexterity. Materials needed to craft are Corncob, Forest Beet, Tomato, Bell Pepper, and Spice.
  • Glow Soup (Crafted): +5 Intelligence, +60 Shroud Protection. Materials needed to craft are Spice, Water, and Azure Russula
  • Elixir (Looted): +30% Damage Multiplier, -1 minute in the shroud. This gives additional damage and stacks with Pray of the Flame Scrolls.
  • Flask of the Fell (Crafted or Looted): +20 Stamina. Materials needed to craft are Shroud Liquid, Strawberry, and Forest Beet.

Healing

https://preview.redd.it/mg6myuss8bmc1.jpg?width=1919&format=pjpg&auto=webp&s=ea7156ebc4803995c49ec345738b41a15bb917de
In addition, ensure you are carrying (blueberries or strawberries) for health regeneration, water for stamina regeneration, and bandages for healing. Also, as you advance, you can unlock the Alchemist and craft healing potions. This will help you early with survival, then start optimizing for damage with consumables.
Thank you for reading my Arcane Archer build! If you want to see the full write up or check out any of our other guides and builds, feel free to check out deltiasgaming.
What is your favorite build you run? Any hybrid combination you recommend to try? Feel free to answer below or give any feedback towards the build
submitted by Deltiasgaming1 to Enshrouded [link] [comments]


2024.03.04 12:54 Deltiasgaming1 Legendary Weapon Chest Farm

Legendary Weapon Chest Farm
Hello Reddit,
Now that the game has been out for a bit, I've started to try and perfect my builds by finding my favorite weapons in legendary form. In the process, I found a chest you might not know about that seems to have a higher legendary drop than other chests I've farmed.

Where to Find the Best Chest for Legendary Gear

Legendary gear can seem to be hard to come by, however, there is a chest on the northeastern edge of the map that is the best chest for Legendary gear. This chest is located in a small cave north of the Kindlewaste Ancient Spire or East of the Nomad Highlands Ancient Spire.
https://preview.redd.it/32b3qtm51bmc1.jpg?width=2560&format=pjpg&auto=webp&s=e2fb1548f36e428382996a08a20820e6c79463aa
Regardless of which Spire you have unlocked and attempt to travel from it is going to be a trek across multiple enemy areas, so make sure to come equipped. Also, you will want to bring a selection of building items and materials to set up the cave to farm it once you find it.
Below is a list of items you should bring to the Best Chest for Legendary Gear in Enshrouded:
  • Combat Equipment to handle high-level enemies
  • Max Stamina and Stamina Regen food
  • 2x Flame Altars
  • Building Hammer
  • 512x Building Material, Explosives, or a Pickaxe
  • Torch or Wisp of Light

Finding the Cave

Once you get to the region the cave can be a little tricky to find. It’s on the side of a cliff face at the bottom of a slope and can be very easy to miss if you don’t know what to look for.
https://preview.redd.it/2oaqdi1b1bmc1.jpg?width=2558&format=pjpg&auto=webp&s=41c7475b40f78e72a73c1b1f779e61ff5ea6b843
AFter you find the cave, simply head inside. The cave can be quite dark, so we recommend activating your Wisp of Light potion or equipping your torch to be able to see.

Inside the Cave

Once inside the cave, you want to proceed until you find some wooden scaffolding in the corner of the first room. Continue to go behind the scaffolding until you find a rubble pile in the cave wall.
https://preview.redd.it/dr92rm1g1bmc1.jpg?width=2558&format=pjpg&auto=webp&s=a690bbafdcc0f8f56c1b10812ea9b712c4431f49
After you find the rubble pile, you need to mine it to get to the cave that contains the chest. You can do this with a few explosives or using your pickaxe to break the rubble.
https://preview.redd.it/gyktnx1i1bmc1.jpg?width=2558&format=pjpg&auto=webp&s=abcdaa418f0037170f099b78cbf656070b44a5dc

Setting Up to Farm

Once inside the cave, you are going to mine through one of the walls to place a flame altar. We used explosives to destroy the wall quickly. However, you can place a flame altar down, place two foundations of into the edge of the wall, and then remove them. This allows you to excavate a wall quickly and without actually using any resources besides an altar.
https://preview.redd.it/ka9q3orn1bmc1.jpg?width=2558&format=pjpg&auto=webp&s=63dc5a3294adca815b2f729b134530db4a53d5e6
When placing your flame altar, you want to ensure that the Flame Protection Range is just before the chest. If it touches the chest it will not allow the chest to respawn and interfere with the farm. Once you have your flame altar placed properly without it touching your chest, you are ready to begin the farm.
https://preview.redd.it/9gj1d2kp1bmc1.jpg?width=2558&format=pjpg&auto=webp&s=58783607ea13289d97c6f4005298736ecc05fdee

How to Farm the Best Chest for Legendary Gear

In order to farm the best chest for the legendary gear you need to have a flame altar close by without it overlapping the chest, exit the game to the main menu, then re-enter your save. Doing this causes everything outside of your altar protection circle to be reset upon loading back in. This includes the chest allowing you to reloot the chest after every reload.
You can do this with any chest, however, this chest tends to have more consistent quality gear. Although, this chest does require lockpicks to open every time. Metal Scrap is needed for lockpicks but it is quite commonly obtained. Also, if you have unlocked the Blacksmith Craftsperson you can craft lockpicks for 1 Metal Scrap per lockpick.
https://preview.redd.it/cnhad1rt1bmc1.jpg?width=2558&format=pjpg&auto=webp&s=22ac140e819fa2bd7c05dc2f1786deaab9181b9d
From this chest, you can get large amounts of Legendary weapons and the three different level 23 gear sets, Gloom Monarch, Hawk, and Spellbinder.

Additional Cave Information

https://preview.redd.it/2lfxxmxv1bmc1.jpg?width=2558&format=pjpg&auto=webp&s=f5857695ffa4b4ef0222b334d8b4302e47dca893
Also, this cave holds numerous resources including iron ore, copper ore, and lootable containers. If you do venture deep into the cave there is the copper ore and an additional chest. However, there are Shroud beetles nearby that will attack and a chest that doesn’t have as good of drops.

Secondary Chest Location

There is a secondary chest location that doesn’t require a lockpick to open, however, it doesn’t provide as good of drops but can drop the level 25 gear sets, Eagle Eye, Elder, and Radiant Paladin.
https://preview.redd.it/0sh4tq272bmc1.jpg?width=2558&format=pjpg&auto=webp&s=e8df91f76529fac2c85b4bc210e36802624be93a
The secondary chest location is located in the far southeast corner of the map in the Kindlewaste region. Just south of the Kindlewaste Ancient Spire and near the Sun Temple where the Legendary Ghost Glider can be found. It’s down on the edge of a ledge on the cliff next to a deadly fog. So be sure to take your time finding the ledge and landing on it safely.

Finding the Ledge

https://preview.redd.it/2jnoqyha2bmc1.jpg?width=2560&format=pjpg&auto=webp&s=e68f84e32a52c324a2bafa69410761fe58c3c99f
Once you get down to the ledge, place a flame altar on one of the edges of the ledge. Unsure that it is far enough away that the flame altar protection line doesn’t overlap the chest. Then proceed, as explained above, to loot the chest, leave to main menu, then reload your save. Doing this will reset everything in the world outside of your altar’s protection.
https://preview.redd.it/zq83g5xb2bmc1.jpg?width=2560&format=pjpg&auto=webp&s=532c917559e0e6ac431be16d348987814ce484a9
The chest can drop legendary gear including the three different level 25 gear sets. However, its drop table is worse containing additional lower quality weapons. The benefit of this chest is it requires no setup, isn’t hard to find, and doesn’t require a lockpick. You can use either chest to obtain your desired items. Although, you may spend more farming for the weapons at the secondary chest location due to its poor drop table.
Thanks for reading! If you want to see the full article or check out any of our other builds and guides feel to check us out at deltiasgaming.

What weapons are you trying to get legendary? Also, if you have any additional tips for farming chests or additional locations you have found that have good drops rates, let me know down below.
submitted by Deltiasgaming1 to Enshrouded [link] [comments]


2024.03.03 04:52 Ok-Ingenuity9833 Left 4 Dead 3 pitch.

Story: Left 4 Dead3 would be about an outbreak in Morrocco revealing more places than just Pennsylvania was infected with the Green Flu pathogens.
Protagonists:
Blane: A young delinquent American who decided to join the marine core, sent to assist the containment of the Green Flu pandemic before the outbreak became worldwide.
Ali: One of the few remaining Morrocco soldier who attempted to prevent the first wave of the infection, after his squad was wiped out by a horde, he encountered Blane who sort of became an unexpected younger brother to him over time.
Gustav: An ex-Colombian drug lord that took a vacation to Morocco so he could break his daughter out of prison who was arrested in the midst of a large drug trade and sentenced to life in the Morrocco State Penitentiary.
Amanda: The daughter of Gustav, she acts like an innocent civilian and sets her dad up to be a delightful old man even though they are a very troublesome duo.
Locations:
Special Infected changes:
New Infected:
submitted by Ok-Ingenuity9833 to l4d2 [link] [comments]


2024.02.29 15:34 GoboZen Key macros for planting, harvesting, crafting, cooking and flying (downloadable, for AutoHotKey)

Quality-of-life improvements to farming, etc. are highly requested features. Hopefully the game implements some of these, until then here's my box of tricks to add convenience to repetitive matters, written in AutoHotKey.
Download here: https://gitlab.com/gobozen/enshrouded-key-macros#installation-steps
Feature requests and bug reports (if you need a specific macro that I'd use as well): https://gitlab.com/gobozen/enshrouded-key-macros/-/issues

Features

submitted by GoboZen to Enshrouded [link] [comments]


2024.02.20 12:54 Deltiasgaming1 Best Enshrouded Tank Build

Best Enshrouded Tank Build
Hey Reddit Community,
The Tank build emphasizes damage reduction, crowd control, and survivability through a massive health pool. What makes the Tank unique is the damage reduction, resource generation with orbs, and the ability to use multiple weapons effectively. Your enemies won’t be doing nearly as much damage to you, or allies if you play multiplayer. This build is great for players looking for a heavily armored tank that has a variety of weapons for damage sources.
This tank build will focus on melee combat, using a combination of swords, unarmed attacks, and wands for primary sources of damage. You will gain resources and health through kills and or critical strikes. This build was created at level 25, currently the maximum level for Early Access. Do note, your character creation will not impact gameplay. There are no racial passives, ability scores, or attributes to consider. Thus, I advise you to select a character whose appearance resonates with you.

Tank Build Features & Mechanics

https://preview.redd.it/h5lknzk28qjc1.jpg?width=1920&format=pjpg&auto=webp&s=a17d9b24c13bb3369fe2a6369e072f53f4b2d0a7
The following list presents all the features and mechanics for the Tank Build:
  • Primary Attribute: Constitution
  • Secondary Attribute: Strength
  • Primary Weapon: Sword and Shield
  • Secondary Weapon: Wand and Shield
  • Ranged Weapon: Staff with Acid Bite Charge
  • Best Armor: Warden
  • Best Skills: Earth Aura, Battle Heal, Life Burst, Blink
  • Best Consumables: Meat Wrap, Open Sandwich, and Fruit Bowl

Weapon Choices

https://preview.redd.it/mzhowgx88qjc1.jpg?width=672&format=pjpg&auto=webp&s=85e104638841ad6819c936e372e2bf32c6b63b4c
The primary weapon for the Tank build in Enshrouded is a one-handed melee weapon with a shield equipped. The shield will allow you to block, parry, and overpower or stun targets. Moreover, this build will use unarmed attacks with the skill Begone, and multiple ranged weapons. Below is an explanation of weapon choice, and when to use them.
  • Sword and Shield – primary weapon that gives you a gap closer movement skill via Evasion Attacks. You can also heal on critical hits with Battle Heal, making it an effective weapon for survivability and mobility.
  • Wand and Shield – Wands currently do much more damage than one-handed melee weapons, and can be used at medium range. use this weapon when you need range or want to return mana on attack.
  • Staff – The staff with Eternal Acid Bite is the most powerful damage source in the entirety of Enshrouded. Moreover, you don’t need high intelligence to do good damage with this combination acquired later in the game. Thus, I recommend using Acid Bite or Fireball for your range damage source.
  • Unarmed – Using the skill Begone, you can swap to an unarmed weapon (blank slot on your bar) and attack an enemy with your bare hands. This will knock them back and stun them making a great crowd-control method for a tank build.

Parry and Block

https://preview.redd.it/vo1oo46h8qjc1.jpg?width=1920&format=pjpg&auto=webp&s=d2a82e00fe1860ecbf38c7760e5e3dfe65e04da6
Enshrouded features blocking and parrying feature that requires precise timing. With a one-handed weapon and a shield equipped, you can block at any time. This cuts off stamina regeneration but mitigates and lowers damage. However, you can time a block perfectly, which parries or fills up the grey stun bar just below the health bar. This sets up an Overpowered or Merciless Attack, which with this Tank build, rewards you with resources.
The trick to parrying attacks is listening to the NPC monsters in Enshrouded. They will make verbal gestures that let you know they are attacking soon. Moreover, when their hands wield up in the air, in half a second later is a key time to block. However, if you struggle with this mechanic, simply block to reduce damage and practice over time.

Overpowered & Merciless

https://preview.redd.it/ocq15qer8qjc1.jpg?width=1920&format=pjpg&auto=webp&s=fecb97fe7a320b13f2dbce32e91f448371a10df6
Inside the core skill tree, you can obtain the Merciless Attack skill. With this build, you gain mana upon a Merciless Attack and a lot more damage. Since you will be playing a tank, parrying, blocking, and filling up the stun bar will be commonplace. Thus, I recommend taking Merciless Attack and focusing on defensive gameplay reacting to incoming attacks.
Once the gray bar is filled under the health bar, the enemies will have a circle over their heads. If you have a Merciless Attack, you can approach and press your E key or interact button to trigger this attack. Just be warned, it can leave you vulnerable in multiple enemy encounters. Thus, it’s best to use it with one or two enemies attacking you.

Resource Orb Creation

https://preview.redd.it/cx65aciy8qjc1.jpg?width=1920&format=pjpg&auto=webp&s=37e7d5e665ff4c23df9e89055f2ed6ba6b4a88c5
The skill of Bloodletting is a powerful tool for obtaining resources and health. You must score a critical hit with a magical weapon, a wand or a staff. If you use Fireball or Acid Bite, you can hit many targets at once, and likely generate many orbs. Additionally, you can target barrels, walls, etc., and the game will still register them as critical hits and generate orbs. Thus, creatively use this tool when under pressure to hit objects as well as targets to trigger resource sustain for you and or your party.

Taunt and Aggro

Enshrouded features two skills that draw enemies’ attention which are called Taunt or Aggro. Nemesis and Arch Nemesis draw the “attention” of the enemy when an ally draws near. I didn’t select these two skills in the skill selection primarily because they cost 5 and 3 points respectively and I don’t know if you intend to play group play. Even if you do play as a group, it may just be best to have the tank charge in and draw attention vs. eight skill points.
However, if you enjoy group play and find allies dying to aggro, consider taking these two skills. Drop one point of Strength, Updraft, and Airborne to make up the skill point differential.

Best Tank Attributes & Combat Stats

https://preview.redd.it/u1dfuqy99qjc1.jpg?width=1920&format=pjpg&auto=webp&s=1e19203bfa51474b83a4cf661aa571aabe6532a8
The most important stat or attribute for the Tank is the Constitution. Constitution increases your health, and with the Battle Heal skill, the larger heal when critically striking with a melee weapon. The second is strength if you wish to use melee weapons frequently. If you find yourself relying on staff and wands for damage, I recommend using intelligence-based food. This will increase your intelligence by +5 at max level and give you more damage, without having to respec skills or play a Battlemage type of character.
Additionally, your Flame Altar level will increase your attribute bonus. This is a priority for improving your power level.

Skill Selections

https://preview.redd.it/erpj1jbi9qjc1.jpg?width=1916&format=pjpg&auto=webp&s=05a054f0dd288a760c23b518a2d5e72ff5d1ead4
In Enshrouded, you earn skill points from leveling and completing Elixir Wells. I have broken down the skill sections based on level range and listed the best skills to select at every level for this build. While your skill points totals may change depending on your overall level, and Elixir Well completions, save up skill points if you cannot afford one at your current level. Below is what our skill points were at various levels in Enshrouded:
  • Level 10 – 36 Skill Points
  • Level 20 – 72 Skill Points
  • Level 25 – 114 Skill Points
The maximum level in Enshrouded is 25, with some enemies in further regions being level 30. The general skill selections below are geared towards combat performance specifically, and I will list and explain the most critical of all the skills. Moreover, look to the utility skill section if you prefer more utility, crafting, and less combat emphasis. Lastly, you can always respec your skill points with Runes at the Flame Altar so feel free to experiment. However, I feel the below selections are the best overall for combat power and enjoyment.

Level 1-10 Skills

https://preview.redd.it/741b4doy9qjc1.jpg?width=1920&format=pjpg&auto=webp&s=d8f187d989f4c745ea95841743938ba074173731
Below is a list, in order, of the skills from levels 1 to 10:
  • Strength (Athlete): Increases Melee damage by 5%
  • Jump Attack (Athlete): Perform a jump attack that deals 50% more weapon damage in a small blast radius.
  • Double Jump (Survivor): Allows jumping a second time while airborne.
  • Merciless Attack (Core): Perform a Merciless attack by pressing [E] to deal massive damage to an enemy you’ve overpowered. To overpower an enemy, fill their stun bar by attacking while they block or by parrying their attacks.
  • Power Parry (Core): Increases the enemy’s stun bar gain on parry attacks. Parry while equipped with a shield. Press (RMB) to block. A well-timed block with parry the attack,
  • Constitution (Tank): Increases Health by 50
  • Shiny Plates (Tank): Physical Armor gains 10% more armor points.
  • Evasion Attack (Tank): When equipped with a melee weapon, you can perform an evade attack, which dashes towards the enemy and deals more weapon damage with (LMB).
  • Battle Heal (Tank): When dealing critical damage with a melee weapon, you will heal 5% of your maximum health.
  • Arcane Deflection (Battlemage): On a successful parry, gain 20 mana
  • Blink (Healer): Replaces the Dodge Roll Ability With a Short Range teleport.
  • Spirit (Battlemage): Increases Mana by 20.
  • Bloodletting (Battlemage): When scoring a critical hit with a magical weapon, there is a 50% chance to spawn 2 health, mana, and/or stamina orbs. Gathering the Orb replenishes 10% of the respective resources.
  • Life Burst (Battlemage): When killing an enemy with a magic weapon, all players within 15 meters of the target gain health equal to 3 times your intelligence.
  • Absorb (Tank): When you suffer magical damage, you have a 10% chance to generate 1 mana for each health point lost.

Level 11-20 Skills

https://preview.redd.it/nyb15ns5aqjc1.jpg?width=1920&format=pjpg&auto=webp&s=d6d6cb12fca5c482926f6005ea2c13eb68d01334
Below is a list, in order, of the skills from levels 11 to 20:
  • Snap (Tank): Restores 10% mana when triggering the Merciless Attack.
  • Soul Leech (Tank): When killing an enemy with a melee weapon, all players within 15 meters of the target gain 20 mana.
  • Heavy Plate (Tank): The maximum amount of Physical damage your armor can mitigate is increased by 10%.
  • Constitution (Tank): Increases Health by 50
  • Tower (Tank): When there are three or more enemies within 20 meters, you suffer 10% less physical damage.
  • Strength (Tank): Increases Melee damage by 5%
  • Earth Aura (Tank): All Damage against players within 10 meters is reduced by 10%
  • Warden (Tank): When there are three or more enemies within 20 meters, you suffer 15% less magical damage.
  • Constitution (Tank): Increases Health by 50

Level 21-25 Skills

https://preview.redd.it/zai26q8aaqjc1.jpg?width=1920&format=pjpg&auto=webp&s=59b79ce179252bb954c080c9cc387a3282d309c9
Below is a list, in order, of the skills from levels 21 to 25:
  • Thick Skinned (Tank): You will gain one constitution for each two levels of the flame.
  • Strength (Athlete): Increases Melee damage by 5%.
  • Vigorous Deflection (Athlete): you gain 30 stamina when you parry an enemy’s attack.
  • Constitution (Athlete): Increases Health by 50.
  • Constitution (Athlete): Increases Health by 50.
  • Constitution (Warrior): Increases Health by 50.
  • The Warrior’s Path (Warrior): When attacking with a melee weapon, the damage is increased by 10%.
  • Feast (Warrior): Meat now increases health by an additional 15%.
  • Spirit (Trickster): Increases Mana by 20.
  • Counterstrike (Trickster): 20% chance to inflict 50% of damage on the attacker.
  • Quick Charge (Wizard): Reduces the time staff is required to charge a spell by 50%.
  • Emergency Blink (Battlemage): You can blink while being stunned. This will break the stunned state.
  • Intelligence (Battlemage): Increases Magic damage by 5%.
  • Unity (Battlemage): Damaging enemies with wands have a 24% chance to recover 2% mana.
  • Wand Master (Battlemage): 30% Chance to spawn an additional wand projectile.
  • Sting (Battlemage): Repeated wand damage is increased by 20%.
  • Heavy Handed (Barbarian): An enemy’s stun bar is increased by an additional 20% when attacking into their block with a melee weapon.
  • Strength (Barbarian): Increases Melee damage by 5%.
  • Constitution (Barbarian): Increases Health by 50.
  • Breach (Barbarian): When you break a block with melee attacks, the target will suffer 100% more melee damage for 2 seconds.
  • Intelligence (Trickster): Increases Magic damage by 5%.
  • Begone! (Trickster): Replaces your unarmed attacks with a 30 mana cost punch that stuns.
  • Updraft (Assassin): Pressing the jump button while gliding will give you a small height boost costing 120 mana which can be used once per flight.
  • Airborne (Assassin): Gliders consume 30% less stamina.

Best Tank Skills Explained

https://preview.redd.it/nujv2p3faqjc1.jpg?width=1920&format=pjpg&auto=webp&s=f41c47d35eac53612d53ac70ab819b8d9a013267
  • Evasion Attack – Makes your melee weapon a gap closer to rush the target and gives you added mobility.
  • Battle Heal – This skill gives you healing based on your max constitution when you critical strike with a melee weapon. Battle Heal is your primary passive survivability tool at the beginning of the game.
  • Blink – Changes your skill to a different appearance, but gives added distance and still consumes stamina.
  • Bloodletting – Triggers orbs when critically striking with a staff, thus aiming for many targets to gain resources back.
  • Earth Aura – Passively reduces damage for you and allies in a wide radius.
  • Begone! – Stuns targets with mana punch, though you need to have an unarmed slot on your bar (#2 in the picture above).

Utility Skills

Below are recommended utility skills if you wish to sacrifice some combat performance:
  • Mason (Core) – The pickaxe deals 30% more damage against stone objects including resource veins.
  • Miner (Core) – When you mine resources, you have a 10% chance to get additional resources.
  • Lumberjack (Core) – Felling axes do 30% more damage against wooden objects including trees.
  • Relentless Flame (Survivor) – maximum shroud time increased by 5 minutes allowing you to explore for longer.
  • Inner Fires (Survivor) – maximum Shroud time increased by 2 minutes, allowing you to explore for longer.
  • Wanderlust (Survivor) – stamina consumption for sprinting on dirt roads is reduced from 90% to 80%. Stamina consumption for sprinting on stone roads is reduced from 75% to 50%.
  • Runner (Survivor) – sprinting speed increased by 10%, and stamina consumption decreased by 10%

Tank Gameplay & Tips

Below are our gameplay strategies and tips for playing the tank build:
  • Opening Attack – Use a one-handed melee weapon to launch forward into an attack and close the distance. You can then swap to an unarmed slot on your bar and use an attack with Begone to stun the target. This gives you 2-3 seconds of free damage without worry about retaliation.
  • Damage – Your primary burst damage source comes from Staff with charges even though you are not high in an intelligence attribute. Specifically, Acid Bite and Fireball work great, while you can swap to Wand to replenish mana when low.
  • Survivability – Your survivability comes from melee criticals, orbs (health), potions, and high-health regeneration. It’s wise to bring potions and healing channels charges in the open world when you need burst healing.
  • Stuns – The best way to crowd control enemies with the Tank is Begone punches unarmed. You can hit multiple targets before running out of mana, then swap to the wand or use a potion to keep enemies at bay.
  • Group Play – The overall goal is to relieve damage from ally players. Simply charge in and attack every monster you can and block, blink, and punch to keep them from attacking allies. Using Chain Heal charges can help heal ally players as well and create a fun group dynamic.

Best Tank Weapons & Armor

https://preview.redd.it/pj03rvvnaqjc1.jpg?width=574&format=pjpg&auto=webp&s=ce9dd471df78f21f05b5899678fbac2085388a24
Below is a list of the Tank Build Armor and Weapons:

Slot Item Effect
Main Hand Weapon White Wolf Sword Retaliate 20% Damage
Shield Flame Shield 14 Block
Secondary Weapon Scorching Wand +16 Fire Damage
Range Weapon Root Staff Acid Bite Charge
Head Warden Helmet +19 Parry
Upper Body Warden Chestplate +120 Health
Arms Warden Gloves +4 Block
Lower Body Warden Trousers +45 Health
Feet Warden Boots +4 Health Regen
Ring 1 Commander’s Ring +30 Heath, 30 Mana
Ring 2 Ring of the Ancients +1 all attributes

  • White Wolf Sword – Found in the random chest.
  • Flame Shield – Quest completion.
  • Scorching Wand – Obtained in a chest.
  • Root Staff – Found in a chest.
  • Warden Set – Crafted by the Blacksmith.
  • Commander’s Ring – Completing Pikes area.
  • Ring of the Ancients – Found in a random chest.

Alternative Gear Sets

If you are not at the end game, use the Blacksmith Craftsperson to craft parry and constitution gear throughout your journey until the end game. Here’s what I recommend based on your level:
  • Level 5 (Fur Armor Set) – A basic form of armor crafted by the Blacksmith. Materials needed to craft are torn cloth, animal fur, string, and metal scraps.
  • Level 8 (Rising Fighter Set) – First set with melee damage bonuses. Materials needed to craft are Bonemeal, Torn Cloth, String, Metal Scraps, and Resin.
  • Level 13 (Tank Set) – First set with parry and health bonuses. Materials needed to craft Copper bar, Charcoal, Linen, Dried Fur, Amber, and Resin.
    • Guard of the North: this set will be found in the Pike area.
  • Level 18 (Guardian Set) – Upgraded tanking set set. Materials needed to craft Amber, Bronze bars, Charcoal, Amber, Linen, and Leather.
  • Level 23 (Warden Set) – Best end-game tank set set. Materials needed to craft Lapislazuli, Padding, Iron Bars, Charcoal, and Leather.
    • Gloom Monarch: unique set found in random chests in level 25 areas.
  • Level 25 (Radiant Paladin Set): This unique set is found in end-game areas with a chest with slightly better bonuses to level 23 gear.

Best Tank Consumables

https://preview.redd.it/gldenq0fbqjc1.jpg?width=1920&format=pjpg&auto=webp&s=58de8865adefb82bcd578f6a3d54c33a2ee6e880
The best Tank consumables are those that increase your health, strength, and regeneration. You will find alternatives to the items we list here, most of which require cooking. Experiment, collect, and cook everything to see what you can obtain early in the game. However, later you will find many items but must consume them to keep the buffs active.
  • Meat Wrap – gain +5 constitution, +1 intelligence for 45 minutes. Crafted from the Farmer using Water, Red Mushroom, Raw Sand Digger Meat, and Flour.
  • Open Sandwich – increase +4 strength, +2 constitution for 45 minutes. Crafted from the Farmer using Saffron, Grilled Wolf Meat, and Flat Bread.
  • Fruit Bowl – gain +6 health regeneration, and +3 stamina recharge for 45 minutes. Crafted from the Farmer using Honey, Strawberry, Purple Berries, and Yucca Fruit.
  • Elixir – Increase damage multiplier by +3-% and reduce shroud time by 1 minute for 30 minutes. Found in a random chest in the open world.
  • Flask of Fell – Increases stamina by +20 for 30 minutes. Crafted by the Alchemist with Shroud Liquid, Strawberry, and Forest Beet.
  • Revitalizing Health Potions – Instantly restores 800 health. Crafted by Alchemist with Honey, Aloe, Chamomile, and Alchemical Base.

Healing

https://preview.redd.it/y2x3o5dlbqjc1.jpg?width=1536&format=pjpg&auto=webp&s=8902ed77f6a291fa42135d9fab5cce6055f7bd29
In addition, make sure to carry berries (blueberries or strawberries) for health regeneration, water for stamina regeneration, and bandages for healing. As you advance, you can unlock the Alchemist and craft healing potions. This will help you early with survival, then start optimizing for damage with consumables.
With these tips, you should easily have a strong build capable of handling everything you face. I have more tips and guides related to Enshrouded at deltiasgaming.com. Thanks for reading!
submitted by Deltiasgaming1 to Enshrouded [link] [comments]


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