Knight rider pc theme win xp

Midnight Suns (Firaxis Games) - Midnight Sons (Marvel)

2021.08.25 20:11 Wonderful-Coach-6563 Midnight Suns (Firaxis Games) - Midnight Sons (Marvel)

The home for fans of the iconic Midnight Sons superhero comics published by Marvel Comics, and the tactical role-playing game inspired by them, Marvel's Midnight Suns by XCOM developer Firaxis.
[link]


2021.08.25 22:02 GypsyGold Midnight Sons (Marvel) - Midnight Suns (Firaxis Games)

The home for fans of the iconic Midnight Sons superhero comics published by Marvel Comics! This includes discussion for the upcoming Midnight Suns video game by XCOM developer Firaxis games!
[link]


2024.05.19 16:00 doc69doc If match is washed out RR will be out of Top 2 contention without playing

If match is washed out RR will be out of Top 2 contention without playing
Had RR not moved their homegrond This match would have happen 100% There wont be a situation like this Did the move of having two homegronds really have any benifit at all???
submitted by doc69doc to ipl [link] [comments]


2024.05.19 15:46 doc69doc Match being washedout… RR out of top 2 contention

Match being washedout… RR out of top 2 contention
Had RR not moved their homegrond This match would have happen 100%
There wont be a situation like this
Did the move of having two homegronds really have any benifit at all???
submitted by doc69doc to RajasthanRoyals [link] [comments]


2024.05.19 15:30 xiaolii [H] Lots of Games [W] Trade for Games or Paypal (EU)

Last Updated List: 19/05/2024
 
I'm primarily looking to trade for games from my wishlist, otherwise I am also open to selling them. I am not interested in games I already have and all games I'm getting are for me and activated on my own account. Other than that feel free to offer your list of Steam games and something I may not have and fulfills my criteria I could/would be willing to trade for it/them.
If you're either trading or buying please state the game(s) you are interested in and your offer (game(s)/list/price).
 
Info:
 
I kindly ask of you is to be reasonable when making offers to make it a fair trade for both of us.
Let's have a good exchange/trade!
 
List of games:
submitted by xiaolii to GameTrade [link] [comments]


2024.05.19 15:30 xiaolii [H] Lots of Games [W] Trade for Games or Paypal (EU)

Last Updated List: 19/05/2024
 
I'm primarily looking to trade for games from my wishlist, otherwise I am also open to selling them. I am not interested in games I already have and all games I'm getting are for me and activated on my own account. Other than that feel free to offer your list of Steam games and something I may not have and fulfills my criteria I could/would be willing to trade for it/them.
If you're either trading or buying please state the game(s) you are interested in and your offer (game(s)/list/price).
 
Info:
 
I kindly ask of you is to be reasonable when making offers to make it a fair trade for both of us.
Let's have a good exchange/trade!
 
List of games:
submitted by xiaolii to indiegameswap [link] [comments]


2024.05.19 14:13 Alternative-Pipe8336 Anyone have this card?

Anyone have this card? submitted by Alternative-Pipe8336 to coinmastercards [link] [comments]


2024.05.19 11:33 RossBot5000 Kingdom of the Kongo [Civ idea]

Kingdom of the Kongo was famous for their sophisticated military and economy. They had a standing army comprised mostly of infantry, but used every form of weapon and adopted new European technologies and weapons very quickly after they made contact. They did use bows, but they were not famous for their archers. Rather it was their supply lines, standing army, and tactical planning that led to their success and strength as a kingdom. The reason they were notable for using bows is that most sub-saharan African kingdoms did not use bows extensively, instead preferring javelins. I note this because this post was inspired by the other Kongolese suggestion that looked more like a Nubian civ than a Kongolese one. The Kongolese were efficient and won through their great economy and decentralised planning - not their advanced weapons or notable prowess with said weapons.
I'd classify them as an Economic civ
Tech Tree Missing:
Reasoning: Kongo's strength came from their economy and highly organised military. They did not excel at anything in particular, but had a highly adaptable force that was quick to integrate European knowledge and weaponry into their standing army and society, in particular they quickly converted to Christianity and sent students to Europe to study. This is represented by a broad access to technology, but missing the final upgrade on most non-infantry archery range and stable units. They also didn't have great naval prowess, but did hold control of their local waters and did use watercraft as part of their military and trade, represented by again missing the final upgrade to most naval options.
Civ Bonuses
Reasoning: They have to have some way to win, and lacking late game options - they will want to win castle age. Reduced cost of technologies. Still represents their strong economical advantages and highly organised societies. Village armour buff is due to their notable textile armours and domination of the textile industry in their area. Makes them less susceptible to early game aggression, and more able to fight back with vills or initiate aggression with vills. The main three gold units all get +1 attack, allowing them to go for any of the three for their main unit with an intention to win early. Farmers working 10% faster
Team Bonus
Could see a different bonus here. But they needed something to represent their strength in trade.
UU
Reasoning: Mwene were nobles who served as military leaders of local contingents, part of the Kongo's sophisticated standing army. These serve as a good unit to sprinkle into any composition in castle age that will give you an edge over your opponent. They also served as governers and organised supplies, so this movespeed buff would affect villagers as well, if you wanted to devote a Mwene to sit and oversee farmers or lumberjacks.
UT
Reasoning: Emphasising their use of raffia textiles, but also serving as a flexible upgrade that complements tech switching - villagers already receive this bonus as a civ bonus, and this excludes monks. Their imperial UT again, emphasises their highly organised society and advanced feudal distributed system. This allows for a boost in the lategame where your units can't keep up, and you'll need to rely on a superior economy. Also synergises with the Mwene being used as overseers.
Overall, they play hard early and rely on an ability to tech switch more easily than others to stay competitive. They start to lose steam in Imperial age, only holding out by the techs available to them - but they are much weaker in imp than in feudal and castle age - relying on the boost Kanda + Mwene will give them to their eco to sustain their weaker army. Their only early game eco advantage is 10% faster villagers thanks to the starting Mwene, but this can also then be converted into a military advantage if used to raid instead - giving them a flexible opening.
No costs. Those would require testing to be able to assign. Numbers can all change. Suggestions and constructive criticisms appreciated.
submitted by RossBot5000 to aoe2 [link] [comments]


2024.05.19 10:59 CyanocittaCristata [PC] [early 90s] side-scroller with tube-like protagonist (short/really tall)

Platform(s): PC, Win 3.1 or 3.11, possibly DOS
Genre: side-scroller, maybe platformer
Estimated year of release: early 90s, let's say around 1993
Graphics/art style: cartoonish, colourful, bright. possibly blocky. I remember yellows and pinks
Notable characters: non-human protagonist that can make itself really tall (midsection is a tube)
Notable gameplay mechanics: walk n jump, elongate upwards and hold on to stuff
Other details: this is where it gets fuzzy. I think I remember that you start in front of a huge gate. I also think that the game was desert/candy themed, but that PC also had Zool 2 at that time so I'm not sure if I'm mixing them up or if both games were candy themed. I think one level had you climb the side of a pyramid in an ice level, or was it icing? I forgot what the enemies looked like, but I think one mechanic was that you could elongate upwards and hold on to potentially moving objects and then it took some time for your tube-like body to trail behind and you could still get hit by projectiles? The camera would stay on the head of the character, so also if you walked for a long time with your head far far up, bad stuff might happen to your feet because you couldn't see where you were going.
submitted by CyanocittaCristata to tipofmyjoystick [link] [comments]


2024.05.19 10:14 GJWon 25-26 May Retro game market

25-26 May Retro game market
The '20th Retro Market' will be held for two days on the 25th and 26th at the Play Expo event hall, KINTEX Exhibition Hall 1, Goyang-si, Gyeonggi-do.
The Retro Market is a large-scale offline flea market event where gamers from all over the country who have memories of classic retro games such as NES, SNES, Mini PC, Sega Saturn. People who like retro games bring their retro game items to sell and buy. It is an event to share memories.
A variety of game items that stimulate the nostalgia of gamers in their 20s and 40s will be prepared. Over 3,000 retro games, including NES, Atari, Sega Saturn, and PlayStation, as well as various subculture items such as dolls and figures will be displayed and sold.
In addition, the nostalgic game room allows the whole family to enjoy playing over 40 retro games.
In particular, this year, an E-sports festival featuring a total of six retro games will be held.
The most notable event is the 'Tekken Tag Tournament 1' competition, which is contested using 'Tekken'. This competition is officially certified by Bandai Namco Entertainment and is a competition to determine the undisputed strongest player in Korea, and will be held from 2 PM on the 25th at the Play Expo Nostalgic Game Hall booth.
For this competition, the final competition was held at the 'Arcade of Memories' in Yangsan-si, Gyeongsangnam-do on April 28th, and the four teams: Hankal, Park Jae-jang, Yang San-woong, Yamete, Sujeong Tunnel, Mirus, Inho, Legend, Garden, Exciting, and Chichi. , Strawberry, Yeonggyo, Show, Kojjil, Heo Jeop-ro, Dongnae Daeyang, Jangsu Nina, Human Devil, Dadaepo, Sapphire Man, Chris, Tekken Beginner, Tiger Jungsu, Josaspa, Gwangpung, Jjiseung, Hwi, Sikkun, Four Colors, Show, The country's strongest players, including Lim Go-soo and Wiki (Pakistan), came out and competed. After fierce competition, four people, including Strawberry (Kim Young-jun), Jo Jo-pa (Cho Young-jun), Heo Jeop-ro (Choi Seong-jun), and In-ho (Son In-ho), advanced to the finals. They will determine the strongest player in the country through a four-player full league match at the Play Expo.
Next, the 'StarCraft' competition, 'Winning Eleven', and 'Tekken 8' competitions hosted by Gudak-dong, a cafe specializing in retro games, will be held. The AGIT competition, which selects the strongest ‘Guilty Gear’ player in Korea, will also be held on the Retro Marketplace stage. In addition, the 'Virtua Fighter 1' competition hosted by influencer Beophwa Kim will also be held on the stage of the nostalgic game hall.
In addition, as a side event of the retro market on the 25th, Korea's best retro game expert and influencer, Sweet Bear, will hold a quiz show with prizes. Additionally, an animation quiz show by ‘Yali’s Father Video’, Korea’s top animation expert and influencer, will also be held. Additionally, Gunpla influencer Momorina's fan meeting and autograph session and Lionclad Legend of Zelda theme performance are also scheduled to be held on the Retro Marketplace stage.
On the 26th, a Melosona performance is being prepared from 3:30 p.m., and from 4 p.m. to 6 p.m., various retro items from the event can be purchased at low prices, and a sponsorship auction will be held to conclude the event.
The Retro Market is located next to the main stage at the innermost level in the direction of Hall 5 of KINTEX Exhibition Hall 1, and from 10 a.m., visitors who visit the Retro Market will receive a special Retro Market bag as a gift on a first-come, first-served basis.
submitted by GJWon to KoreaSeoul [link] [comments]


2024.05.19 08:05 DayneForDays Wylla Dayne, Sword of the Morning [PC] + Morgane Dayne, Lady of Starfall [AC]

PC
Reddit Account: u/DayneForDays
Discord Tag: Cubismo
Name and House: Wylla Dayne
Age: 18
Cultural Group: Stony Dornish
Appearance: Wylla is a statuesque young woman with energetic purple eyes and long dark brown hair that she often keeps free. A warrior at heart and in build, she possesses a wiry physique that compliments her natural speed and endurance. Comfortable in both feminine and masculine clothing, she favors the purple and lilac colors of her House but is always willing to experiment.
Trait: Brave
Skill(s): Two-Handed Weapons (e), Footwork, Reckless, Errantry
Talent(s): Dancing, Hunting, Questing
Negative Trait(s): N/A
Starting Title(s): The Sword of the Morning, Heir to Starfall
Starting Location: Opening Event
____________________________________________________________________________________________________________
AC
Reddit Account: u/DayneForDays
Discord Tag: Cubismo
Name and House: Morgane Dayne
Age: 36
Cultural Group: Stony Dornish
Appearance: Like her daughter, Morgane is an intimidating tall woman, one still possessing of a rather spindly build despite several childbirths. Her hair is dark brown and is often kept in a bun and her sharp lilac eyes are just as often set in a serious expression. Conservative in her attire, she strictly pays respect to her House’s traditional colors and is always dressed immaculately.
Trait: Steward
Skill(s): Administrator (e), Avaricious
Talent(s): Business Acumen (x3)
Negative Trait(s): N/A
Starting Title(s): Lady of Starfall
Starting Location: Opening Event
____________________________________________________________________________________________________________

Timeline

12 BC: Morgane Dayne is born in Starfall to Uther Dayne, the Lord of Starfall and the Sword of the Morning of his time, and his lady wife Mara Yronwood of Yronwood. She would be their firstborn child and thus Lord Dayne’s heir as the ruler of Starfall.
4 AC: Morgane’s mother dies of a wasting disease early in the year. Her father enters a depression as a result, causing Morgane to take his place and temporarily rule Starfall. It would be during this short reign that she would show her talent as a steward, a role she would maintain even after her father's recovery.
6 AC: Thanks to Dorne’s recent integration with the rest of the realm and Queen Rhaenys Targaryen’s arranged marriages, Morgane is betrothed to Edmund Cuy of Sunhouse. Despite initial hostility between them the two would come to an understanding and even fall in love. They would marry later that year.
7 AC: After a difficult pregnancy, Wylla Dayne is born in Starfall to Morgane and Edmund. She is their firstborn child.
9 AC: Gwyn Dayne is born in Starfall after a far less taxing pregnancy. She is their second child and daughter.
13 AC: Arys Dayne is born in Starfall this year. He is their first son and final child.
15 AC: Wylla begins to develop an interest in swordplay, which both her father and grandfather encourage to her mother’s chagrin and frustration. She soon proves to have a genuine talent for knightly arts.
23 AC: When an ailing Uther raises men to assist the Reach after bandits rampaging along the Mander, Edmund is commander of the host in his stead despite Morgane’s concerns. Tragically, these fears would turn out to be well-founded as Edmund would die in the Battle of Stonebridge.
24 AC: Having been suffering for some time to the same wasting disease that took his wife for some time, Uther finally succumbs to the disease late in the year. Morgane accordingly becomes the Lady of Starfall while Wylla seeks to earn the right to wield Dawn. Despite her mother actively forbidding her from entering the contest to select the new Sword of the Morning, Wylla enters in disguise as a cousin from High Hermitage and miraculously manages to win the contest.
25 AC: Starting year. House Dayne of Starfall heads to King’s Landing to attend the feast there.
____________________________________________________________________________________________________________

Family Tree

[https://www.familyecho.com/?p=START&c=tg7c81ybbjh3l9sa&f=127837182289764009\]
____________________________________________________________________________________________________________

Supporting Characters

Gwyn Dayne: Scholar, Wylla’s serious-minded sister.
Quentyn Sand: Warrior, Wylla’s brother by choice.
submitted by DayneForDays to ITRPCommunity [link] [comments]


2024.05.19 08:00 EJC28 Chargers 2024 Draft Analysis Compilation

Round 1, Pick 5 - Joe Alt, OT, Notre Dame:
NFL: Head coach Jim Harbaugh is set on building an offensive bully and that starts with the offensive line. Alt comes in as a polished tackle who’ll step in and immediately boost the unit and protect Justin Herbert.
CBS Sports: B. He is the best in this class, but now he has to make the transition to right tackle for Jim Harbaugh. That can be tough to do. But taking a lineman makes sense, I just might have taken J.C. Latham as a better fit.
ESPN: Chargers general manager Joe Hortiz said they would stick to the process of picking the best player available, a strategy he learned from 26 years in the Baltimore Ravens personnel department that won him two Super Bowls. Selecting Alt on Thursday night supports this theory. The Chargers currently employ only four receivers -- none of whom has a season over 800 yards in the NFL -- and passed on taking the second-best receiver in the class. The Chargers are returning four of their five offensive line starters from last season and signed center Bradley Bozeman in free agency, but stuck to their strategy despite much bigger needs on the roster.
NFL Absolutely Not Fake News: His Skyrim character is Thad: The High King of Skyrim.
Round 2, Pick 34 - Ladd McConkey, WR, Georgia:
NFL: Our second pick, second receiver and first trade of the night. The Patriots slide back a few spots, and the Chargers get a receiver who should be thrust right into the mix. Although McConkey had injury issues at Georgia, if he's able to stay healthy, he could be Justin Herbert's favorite target in due time. With great route-running skills and impressive separation ability, McConkey could be an 80-catch player one day.
CBS Sports: A. Crafty, athletic, polished WR who can win on the boundary and in the slot. Releases are great. Route-running nuance also there. Deceptive speed and YAC skills.
ESPN: After trading Keenan Allen and releasing Mike Williams, the Chargers came into the draft with just four receivers on the roster. None among that receiving group of Joshua Palmer, Quentin Johnston, Derius Davis and Simi Fehoko had ever topped 800 yards in an NFL season. Since Herbert entered the league in 2020, he has always had a coterie of reliable pass-catchers, including players like running back Austin Ekeler and tight end Gerald Everett, who both left in free agency. McConkey, the Chargers hope, gives Herbert another player he can count on in the passing offense after many key departures.
NFL Absolutely Not Fake News: Cannot stand The Office save for Scott’s Tots.
Round 3, Pick 69 - Junior Colson, LB, Michigan:
NFL: If there was one player I would have bet would follow Jim Harbaugh to the Chargers, it would have been Mike Sainristil or Colson. The latter was the emotional heartbeat of a championship Michigan defense, as Colson is a full-tilt competitor who brings his all to every game and every practice. He's a tackling machine whose coverage limitations were likely what caused him to fall out of the top 50 picks.
CBS Sports: B. Ties to Jim Harbaugh and addresses a need at off-ball LB. Best tackling linebacker in the class by a wide margin. Flashed some coverage chops in 2023 but not a speciality. I didn’t see premier range or speed to the football. Beats blocks with decent regularly and ball skills must show up more in NFL. Very young.
ESPN: This was a position of need for the Chargers and Colson, who was a second-team Big Ten selection and led the team with 95 tackles last season, will bring necessary competition to a mostly unproven group. Both of the Chargers' starting outside linebackers in 2023 won't be back next season, as Kenneth Murray Jr. signed with the Tennessee Titans in free agency and Eric Kendricks was released in March. Linebackers Daiyan Henley (51 defensive snaps in 2023) and Nick Niemann (238 defensive snaps in 2023) are the Chargers' lone returning linebackers from last season, but they also signed Denzel Perryman and Troy Dye.
NFL Absolutely Not Fake News: We all know what pick this is so make with the ‘nice’ jokes.
Round 4, Pick 105 - Justin Eboigbe, DT, Alabama:
NFL: Jim Harbaugh keeps beefing up both fronts. Eboigbe played well in Bama's Rose Bowl loss to Harbaugh's Wolverines, so this pick isn't a shock. The Chargers are adding toughness in Eboigbe, assuming his health improves. He had a breakout season in 2023.
CBS Sports: C+. Classic Nick Saban defensive lineman. Two-gapping extraordinaire with thick, powerful frame. Good first-step quickness but won’t be a calling card to win as a pass rusher consistently in the NFL. Not a pass-rush move type. Higher floor than upside. Limited role.
ESPN: The Chargers begin Day 3 by filling another of the team's most significant needs. L.A. is set at outside linebacker on their defensive line with Khalil Mack, Joey Bosa and Tuli Tuipulotu, but they are largely unproven in the interior. Some of the Chargers' best interior defenders from last season, defensive tackle Sebastian Joseph-Day and defensive tackle Austin Johnson, won't be back in 2024. Eboigbe, 6-foot-4, 275 pounds, was a first-team All-SEC selection last season, finishing with a caterer-high seven sacks.
NFL Absolutely Not Fake News: Has been known to run around banging coconuts together simulating a horse.
Round 5, Pick 137 - Tarheeb Still, CB, Maryland:
NFL: The first tape I watched of Still, coincidentally, was against Michigan -- and he looked good. Jim Harbaugh clearly agreed, although Still's lack of elite speed or size might make him more of a candidate to kick inside as a nickel.
CBS Sports: C+. Chippy, fluid CB who wants to come up and hit people. Super-smooth hips. Doesn’t have the length or pure speed to be lockdown type but gets the most out of his athletic skill set. Won’t follow routes perfectly at the next level. Can be too grabby in man. Infectious energy on the field. Just lacks premier traits.
ESPN: The Chargers' pass defense was abysmal last season, allowing 249.6 yards per game, which ranked 30th in the NFL. So they had to address their secondary in the draft. Still, who is 6-foot and 189 pounds, ran a 4.52 in the 40-yard dash at the combine and finished with five interceptions last season, which tied for sixth in the FBS. He has lined up primarily outside (77% of his snaps came from out wide), but he can also play in the slot.
NFL Absolutely Not Fake News: His favorite operating system is Windows XP.
Round 5, Pick 140 - Cam Hart, CB, Notre Dame:
NFL: The Chargers double up on long DBs to help combat the AFC West's playmakers. Hart has a strong athletic profile, and he has the perfect makeup to be a special teams coverage standout as well.
CBS Sports: B-. Old-school, long outside CB. Huge with extreme length. Moves well for his size but probably won’t be able to stay with quick separators in the NFL on a regular basis. Last-resort grabbing gets him into trouble during the route. Speed is average and didn’t make many plays on the ball but not tested often. Maybe move to safety?
ESPN: Cornerback is the first position where the Chargers have drafted multiple players so far, proving that the group was one Hortiz knew needed improvement and competition. Cornerback may also be Hortiz's favorite position. He told reporters that he "never feels full at corner. That is a position that you never stop chasing," he said. The Chargers now have six cornerbacks on the active roster, including the 6-3, 202-pound Hart.
NFL Absolutely Not Fake News: Takes three to five business days to reply to an email.
Round 6, Pick 181 - Kimani Vidal, RB, Troy:
NFL: I'm a bit surprised the Chargers didn't take a back before this, but Vidal has a chance to join the RB rotation for Jim Harbaugh. Vidal's profile reads similarly to Blake Corum, so it's easy to see why Harbaugh might view him favorably.
CBS Sports: A. This is a future feature back. Stocky, well-built frame. Between the tackles experience and can blend slashing and multi-cut style together. Elusive, sets up blockers well and has effortless power through contact at times. Not a true burner.
ESPN: Since the Jim Harbaugh era began in February, the theme for the Chargers has been on running the football. Vidal gives them depth at a position that will be one of the most important on the team. Considering the talent in the Chargers' running back room, which includes J.K. Dobbins and Gus Edwards, Vidal likely projects to be mainly a special teams contributor in his first year. Vidal set the Troy career (4,010), single-season (1,661), and single-game (248) rushing records, and his great-uncle is Baseball Hall of Famer Hank Aaron.
NFL Absolutely Not Fake News: Spreads his love of Frito Pie eaten out of the little bag, like God intended.
Round 7, Pick 225 - Brenden Rice, WR, USC:
NFL: Jerry Rice's son and Caleb Williams' go-to guy figured to go a few rounds higher than this, but it's possible scouts felt there was more development needed in his game. With the Chargers, there are WR jobs open for Rice to make the roster early on.
CBS Sports: B+. Downfield specimen with quality size. Didn’t test amazingly but was a vertical weapon for Caleb Williams at USC. Stiff routes and only glimmers of YAC but has the power to run through some tackles. Fun fit with Justin Herbert. Son of NFL legend Jerry Rice.
ESPN: Only four receivers were on the Chargers roster before the draft, so drafting a second receiver seemed inevitable. Rice, 6-3, 208 pounds, is the son of Pro Football Hall of Fame receiver Jerry Rice. He played his final two seasons for the Trojans, where he was the primary deep target for No. 1 pick Caleb Williams. Rice led the team with a 14.6 air yards per target average in 2023, and 7 of his 12 TD receptions were on vertical routes -- tied for the sixth-most in the FBS.
NFL Absolutely Not Fake News: After adjusting the other picks & removing outliers he regresses to 1st overall.
Round 7, Pick 253 - Cornelius Johnson, WR, Michigan:
NFL: Another Michigan player for Jim Harbaugh. Johnson rarely was featured in Michigan's run-heavy system, but he made his mark as a blocker and occasional big-play receiver. His hands are inconsistent, but Johnson could find footing in L.A.
CBS Sports: C+. Sizable receiver who can deceive CBs with his long-striding speed when given a runaway. Inflexible movements will keep him from getting open on regular basis or winning against press. Ball skills are good in traffic.
ESPN: The more, the merrier in the Chargers receiving room. Johnson is their third pick at receiver, and for good reason. Johnson is also a familiar face, playing under Jim Harbaugh at the University of Michigan and the many other Michigan coaches on the Chargers staff. Johnson, 6-foot-3, 212 pounds, was a four-year starter at receiver and had 119 receptions since the start of 2021, the sixth most in the Big Ten. Johnson mainly played out wide in his career, with 84% of his snaps over the last three seasons coming lined up on the outside.
NFL Absolutely Not Fake News: Upset with the rising price of cheese and cheese related goods.
submitted by EJC28 to Chargers [link] [comments]


2024.05.19 06:34 mcurrier1979 Where Should I Start?

Where Should I Start?
I recently got this cabinet from my neighbor. It has a desktop PC (WinXP) and runs “mostly” fine but I’m not happy with the TV as the screen, the PC speakers for sound, and I’m seriously considering swapping the PC for a Pi. As far as I can tell, all the buttons and sticks work fine. I got it for $100 so I think I got a good deal but looking to fix/upgrade the things listed above, preferably starting with the cheapest first. I’d like to do the Pi last as I’m hoping the Pi5 will be officially supported by retropie soon.
submitted by mcurrier1979 to arcadecabinets [link] [comments]


2024.05.19 05:10 AdministrativePie452 RR vs KKR Pre-Match Thread

RR vs KKR Pre-Match Thread
Hey Knights, I hope you all are excited for our final league match of IPL 2024 against RR! It is going to be an entertaining match and I hope we win. We are table toppers regardless, but getting a win and continuing our positivity going into the playoffs will be better!
We will have a Live Match Thread during the match on our subreddit! So please comment your feelings in that thread too! We will still have the live chat as well. Join the live chat for this match using this link: https://www.reddit.com/KolkataKnightRiders/s/FEg0CMzKBE
This is the pre-match thread where we can discuss potential lineups, what our gameplan should be and all the buildup towards the match!
General information about the match:
RR vs KKR (IPL 2024 Match 70) Venue: Barsapara Stadium Time: 7:30 pm IST
Head to Head - RR (14 W's) vs KKR (14 W's)
Latest result: RR won by 2 wickets
There isn't really much to take from the history of this fixture because both teams have won the same number of games. However, we will want to take revenge for losing previously to them even after we played excellent for 35 overs of that game and then let it slip in the last 5. Also, RR are going through a huge slumo in form losing 4 games in a row, we should take advantage of that and beat them, if they win, they could get some confidence back.
Potential Starting 11:
Rahmanullah Gurbaaz(Wk), Sunil Narine, Shreyas Iyer (C), Nitish Rana, Venkatesh Iyer, Rinku Singh, Andre Russell, Ramandeep Singh, Mitchell Starc, Harshit Rana Varun Chakravarthy Impact Player: Vaibhav Arora
How are we all feeling about this match? Let us know! Korbo Lorbo Jeetbo!
submitted by AdministrativePie452 to KolkataKnightRiders [link] [comments]


2024.05.19 02:15 thesheepshepard Roland Arryn, Knight of the Gate

PC

Reddit Account: u/TheSacredGroves
Discord Tag: justinkayce
Name and House: Roland, of House Arryn
Age: 28
Cultural Group: Andal
Appearance: Tall, lean, well-muscled, handsome, fair - Roland is the portrait of a Knight of legend, of the Winged Knight come again. Harsh sky-blue eyes, severe cheekbones, and the familial aquitaine nose give him a cold and distant look - but one frequently broken by his warm and gentle smile. He keeps his pale-blonde hair long and his jaw clean shaven, accentuating the lines of his face. Roland is always neat and clean, his armour burnished and his threads well-tailored and fashionable.
Trait: Blademaster
Skill(s): Swords (e), Andal Knight (e), Essosi Blademaster
Talent(s): Dancing, Hawking, Singing
Negative Trait(s): -
Starting Title(s): Knight of the Gate
Starting Location: King's Landing
Alternate Characters: n/a

Bio-Timeline

Family Tree

AC

Name and House: Marla of Gulltown
Age: 34
Cultural Group: Andal
Appearance: Broad and strong with well-calloused hands, Marla is as obvious a blacksmith as Roland is a knight. She keeps her brown hair tied severely back, framing her dour face with its squinting brown and wide mouth that wears an almost perpetual frown.
Trait: Artisan (Weapons)
Skill(s): Craftsman (e weapons; e armor)
Talent(s): Whittling, singing, maintenance of arms and armour
Negative Trait(s): -
Starting Title(s): King's Landing
Starting Location: Master of the Armoury of the Bloody Gate

Timeline

Supporting Characters

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2024.05.19 00:04 ro_dig0 Can I use internet in win xp?

I was installed win xp in old pc of my grandpa, it’s a amd athlon 64 x2 5200+. But I couldn’t use internet. How do I solve this?
Thanks 👍
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2024.05.18 23:15 OG_Victim Recommend me 90s/2000s JRPGs on PC!

As the title suggests, I'm looking for JRPG suggestions to play on my Windows XP retro gaming PC. I'd love lists of your must-play big names and hidden gems alike! I love just about everything in the genre and I'm not put off by violence, profanity, dark themes or fanservice. Turn-based and Action RPGs are both very welcome. The PC is compatible with basically anything from the very early 90s through to about 2010, but I do think I would struggle with some of the very early 90s titles if they are showing their age in a major way. Thanks in advance!
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2024.05.18 22:01 providerofair Real

Real submitted by providerofair to GoCommitDie [link] [comments]


2024.05.18 21:25 OverallGeneral7129 Fantasy Booking Clash at the Castle 2024

Cody Rhodes (c) vs. Santos Escobar w/Legado del Fantasma for the WWE Title
This match happens after Santos sneaks out a win in a number 1 contenders match against Kevin Owen and LA Knight. The theme of this match is Santos is somewhat out of his depth but he gets offense off when Legado interferes. For the finish Cody has Santos in the Cross Roads but Legado distracts and hits him out of it (like Solo at Mania 39) Cody avoids Santo’s finisher and hits him with the Cross Roads to win.
Sami Zayn (c) vs. Chad Gable w/ Alpha Academy for The Intercontinental Title
At K/QOTR Sami pins Bronson to retain the title so this is their rematch. At some point Sami has Chad in position for the Helluva Kick but Otis pulls him out, Chad is mad and slaps Otis again causing Alpha Academy to leave ringside. At the end Gable counters another Helluva Kick into an Ankle Lock and after almost a minute Sami passes out.
Randy Orton vs. Solo Sikoa w/ The Bloodline
This is set up after Randy beats Tama Tonga at the KOTR but losses to Gunther. Solo dominates most of the match but towards the end Randy manages to hit an RKO that Solo kicks out of. Randy then attacks Tama Tonga and Tonga Loa after they surround the ring. Randy then hits another RKO only for Hikuleo, Tama and Loa’s 6’8 brother to debut and drag Solo out. Randy gets distracted by him and Solo recovers enough to hit a Samoan Spike and win.
Bayley (c) vs. Piper Niven w/ Chelsea Green for the WWE Women’s Title
Piper challenges her on Smackdown and Bayley accepts. Piper is dominant for most of the match and Chelsea gets some cheap shots behind the ref’s back. Bayley eventually hits a finisher to win after a comeback.
Carmelo Hayes vs. LA Knight
Carmelo and LA Knight have small rivalry after their confrontation on Smackdown which eventually causes them to this match. LA Knight wins with the BFT that he hits since Carmelo was being overconfident and ignored Knight after hitting him with a big move.
Damien Priest (c) vs. Drew McIntyre for the World Heavyweight Title
During the build up Damien still doesn’t want Judgment Day’s help. At some point JD, Finn, and Dom if possible interfere but Drew is able to fight them all off. Damien yells at Finn that he doesn’t need their help. Drew at some point goes for the GTS but Damien fights out. At the end Drew hits Damien with a Future Shock DDT and runs to the corner Finn is at for The Claymore, Finn stares at Drew and steps back letting him do the countdown for the Claymore and hit him for the win. After Drew wins it CM Punk comes out to ruin his moment with the crowd causing Drew charge at Punk into the back. In the ring Judgment Day gets in with Damien and Finn helps him up only to low blow him and kick him out of the Judgment Day. Dom and JD and surprised but still leave the ring with Finn.
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2024.05.18 20:51 Yogu- 6 from 6 done, 3 from 3 left. Gambhir's due credit being stolen again.

6 from 6 done, 3 from 3 left. Gambhir's due credit being stolen again. submitted by Yogu- to CricketShitpost [link] [comments]


2024.05.18 20:33 ParticularlyAvocado The Batman Reviewed: Season 3 - 5

27/28. Batgirl Begins - 4/5 (Starting this in medias res was a good choice, since if you're already familiar with Batman stuff, you know Barbara was gonna become Batgirl in this (and even if you don't, the title would reveal as much). So starting with a Poison Ivy fight made me more curious to see everything that lead up to it was opposed to just waiting for the "reveal" that Barbara becomes Batgirl and Pamela becomes Poison Ivy. Plus, Barbara's snarky narration was amusing. Introducing Batgirl as Batman's first sidekick (even if this was merely due to a stupid embargo) as well as making Poison Ivy be her best friend turned arch nemesis is pretty fun because of its uniqueness alone. Especially because it makes the stakes more interesting when Ivy has a personal grudge against Gordon. And I liked Batman's "not every child gets the opportunity to rescue their parent" comment. Yeah, it's cliché, but that stuff is the core of Batman, so it's nice to see this side of him acknowledged, since it rarely is in this series. Also, making Gordon not able to recognize Batgirl as Barbara because he wasn't wearing his glasses was pretty "clever". "Clever" in quotations because it's still dumb, but since most DC shows love to sell you on the idea that people cannot recognize each other's face by simply putting a mask on the top half, it's funny that this series bothered to give an explanation at all. He should still have recognized her voice, but you can't win 'em all.)
29. A Dark Knight to Remember - 3/5 (Freezing Poison Ivy in the previous episode, then defeating the Kabuki Twins by freezing them in this as well? Batman is becoming Mr. Freeze. Anyway, here's a pretty standard amnesia cartoon episode. Decent gimmick, and they also added a stock Secret Identity Almost Discovered:tm: plot to spice things up. The circumstances of Bruce's amnesia being the perfect cover for Barbara dropping the idea that he could be Batman is fun, but Bruce's actual amnesia is just cartoonishly illogical. Even if he lost memories of his last few years as the Batman, how would that also genuinely make him a self absorbed playboy? He was always a broody guy with a heart of gold, even before donning the cape and cowl.)
30. A Fistful of Felt - 3/5 (This is just a poor man's Double Talk. It treads the exact same stuff; Wesker is cured of Scarface so he lives a peaceful life before Scarface forcibly reappears at the hands of someone trying to bait him and he succumbs to it before Batman eventually confronts him and Scarface gets destroyed. Except this is way less substantial and lacking in drama and emotion. It's a shame, because during the group therapy scene, I was excited that this could potentially be a formula bender, having it take place entirely in Arkham Asylum and focusing on Wesker's recovery process. But then I remembered this is The Batman, so yeah. Also I HATE Snooty's design!)
31. RPM - 2/5 (Wow, after seeing this, I immediately went out and bought The Batman Batmobile #2 with working lights & sounds, firing disc launcher and opening cockpit! No, but really, did I actually just watch a toy commercial for 20 minutes? I get that that's where action cartoons make their profit, and that's fine, but this was so blatant it's not even funny. Like that scene of Batman arriving in his new CGI Batmobile as the camera spins around it. Give me a break. Not to imply the writers were being hacky or anything. It was clearly an executive mandate. They just wrote a lame episode around it. Gearhead wasn't very interesting, although it's cool he was voiced by Will Friedle I guess. And the episode is just about cars, a subject I do not find interesting. I did laugh at Barbara asking Gordon "taking the car?" and he just opens the door and stares at her.)
32. Brawn - 4/5 (At this point they should rename the series "The Batgirl" since most episodes now put her in the main role, having to save Batman's butt. Not a complaint, it's a nice change of pace from the repetitive Batman Stops Villain:tm: plots. This episode is pretty darn good though, which is surprising since it's really nothing but a long fight scene. Most of it consecutively takes place in real time on one street street as they duke it out. You'd think that would get boring, but Bane-ified Joker is a cool enough concept to genuinely carry enough entertainment value on its own. And Batgirl using the Batbot was fun.)
33. The Laughing Cats - 4/5 (Two Joker episodes in a row? Also a Catwoman episode, which... Yeah, Joker being in it was obviously an improvement. Making her team up with Batman to stop Joker was more interesting than had it been about Batman stopping another one of her generic jewel thefts. Them being stuck in a maze with Joker using their gadgets was fun, and I liked that his hyenas were not loyal to him at all, LOL. As a side note, Kilgore Steed's hunter schtick makes NO sense. Capturing animals to put them in a giant maze full of traps that will just automatically kill them is not much of a "hunt".)
34. Fleurs du Mal - 3/5 (I guess the show isn't going to acknowledge any drama between Barbara and Poison Ivy and she's immediately relegated to stock villain who does her villainous schtick and gets defeated? Clayface all over again. It also wasn't much of a mystery who the villain could be since it literally begins with the mayor being taken over by flowers. The characters themselves uncovering the mystery and battling the plant replicas was neat enough, so whatever. And Batman punching an old lady was funny. I don't understand why Poison Ivy replaced Penguin, though. She's replacing the people who control Gotham, and he's a washed up nobody who's lost his fortune. Also, Batman is lucky he only fought the plant replica or he would have killed Penguin. He fell right into spinning blades which clearly shredded him... Although he's still intact when they land, so I guess logic took a break for this scene. Side note, the show is getting WAY too reliant on ending with a zoomout of Batman and Batgirl as she makes some snappy comment.)
35. Cash for Toys - 2/5 (So Cash can return but not Yin? There is no justice in this world. He wasn't funny in his first appearance, and he's...slightly less unfunny here. So yeah. Add a straight up Toyman ripoff instead of just Toyman, for some reason, and you get a pretty lame episode. I get that he's a Superman villain, but the series didn't have a problem using Solomon Grundy, so Toyman shouldn't have been off the table. You could assume they just embargo'd him because he made cameos, albeit speechless, in JLU. But then, Grundy was the main focus of a JLU episode less than a year before Grundy's Night, so this doesn't add up! Not that Krank being called Toyman would make a difference, because I still wouldn't like him. So, YEAH.)
36. The Apprentice - 4/5 (Joker getting a sidekick is definitely a fun idea, and while I obviously liked this episode, it plays out exactly how you'd expect. I liked how wholesome Joker was to Donnie at first when he was brainstorming ideas and then turned grim when Donnie didn't want to hurt people. It definitely adds at least one more layer than the average Joker Shenanigans:tm: episode. You can definitely feel how genuinely scary it would be to simply be around this lunatic, especially if he has it out for you. Also, Donnie's jokes probably doesn't get laughs because he's in high school doing kindergarten tier jokes.)
37. Thunder - 3/5 (It's Maxie Zeus, the most iconic DC character of all time, doing his typical Olympus schtick. Yeah, so, the episode isn't really about him. His scheme is just a setup to show how well Batgirl can carry herself. And in that aspect, I do find it fun. It's a bit dumb that she yaps to Batman about how she wants to be in the loop though, as if she isn't just Batgirling of her own accord. He never agreed to be a team, she just stalks him. Side note, Gordon sternly correcting Grange with "batarang" made me chuckle.)
38. The Icy Depths - 4/5 (Despite being the umpteenth episode about stealing jewels, this was refreshing due to presenting it more as an actual mystery and having two villains, alongside Alfred and his old chum, trying to uncover it. It was fun how they all got the upper hand on one another, and I always like Alfred being involved in an adventure. I don't understand why Batman even needs to stop this "crime", though. The treasure doesn't belong to anyone anymore. And if it DOES rightfully belong to someone, that would be Penguin. What was up with a random rotating shot of the boat here though?)
39. Gotham's Ultimate Criminal Mastermind - 3/5 (Mr. Freeze's Arkham number is 800B5. I bet they thought they were really funny with that one. Unlike the previous BTAS ripoff episodes, this was only vaguely a ripoff of Heart of Steel, so I'll cut it some slack. But it's pretty thin. D.A.V.E. is just super smart and wants to defeat Batman, then Batman wins by just telling him something that does not compute. I guess it's neat that they finally built on those vague hints about Hugo Strange being "evil". It's just a shame the antagonist is merely his robot, not actually him. And why does he get locked in Arkham after being caught? He's not insane.)
40. A Matter of Family - 3/5 (Who sharpened Bruce's jaw?! Also, Mark Hamill and Kevin Conroy. As for the actual episode, I was underwhelmed. It's a pretty straightforward telling of Robin's origin story, but it rushes the emotional moments and doesn't let them get too "heavy", which makes them less effective. Zucco is a pretty upfront mustache-twirling villain instead of a mysterious figure, and they don't really acknowledge how devastating such an event would be, or the awkwardness of immediately being adopted by a rando. Dick just gets some watery eyes then he's instantly comfortable at Wayne Manor. But I liked tying "Robin" into something his mom used to call him. Batman speaks with a much deeper voice in this episode. Must've come with the new jaw.)
41. Team Penguin - 4/5 (Did it really take seeing teamwork in a movie for Penguin spawn the brilliantly unique plan of "more villains = harder for Batman"? This was a fun teamup, though. I'm glad they didn't go for the obvious choices like Joker, Mr. Freeze, Riddler etc and instead opted for the "misfits". Croc is the only one of the group I didn't care for. But I liked seeing Ragdoll again, and Killer Moth was pretty funny. I liked that he remained a suckup even after being horribly mutated. I liked the theme of teamwork the episode had, since it ties nicely together with the valid jealousy Barbara would have for some rando in red becoming Batman's sidekick and knowing his identity when she has been wanting that for ages. Also, Robin immediately wailing on Penguin for calling him a lackey made me laugh.)
42. Clayfaces - 4/5 (Nice to see my buddy Bennett again. Guess they wanted to redeem themselves after the nonsense they pulled with Grundy's Night. But given this is his last appearance, this was a pretty unsatisfying "arc". Him going full-blown villain didn't make sense from the start. His desire to take revenge on Joker I get, but aside from that, it shouldn't have taken him THIS long to realize he should use his powers for good instead. Basil Karlo wasn't a super compelling character or anything, but him being an ugly dweeb was quite funny, and the spectacle of two Clayfaces duking it out more than makes up for it, because that was pretty awesome. Side note, why is this company so picky with who they cast in their fricking dog food commercial? It's dog food. Just show dogs.)
43. The Everywhere Man - 3/5 (I like the concept of the Everywhere Man, but was disappointed at how little they truly utilized it for story/action potential. The first half is just a mystery where you're supposed to think it's two guys (provided you did not read the episode title), then Johnny just expositions how his powers work and Batman fights a bunch of copies. The villain himself being a copy is a cool twist, but it would've been more interesting if the copies mostly worked as a hivemind and they utilized that to make fighting them really hard for Batman since they'd be such a perfectly synchronized army. The episode wrapping itself around some girl saying Johnny was cuter as a nerd, and then the real Johnny getting the girl in the end was so random it's almost hilarious.)
44. The Breakout - 4/5 (Black Mask being in this episode is pretty neat, as he is a fairly well-known character who, despite that, doesn't seem to appear in animation a lot. That said, he was not very compelling. He's just a stern, no-nonsense mob boss. Which for the plot of this episode is all he needs to be, so I won't give him flack for that. It's a fun change of pace to have a mostly Batman-free episode with focus on his sidekicks instead. Batgirl and Robin have a pretty charming dynamic; I liked when they guessed what Black Mask's face looks like and he got pissed off. LOL. And it was interesting how it's sort of a bottle episode, with most of it taking place within the police station as they try to prevent Black Mask's militia from breaking in. Batman ending the episode by telling them to wash the Batmobile was a certified LOL.)
45. Strange New World - 5/5 (This was great. I really like Hugo Strange, so it's fun to actually see his sinister side now that he's been outed as a villain. And while at first it felt mostly like a standard zombie story, the dramaic tone and hellish visuals, alongside the crazy ways the zombies jump around, made the whole thing a pleasure to look at. But the twist is what really got me. I didn't put it all together myself until right as Batman was figuring it out, and it really made all the scenes of him fighting zombie Batgirl/Robin/Gordon amusing to think about in retrospect. That said, isn't this a Scarecrow-tier scheme? I guess since he couldn't be in this show they just gave it to Strange.)
46. Artifacts - 3/5 (For an entire episode set in the future, I was expecting more than just the spectacle of a generic Mr. Freeze battle. But that's really all there is to it. That said, I liked the W I D E Batman design. I know it's an homage to The Dark Knight Returns, but I've never seen or read that, so yeah. Mr. Freeze blatantly saying that title after seeing the Batman was so funny, though. It works contextually, but when you know the reference it felt no different than if he had said "Batman: The Animated Series". LOL. I see Barbara will go the Oracle route in this show. Sad. Also, they can blatantly reference Bennett and Yin, but refuse to show them any further regardless? Screw. You.)
47. Seconds - 4/5 (The Batman's take on Clock King? He's not officially named as such, but it's pretty much a Cosmo Krank/Toyman situation again. I found his time travel abilities fairly interesting, as it was fun to see some random schmuck effortlessly upstage Batman. HOW he got those powers though... He got bored in prison and was surrounded by clocks, so one day he could shift time. What? Also Batman has an atomic clock that is not affected by time literally shifting backwards. What?? Yeah, so, this episode has a lot of "okay buddy" moments. But really, they just added to the fun. If you're gonna be nonsensical, might as well go all in. And that ending really caught me off guard. Imagine reliving 17 years of your life like that, only to still end up a fricking clock repairman. He really couldn't have invested in stocks he knew would have gone up?)
48. Riddler's Revenge - 4/5 (I certainly wasn't expecting this series to try and pull off an emotional Riddler episode. One that actually works, no less. But here we are. It's not the deepest thing in the world, but I thought seeing his origin handled this "seriously" was an fun take, and it was interesting that his own origin was a "riddle" that he got wrong. Wrapping the origin around him and Batman being trapped in a crate was pretty clever. Although after unwrapping his entire life story to Batman, I would've thought he would be a little less hostile towards him after they escape. But no, he just goes back to being evil. I liked Batman's final line though. "When is a villain, not THE villain?".)
49. Two of a Kind - 4/5 (They got Paul Dini in just to write the Harley episode. It's pretty good, though. The different take from Mad Love is amusing to see. I think showing Harleen as a loudly outspoken ditz makes her descent into jester-themed criminal more believable. Especially since they directly give her a personal vendetta to push the criminal aspect further. But since this episode is mostly banking on showcasing the "unique take", it's hard to look at it past comparisons. Without them, it's sort of just The Apprentice but with Harley instead of Donnie. But Harley is funnier, and generally I liked all the zany stuff she and Joker gets into, so this is the better "Joker gets a sidekick" episode. Plus, it has a whole ass Joker musical number.)
50. Rumors - 3/5 (The Batman's take on... Lock-Up? Okay, not really, but the similarities did cross my mind. The premise here is pretty basic. Rumor was not a very thrilling antagonist or anything. He's some generic guy who works for another generic guy, who's just a red herring because he blames being a cripple on Batman. Really, the spectacle of Batman fighting all his past villains in the final scene is the best part of the episode. Although I'm confused why some of them are even there and in costume. Cluemaster only had one goal, why would he still be Cluemastering? And is Spellbinder really Gotham based? How did Rumor even capture him? He's a psychic! And Harley Quinn literally JUST became a villain. I liked Penguin begging Batman to stop him, though. LOL.)
51/52. The Joining - 4/5 (Oh geez, it's Martian Kronkhunter. Couldn't Patrick Warburton voice him instead of Cash Tankinson? I liked the way he casually outs knowing Batman's identity. But on that note, they sure talk about that in public a LOT here. Including the aforementioned scene, both Robin and Bruce himself yaps out "Bruce Wayne is Batman" on two separate occasions. Robin says it in a crowded street, Bruce in a small diner. Yeah, I'm sure absolutely NO ONE within the vicinity could have possibly heard those things. It's not like Bruce and J'onn are having a lengthy conversation about it right where the waitress, chef, and any potential surrounding customers could hear it or anything.
This was a pretty basic alien invasion story, and it's quite a leap in stakes compared to the usual jewel thievery. But I liked the usage of Martian Manhunter. I thought he and Batman had an interesting chemistry. Their initial fight scene was so stupid, though. "Oh no, the Batman discovered I'm an alien. Better not explain anything and instead just beat him up and run away until he catches up and then say I'm on his side". I thought the emotional anchor of Batgirl and Robin feeling unwanted was a bit undercooked, but the moment when Batman says he worries about losing them was sweet, so whatever. And I liked the scene of the villains helping the police fend off aliens.)
53/54. The Batman / Superman Story - 3/5 (With the show finally being allowed to bring in more expansive DC lore, the first thing they make is the most generic Superman story they could think of. Yeah, okay. I liked the way Batman discovered Superman's identity, and seeing the villains of Gotham take him down was fun. But a whole episode just for that that setup, with the second being a prolonged Batman vs. Superman fight scene and then stopping Lex Luthor from doing something evil? Yeah, I didn't really jive with it. Also, with literally ALL of the sky available, did Superman really just fly right into Robin? AND ignored it? Not very boyscout-y.)
55. Vertigo - 3/5 (This was decent, but it mostly thrives off of the novelty of being a Green Arrow crossover as opposed to being an organic Batman story. In fact this would have been improved by cutting out Batman entirely. I liked seeing Green Arrow's origin, and they could've explored his attempt to take revenge on Vertigo and such on his own. And while he DOES do that here, since it's a Batman show, most of it is from Batman's perspective as Green Arrow recaps his story. So, ultimately, they should just make The Green Arrow.)
56. White Heat - 4/5 (Neat revamp of Firefly. He was never a particularly compelling character, but the fact that he was already established in this show makes his descent from petty thief to molten monster in this more compelling by default than had this been his first episode a la Killer Moth or something. And with the inclusion of his girlfriend, it had some genuine emotion. Not a tearjerker or anything, but his last appearance being his girlfriend dumping him and walking away as he's stuck in a pitch black prison cell with him still faintly glowing in the dark is pretty bleak. So the fact that they managed to get all of that out of an episode that can be summed up to "Batman stops molten villain cause he's too hot" is impressive. The battle at the power plant itself was pretty awesome though. But Bruce is really risking his identity fighting with half his face exposed like that.)
57. A Mirror Darkly - 3/5 (Just like the Superman episode, the writers barely do anything to justify its existence besides thinking I should be thrilled by the mere presence of Flash. Well, when the plot is as generic as one of Flash's iconic rogues coming to Gotham to be evil so Flash stops him and Batman helps because it's a Batman show... I'm not. And just like Superman again, Flash didn't leave much of an impression of me. Adding the trait that he talks incredibly fast was amusing, I suppose.)
58. Joker Express - 3/5 (I would have thought with free reign to utilize all of DC lore, this show would be over their generic Joker Scheme:tm: episodes. Guess not. There's literally nothing to be said about this one that hasn't been said about the others, though. Batgirl being infected with Joker's laugh was definitely a very enjoyable scene. But after that, it's as predictable as Topsy Turvy, JTV or The Apprentice.)
59. Ring Toss - 3/5 (Green Lantern. I wonder what fresh, unique plot The Batman crew will conjure up for this one. Oh, Sinestro comes to attack Hal Jordan, but Hal wins. And Batman helps in between, because it's a Batman show. Starting to sound like a broken record here, but that's how unimaginative these episodes really are. It's competent, but it's pretty much shut-your-brain-off-and-enjoy-the-action tier. This one does have the middle part of Penguin with a power ring, which was genuinely gold stuff. The only problem is, it doesn't last for long enough, and ultimately Penguin's inclusion is really just time filler in between Sinestro being defeated.
60. The Metal Face of Comedy - 4/5 (Let me get this straight, Joker is digitally copied by wearing a helmet connected to a laptop while getting shocked? On top of the common trope of cartoon writers not understanding how video games work, logic is clearly not this episode's strong suit. The phrase "mentally download money" pretty much speaks for itself. Regardless, the prospect of Joker vs. Joker is fun enough alone. All the wacky antics Joker 2.0 is able to get into with his morphic abilities were visually fun. It's especially amusing to see the real Joker completely discombobulated by being upstaged and betrayed by, well, himself. Even cheering on for Batman to win.)
61. Attack of the Terrible Trio - 3/5 (The Terrible Trio were fun as a group of misfits, but it's pretty laughable how these college students are being bullied like it's middle school. Also do they really expect me to believe the hot, edgy chick is considered a loser? Jake is the only loser here. It's cool that this show actually had them transform into animals, even if the designs are little...awkward. It's also neat that they gave them a connection to Barbara's personal life, but at the same time it's disappointing that they didn't put Batgirl in a bigger role because of it. Batman's still the one saving the day. Also I was a little disappointing David's final transformation wasn't any more creative than just a griffin. As a side note, it's nice that this closes the door on Langstrom's Man-Bat arc.)
62. The End of the Batman - 3/5 (Fake title, there's three more episodes. The idea of an Anti-Batman and Robin is pretty fun. Wrath served as an entertaining foil to Batman what with figuring out his identity and everything. I think the ending is a little cheap, though. Joker uses his smile-gas so much, you'd think there would be a common antidote by now. Not like Wrath and Scorn are gonna be like that for the rest of their lives. Also a portion of this episode is pretty reminiscent of Team Penguin. Something which they even acknowledge themselves. But just because they point it out doesn't make it not true! Joker being annoyed by being put on menial tasks was funny though.)
63. What Goes Up... - 4/5 (Same as the previous Justice League members, Hawkman didn't leave much of an impression on me. But this time it doesn't matter as much because the episode doesn't put half the spotlight on him. It's mostly focused on Batman stopping Black Mask's, a villain whom I already thought should be utilized more, scheme. Which is stealing a whole building! I mean how cool of an action setpiece isn't an airborne building? On top of Robin being nth metal'd, it was a very fun watch. Really, Hawkman and Shadow Thief feel more like afterthoughts. But even that isn't a bad thing, because they had very enjoyable action scenes. And geez, poor Number One #2.)
64/65. Lost Heroes - 4/5 (Oh, the actual Toyman appears in this show. "Toyman" my ass, that's a damn Jester. Cosmo Krank is more of a Toyman than you will ever be, bud. This episode is pretty fun, if only because I think the narrative of non-superpowered heroes proving their capabilities and humbling the heroes with superpowers when they can't use theirs is amusing. Batman and Green Arrow as a duo was good, and everybody fighting their robot counterparts was cool. I think the robots had pretty rad designs. The only "bad" aspects of the episode is rehashing The Joining as the threat again, and Hugo Strange's inclusion. Not that I don't like him, I think he's a great villain. But this wasn't really a story fitting for him. He's better working from the shadows with the intent of studying the behavior of his victim, not just being a pawn to some alien robot.)
submitted by ParticularlyAvocado to DCAU [link] [comments]


2024.05.18 18:35 Objective-Door-513 Complete Guide to Beat Cymanti (from 1700 elo)

I'm not the best, but i'm pretty good. I see everyone complaining about cymanti, and I agree they are OP, but they can be beat. I've been 1700 even 1800 elo with both Cymanti and traditional tribes, so I'll explain the game plan here. This is mostly for 1v1 land maps, but a lot of it applies to non-land maps, but I'm not going to get into water units.
First, you need to check the score turn 0. If they are 630 points then its cymanti, if its 625 then its cymanti with a corner spawn and you are in trouble (the shamen moves to the corner and they basically get an extra 2 stars). If on turn 2, their score jumps into the 800s then they used an explorer, if its in the 700s then they got the star upgrade. If they didn't get an explorer, there is chance you can hunt their shamen since they likely have poor visibility. Generally its advisable in the early game to sent units in their direction. You don't want them to get visibility and they are very weak in very early game. you might bust up a hex or get their shamen, but denying visibility for their hexapods is very important. The caveat to this, is it will be very hard to keep a city right next to the capital, because the centipede will come out, get boosted and get to your city in one turn. Be aware of this issue. Its useful to get the expanded borders there so that it becomes easier to defend with riders.
Once you realize you're playing them, your goal is to get riders/roads and grab cities as quickly as possible. You'll probably be slightly lower on economy if you do this, but thats ok. You need to get an extra city initially or you probably lose. To do this, you need good visibility so you can kill hexapods using rideroad. You also should consider expanding your borders so you have more road control, which can make a forward cymanti city weak, and allows your riders/giants to take it.
You need 3 riders to hold off a centipede. Lets say a centipede goes for your city without supporting units, then 3 riders hit it bringing it down to 7 health. The riders have 2,3,4 health. The next turn, the first rider attacks and is killed, but the second one kills the centipede. Since you are in your territory, the two riders heal in 2 turns. So basically you need 3 riders for every centipede plus 1 for every hexapod, and you need enough roads to stay out of killing distance. You have to be careful not to let a centipede get a segment in an area close to you where you can't kill it off. Once centipedes get going, you are in great trouble.
So you have the extra city, but you can't attack because you riders lose their movement advantage in cymanti territory because no roads. Cymanti has trouble attacking because you will destroy hexapods and centipedes as soon as they arrive in your territory. Both players go for economy at this point, and the cymanti player tries to build up a force to take out the easiest city to take, because they lose if they don't even the city score. Usually, they try to take a forward city with an early cetipede, or one that sticks out so they can hit with multiple centipedes (so that the segments are protected by each other), or they choose one that on the edge of the map, where the map edge protects the centipede segments. Edge of the map cities are particularly vulnerable if they are far from your early cities, where you can build giants to defend. Cymanti tries to get their more mobile super units there quickly.
Cymanti might go for swordsmen to counter your riders (if he has mines), or he might go straight to doomux which also counter riders, and can take a city in a single turn (4 movement and enough to kill defending warrior with city defense). At this point, if they take a city (to even it) you've lost. You must defend your cities... just don't get defenders, get more riders and more economy and get your giants into weak areas quickly.
If you've successfully defended your cities and still have a one city advantage, you have two options to take a city and win. The first is get like 3 giants to converge on a city with rider protection and take it long enough to build roads and overwhelm with riders. The second option is to go early into knights if they haven't switched to swordsmen/defenders/doomux yet. You should probably win if you are at this point in the game. Cymanti know they have to even out cities, and they will go all-in to do so. Just one or two knights basically make hexapods useless since you can pry into their territory and take out many hexapods and shamens.
These ideas are all bad, unless you get a ruin tech that makes it worthwhile: -Don't get defenders. They get eaten by centipedes after a single shot from another unit and they aren't fast enough to run away. -Don't get walls. They are never smart, but cymanti can poison the defending unit and negate them. -Don't get swordsmen unless you need to tech for your economy. Two hexes kill a swordsman so you will be trading 5 stars for 3 stars (one killed hex) -Probably don't get archers. This CAN work, because it makes your warriors protected from boosted hexes on forest squares and you can cobble together a defense against centipedes with archers if you aren't on the edge of the map. The problem is that you still need roads to move your archers around to get at the segments since centipedes will gobble up archers. Also archers get one shot killed by hexes even if they aren't boosted, and by boosted hexes, even if archers have defense bonus. And if you are getting roads, then riders are better, so use that tech path. -Don't rush catapults. It used to work when woodmills only cost 2 stars, but its now suboptimal in most situations. By the time you have enough, they have boosted doomuxes which trades ok with catapults. This can work, but its less good than knights as long as they don't have a bunch of units that counter knights. Knights make hexapods almost useless since you can chain them and kill the shamen who is boosting the hexapods. Catapults can work at the end to grind them down once you have the one city advantage solidified.
Diplomacy can beat cymanti if its rushed or is a surprise. Later in the game, there are enough centipedes to eat up the surrounding assassin units (whatever they are called) often, leading to large unbeatable centipede chains. Plus Doomux can kill even defense bonus assassins in late game. You want to attack cities that have a lot of defense bonus areas as well since boosted hexes can take out assassins without a defense bonus. Also if you get the first spy into the back ranks of cities, sometimes they can't clean it up.
Any comments or questions or disagreements, happy to hear.
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2024.05.18 16:04 LoveNikkiMods New Event: Promise of Youth + Event Comeback: Adventure of Mushroom

New Event: Promise of Youth + Event Comeback: Adventure of Mushroom
From Facebook:
1.💟New Event: Promise of Youth
Time: 05.21 5:00 AM - 05.27 11:59 PM (UTC-8)
Help Bobo dress up for each theme in 6 steps to collect [Time Film] and redeem new suit 🎀[Heart Blossom], including a new posed dress, makeup, and 3 movable accessories!
Heart Blossom
  1. Returning🍄Adventure of Mushroom
Time: 05.21 5:00 AM - 05.27 11:59 PM (UTC-8)
Join in 2v2 contests with your partner to win Mushrooms, and accumulate Mushrooms to exchange suits 🪂[Mushroom Umbrella]&🗡[Stubborn Knight], both with new makeups!
HD Video: https://youtu.be/6tvHAGTgZqs
Mushroom Umbrella
Stubborn Knight

OTHER LINKS:
New Login Event: Green Breeze
New Stamina Event: Radiant Paradise
New Abyssal Island: Dawnlight Promise + Abyssal Island Comeback: Dream of Dance, Traveling Vendor
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2024.05.18 12:21 Cromar Radiant Dawn Tier List, because why not?

I finished another Radiant Dawn run on the hardest difficulty and felt the bug to talk about tier listing again. Thanks for indulging me. My list:
https://i.imgur.com/8d4aPNg.png
Some commentary, from worst to best.
F Tier:
Lyre - This character has literally nothing going for her. Lyre has terrible bases, the worst class in the game, bad growths, and no endgame potential beyond being a mediocre filler unit. I can't imagine a worse character in Fire Emblem. Maybe Sophia. Even if you wanted to do an all-Laguz run, she can't crack the top 10. She isn't even force deployed on any maps. I cannot think of a single positive thing to say about Lyre.
Fiona - With even worse bases than Lyre and a baffling availability schedule, Fiona should be the worst unit in the game, but at least her class is solid. Female Silver Knight has bad caps overall, but good weapon types, speed, and a top-tier mastery talent. If you can endure the grind, you can make a unit with real contributions in the endgame. I feel like the game designers hate this unit, though; they make her arrive in a map themed around rescuing, but don't even let you recruit her to do any rescuing. The very next map is indoors. After that, we go to a swamp which is once again themed around rescuing, but Fiona isn't even available! After that? Another indoor map! Then another swamp! Then more cliffs! 3-13 is considered an indoor map and penalizes horse units! Literally the first map with wide open spaces to take advantage of cavalry classes that allows you to deploy Fiona is in Part 4. Her class level and bases are even bugged (allegedly). I can't believe how this game is engineered to ruin Fiona, and it's a miracle that she isn't the worst unit in the entire game.
Kyza - While he can be crafted into a tolerable lategame unit (better than many on this list who rank higher), there just isn't any reason to do so. He's got a terrible class (only cat laguz are worse), bad bases, and joins in a big pile of units that are a hundred times better at everything he can do. Need a tank? You've already got Brom and Gatrie on the team, and they don't untransform halfway through enemy phase. Kyza has the crown for most forgettable, pointless unit, but at least if you do train him for the experience, you get a unit that can kind of do something late game.
Makalov - Easily the worst of all cav units, any chance Makalov has to be good late game is betrayed by his poor class caps. He nearly escaped F tier by having a few useful turns in Part 2, but after some consideration, I honestly think he's more of a liability than helpful. The only units he can reliably hurt in Geoffrey's Charge are the ones that give you bexp if you spare them. I don't even like putting out fires with him; let the yellow units do it, so they don't run off and get themselves killed. Makalov is just a trainwreck of a character. At least he gets Sol.
Pelleas - As a secret character with a completely unique weapon type, you'd think unlocking him gets you access to some outstanding lategame growth unit with a big payoff for all your hard work. Nope. You get the worst mage in the game instead. While I give him a glimmer of usefulness for the potential to learn staves, you have to invest heavily in him to get there and it's just pointless when even Tormod can do the same thing for cheaper. I can't imagine a run where I'm relying on Pelleas as my 12th string healer for the tower. If you haven't really looked into the numbers, and you decide one day "I'm doing a Pelleas run!" you're going to find his bases shocking. What were they thinking here?
D Tier:
Sephiran - Kind of an easter egg at the end of the game, I considered not rating him at all (like the Burger King), but eh, he contributes something against Ashera I guess. Can't say much more here. Maybe, in an ironman, if you've lost all your non-Micaiah staffbots, you'll be glad when he joins? For barely squeezing out a microniche he escapes F tier.
Sanaki - Maybe I'm underrating her, but I just don't see the point. She needs heavy investment (particularly in seraph robes) to be able to survive the bosses of the tower. When she joins, she's just another subpar mage who doesn't even have the decency to learn staves. Her one saving grace is that she doesn't count against your 10 tower selections, so if you slap a paragon on her and get her battle ready, she can bless Meteor or something and make some contributions. The resources (including combat xp) you pour into her are better used on your real tower units.
Astrid - I considered dumping her in F tier. What the heck happened to the star paragon unit of Path of Radiance? Somehow, she's turned into a turd of a growth unit with atrocious bases, mediocre growths, and wacky availability. I only pulled her out of the gutter because of her class, and even with really awful strength and defense caps, she can turn into a solid tower unit. I've used her before and found she was legitimately not a waste of space as early as 4-1, where she was popping falco knights. I could see her be a good bird sniper in the Izuka map. Still, like all bad growth units, she's just not worth the effort.
Kurthnaga - While he can be fun to train, again, why? He provides the least useful of all dragon auras and just takes XP from your many units who still need it. Maybe make a Kurth juggernaut once for the experience, and then never again. If he joined at the start of Part 4, I can imagine him getting boosted a couple tiers, but nah, you can't be picking up new projects this late in the game.
Meg - Often times called the worst unit in the game, she is...somewhat underrated... as a midgame tank. A project unit for sure, and not worth it, but Meg does grow into a strong unit around 1-E and for all of Part 3. She can solo Ragnell Ike and the field of laguz in 3-13 pretty easily. You've got better options for that, but I do recommend experiencing a Meg run once just to see that it can be done. Ultimately, though, Meg can't escape D tier because her awful class caps betray her in the end, and her best attribute (speed) gets cut off at the knees.
Vika - The Tormod Squad all suffer from the availability curse, but Vika has it worst, since she desperately needs training to be viable at all. As if laguz weren't bad enough already, they can't take Discipline or upgrade weapons by any means other than the long, dark strike rank grind, and Vika has no time at all to do it. That leaves only her joining maps to recommend her, and she can do things like poke-canto or rescue villagers in the swamp, so that's something. If you force yourself to train her, she does gain incredible speed, but hitting twice for 0 isn't impressive. Her class also has cat-like gauge drain, and she can't gain any experience in part 1 due to bizarre laguz xp math, leaving Vika no angles to improve.
Stefan - Thrown in at the end like an afterthought, Stefan is (I would argue) the worst of all the Tower Gotohs, that is, the units that just join at the very end to make sure you have high level units for the tower. With bad luck and a fairly bad class, the only reason I can recommend bringing Stefan is if you want an Alondite unit and you don't like Renning for some reason. He just doesn't serve any purpose. He even joins in a map that locks down his movement. Take his sword and bench him.
Ena/Gareth - I put them together because they fill the same role: buffing your units to fight Ashera. While Gareth is legendary for getting wrecked by magic, Ena is arguably worse, as Ashera's physical attack can kill her too. While that's not nothing, I can't justify taking someone out of D tier when their entire purpose is to help a faster clear in one map, and you don't even really need them.
C tier:
Tauroneo - I had a hard time rating Big T. He pops in to dominate just a couple of chapters before disappearing until part 4. He's the worst Marshall, but gets boosted a tier over Meg because of his efforts in part 1. Marshall is a pretty bad class, but if you want one anyway, you've got two much better options that have tons of availability, so don't bother.
Heather - In a game that doesn't care much about thiefy stuff, Heather just doesn't have a key role to fill. She gets you a couple of stat boosters, which you can promptly feed to your units that cap everything anyway. I'll give her a leg up out of the worst tiers because she can rescue you in Oliver's Mansion if you ran out of chest keys, and the Fortify Staff is really, really good.
Muarim - Unlike Vika, he dominates his few part 1 maps, and he's still viable in Part 4 with his bases. Not bad! Unfortunately, with so little time to train him, you really have to invest heavily to get him tower-ready, and why bother? He's got an awful class and competes with much better units. I suppose he gets a slot in an all-laguz run.
Tormod - He kills that obnoxious wyvern rider on the swamp map. I give him a whole tier for that, because man, that thing is annoying. Beyond that, he's helpful for several part 1 maps, and he can be trained up to use staves for the tower.
Leonardo - The worst member of a great class, Leonardo will absolutely wreck with Double Bow, but the road to get there is harrowing. Only his prf bow's speed boost gets him out of D tier. Maybe even F. He's just such a liability for so long that I can't recommend him.
Ilyana - Strange that in a game where availability is so restricted, the number one most available character is so bad! She was great in PoR, too, but thunder magic has been substantially nerfed. I give her a lot of credit for her join map, which is arguably the hardest map in the game, and if you really work hard to level her, she gets staves with an excellent magic score. As with most units this far down, though, she's just outclassed by all the better options who do the same thing, and you don't need that many backup staff units.
Ranulf - Force deployed for what feels like a dozen chapters, Ranulf mostly hangs around to shove people and occasionally do some damage. He's got the worst class in the game, but unlike Lyre, has great bases that give him a nice little midgame role and then not much else. If you manage to feed him experience in Part 4, he's somewhat endgame viable, as long as you don't have much competition for the laguz gem.
Nealuchi - Like Ranulf, the old bird has a bright spot in the middle of the game where he's got some utility, but is best ditched when his time is up. I find him essential for 2-P and 2-1, a good contributor for 2-E, and then...well, that's a C tier unit.
Kieran - Bummer that he's so reduced here versus PoR, but at least his class gets better caps than most cavs, and he's viable as Geoffrey's sidekick for those odd chapters in Part 2/3. I can't hate him. He's easy to train and turns into a viable, if underwhelming, tower unit, but joining Ike's crew so late in Part 3 hurts him, as he is immediately outclassed by like two dozen people that you've been training for ages.
Lucia - She gets a big boost for being essential for 2-1 and viable in Part 4. If I was going to train a bad trueblade, I'm picking her over Stefan at least, but her lack of availability and bad class push her to the middle tiers.
Renning - An unfairly hated tower gotoh, Renning is your best freebie Alondite user, and has tolerable enough bases to hang out and contribute with your actual good units. He's just mediocre compared to anyone you've actually built up yourself, and he's clearly worse than Giffca and the royals. Many people do their ironmans with all royals banned for the challenge, and if that's you, Renning suddenly becomes a valuable backup unit that I would maybe bump another tier. As-is, he's just mid.
Volke - Ditto what I said for Renning, except he uses the Baselard instead, doubles auras without help, and can instakill people. I usually take Stillness off and give it to Micaiah, though, so his durability is a problem. Volke is like a super-trueblade and worth considering if you are low on viable tower units.
Giffca/Mufasa - The lion king and his shadow are virtually the same unit, except that Giffca has to use a laguz gem to transform for some reason (Guess he was borrowing his boss's formshift scroll last game?). I usually refuse to use them on principle, but I can't count that against them. They absolutely wreck the Tower but serve no other purpose. As the best of the Tower Gotohs, I can't justify higher than C.
Nasir - The best of the dragon auras, Nasir enables some aura one-rounding strategies that make a big difference. Still, we're talking about one dang map. When I made this I struggled with whether or not he should be down with Gareth and Ena, but I'm giving him a lot of credit for his special aura and his invincibility versus magic.
Sigrun/Tanith - The lesser two of the three Seraph Knights, they have one of the best classes in the game, but mediocre bases and growths. There's only one Wishblade, unfortunately, and while Seraph Knight is the best class to use it, that just means there's no reason to bring multiple of them unless you want to goof off with triangle attack. If Marcia turned out poor or you didn't use her, I recommend grabbing Sigrun (higher base level) for the Wishblade and training her up in Part 4. If you aren't training these units, they still get credit for flying utility in the desert.
Ulki/Janaff - Can't decide which of the twins are better here. With insane bases and no xp gain at all, these guys show up in part 3 to help shove people and generally help out when someone is in trouble. While they stay viable to the end (to the delight of the zero percent growth community), I don't get too excited by their lategame contributions. The laguz gauge is their Achilles Heel in part 3; I just can't justify relying on them.
Bastian/Oliver - My hottest take of this tier list, I have argued for a long time that Oliver is underrated as your Renault/Yoder character; that is, your staffbot gotoh who fills in to rescue ironmans. Bastian serves the same role, but slightly better. If your Micaiah is bad or untrained and you haven't leveled any of the project mages, these guys are your strongest staff users.
Devdan - Just as forgettable here as in Path of Radiance, Devdan suffers from bad bases and availability, and as the worst member of a meh class, there's just no reason to invest in him. I give him a lot of credit for major contributions in two key chapters without being a liability, and if you do train him, his superior caps make him arguably better than Kieran in lategame. Oh, and in part 3, he can climb that one ledge to keep it open. That's...something.
Calill - Helping out on a couple more midgame maps than Devdan, Calill is never good, but she can chip a bit here or there and usually isn't a liability. Anyone who can do anything in Elincia's Gambit gets a push in my book. If you do wind up making good use of her and slap on a crown, she's another backup staff unit with okay stats.
Lethe/Murderkaiser - The cat and tiger duo once again shows up midgame with good stats, bad growths, and a spot waiting for them on the bench. I find that they make a great contribution in part 2, remain viable in part 3, and...well, they exist in part 4 I guess. Mordecai can be built into a viable tank thanks to having vastly more time to grow compared to Muarim, and better everything compared to Kyza. Lethe has dramatically better strength than her idiot sister. Too bad the bad classes keep them out of the good tiers.
B tier:
Edward - We're getting out of the riffraff and into some viable units. While Edward is one of the weaker Dawn Brigade growth options, he is super helpful in numerous key early chapters where you desperately need it, and he can grow into a complete powerhouse. Just watch his growths as he naturally levels throughout part 1, and if he fails to pop off, bench him. If he crushes those strength and defense growths, though, he's an excellent choice for a Part 3 carry, as he's on the shortlist of units who can solo 3-13 - not the best one, but much easier to level than Meg, for example. His luck sword is I guess the worst of the DB prf weapons, but it's still decent for a long time, before you toss it for Alondite. If he didn't fall off in late part 1, he'd be A tier. Also, he's got a bad class and competes with at least one or two better units for that precious Alondite.
Soren - With magic nerfed in this game, Soren has no chance of breaking into the highest tiers, but he sure tries. I'd argue he is the best mage in the game. He's not too difficult to train, hits high magic numbers, and turns into the game's best staffbot (arguably) by endgame. While I'd rather bring a free Bastian than a high effort Soren to the tower, Ike's BFF gets a big boost from his super high availability. I never feel like he's a drag on the party.
Rhys - Like Soren, but you don't need to wait for staves, alright, Rhys probably snatches the prize of lategame staffbot from Soren, but not by much. He's hurt by awful physicals, which can make him seem like a liability, but your list of part 3 staff units is sparse, so he's going to contribute a lot every run, no matter what you have planned for him.
Mist - She's much weaker than Rhys in every way, but when she promotes, she gets Canto, which is wonderful for a frail unit. While Florete is bugged (or sucks by design, depending on who you ask) and there is no Sonic Sword, Mist is still viable as a mobile healer who won't let you down through the entire game. I know I keep saying different people are the "best lategame staffbot" but I swear this is the last one, it's really Mist.
Zihark/Volug - I paired them for nearly identical availability and the legendary earth/earth affinity, which gives them a niche in certain difficult part 3 maps where their contributions are invaluable. Neither character scales well into endgame (there are better options for trueblade) and they aren't invincible like Big T, but at least they show up for work. Use them as Jeigans in part 1 and tanks in part 3, then say goodbye.
Micaiah - Often called the worst lord in the game, she...probably deserves it. Oh no, I'm about to call her the actual best staffbot, aren't I? No, she's difficult to raise up due to being such a frail liability all game and having forced promotions. She gets big credit for a couple key Thani nukes early game, and she's a force deployed physics bot from 3-13 onward. Have I overrated her? Maybe, but I like healers.
Geoffrey - With a couple chapters designed to make him look good, Geoffrey is essential to clear the game, but his class caps keep him from getting into the elite levels. I find that he levels quickly in part 4 (without paragon, even) and holds his own. I really wish he joined with Kieran and the others. By endgame, he's a viable filler unit.
Nolan - A godsend in the early chapters, the Dawn Brigade would have died in the cradle without Nolan. He gets an amazing prf weapon and is easily viable as a part 3 carry, but I find him inadequate to solo 3-13 or reliably fight Ike. His strength and defense growth is just too poor, and he lacks the avoid to make up for it. Still, he has the best beorc class caps in the game, and after being reliable and useful for so long, you can reward him with careful bexp abuse to make sure he can slam the tower bosses with 62 attack power. There's something satisfying about seeing a human inflict lion-like damage to gods.
Laura - I always see her at the bottom of tier lists, but your only healer in part 1 (Micaiah doesn't count) deserves some love. She's a huge liability on the field, but think about how much harder Part 1 gets if she dies. She stays viable in part 3 (I usually savior backpack her with somebody) and is, yes, another top tier lategame staffbot. For being an essential unit for so long, and for having endgame potential, I can't see lower than B tier.
Simba - The lion prince needs paragon and some effort to get rolling, but boy does he! As an acceptable alternative to those cheating royal laguz, Skrimir is just an unstoppable powerhouse who can solo entire maps in part 4 if you let him. Until the white dragons show up, Skrimir is never in danger from anything other than his own stupid laguz gauge, which is why he's not in A tier. If you haven't tried slapping paragon and adept on Skrimir and letting him eat all of 4-P, try it once, it's hilarious.
Royal Trio - I put Nailah ahead of the bird brains for her availability, but they all have the same role: hold your hand through part 4. Tibarn can actually die to the crossbow guy in 4-2, which makes me laugh, and Naesala is downright mortal by comparison. I like to leave Pass on Nailah from part 1 and give her chest keys for Oliver's Mansion. All of these units are insanely strong and help trivialize the tower, which is why I don't bring them.
Singing Siblings - I know, putting Rafiel lower on the list than the others is blasphemy, but he's barely around through the whole game. He's widely accepted as the best tower bird (though I prefer Reyson), but other than Oliver's Mansion, what hard missions does he help out on? Rafiels' role is to help fight dragons and gods, which is a pretty good resume, so he's up this high. Leanne wins my heart for Elincia's Gambit alone, but she also helps make the bridge and desert maps more tolerable.
Marcia - A hot take here, but Marcia has a lot of availability and a positive, if underwhelming, contribution through most of it. By lategame, she turns into an excellent flier (Seraph Knights are truly amazing) and is, in my opinion, the single best Wishblade candidate in the entire game. Marcia never crushes this game like she does Path of Radiance, but I'm here for her.
Boyd - Notoriously tough to get rolling, Boyd has those insane Reaver caps and a lot of time to reach them. While he's just a project unit in part 3, he does crest that hill eventually and turn into a complete wrecking ball who trivializes the rest of the game. He easily hits 40 strength and isn't that tough to train up to 35 speed with bexp. He's the game's best Urvan user (as his caps are easier to hit than Nolan) and I only don't put him higher because it's a bit of a struggle to get him going.
A tier:
Rolf - People are going to lose their minds over this one. I'm always astonished how many people don't know that Rolf has 75% strength growth! Snipers are easy to level and have a great payoff, meaning that even if Shinon wins your double bow, you'll never regret bringing a second killer deadeye through the whole game. Imagine if Leonardo had Rolf's growths. Little bro is like Dmitri, but in the Wii era. Don't sleep on Rolf. He's amazing.
Nephenee - Sometimes overrated, sometimes underrated, Nephenee has top notch availability and is an essential unit for several chapters, and while she can get lost in the Greil Mercs spam, she quickly turns into a stellar well-rounded infantry unit who can carry the game. She's never bad and turns into another excellent Wishblade user, who I only put below Marcia for the tower due to lack of flying/canto. Due to high availability and never needing particular training attention, though, Nephenee skirts into the top tiers.
Mia - Unlike Path of Radiance, Mia starts viable and quickly takes off like a rocket, turning into your best Trueblade. Lacking only one strength in her final caps versus Edward, she's easier to level and, imo, your best overall Alondite unit. Because she is around so long and always helpful, she gets a bump.
Brom/Gatrie - Brom almost gets the nod for being an essential unit for so Part 2, but his falloff is noticeable, and his endgame potential as a Marshall is worse than, say, Nephenee. Gatrie picks up that slack and remains as one of your best Greil Mercs for the rest of the game. I could see someone valuing Brom's early contributions more and swapping this order. Both units suffer from the usual Marshall problems: bad caps, bad movement, competing with far better units for the best items.
Titania - The stalwart ride-or-die arch-paladin of Tellius, Titania doesn't carry hard like she does in the previous game, but she's immediately dominant and stays that way virtually forever. She has reasonable class caps (compared to other cavs, anyway) and is fine to bring to the tower, but you will notice a dropoff. Regardless of tower viability, she's so damn strong for so long that I can't rank her any lower.
Oscar - While he starts weak and is imprisoned by truly awful tier 2 caps, Oscar is still solid and provides that lovely earth affinity through a ton of chapters. Once he breaks into tier 3, he's immediately one of your best units, and stays that way for a long time. I almost rated Titania higher, but I think Oscar surpasses her and is a candidate for an early crown. If not for those tier 2 caps, he'd be S tier.
Shinon - Embarrassed by the "9 strength incident" in Path of Radiance, Shinon hit the gym and turned into a powerhouse from the moment he joins until the end of the game. He's never not great, and he only gets better as he gets his outstanding third tier caps and SS rank weapon. While he usually needs bexp to hit str and def caps, that's more a function of the highish caps than any weaknesses in growths. Shinon is almost breaking into S tier. If he was a flying archer, he'd be the next Haar.
Aran - The wrongest opinion in all of Fire Emblem is that Aran is bad. Just wrong, wrong, wrong. Aran starts as a weak unit among numerous other weak units, is easily trainable, and quickly pops off - 75% strength growth, again! - to turn into a juggernaut that surpasses everyone except the royals. By Part 3, Aran has made the rest of the Dawn Brigade redundant, and by 3-13, he's a walking god. I always laugh when I hear commentators talk about how difficult part 3 is, then minutes later, mention how bad Aran is. Well, of course it's hard if you don't use the best unit! I only keep Aran out of S tier because of DB availability and because his class caps keep him from stomping as hard in the tower, where he rarely doubles.
S tier:
Jill - Flying utility gives her the bump into the upper echelons. Slightly harder to train than Aran, she benefits immensely from the str and def items (which are useless to Aran, who caps immediately) and turns into another juggernaut. While she stays weaker than Aran throughout most of the game, the mobility is a factor, and she grows into one of your best endgame units. If you had to average the two games together, Jill is probably the best character in Tellius. Or Titania, it's hard to say, but it's definitely a canto redhead.
Sothe - Play this game: a trickster god deletes one character from your rom, permanently. Seize squares and game over conditions get reassigned, but you now have to play the rest of the game without that unit, forever. What's the absolute worst unit to lose? I cannot think of a worse unit to lose than Sothe. Is the Dawn Brigade even possible without him? I'm sure someone has done it. After making the game playable, Sothe falls off hard, but he can be trained into a sub-par Volke if you want. I contend that Tellius literally could not be saved without him. So why isn't he the absolute top tier? Well, I guess I'm weighing the rest of the game higher, but I'm not 100% convinced that's right.
Elincia - What a glow-up from PoR! The devs nerf her in 2-P to keep it difficult, but as soon as she gets her weapon, she turns into a flying healer who also wrecks things. I think she's a lock for the tower, even if you are dedicating six tower slots to royals and lions. While a weaker staffbot than some others I mentioned, she's good enough. And she flies! Elincia is just awesome.
Reyson - Speedrunners and LTCers prefer Rafiel for a better Turn 1 against Ashera, but I like Reyson's high movement and canto, and you have laguz gems by that point. As for the rest of the game, Reyson has by far the best availability of all herons - which isn't saying much, I know. I just wish this game wasn't so weird with dancers.
Ike vs Haar for the championship - People have debated between Ike and Haar since the game came out. I put Ike 2nd because, while he carries harder with Ragnell, he's still a normal (albeit stronk) infantry swordlocked unit for a long time before then. Haar saves your bacon in Part 2 (twice) and then carries Part 3 just for fun afterwards. He also has the best boss convos in 2-P and 4-E-2. Ike gets the boss convo award in 4-P, so this most critical of category tips the scales toward Haar. The real answer is availability + domination = top of the top tier. As if Haar wasn't stupid OP enough, he gets the best beorc defense cap in the entire game, because why not? He even beats out the Marshalls on Strength! And his mastery skill is better! Honestly, what were they thinking here? While Ragnell Ike is the strongest unit in the game, Totality Ike is only the second strongest.
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