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#slow ROF
cryptidblue1 · 1 year
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What if I make Ze'mer have an enemies to rivals to friends to lover arc with the daughter of the traitor lord (though would he be the traitor lord by this point in the timeline of my AU? Need to think on that)
Like she and this mantis met one day and just tried to kill one another from the word go, but neither can really get the upper hand in the fight and so they constantly train and hone their skills to fight again. Which, after a while they go into a rivalry that becomes a friendly rivalry as they keep basically helping the other one seek out new ways to improve and grow as fighters.
Then they start bantering during their fights, and not leaving right away. Which then turns into them actually talking and getting to know one another, and both looking forward to their next clash. And it just snowballs from there into affection that they both are dumb about for a while until someone (Likely one of the knights noticing Ze'mer's change of mood and their uptick in going out for these spars. Thus confronting her about it and learning about the mantis that Ze'mer waxes poetics on regarding her fighting style and such.)
The only thing is I don't really have an idea of when the Traitor Lord you know turned traitor, and why Ze'mer's lover stayed loyal to her father. Unless the spread of the infection was why since Hallownest did seal itself off from everyone else when it got bad. But with how this AU is going could I potentially have her defect from her father if he's still in his "Become one with the infection to grow stronger!" shctick? That and considering with how things likely will play out since you know the vessel plan got shot into the dirt with what Lavender did, would the Traitor Lord even get a foothold into the Queen's Gardens or would they get bitch slapped out of there since the royals are not having their hopes fully crushed by the failure of the Pure Vessel to contain the Radiance that I think was what caused them to move in when WL gave up after PK abscond with the White Palace.
I have a lot of things to think about regarding ripple effects due to Lavender being Lavender and fumbling through this.
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theterribletenno · 2 months
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Have to write this down before I forget.
During my drive home from work I was brainstorming weapons for the Duviri frames and one thing that came to me was a secondary thrown weapon;
>Pure impact damage. Nothing but impact. >Slow RoF high dmg >Above-normal crit & status >Additive +100% crit & status on headshots
And it dawns on me this weapon is just rocks. It's a warframe throwing rocks at your head. And it made me giggle and I couldn't get it out of my head after that. I'm just sitting in my car driving along at night giggling and saying "Fucking throws a rock at you" to myself over and over.
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romana-after-dark · 4 months
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I know I havnt posted ROF in a min and it’ll probably be slow to come out until the pride event and the zine are done !!
But I finally got inspo for this next chapter and the song!!!
“ if you could read my mind”
By Gordon Lightfoot
Shows the aftermath of what happened and Madonna learning more about Marcus via Jonah
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retphienix · 28 days
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I'm glad I got to play with the arc thrower the week~ it was (overall) nerfed from being a fast ROF horde clear weapon and instead had it's stagger buffed to the point of stun locking hulks- giving it an interesting means of taking out a relevant threat on the bot side that no other weapon could utilize (stun lock to death while "chipping" at nearby enemies with the arcs).
It was simultaneously a very sad moment where a weapon I adored stopped being reliable but also suddenly found a niche that gave it "enough" purpose to still be used on bots (it "steering" locked chargers but that's not nearly as impressive).
It wasn't busted by any means- do you have any idea how many hulks they throw at ya for the hell of it? Do you have any idea how "mid" an idea it is to slow down and stunlock 1 enemy instead of using like an AMR or autocannon or anti-tank (bit of a waste usually but you use what you have) to drop a hulk near immediately instead?
And even back then you were often more scared of rocket spam than a single hulk- but- the weapon could take out "almost" every unit in a reasonable way and it had a unique strength of stun locking a big threat if the conditions (only 1 hulk, no swarm, no rockets in your face etc) were right which made it feel honestly pretty fun :)
Really cemented the idea of the arc being the "Reliable" support weapon since it could take out "almost" every unit in the game in a "reasonable" manner- and I dug that- it made me excited when buds brought anti-tank stuff since it shored up my weaknesses (albeit- the faster ROF pre nerf was better overall but still- this felt like a reasonable trade off and made me feel like a nice fit in a squad) :)
I had a lot of fun taking it out on bots for a few days and then we lost that when they went "UH OH! Buff the hulks ASAP!" but I'm glad I got to play with it before the toy was hotfixed out of the game.
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snowdust64 · 9 months
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『Fullcount』 English translation
Artist: ROF-MAO Original lyrics: Tsurusaki Koichi Translation by Snowdust64
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Implied pronouns are in brackets; I tried to make sensible choices. Additional translation notes at the end.
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tenmetsu shita san-shoku reisei wa tōnoku kensō wa hirogatte ku matte ndaro kimi mo wakattenda ore mo kakumei no me no mae ni tatte darenimoienai zasetsu mo hakidashita yowane mo aru yo na sore wa kataru na yo misete yare yo ōkina senaka de
A flash of three colors    Calm fades away A commotion spreads [They’re] waiting, you know it and so do I Standing before the eyes of a revolution There are setbacks [we] can’t tell anyone about And [we’ve] whimpered and whined too Don’t talk about those, [we’ll] show [you] with big backs *
hon'no sū-byō no eien ni sorezore yume o miteita nda
Each of us were dreaming of that eternity of just a few seconds
sā furikabutta kimochi takabutta kakehiki no sue no girigiride hajimaru dorama zenshin ga furueru yōna unmei no shunkan o sōzō shite furukaunto sakebu maundo mada owarasenai tsunageru ima o hibiita koe no sono mukō genkai wa tōni koeteru ndaro
Spirits raised high in excitement After much plotting, the drama begins just in time Imagine the fateful moment that makes the whole body tremble Fullcount shouted from the mound ** Don’t let it end yet, [we’re] connecting now Beyond these resonating voices The limit has long been surpassed
michite iku netsu ni aterareta nda araku natteku kokyū togire-gachidatta yakusoku datte ima kono basho ni tsunagatte darekaga nigitta kobushi mo karashinagara sakebu omoi mo todoite irukara kondo wa kotchi ga todokeru bandaro
Hit by the rising heat, breaths growing heavy The promises that could have so easily broken are now connected to this place The fist someone clenched, and the feelings they shouted until hoarse [They] have reached [us], so now it’s [our] turn to reach out
kon'na toko de tomatte irarenai sorezore no ketsui sono kotae o
This is no place to stop The resolve in each of [us] answers
tashikametai nda zenbu kakete demo kore made no kuyashi-sa ni imi ga atta ndatte kiseki wa matsu mon janai doro-darake ni natte ubai ni iku haruka tōku motto tōku made uchi agaru kibō ga tsudzuite iku yōna son'na kitai o dakishime saigo no saigo ni riaruni shite
[We] want to be sure of it, even if [we’re] betting everything There was meaning to the bitter struggle up to this point No waiting around for a miracle, [we’ll] get covered in mud and go seize it Like hopes cast high that continue on far away and even farther Embracing those expectations Turn it into something real at the very end
surō ni natte iku negai hitotsu afureru ase to namida wa mazatte hoho o tsutatte jimen o kuroku nurasu ima-me no mae ni chikadzuita saigo no isshun ni atsuku natta kimochi zettai ni zettai ni nogashi tari shinai
A single wish that is slowing down Overflowing sweat and tears mix and run down [my] cheeks, darken the ground with dampness Within [my] view now, emotions heating up as the final moment draws near [I’ll] never, never let it pass by
sā furikabutta kimochi takabutta kakehiki no sue no girigiride hajimaru dorama zenshin ga furueru yōna unmei no shunkan o sōzō shite furukaunto sakebu maundo mada owarasenai tsunageru ima o hibiita koe no sono mukō genkai wa tōni koeteru ndaro ko o egaite mirai ni ike
Spirits raised high in excitement After much plotting, the drama begins just in time Imagine the fateful moment that makes the whole body tremble Fullcount shouted from the mound Don’t let it end yet, [we’re] connecting now Beyond these resonating voices The limit has long been surpassed Draw an arc, go towards the future
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*  Having a ‘big back’ means someone is strong and dependable
**  I had trouble with this line… ‘furukaunto sakebu’ would be ‘shout the fullcount’ but ‘maundo’ is just taken from the English word ‘mound’ and I didn’t figure out how that fit into the sentence other than rhyming well. Anyone, please let me know if you have a better understanding of the grammar here!!
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the-firebird69 · 9 months
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it has similar linebs as the top model, higher wider, and almost seven foot six wide and long ok twenty foot . the windows are shallowerr and not much its bigger. he rof seeps a long distance to the rear and Hera did that and it is cool she is a speed demon. true too. has many Flash characters they helped raise her a lot and more than our boy here lol did though. and a four door yes. and luxury for real and seats 8 comfortably and you face each other in the rear seats. and large seats. and full bar etc. has three thousand hp titanium alloy hull and more. we start off with 1200 hp and metal hull. and roll over into this design later. and into rolls royce too.
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and this hieght some of the look and features too.
and much much more fulls ecurity package and tons of du dads. has the hp and all wheel drive and mike tew wants to see it to copy and had his dad do it too. same idea no but similar.
cheapskates but not absurd no it is but not fully.
Thor Freya
we came up with this idea and it is greatness a large rolls royce and to accomodate those who use them and the limosines are slow sluggish and old designs and are not large neough and under powered and when you punch it nohtihng are only 500hp and dont do it. are nice. armored and one of only a few but look it so yoiu need to be ready and cant be
Hera
the size is large but disernable nly when your near it and lookig. but is nice. and like a large suv that is armored y ou have confidence but lower center of gravity and modern and up to date.
Zues
good to hear nice talk good presentatin let me see it first ok
mike t
we think so
Thor Freya
and we ssee and good
mike t
dont have a heart attack mike t and ok that the wire was for true mb
i have stopped ppls hearts by accident
Zues Hera
and it is true told ppl and nope and you did and ok why. i dunno i listen and then theyshut down and ok ahhah lol
mike t
Olympus and it is true ok
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cloudshoregames · 1 year
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Mech Construction Showcase: Armored Titan
Greetings, Dan here!
Today we're going to stretch the method of skinning mechanics to create a purely organic biomech in the form of the Armored Titan from Attack on Titan. Briefly, I know this would be a contested choice as many consider the Titan transformations as more of superpowers; however, these legendary titans do share a lot of similarities with mechs. They have a pilot that controls the body from an internal cockpit, multiple individuals can "pilot" one of the legendary titans (albeit over generations in this case), the body can be modified, and passengers can even be carried inside the cockpit. While the pilot is controlling the titan as an extension of their own body, they are still utilized in a method similar to mechs. Functionally they're meat mechs, and I would not be surprised if a player interested in making a biomech might want something similar. Regardless, this is meant to be a stretch of mechanic skinning as an example for similar scenarios that may pop up in groups. Naturally, any such stretch of the game would be left to the discretion of the player and GM to find a good fit for the group.
With that out of the way, The Armored Titan is a legendary Titan that is known for being covered in super durable, natural armor plating. It uses this to destroy structures, and strike opponents with devastating force, while also protecting it from most attacks. Because of this heavy plating, the Armored Titan is typically very slow. On rare occasions it can shed some of its armor to increase speed, but predominantly it is a heavy front line fighter. Lastly, Titans are known for their regenerative abilities, and this includes natural armor.
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(Art property of Hajime Isayama)
We will be building The Armored Titan as a starter mech, so some features may be left out for adding later, but we'll aim to capture the essence of the biomech to start. We'll start with a Blitz Frame for 24 Armor Points befitting a front line mech. Next, because this titan is slow, we'll stick with a Movement Rate of 1 from Caballero Boosters. Because titans have many defining abilities over weapons, we'll use a Blitz CPU for 2 Utilities. Lastly, we'll go with the Caballero Radiator for a Heat Rating of 8.
Though the Armored Titan would need more utilities to have all of its abilities from its franchise, for now we'll go with the Bioframe, initially for the descriptor, but also to represent when the pilot loses control to their base instincts. For the second utility system, we'll use a Shield Generator. This will add 10 Shield Points on top of the titan's AP, giving it more protection. An additional benefit to the utility is that it recharges 1 SP per round, which will represent the titan regenerating its natural armor. Beyond just skinning the mechanics of the utility, there is precedence for this in the BTE already, as in noximorphs, natural armor is represented as SP on top of their Health Points.
For the Weapon Systems, we'll construct a single kit at the start, putting all 8 HR into Armored Strikes. Since the legendary titan is a heavy hitter, we will spend four heat to raise the damage to a d10. For the RoF, we'll spend one heat for a single attack per round. Next for the ammunition, we will spend three heat for 8 Ammo. Lastly, the Armored Titan as with most titans is traditionally unarmed, so we will spend the remaining heat point for Melee range.
This build will allow for a player to pilot a biomech capable of packing quite the punch (literally), while also having more protection than your average frontline starting mech. As stated before, the titan could gain more abilities overtime as the equipment is improved. A player with this build could naturally improve their Frame or CPU. With additional utilities the biomech could pick up a Neural Interface for improved piloting, a Repair Swarm for further regenerative abilities, or even a Mobility Mode Converter for dropping off leg armor for added speed. Alternatively, this armor adjustment could be represented by installing a Mode Shift System mod to the weapon system, having the mode switch for a higher RoF at the cost of damage. Past these, the player may choose to increase their weapon options using an improved radiator or Disposable Equipment.
For next time, we'll go high end once more, as we revisit a non-humanoid mech with an abundance of weapon systems as we build Kiryu, also known as MFS-3 Mechagodzilla. Thanks once again for your interest. I look forward to seeing you for the full launch sometime this Fall!
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lastpolh · 2 years
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Aldente web design
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Aldente web design install#
Aldente web design update#
Aldente web design install#
To make access easier and give the façade a practical aspect, it was decided to install a window that could be raised so that the locale’s delicious ice creams, freshly cooked pizza portions, etc. The worktop of this multi-purposed table is made of Portuguese granite, and its structure is red enamelled iron, made entirely to measure.įor the façade we were looking for a warm, friendly feel. To that end, we designed a huge, wheeled table at the studio that could “flow” around the locale and be used in different areas depending on where it was needed. Both pieces were supplied by ARTELORE.īut AL DENTE also wanted to offer cookery courses and tastings at its new locale. These are both features that could have come straight from the home of a nonna (Italian for “grandmother”). To reinforce the homely atmosphere sort, we selected a round central table and a buffet style sideboard, both made of aged wood. In contrast with the wood furnishings, we opted to make the products as easily accessible as possible to customers, with shelving in iron and aged wood to give a warm, light-hearted touch. We selected terracotta-effect porcelain stoneware tiles made by COLORKER and supplied by HIMABISA, which were installed in a herringbone pattern, giving the effect that we were looking for with no loss of functionality.
Aldente web design update#
ALDENTE DOES NOT WORK ANYMORE AFTER MACOS UPDATE Unfortunately, for a small amount of users, AlDente temporarily does not work after a macOS update. Later versions of AlDente Classic or AlDente Free/Pro are not open source anymore. This is why we used a terracotta effect as the hub of the project. The first couple of versions of AlDente Classic until AlDente Classic 2.0 are open source. The terracotta lamps manufactured by the Italian firm TOSCOT especially for the locale are a stand-out feature They are the main feature of the counter, where they give a touch of warmth that contrasts with the straight lines of the furniture unit.Īs a shop specialising in Italian cuisine, AL DENTE it needs to have some Italian motifs. We enlisted the cooperation of TAO Iluminación, and decided to separate the different areas with rail-mounted white projector-type spotlights on one side and embedded spotlights on the other. In line with our characteristic style at the Natalia Zubizarreta Interiorismo design studio, we used the interplay of lighting to give the desired ambience. It also has its own shop, which sells over 700 Italian gourmet products. When cookies are limited or disabled, we cannot guarantee the proper functioning of this website.Al Dente is a 135 m2 locale in the centre of Bilbao that houses a bread oven and a cookery school with premises for workshops, slow-cooking and tastings. Because privacy is our top priority, no information will be distributed or sold.Ĭheck your browser info to limit or disable the use of cookies. The gathered information will only be used to enhance this website and its functionalities. _gat : A Google Analytics cookie - contains no user data - limits the numbe rof requests for - expires after 1 minute. Web Design - Build Digital Growth, Digital Marketing - Unified Marketing Mildura. _gid : A Google Analytics cookie - for private analytical purposes - expires after 2 years. _ga : A Google Analytics cookie - for private analytical purposes - expires after 2 years and 2 weeks. curved : The sitecookie - contains no user data - needed for an optimal user experience - expires after 2 years. belonging to us and third parties to enable our website to function correctly and securely, and to personalize its content. ci_session : A sessioncookie - contains no user data - needed for an optimal user experience - expires after 2 hours. THis information will be send back to the website (or another website that is allowed to read th ecookie) on each visit. A cookie is a small textfile downloaded to your device when visiting a webpage.
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agentspeedsite · 2 years
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Halo 3 marine
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Trademarks are the property of their respective owners. Know their bonuses, stats, how to get them, and more! All Rights Reserved. By using our site you agree to our privacy policy. Ghost Recon Breakpoint.GameWith uses cookies and IP addresses. Needs no introduction F High magazine capacity, good all rounder M High range and accuracy, slower reload M9: High magazine capacity and damage, less range and harder to control P Highest mobility in class with lesser range P Fastest reload speed in class, wide sights P45T: Hood middle ground between more damage and control PX4: Good damage, harder to control USP Tactical: Best sight acquisition in class, low damage Designated Marksman Rifles Image credit: Ubisoft As with sniper rifles, designated marksman rifles are best suited to the Sharpshooter class.Īssault variant: tougher recoil, higher power SVD Strongest firepower in class at the cost of rate of fire. Highest range in class, less mobility TAC Highest range in class, less mobility Shotguns Image credit: Ubisoft Crunchy and unparalleled in power, shotguns are the perfect secondary weapon for classes who want to deal strong close-quarters damage. LA3: The middle ground between larger caliber and less stopping power. P High damage and mag capacity, punishing recoil, low accuracy Bullpup PDR: ASR caliber, hard hitting but harder to manage Scorpion Evo3: High rate of fire and stability, muzzle velocity and range trade off MP7: Highest mobility in class at the cost of damage and range Vector: Highest ROF in game, low recoil, damage and accuracy trade off SN-9mm: High impact and good range, low on accuracy MP5: highest firepower in class at the cost of accuracy and mobility UMP: Lowest muzzle velocity in class but packs a punch Sniper rifles Image credit: Ubisoft Breakpoint's Sharpshooter class is designed specifically for snipers: it lets them use bullets that blast through armour and deal high damage. How Ghost Recon: Breakpoint weapon customization works As well as a number of weapons to use, each will be customizable per part via the gunsmith system in Breakpoint, which allows you to swap out muzzles, rails, under barrels, and more.Īssault rifles The bread and butter of Breakpoint, assault rifles are a popular choice across all classes. Please deactivate your ad blocker in order to see our subscription offer. Hold your breath, take aim, and breeze past those PMC baddies. As with sniper rifles, designated marksman rifles are best suited to the Sharpshooter class. Needless to say, they're best put to use in an Assault or Field Medic build, those that'll want to get into the thick of the action.Ĭhoose wisely as to whether you want a semi-automatic quick-firing pistol or something devastating but slow like the Desert Eagle. Crunchy and unparalleled in power, shotguns are the perfect secondary weapon for classes who want to deal strong close-quarters damage. Breakpoint's Sharpshooter class is designed specifically for snipers: it lets them use bullets that blast through armour and deal high damage.Īs well as their useful class technique, Sharpshooters can hold their breath longer while using snipers and marksman rifles. This way you can skulk in the darkness with an SMG and pick Wolves off with ease. Ghost Recon Breakpoint blueprint locationsĬrucially they can disable the reduced damage hit of suppressors on handguns and submachine guns. They still require tactical thinking though: SMGs suit the Panther class well, the stealthy member of the team who boasts a cloaking ability. Nimble and powerful, submachine guns should be the weapon of choice for those who love to spray and pray.
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High power, tremendous recoil and limited mobility are the perks here.Ĭonsider spreading their use across other tank-focused classes like Assault and Field Medic. But naturally, they lend themselves to the aptly-named Assault class. The bread and butter of Breakpoint, assault rifles are a popular choice across all classes. Now here's each gun type, and the four Ghost Recon Breakpoint classes they suit best. Players have two slots for regular two-handed weapons and a sidearm slot to fill. You can also paint your guns in different colors to truly make your loadout unique with the per-part aesthetic customization system in the game. As well as a number of weapons to use, each will be customizable per part via the gunsmith system in Breakpoint, which allows you to swap out muzzles, rails, under barrels, and more. Knowing a bit about each gun and how you can customize it will make that process easier. This invariably leads to a bumper backpack full of guns, and a lot of time spent deciding what to take into combat. Ghost Recon games have always been about crafting tactical loadouts, cobbling together your best kit, and swapping out weapons to handle a variety of military operations. What guns are in Ghost Recon Breakpoint? As you'd expect from Ghost Recon, there are a lot of 'em.
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lailoken · 4 years
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'A Call Unto the Dark Man'
“Unto the aspirant who desires to cross the threshold to the old way of the witch, or unto the witch who, in a time of need, seeks the aid of the Old One, or to renew their compact upon the path of Return; I offer the following rite. Set forth, alone, to some secret and special place away from the intrusion of human activities and prying eyes. This journey, on foot, must be undertaken as a meditative act in itself, and one must be acutely open to any signs, omens or uncanny presences, subtle or not so, that may present themselves in the landscape through which you pass. This must be so, for it is known that once one has made the decision to call upon him, the Dark Man may choose to pre-empt any ritual or conjuration by making an appearance, before such an act can be attempted, in either human or bestial form. When the secret place has been reached, a circle, or working ring, must in some manner be marked upon the ground, be it inscribed in the earth, set out by a good length of cord, marked by chalk, or by any other means. The ring must be large enough to encompass a space within which one can both kneel down, and circumnambulate about a small central fire. There, build and light the fire, and begin a slow, backward pace about it in the direction against the sun; the journey to the left, until the Lord's Prayer has thrice been spoken backwards:
Nema.
Reve dna reve rof, yrolg eht dna, rewop eht, modgnik eht si eniht rof,
Live morf su reviled tub, noitatpmet otni ton su dael dna.
Su tsniaga ssapsert taht meht evigrof ew sa, sessapsert ruo su evigrof dna.
Daerb yliad ruo yad siht su evig.
Nevaeh ni si ti sa, htrea ni enod eb lliw yth.
Emoc modgnik yht.
Eman yht eb dewollah, nevaeh ni tra hcihw, rehtaf ruo.
Upon the completion of this, kneel in genuflection before the fire, facing the north, and, using the left hand, cast into the flames a handful of elder, thistle and mugwort. Into the rising smoke speak these words:
Here encompassed at the Cross of the Ways, upborne upon the fire of my Will, out into evenfall's gloam my call and spell; O Dark One, Intecessor, Robin, Old Janicot!
Deliver Me!
I call for thy visitation as of old, by vision, dream or manifest form, come thou!
By guise of man, dark-hooded or hatted, by hound, or crow, by goat, bull or walking toad; blackened all and bearing light, come thou!
Meet me upon wooded aisle, lonely stile, at thorny hedge or stream's edge, Here or there, now or then, come ye forth!
Aid and enjoin me in hallowed compact.
From all workers of evil, oppression, slander and deceit deliver me!
From all misery and fear save me!
For I am a child of the serpent seed.
Opener of the hidden and crooked way, set me upon and illumine the path of return; the old path of One and All possibility!
My guide and dark companion clad of night, saviour and beacon-light! 
Deliver me! Deliver me! Deliver me!
Remain there, waiting, watching, listening, within the circle until the fire has burnt away. The Man in Black's visitation may there occur via his physical presence, in human or bestial guise, or via vision, or some sign manifest in the forms, sounds and movements of the surrounding land. The encounter may occur at another time, at another place, in dream or the waking world, but when and in whatever manner, following the sincere working of this rite, occur it shall.”
The Devil’s Dozen:
Thirteen Craft Rites of the Old One
by Gemma Gary
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royvalentine · 2 years
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NO ONE ASKED YOU ABOUT RALF?!? i am asking about ralf.
LOOKING AT YOU WITH EVIL EVIL INTENT thank you :3.
overall opinion of them: genuinely my favorite kof character for like so, SO many reasons. i just like him a totally normal amount.
gender/sexuality headcanons: definitely trans and gay. keepin' it simple.
favorite moment in canon: i have to bring up the ralf/ramón fight in the xiv manga first and FUCKING foremost. you know. we all know. other than that, the leona drama cd is great AND REQUIRED READING FOR ANYONE MAKING KOF FANWORKS, and i need to give a shoutout to both the 96 and 97 story endings.
favorite moment in a fanwork: do not fucking talk to me about this. "favorite" is i think too jovial a word for me to describe his Category 5 Shiki Tohno Event in the rof orobby team interview but i think about it so much. and the fucking like gay moment him and clark have at the end of that stream YOU KNOW THE ONE!! WE ALL KNOW THE ONE!!!!!
also that uh. that other thing that happened. with him and clark.
favorite line: stealing yours because that entire chapter went so unbelievably hard.
also, since this question can include fanworks,
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characters i love seeing them with: ok besides the brothers and siblings in christdern i have to give ANOTHER shoutout to ramón. i'd like to see him talk to some of the other guys like robert and maxima more too :3. this is like 100% fanon but i think him and athena should be friends too it's funny they're like the snk old folks' home but athena is 19
last thing before sleeping headcanons: doing this to clark for 10 minutes before he actually stops whatever he's doing
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after that he stops whatever HE'S doing, gets into his jim jams (aka nothing), and gets into the most optimal sleeping position (on top of clark's bewbs).
sleeping habits headcanons: has a relatively normal sleep weight. gets a lot of nightmares that vary from Giant Floating Head From Ikari II: Victory Road or [REDACTED]; has a hard-ish time going back to sleep after them most of the time. big fan of getting up and just kind of pacing/walking around after them if he has enough trouble going back to sleep, which leads to the occasional "waking up involuntarily at 5am and doing your semi-daily slow-ass-resident-evil-ass jaunt around the boat and bumping into heidern, who woke up voluntarily at 5am (like he always does) to inhale like three cups of coffee at the speed and proficiency of a vacuum" moment.
first thing after waking up headcanons: if he's not doing what has been described above, he's a lot more peaceful and moe about it. takes a couple of minutes to detach himself from clark, pokes him a little bit to wake him up if he isn't already, and thus the grind begins.
favorite location headcanons: clark's arms uwu <3. other than that, definitely the boat. also stealing either you and/or jim saying takuma's kitchen, whether he admits it or not. only the location itself, though; there is no love for those fucking noodles.
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irrfahrer · 2 years
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Why should I do that? Where’s the fun in that? I’m gonna rage my way to oblivion! {smuggler!ben to ziv about his reckless driving}
"BECAUSE-", Ziv started but it turned into a completly uncontrolable shriek when the other suddenlyflewso sharparound the corne rof a building that the Tynnan felt the edge of the duracrete swiftly move past her cheek. The Tynnan twitched in her seat, rolling herself together like a small, terrified child. It wa snot like Ziv was any better at driving, let alone piloting for the lack of connection to soil and hard ground made her by the force enhanced senses feel as if caught in a rollercoaster and she therefor flew accordingly to a whim, yet she never flew this horrible that the airstreets and the towering high buildings were nothing but grey blurrs.
"-Because I am a kriffIng amazing Healer and literally had brought people back from the brink of death and defeated pandemics all on my kriffing own since I was kriffing eleven years old," with every passing secondthe young womans voice became louder, and thinner until it was a fragile cheep: "- BUT MENDING A KRIFFING TO POWDER CRUSHED SPINE IS FAR BEXOND MY ABILITIES ESPECIALLY WHEN IT IS NOT ONLY MY OWN SPINE BUT THAT OF THE KRIFFING PILOT ALSO- FOR KRIFFS SAKE SLOW THE KRIFF DOWN OR- " , Ziv had cut with her claws so deep in the leather of the seat that her fingers were already digged into the cushion until her first fingerjoint. Her pelt was poofed up from stress so horribly that she looked like a duster and the young womans voice was nothing but a panicky shriek as she ripped one of her paws out of the cushioning and grabbed blindly for the others arm without daring to take her eyes of the road:
'´-I SWEAR, BEN, I WILL BITE OFF YOUR KRIFFING DICK AND DOOM YOUR KRIFFING SEXLIFE FOREVER IF YOU DO NOT SLOW THE KRIFF DOWN RIGHT KRIFFING NOW!"
[ @kylo-wrecked ]
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steamlore · 3 years
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HighFleet - Shipbuilding Guide
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Learn how to build ships that have better performance and higher cost-efficiency than built-ins!
HighFleet Shipbuilding
(Initially created August 5th 2021 for game version 1.1)Building effective ships in Highfleet can be extremely frustrating to new players; but is a very rewarding task. Player ships can significantly out-class built-ins in terms of cost-performance and efficiency. This guide is oriented towards players who are not cheating or have not racked up a giant score for new game mode. While the guide can help players who don’t care about fuel expense or cost efficiency, these items are an important consideration in the guide.
Ship Editor Basics:
Hopefully someday Konstantine will explain this ingame... I've had to tell dozens of players how to place multiple parts without going back to the parts menu every step... -You can hold shift whilst placing parts (left click) to retain that piece on your cursor, so that you can place another immediately. -You can create a disconnected segment of a ship, band-box select it, then right click lift the entire piece. You can place/rotate the entire piece… including shift-placement for very fast construction.
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Fig.1
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Fig.2 Incidentally, I discovered a placement bug with the antenna... -If your editor seems to have locked up, drag select your main hull (the piece of ship containing the Bridge) and right click to attach to your cursor. Place it somewhere empty and your game should be responsive again. This is assuming you are building a sane ship under 200k of cost, ofc...
Highfleet Ship Design Theory
Hybrids suck. Do not build hybrids. Some may find this controversial, but this seems really obvious, and quite a few other players agree with me on this. TacticalShips (that are designed to duke it out in ship vs ship combat) and Strategic/Support/Auxiliary ships should be built very differently.(Other than AAW pickets, but they are a special case and the angles your opponents will start from in Air Defense Mode are far more limited than in Ship vs Ship) Reasoning? -In ship vs ship combat, you get to pick which ships on your team get to appear. Thus, unless you screw up badly, there is no reason for your tanker, missile carrier or sensor ship to ever have to get shot at by cannons. -Tactical ships want to minimize cross-section, to minimize probability of getting hit and mass required for a given armor thickness. Lots of fuel tanks *greatly* increases cross section, mass, and engine count required to achieve a given design speed, making them inferior in combat. -(Good) Tactical ships should use mostly gimballed engines to have maneuverability in combat. This means they are less fuel efficient for a given mass of ship and design speed. -Electronics (Search Radar, ELINT, FCS Radar, IRST, and Jammer) do not function behind armor. They have reduced function through structure too, so don’t get too fancy with structural cages. -Support ships want to use as many static engines as possible, to maximize their fuel efficiency (as well as cruise speed for a given budget). It is my experience that a fleet of optimized tactical ships and optimized support craft is both deadlier/more durable in combat and more fuel efficient than a fleet of hybrids.
Fundamentals of Tactical Ship Design
Ships need to consider how they will fight, what class of targets they will be optimized against, and how they will protect themselves. Players must also consider their own limitations; saying “speed is overpowered and the best defense” might be true, but most players are not 11 Honor Lightning Pilots and therefore should probably not try to fight cruiser fleets in an ultralight. Similarly, if your aim is bad, pick weapon systems with faster reloading speeds and larger magazine sizes, and maybe pack more missiles.Thrusters should be placed towards the extremities of a tactical ship, for example, the corners on a boxy design. Thrusters high up above the center of mass of a ship generally improves stability, placing them below center of mass decreases stability. Increased stability makes landing easier, while decreased stability allows for doing backflips and other tricks while dodging. As stated earlier, tactical ships want to be as compact as possible for a given amount of capability (generally measured by speed/weapons/defense), this makes you harder to hit and easier/cheaper to protect with passive defenses. Unless you are the greatest pilot of all time, you will find yourself getting hit eventually. Losing your bridge = dead ship; losing the ammo usually results in an explosion that (depending on amount of ammo and size of ship) may instantly kill it, and having fuel tanks get hit may cause fires. Obviously getting hit in power, engines or weapons is bad and will lead to a decrease in the ability of your ship to fight, but they are less instantly fatal than an ammo explosion. Therefore, you want to protect your ammo and bridge as much as possible, then fuel and generators. Generators and crew compartments also have more hitpoints than fuel or ammo, which makes them a decent way to protect your explodey bits. While losing the bridge is an instant kill on that ship, it’s fairly durable and less prone to sudden death than ammo. Thus on small ships you protect the ammo even more than the bridge; i.e. hide ammo from expected direction of fire behind the bridge. For ships with relatively few and light weapons, it is possible to spread out your ammo so that some of it exploding does not cause a chain reaction. For ships with lots of heavy weapons, that becomes impractical and the ideal is to centralize your ammunition and bury it as deep as possible behind other components.
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Fig2b, examples of what -not- to do. TLDR cram components as close to each other as possible, make ship smol as possible for same number of stuff. Put thrusters near the edges/corners for better turning. Put critical components behind less important parts to die as slowly as possible, the order of importance is Ammo & Bridge > Fuel > Generators > Everything else
Basic Design Challenge
Alright, put the above information into practice. Go build a simple ship with following (additional, make sure you incorporate the lessons learned so far) specifications: - Cheap as possible - 4x AK-100 - Solid top armor - Line of 2x1 Reinforced structure on each side - Thrust-Weight Ratio at least 3 - 2 static thrusters - No fuel tanks or ammo directly exposed - Range at least 750km You should have something that looks like this:
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Fig.3 Ugly, and poorly optimized, but that can be fixed! This is a cheap and basic frigate sized bottom-fighter, one of the more powerful archetypes in Highfleet. Even with this crappy hull you can probably (with decent aiming/dodging) clear Difficulty 3/Small Tester with negligible internal damage… But your ship is nowhere near it’s potential. Heck, it can’t even land! How to improve this? Well, get ready to read alot of words and stare at lots of pictures… First we’ll overview the parts that go into tactical ships before we swing around to advanced design methods…
Turrets
There is no such thing as best weapon, only best weapon for a given situation for a given player. Thus players will have to decide what weapons to fit to what design. n 2A37 AK-725 AK-100 D-80 MK-1 MK-2 MK-6 A-220 Cal 37mm 57mm 100mm 130mm 180mm 180mm 180mm 220mmR Mag 50 14 4 4 1 2 6 6 RoF (burst length) 2000 (1.51) 350 (2.4) 400 (0.6) 240 (1) N/A 180 (0.66) 180 (2) 120 (3) Reload (per second) 20 (2.5) 10 (1.4) 7 (0.57) 10 (0.4) 6 (0.16) 10 (0.2) 7 (0.85) 20 (0.3) Turret Speed Normal Normal Normal Normal Slow Slow Very Slow Normal $$$ 3000 1500 2000 4000 4000 6000 24000 4000 Size 1 1 1 1 1 1 4 1 Ammo Req 1 1 1 1 2 4 8 4 Power Req 0.7 0.7 1 1 1.8 2.4 6 3 Crew Req 6 6 6 6 12 24 50 5 In terms of damage per shot (and anti-armor performance when using non-AP munitions), the weapons efficiency is: 37mm *Rocket launchers are very effective when they connect, but their rocket rounds start out slow, then accelerate, requiring a different lead reflex compared to firing guns. Their rockets are also easier to shoot down/dodge than cannon shells. 2A37 With good aim, the CIWS can be extremely potent against lightly protected opponents with it’s 2000 RPM and 50 round magazine. However, it takes 20 (!) seconds to reload it’s magazine, meaning once the readied rounds are depleted, holding down the trigger only fires 2.5 shots per second! Therefore if your aim is bad, it is recommended you open fire only when you have maneuvered into point blank range. (The 2A37 also my recommended weapon of choice for Air Defense ships and a good secondary battery for larger tactical ships to shoot down incoming shells and missiles) Ammo Types: HE, Incendiary AK-725 Commonly regarded as a mediocre weapon, the 57mm lacks the stopping power of 100mm+ weapons, or the ability of the 37mm to saturate the local airspace. However, it is the cheapest gun mount, and actually fairly strong in large numbers (8+) due to it’s large magazine size (14) and great reload rate (10 seconds, or 1.4 rounds per second), extremely friendly for gunners without a disciplined trigger finger. Ammo Types: HE, Incendiary AK-100 On paper, the AK-100 is inferior to the D-80; both have the same magazine size and logistical footprint but the other is higher caliber and does more damage, right? Yet the AK-100 is a fan favorite, while the D-80 is not. For one, the AK-100 fills it’s 4 round magazine in 7 seconds, while the D-80 needs 10. Next, AK-100 has a fire rate of of 400 RPM compared to the D-80’s 240, meaning a shot-cluster from the AK-100 is almost twice as tight as that from the D-80. Faster magazine filling speed and higher ROF also make it decent in point defense, when using Proximity shells. And of course, it is half the price of the D-80… Ammo Types: HE, Incendiary, Proximity, Armor Piercing D-80 For all the advantages of the AK-100, the D-80 offers non-trivially more burst damage up front and better anti-armor performance, as well as a larger proximity shell that has a bigger splash area. If you are a very good marksman and can reliably hit a ship zooming around while flying fast yourself, the D-80 will simply kill the opponent faster on the same logistical footprint. Ammo Types: HE, Incendiary, Proximity, Armor Piercing, Laser Guided MK-1 The first thing you’ll notice when using Big Guns is the reduced turret speed. It just rotates slower than other weapons, making it worse at high speed close range combat. It also requires more power and crew than the standard guns. Unpopular with most players due to it’s single-shot nature. Ammo Types: HE, Incendiary, Proximity, Armor Piercing, Laser Guided MK-2 Quite potent against enemy cruisers with Armor Piercing Ammunition, the MK-2 does cost the same amount as 3 AK-100s and uses more than twice the crew of 3 AK-100s, and uses almost the same power as 3 AK-100s… While there are arguments for not mounting the weight of 3x AK100, the 180mm guns are simply less flexible when not fighting heavy ships. There is some debate whether players should use 4x MK2 or 1x MK6… it depends on your aiming skills. If you are very confident of your marksmanship then 4x MK2 can be superior. Ammo Types: HE, Incendiary, Proximity, Armor Piercing, Laser Guided MK-6 At the cost of a decent frigate before you even factor in logistical footprint, the MK-6 has a higher cost than it’s paper stats show; 8x Ammo requires another 4MW in power and 40 crew to operate… and those crew quarters require power too… and the power generators require more crew. Altogether a MK-6 costs about 30,000 Gold and adds over 2000 tons of mass to a ship. This is before you consider how many more engines (and fuel and crew and power and armor to protect the huge volume!) it takes to keep the same design speed with that extra mass! To top it off, the MK-6 has the same rotational speed issues as the MK-1 and 2, but worse. Opening fire also causes white flashes and shakes to appear on your screen, making aiming more difficult. That being said, with good aim and proper ammunition selection you can obliterate an enemy cruiser in a few salvos. Extremely destructive armament, suitable for use on capital ships to fight other capital ships. Ammo Types: HE, Incendiary, Proximity, Armor Piercing, Laser Guided A-220 The only ship-based rocket launcher in game, the A-220 offers excellent burst firepower on a relatively low logistical footprint. However, due to difficulty of leading targets, increased ease of dodging and vulnerability of your attack to point-defense, it’s fairly unpopular with players. Ammo Types: I don’t actually know all the ammo types you can fit to Rocket Launchers. TLDR: Big guns only cost efficient vs big ships (unless you are Simo Hayha II). AK-100 generally adequate vs everything and can change ammo to be better at whatever it’s facing. Use A-220 if you are a hipster.
Landing Gear Design & Propulsion Selection
Landing Gear
Landing gear (“Legs”) require at least 2 parts for good articulation. They don’t have names as of 1.1, so I will arbitrarily label them:
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Fig.4a Types A, B, C, D from left to right n Type A Type B Type C Type D $$$ 400 200 100 50 Power Req 0.4 MW 0.2 MW 0.1 MW 0.07 MW (*) Mass 238t 80t 18t 3t *Estimate When piloting a very light ship (say, under 750t) and with good control, you can just use skids to land. But generally most ships should use landing gear, tactical ships to gain an edge in repair speed, strategic missile/aircraft carriers for faster reloading of expended missiles/replacement of destroyed aircraft. I even put legs on my tankers and spyships; ships without the ability to land just don’t make sense in this world. However, especially on smaller ships, you want the lightest possible legs to avoid excessive thrust/power wastage. For brevity’s sake I’ll just show the types of legs I find appropriate for a given tonnage of ship, though if you are very gentle (zero horizontal motion, less than 9km/h touchdown) with landing you can make do with legs that aren’t quite up to par to save mass/power.
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Fig.4b Ultralight
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Fig.4c “Corvette Legs” 1x Type C + 1x Type D, suitable for ships up to ~2000t mass
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Fig.4d “Frigate Legs” 2x Type C, suitable for ships up to ~4000t mass
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Fig.4e 1x Type B + 1x Type C, suitable for ships up to 8000t
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Fig.4f 2x Type B, suitable for ships up to 12000t
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Fig.4g 1x Type A + Type B, suitable for ships up to 16000t
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Fig.4h 2x Type A, suitable for ships up to 20000t For ships that are heavier you can use more than 1 pair of legs to compensate, or just land *very* gently.
Propulsion
The RD series are significantly more fuel efficient but require Large Hull sections. Due to their sheer mass of Large Hull sections it becomes inefficient to build small ships with RD series engines, and very expensive to build fast ships (even if large) with them. Faster, smaller ships will use D-30, NK-25 and D-30S engines for propulsion. Larger, slower ships should use the RD-59 and RD-51. As stated before, tactical ships will want to use mostly gimballed engines and support ships should use mostly static engines. While it is possible to propel a large ship with small engines, the large ship will have extreme fuel consumption for its mass and design speed, not recommended when fuel is one of your biggest expenses in the campaign. TLDR: Use small engines for small ships, strongly consider switching to big engines around 6000t of ship.
Defenses
Reinforced Hull Reinforced hull has the same hitpoint total as an armor block, but at one-fifth of the weight. It’s not perfect, though, because it doesn’t have the damage resistance of armor; you can see this when interlaced armor/reinforced structure triangles get hit by a missile; the structure triangles go deep red or die immediately, whilst the armor triangles (that didn’t fall off from the missing structure) go pink/light red.They Read the full article
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jesawyer · 4 years
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Hello Josh, I am currently replaying Fallout New Vegas and I am enjoying it very much. I decide to start my new game straight with the Dead Money DLC. I noticed that the first two firearms you get in the villa are the Police Pistol and the Automatic rifle. By the look of the weapons they seem to be based on the the same guns that Bonnie and Clyde used. Was this an intentional reference.
I’m glad you’re enjoying your replay, but no, those weren’t the inspirations.  Treasure of the Sierra Madre was one of the reference films Avellone used, so I took the Colt Official Police and turned it into the Police Pistol.
I don’t remember if I took the BAR from some other reference Avellone used or if I just thought it would make a good addition.  We didn’t have any automatic, slow RoF, moderately accurate .308 guns, so the BAR worked well.  It’s not exactly the same as a BAR, so we made the necessary modifications to work with animation and called it the Automatic Rifle.
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RGG
Vickers Elephant, 1st heavy quad adopted by Weland.  Slow, ponderous, w/distinct, well-armoured 'ploughshare' glacis plate.  Produced in 'bull' & 'cow' models, soldiers preferred the ‘cows’ due to turreted main gun w/faster ROF, aiming.
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sharky857 · 5 years
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These two (I actually “Ecosia’d” those screenshots).
SoAP was the first lore-related event released in-game, and I was so hyped it managed to lure me outta my Training Only Comfort Zone(TM).
RoF was loved to bits by yours truly for a single reason: the whole first part of the match. Yes, while a good portion of the playerbase loathed it, I loved the race to the top, jumping from platform to platform, slipping, falling, cursing like a sailor because you were almost there, all while no player could harm the other, but could still slow them down (side-glances all the Inaras who placed those blasted walls along their way).
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