#defense fort
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#Jaigarh Fort#Rajasthan#India#history#architecture#heritage#tourism#defense fort#Sawai Jai Singh II#Amer Fort#city of Jaipur#Rajput#cultural significance#scientific innovations#rainwater harvesting system#tourist destination#guided tours#museums#exhibitions#armory#weapons#battle strategies#water storage systems#cisterns#aqueducts#Hindu gods and goddesses#Lord Hanuman#Lord Shiva#religious devotion#prayer
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"We are calling for court support on September 19 at 8:30am, in Fort Worth, Texas, in order to support drag defenders fighting a civil suit from fascist group New Columbia Movement. The courthouse is located at 100 N. Calhoun Street, Fort Worth, TX, and the hearing will be in the 4th floor courtroom for the 48th District Court
Once the courtroom fills up, we are also inviting people to stand outside the courthouse with signs and banners showing their support.
More details to come soon, but the tl;dr is that everyone should cover identifying markings as a standard anti-doxxing precaution, and should remember that the goal of this particular action is not disruption, we are here to stand in solidarity with drag defenders facing legal persecution and show them they're not alone"
@antifainternational @anarchistmemecollective @radicalgraff @kropotkindersurprise
#fort worth#texas#usa#america#drag queen#defense#september 19#2023#activism#humanrights#signal boost#signal b00st#signal boooooost#class war#classwar#lgbtqia#lgbtqia+#lgbtqia+ solidarity#drag queens#antifascist#antifaschistische aktion#antifascismo#antifaschismus#anarchy#anarchism#anarchist#anarchocommunism#anarchopunk#anarchofeminism#anarcho syndicalism
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Hardknott Roman Fort, Hardknott Pass, Lake District
I've been to the fort many times but the weather on this occasion was something special; stark contrasts of bright sunshine, blue skies and snow topped peaks. It's an inspirational landscape.
#roman#roman fort#ancient sites#ancient living#ancient cultures#roman army#roman empire#roman soldiers#roman building#roman britain#outdoors#wild places#landscape#lake district#archaeology#stonework#defensive#relic#iron age
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hector did really well tonight, hope this moves him up to be kounde’s backup from now on.
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You can go awhile without thinking about a ship but once you see one little gifset you end up going absolutely FERAL
#motherland fort salem#Talder#In my defense I have no defense because these two are back to killing me#The urge to write another fic for them is strong!#But the last one was terrible LOL
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The TF2 problem
Don't take anything I say here as gospel - much of it is my own speculation and musings.
TF2 is my favorite game of all time. I started playing it wayyy back in 2012, and while I don't have that many hours racked up total (a meager ~1K), I can at least consider myself to be a few rungs above 'total n00b' in terms of familiarity with the game. I've experienced the best and worst eras of the game - from the Love & War update to the current botting crisis, and I have loved TF2 every step of the way.
But just because I love it, doesn't mean I think it's flawless!
Around 2015-2016 I noticed (alongside damn near everyone else playing TF2) that TF2 was changing, and not in a particularly good way. Love & War was in many ways a perfect update for TF2 - it gave attention and goodies to both the highly casual and the highly competitive ends of the playerbase, with a fancy new taunt system bundled with some pretty fun new weapons. At about this time, Blizzard announced the imminent release of their new game Overwatch, which was directly inspired by TF2 - and now presented itself as being a direct competitor to TF2 in its own niche. This, of course, turned out to be bogus - Overwatch is its own game with its own niche that has a playerbase nearly wholly separate from TF2's.
A common trend amongst the TF2 playerbase at the time was this sense of dread regarding Overwatch - either that it would suck up the entire TF2 playerbase, leaving the game to die, or that Blizzard would try their damnedest to manifest such a reality. Either way, a ton of die-hard TF2 fans began to absolutely loathe Blizzard's new game (before it even came out, I might add) for so much as daring to 'unthrone' TF2.
This entire premise is stupid. It's stupid now, and it was stupid then. But the fear became so pervasive throughout the community that, eventually, it seemed like VALVe was getting scared too. The tone and focus of TF2's updates began to shift far more heavily towards the competitive end of TF2's playerbase - which has never been the majority - as VALVe appeared to try to pivot TF2 into a stance where it could better "compete" with the upcoming Overwatch. Bits and pieces of this started showing with Gun Mettle and Tough Break, before Meet your Match completely revamped the game into a more competitive-focused format.
Why they would do this didn't really make sense - if VALVe wanted to compete against Blizzard's new AAA FPS with a competitive scene, then why would they try to remodel TF2 to position it as a "more valid competitor" to Overwatch when CS:GO was already a proven champion in that space? TF2 doesn't need to compete with Overwatch. It never did. So why would they expend so much effort to change TF2's course when, frankly, it was doing fine as-is?
Looking back now, with nearly a decade of hindsight and a bit more insight into VALVe actually works, I think the picture is a bit clearer, or at least the one I've formed in my head is. I don't think TF2's sudden drastic shift in focus was the result of VALVe scrambling to shore TF2 up against the onslaught of Overwatch - I think it was, rather, the TF2 team scrambling to shore TF2 up against VALVe.
VALVe is not a normal game studio. VALVe is not only lucky enough to be their own publisher (therefore making them a completely independent studio - yes, VALVe games are 'indie'), but also extremely lucky enough to be the de-facto publisher for nearly the entire PC game industry, thanks to Steam. VALVe makes money off of every single game sold through Steam whether they made it or not, essentially guaranteeing them a constant stream of exorbitant income regardless of their own output. They have a complete vertical monopoly of their own industry - they own themselves (VALVe has no shareholders whatsoever), they own their products, they own their publisher, they own their distributor - and now, with the Steam Deck, they own their hardware platforms too. VALVe answers to nobody but themselves, because they own everything that could possibly impact their business.
VALVe is, in a lot of ways, in a somewhat similar situation to AT&T (aka 'Ma Bell') back before the breakup of the phone company back in 1982. AT&T owned the entire phone network - from the switching equipment to the phone lines to the handsets plugged into them - and they charged every person in the country who leased phone service from them (you couldn't own a phone back then!) a subscription fee. AT&T, then, had basically infinite money to do whatever the hell they wanted with (though the government strictly regulated their commercial activities so they could not compete in any industry but telephony). As a result of this, Bell labs, the core Research & Development branch of AT&T, was in a very unique scenario - projects undertaken by Bell labs researchers weren't given budgets - they were given quotas.
AT&T didn't care how much money or time was spent on a project by a Bell labs researcher, so long as it ultimately resulted in something that benefited the company. And this model worked very, very well - Bell labs' researchers gave the world the transistor, the laser, the CCD, the Unix operating system, the C programming language, and received 10 Nobel peace prizes.
VALVe, through Steam, has a free, infinite revenue stream. VALVe's staff, then, effectively have infinite money and time at their disposal to make whatever they desire - so long as it ultimately results in something that benefits VALVe. Or, at least, so long as the people who hold the most seniority at VALVe think it would benefit VALVe.
It's no particular secret that the old guard at VALVe are, largely, unenthusiastic about TF2. Remember - Team Fortress is VALVe's oldest franchise. The original Team Fortress mod was released in August of 1996 - a mere one month after the Nintendo 64's initial release - a full 2 years before Half-life. Sure, VALVe didn't initially create Team Fortress, but they bought Team Fortress Software for a reason - Team Fortress was insanely popular. And it's not just TF2 that has absurd longevity, it's the entire Team Fortress franchise; here's a match from a Quake Team Fortress competitive tournament that is currently ongoing as I write this post:
youtube
VALVe acquired Team Fortress software with the premise that the sequel to Team Fortress would become an expansion to Half-life, thereby increasing Half-life's desirability by attaching it to the sequel of one of the most popular FPS games available at the time. TF2, of course, took a bit longer than expected - so Team Fortress Classic, a more-or-less direct port of Team Fortress to goldsrc, was released in 1999 to satiate people until the real TF2 came out.
That took another 8 years.
When TF2 finally released, it pioneered the concept of games as a service - that you could buy a game once and it would receive new content, features, fixes, etc. indefinitely - for free. These were not paid expansions or DLC, these were actual updates made directly to the game that anyone could get access to so long as they happened to own the game. And, once TF2 went free to play, the deal became even better. This model was utterly groundbreaking in 2007 - it's the standard for how most games operate today, sure, but only because TF2 proved how well it could work.
The issue, of course, is that VALVe was eternally working on TF2. By 2015, Team Fortress 2 had been in development in some form or another for 17 years. With this perspective, it seems understandable why some of the more senior members of VALVe would have grown sick of Team Fortress - they'd been doing or dealing with the same game for nearly 2 decades.
But, of course, newer hires at VALVe would have nowhere near the same level of fatigue - many of them were likely still very passionate about the game, and eager to continue its lifespan - but when the people who sign their paychecks and review their employee performances are sick and tired of hearing about Team Fortress, it becomes less and less attractive to pour effort into the game, no matter how much they may personally wish to.
Under these circumstances, the tonal shift TF2 experienced around the release of Overwatch appears more as an internal struggle - the remaining TF2 team trying desperately to prove to their seniors that TF2 was not yet ready to be phased out, that the game could modernize and remain relevant in the modern competitive gaming scene, that just because they were sick of TF2 didn't mean that everyone was.
So, they gambled. They bet TF2's future on a new revamp to adapt it to the then-modern world of competitive e-sports... and fumbled it pretty hard with Meet your Match.
The problem with the TF2 team's attempt to make TF2 more suited to the modern world of competitive gaming was that they seemed to overlook that, to the average non-competitive TF2 player, the game as it was was perfectly fine. Through Quickplay, any player could be automatically placed into a server matching their desired criteria and just... play. A server would stay on a given map for roughly 45 minutes (though players could vote to extend the map timer) regardless of how many rounds there were, meaning that everyone got the same amount of time to play the map regardless of how good or bad either team, as a whole, performed. This game players plenty of time to just... have fun playing TF2. There was no rush or hurry or incentive to play the game in any way other than how you wanted to.
This made TF2 very unique in the FPS world - the truest example of a "casual shooter". There were no ranks or rewards or incentives to play every day beyond random item drops and the enjoyment derived from simply playing the game itself.
The TF2 team's attempt to 'modernize' TF2 in Meet your Match effectively ruined this.
In addition to the introduction of a new, dedicated 6v6 competitive mode, Quickplay was replaced with 'Casual' - a matchmaking lite that tried to find a middle ground between the chaotic ad-hoc freedom of Quickplay and the more rigid, competitive structure of Competitive. It didn't work. Most TF2 players just wanted to play TF2 - casual forced them to stop and wait for the matchmaking system to find a server for them matching its desired criteria, stop and wait every other round for the server to change maps, stop and wait for matchmaking cooldowns to run out if they left a game in progress - so much time was spent stopping and waiting to play the game that hardly any was left to play the game itself. Yes, some of these problems have since been smoothed over, but Casual still forces the play to spend less time playing the game than Quickplay did. In my opinion, Casual, as it was released, could have been perfectly fine if Quickplay was kept alongside it. Instead, in one fell swoop, the way the vast majority of people played TF2 was effectively removed from the game.
In fairness to the TF2 team regarding this gamble, they were under enormous pressure - not just from a TF2 community growing increasingly paranoid about TF2's future due to the imagined threat of Overwatch - but also from the higher-ups at VALVe they were trying to convince.
However, the TF2 team snuck a back-up plan into Meet your Match - the Heavy vs. Pyro war. By outright promising a future major update (or perhaps two, even!), the TF2 team could at least insure that, no matter what their 'bosses' thought, they could justify their continued work on the game as fulfillment of a promise made to the community. And, if the new update was enough of a hit, it could perhaps inspire their 'bosses' to let TF2 continue to live on, at least for a little while.
So, the TF2 team pulled out all the stops for the next update. Jungle Inferno had an animated short, new maps, new weapons, entirely new features (ie. the contracker), it had a massive hype-spiraling 4-day-long update announcement, major weapon rebalances and overhauls - they clearly tried their damnedest to make the best TF2 update possible.
Whether or not the team managed to convince their superiors is unknowable. Jungle Inferno was followed by the fanfare-less Blue Moon update in early 2018, followed by radio silence. The TF2 team may very well have still been hard at work on the elusive Heavy update, but the double-whammy of the all-hands-on-deck push to get Half-life: Alyx finished and released immediately followed by the COVID pandemic likely reset whatever momentum or motivation the TF2 team had left.
This scenario, as described, is painful enough. From the outside, it appears as though VALVe had rebounded from Meet your Match, and was doing its best to improve the game in the wake of their own missteps, only to suddenly drop TF2 with zero explanation given. TF2 was left in a state of indefinite limbo with no clear outlook whatsoever on the future.
What made this infinitely worse is that VALVe had left the game in a state that wasn't just unfinished, it was broken.
TF2 has literally always had a botting problem. For the first span of the game's life, this generally manifested as idling/trading bots, but later on more and more bots began to appear that sought only to disrupt gameplay. Micspam, false votekicks, aimbotting, speedhacks, etc. - purely for the sake of irritating real players. Until Meet your Match, these cheating bots were relatively uncommon - real players could very easily either kick them from the game or simply join another server via Quickplay. Their impact on gameplay was no more than a minor, brief annoyance, and thus they were considered a non-issue.
Meet your Match's new Casual system, however, dramatically restricted the player's ability to hop to other servers when bots arose. Not only this, but the ability to switch teams at will was disabled on Casual servers, meaning it was now impossible to deal with bots on any team but your own (previously, if the other team was too slow to kick their own bots, it was possible to just wait for an opening on the other team, hop over, and call a votekick against the offending bot that would usually end up succeeding). Now, the disruption caused by a single bot was far more impactful than it had been before - because it was a far greater chore to either kick the bot or find a different server. Moreover, Casual outright incentivizes players to stick to the same server until the end - awarding them extra points the more they play, and nullifying any progress they've made towards a given contract that match if they leave before it ends. Players are thus, in effect, forced to play even when bots have made the game unenjoyable.
This resulted in a feedback loop - bots were now more irritating, so people complained about them more, so bot hosters hosted more bots, making them even more irritating - and that feedback loop has continued nearly unabated until modern day.
The TF2 community has been begging for an end to the botting problem for ages - and there have been genuine efforts from the TF2 team to try and fix the problem, but they have been too small and too infrequent to make much impact. And, to be frank, there is no way to effectively, permanently remove the bots. Attempting to keep any and all bots from the game would require enormous, constant effort from the TF2 team - something which is a very tall ask given VALVe's attitude towards the game for the past decade.
What can be done, however, is to simply make the bots less impactful. To let players more easily avoid them, to let players enjoy the game for longer so the bots are no longer such a nuisance, to let players have enough freedom in how they play that they are no longer forced to suffer through games with bots. It won't outright remove bots forever, but it will make them so much less of a nuisance that bot hosters will likely lose the incentive to bother with them. As soon as that happens, the feedback loop will be broken, and the botting issue will decline in severity as their potential impact on players' enjoyment of the game is neutered.
The simplest way to do this is to make Casual just as free as Quickplay was.
45 minute map timers, extensible by vote.
An Indefinite number of rounds per map.
Ad-hoc joining, leaving, and team switching.
Progress on contracts not erased by leaving mid-round.
These are not overwhelming changes. If anything, it's something of a return to form - not outright bringing back Quickplay, but making Casual into a suitable replacement for it - at long last.
And - most importantly - it's a one-time fix. It does not require an eternal arms race against bot hosters, nor a full return to frequent, massive content updates (though those would be nice).
One update to make TF2 more fun, to make the bots less impactful, and to give the game a better standing for the future.
One update to fix TF2.
-DirtPiper
#fixTF2#savetf2#tf2#team fortess 2#valve#bot crisis#team fortress two#casual mode#quickplay#tf2 update#tf2 bots#bot#bots#botting#squidward's house#teams defense fort two#tf2 team#valve games#half life#overwatch#Youtube
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Got assignments breathing down my neck as I speak, but idc it's self indulgent hour
Anyways MTMTE characters as TF2 merc classes based off what I think they'd choose (doesn't mean they'll be good at it), what combat style they prefer, or what TF2 character's personality I think they'd match:
Disclaimer: Most of the ppl in Spy class I think would choose it for purely trolling purposes, or would think they're great at it but actually suck ass- Also not like a serious thingy, I just wanted to figure out what class I think they'd play lmao
#kinda regret not putting Fort Max as Heavy bc I think First Aid pocket medic ubering Fort Max would work really well#also ofc a lot of the classes have a lot of nuance to them#so Tailgate may be more of a fleshed out offense/defense Pyro while Whirl would be a full force offense player me thinks#Megs Engie bc I think he'd be really strategic with dispenser teleporter and sentry usage#Overlord Spy purely to piss people off but he's actually stellar at all classes#Censerre might play but not main? He gives me that “get taught how to play to be hip with the kids” vibe#Rodimus and Scout are made for each other
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Army nurses, at their post at Fort Jay, Governors Island, wear gas masks as they have a civil defense drill, November 27, 1941.
Photo: Associated Press
#vintage New York#1940s#World War II#civil defense#civil defense drill#gas drill#Governor's Island#Nov. 27#27 Nov.#nurses#Fort Jay#vintage NYC
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I made some TF2 supportive lines using 15.ai a while ago, when I was in a rough place. I think these might make you feel better, too!
Transcipts below the cut!
-AUDIO ONE- Title: TF2 Loves you: part one (Heavy, Medic, Soldier) (BEGIN TRANSCRIPT ONE) -Heavy: "Stay alive! You are worth it to me." -Medic: "You are worth it to me!" -Soldier: "You can always count on a fellow soldier to help a fallen friend." -Soldier: "I don't care where you're from. I seen you out there, fighting the good fight, and you're a true soldier to me." -Soldier: "Don't forget what's worth fighting for! Like love. And friends. And bread! And snapping the necks of nazis." (AUDIO END - END OF TRANSCRIPTION ONE)
-AUDIO TWO- Title: TF2 Loves you: part two (Scout) (BEGIN TRANSCRIPT TWO) -Scout: "Glad to have you back on the team today, buddy. Let's do this!" -Scout: "Can't imagine a world without ya, pal, I'm so happy you're here." -Scout: "Stay alive! You're worth it to me!" -Scout: "Remember!! If you hear that annoying voice in your head... you beat that shit into dust!" -Scout: "You're worthy of love and respect, my guy. Don't ever forget that." -Scout: "Don't ever let anyone treat you like shit. You're not a doormat, you're the goddamn door, baby!" -Scout: "We're gonna make a killing of today. I can feel it! I believe in ya!" -Scout: "Remember to cool off! Before you get too heated, or else you'll end up covered in some idiot's blood! Sometimes...it just ain't worth it." -Scout: "I need ya with me! Got it? We're teammates." -Scout: "I need ya with me, ya got that? You're my pal." -Scout: "Alright, ya beast. Let's do this!" (AUDIO END - END OF TRANSCRIPTION TWO)
-AUDIO THREE- Title: TF2 Loves you: part three (Ms. Pauling) (BEGIN TRANSCRIPT THREE) -Ms. Pauling: "You've faced several bad days before this one. You're gonna make it through this, okay?" -Ms. Pauling: "Those idiots don't know shit, and you're a badass." -Ms. Pauling: "We're gonna make it to where we need to be... one shitty shift at a time." -Ms. Pauling: "If you can, take the day off, you deserve it. And if you can't, then don't worry. I'm right here with you." -Ms. Pauling: "We're gonna make a killing of today, and you're not in this alone." -Ms. Pauling: "Don't listen to those idiots. You are smart, sexy, and strong as fuck. Let's kill the day." -Ms. Pauling: "The shitty voice in your head... is just a voice, after all." -Ms. Pauling: "Don't die out there...okay? We're running out of people like you!" -Ms. Pauling: "Take it easy out there... it's dangerous. But it's worth living for." (AUDIO END - END OF TRANSCRIPTION THREE)
#tf2#tf2 medic#tf2 heavy#tf2 soldier#tf2 scout#tf2 ms pauling#tf2 miss pauling#15.ai#15ai#team fortress 2#teams defense fort two#hehehehueheuheueheue#good vibes#intercom
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Honestly, putting my name as Josephandre in a discord server with my glasses Cain Knightley pfp is so dopamine inducing. I love having Josephandre as a name.
#aria rants#what if i give josephandre in chateau castle glasses for my design of him? what then? i think itd fit him#i feel like he'd have short sighted-ness but was never really bothered by that until he embarked on that journey#and enemies in far locations is a Struggle for him now and he gains allies so hes like: cover for me! tell me if theres anyone#far out that i gotta avoid. and at first itd be like a: oh hes a close range combatant so far range aint his forte#until one day either lady irene and pierre just noticed him needing to get close to things to see smth and theyre like: hey wait a minute#and they found out that oh this guy is horribly short sighted so basically all this to say-- post-canon scenario of the book#josephandre would be wearing glasses. i say post canon cuz i think he'd be like: but glasses could get in the way of combat!#and proceeded to not wear any glasses at all until everything is calm and peaceful enough for them to take it easy#in his defense. he has his allies to act as his eyes for far range stuff. he trusts in his allies a lot love that for him
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https://www.tumblr.com/fandomandangstlover/763876356832591872?source=share
1,3, 6, 19? :3
howdy doc :D!! ask meme can be found here.
1. what medium do you use most (if applicable, what software)?
mobile app!! ibispaint ^^
3. your favorite piece(s)?
oh boy, uhh. i got a lot of favourites, hold on. these are my recent favourites :] some can't be shown because they're very gorey but those are often my favourites.
the big one took like, 13 hours to make. and am really happy about it jahxhsj
6. favorite thing to draw?
Characters! though if you want something less vague, uhhh.. favourite characters. ye.
19. where do you find inspiration?
kinda everywhere? my favourite fandoms, random videos on Youtube, sometimes even prompts. mostly things on the internet, really.
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#Jaigarh Fort#Rajasthan#India#history#architecture#heritage#tourism#defense fort#Sawai Jai Singh II#Amer Fort#city of Jaipur#Rajput#cultural significance#scientific innovations#rainwater harvesting system#tourist destination#guided tours#museums#exhibitions#armory#weapons#battle strategies#water storage systems#cisterns#aqueducts#Hindu gods and goddesses#Lord Hanuman#Lord Shiva#religious devotion#prayer
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#A mysterious passage in Douaumont fort#a WWI fortress east of Verdun#France. It was the largest and highest fort on the ring of 19 large defensive works which had protected the city since the 1890s. Construct
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Barsalloch Iron Age Promontory Fort, Wigtownshire, Dumfries and Galloway, Scotland
#ice age#stone age#bronze age#copper age#iron age#neolithic#mesolithic#calcholithic#paleolithic#prehistoric#prehistory#promontory fort#defensive#coastal#earthworks#landscape#Scotland#wild places#outdoors
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also guess which complainer about cevio/voisona's supposed lack of vocal dynamics controls finally Looked Up. and Discovered.
#IN MY DEFENSE on cevio its hidden by default you have to unhide it#but not in my defence it was just out there in voisona. but in my defense again i got scared by the key controls above it#what if the key signature controls kills me. what if i make eyecontact with it and it kills me#but this shit rules ITS NOT as versatile as my beloved sv tension parameter#you cant go from loud to soft within a note for example#BUT this still adds so so SO much. plus i like the usage of forte and piano for it#i like putting a bunch of pp all over my synth covers. normal thing to say#OH ANOTHER THING IN MY DEFENSE for me not looking at the big black bar and seeing the controls is that there are Not many cevio tutorials#in english or otherwise. most are a little basic or too old so they dont mention these parts. i did watch a few japanese tutorials#most were also too old so they have different UI BUT i did watch one where the dude started fucking with dynamics and i was like WHAT#besides most unofficial tutorials and manuals especially in the english speaking world like Only focus on pitch editing. WHICH makes#a BIT of sense in that older software basically just had that + breathiness and maybe formant as things to edit. but we live in the future#i think there is much more to play with than just pitch bends especially with newer software. lot of fun to be had!!#ia has a really nice special type of phoneme in cevio that makes her go suuuuper soft and relaxed which im having fun playing with!
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its an indie sleaze and tf2 and eating ice kinda night
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