#they have specialized bombs and grenades that they can throw in addition to their guns
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soullistrations · 4 years ago
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[id: Eight screenshots depicting a scene from the donghua “Quan Zhi Gao Shou: The King’s Avatar.” The first screenshot is a closeup of Zhang Jiale’s avatar, Dazzling Spring. He has pink hair pulled back into a ponytail. Dazzling Spring looks out of the corner of his eye at Little Cold Hands.
The second screenshot is of Little Cold Hands, An Wenyi’s avatar. She is a Cleric with lavender hair, wearing a white nurse’s hat with a small dangling cross charm, a white sleeveless dress, and white and nave gloves with gold clasps. Little Cold Hands holds a glowing gold staff with a green crystal out in front of her, ready to heal. The caption is Dazzling Spring saying, “Little Cold Hands.”
In the third shot, Dazzling Spring continues, “You gonna get cold underwater.” Dazzling Spring is shown from the shoulders up, and his white tunic with black and pink pauldrons is visible.
In the fourth shot, Dazzling Spring tosses three pink and silver disc-shaped bombs toward the camera, blowing Little Cold Hands off the ledge they are on.
In the fifth shot, Dazzling Spring holds his gun in his right hand, shooting off the ledge. Unrivaled Super Hottie, Ye Xiu’s avatar, runs at him from the left side of the screen. He is a Knight wearing full plate armor and a shield, and his sword is blurred as he swings it back. In the caption, Unrivaled Super Hottie says, “Got addicted to bullying Clerics?”
In the sixth screenshot, Unrivaled Super Hottie is lit from behind as he prepares to swing his sword over his head. He is a brunette who also has his hair pulled into a ponytail. He says with a grin, “Let’s all get cold underwater.”
In the seventh screenshot, Dazzling Spring dives left, crossing his guns to fire at Unrivaled Super Hottie. The Knight is shown from behind, sword raised. “You might not want the Boss,” Dazzling Spring says, “but I do.”
The last screenshot is of Dazzling Spring and Unrivaled Super Hottie plummeting down a waterfall, locked in combat. end id]
Just Zhang Jiale killing the enemy's healer. I love that after seeing the game avatar's name(Little Cold Hands), he used that for his next line and Ye Xiu continue referencing it lol
Ye Xiu and Zhang Jiale dynamic is too funny. Zhang Jiale has this love-hate relationship with Ye Xiu. He respects him but also find him annoying. In Ye Xiu's case, he love teasing Zhang Jiale bc of his funny reaction.
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quazartranslates · 3 years ago
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Welcome to the Nightmare Game II - CH36
**This is an edited machine translation. For more information, please [click here]**
[<<< Previous Chapter | Table of Contents | Next Chapter >>>]
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Chapter 36: Star Death Reality Show (XIX) {cw: gore}
After being preached to about gods, Lara was silent and did not dare to talk to Qi Leren as they walked.
Qi Leren’s heart was still thinking about Dr. Lu and Du Yue, and at that time he was silent. After cutting off the power supply in the underground laboratory, he had returned to the laser corridor. Although the door to the corridor was open, Dr. Lu and Du Yue were gone. Outside this door was Jing Siyu's basement, where there were traces of fighting. Qi Leren guessed that someone had entered the basement whom Dr. Lu had judged to be a threat. It was not clear which side won, but both sides had left the scene, and it was indistinguishable whether they had returned to the surface or entered the underground research institute.
Earlier, he had entered the underground research institute, but Dr. Lu and Du Yue had been locked out. These two people must have been looking for ways to enter the underground research institute everywhere, and they also met Lara and the others. Later, Dr. Lu had used his talent of "treasure hunting expert" and found another ID card, so he opened the door.
It was already 11 o'clock on the fourth night. According to the amphioctopus’s parasitic tendencies, except Xue Jiahui who was killed by Qi Leren, the remaining three amphioctopuses may or may not have finished one round of parasitism. Now, the total number of amphioctopuses should be between three to six.
The larval body had no fighting power, and could even be eaten by other octopuses in a competitive state, so the enemies he needed to face at present were only three mature octopuses.
Qi Leren quietly caught a glimpse of Lara. On the way to Lara's house, he had been ready to face two octopuses at the same time, because Xue Jiahui had been infected the previous night. After one day, the octopus in her body had matured. On the third night, she should have infected one person. Qi Leren felt that Lara, who had been taking care of her, was the most suspect.
However, when he sneaked into Laura's house and overheard her and Xue Jiahui's speech, he temporarily ruled out Laura's suspicion and just killed Xue Jiahui on the spot. But if Laura wasn't parasitic, who would it be?
"Who has seen Xue Jiahui in the last day?" Qi Leren asked.
"Jing Siyu, Jing Sixue, and Francis," Lara said, her face turned white. "Do you mean..."
"Were any of them in your room between 8:00 and midnight last night?" Qi Leren asked, roughly calculating when the octopus would have become parasitic.
"...Francis. He had come many times, mainly to see me... I... I asked him to take care of Xue Jiahui..." Lara's face became pale and almost ghostly.
The two walked in the snow, and only their footsteps and breathing were left in the quiet space between heaven and earth. Lara swallowed saliva hard and asked in a hoarse voice: "Has he already..."
Qi Leren nodded his head.
The cold wind blew and froze the tears that had just flowed out of her eyes. Lara covered her face and breathed hard, and the exhaled hot air was frozen into a white mist amidst the snow and ice. She was shaking, and even a temperature-regulating suit could not warm her frozen heart at the moment.
Qi Leren was taken by Lara's emotional state, and he couldn't help feeling sorry for her. But her strength is beyond Qi Leren’s imagination. In less than a few minutes, she calmed down, and only her reddish eyes exposed her heart.
"I see, if he really becomes a monster, I... I... I will... I will," Lara resolutely said.
Qi Leren thought, and thought, and thought.
What if it was him? Could he make a decision like Lara’s?
"You don't have to make a decision now. You’ll never know your choice until that moment," Qi Leren said to Lara, as if he were talking to himself.
No one could easily make such a difficult choice. No matter how many plans there are before things happen, it’s not necessarily rationality that makes people decide. Maybe the righteous would become deserters, but the cowardly would become heroes, who knows?
In the extremely bright night, two people who didn't need additional lighting arrived at Annie's house smoothly. The lights inside were off, but Qi Leren didn't dare to take it lightly. Mark was the first person to be parasitized, and the second was Xue Jiahui. On the third day, one of the two victims was Francis and the other was Annie. Aware of the terrible amphioctopus, she had still cooperated with Mark, the parasitized person. Her position was not innocent.
Whether she was parasitized or not, breaking into Annie's house was bound to be a great risk. If the octopus in her body had matured, Qi Leren couldn't think of a good way to catch her by surprise.
"Take this, you hide. If you hear me call your name from inside, throw this into the window and then run away." Qi Leren gave Lara a hand grenade, which had been taken from the institute, and instructed her on how to use it.
Lara was uneasy: "Can you handle it?"
Qi Leren showed that kind of sage-like smile again, paving the way for his "miracle": "Don't worry, God will bless me."
Although Qi Leren's expression and tone at this time was very confident, it still couldn't completely reassure Lara. After all, she had witnessed the "Apostle of God" being hit on the back by an exploded door not long ago, which seriously damaged his credibility. Laura looked at Qi Leren full of worries, hoping that the injury wouldn’t affect his combat effectiveness.
Qi Leren was stressed by Lara's gaze, so he had to jolt himself into taking action. He turned to look for the window he had used to sneak into Annie's house last time. The last time, they had a hard time climbing up, but after his near-death breakthrough in the laser corridor, Qi Leren felt that he could climb in by himself without help.
Indeed, Qi Leren was as agile as a cat, climbing the notches on the outer wall, and the strength in his arms easily supported his body, pulling himself up the wall to climb to the window sill on the second floor and sneak into this quiet house.
The room was dark, and the light outside the window wasn’t enough to illuminate it. However, after the shell was broken, Qi Leren's eyesight was significantly enhanced, and he could see the environment clearly. There was no one in the room, so he quietly opened the door, holding the revolver in both hands, and walked forward against the wall.
Annie seldom left her house, but at this time she was most likely looking for the next parasitic prey. Whether she was here or not, she would surely come back.
Qi Leren quickly searched the second floor of the house. Annie wasn’t here, so he came to the first floor again and still found nothing.
Now there were only two possibilities. She was out foraging, or she was in the basement.
But if he wanted to enter the basement, it was too dangerous to crawl down the pipe. He didn't forget how he had ambushed Annie when she had climbed down the pipe before.
Qi Leren was caught in a dilemma. Although waiting could give him an answer, he didn't have much time to delay here. He would continue to look for Dr. Lu and Du Yue.
Let's go to the attic, Qi Leren thought. He found the hidden ladder on the second floor’s ceiling and entered the attic.
That special floor panel in the attic was there, just lift it up...
With a "click" sound, the floor was suddenly pushed and lifted from the inside. Annie suddenly was crouched there. Qi Leren’s mind raced—should he throw a bomb immediately or test the waters first?
Panic broke out in two very different creatures at the same time. Annie screamed, and Qi Leren dove to the ground, but didn’t forget to pull out his gun and pull the trigger to shoot—Bang! Bang!
Three consecutive shots hit the nearby target. Annie's beautiful head had been blown into a broken watermelon. Without the command of her brain, she failed to support her body. She immediately fell into the pipe and fell back down to the basement. However, Qi Leren knew that it was not dead, its brain was only broken. For it, this is just like a hermit crab that has lost its temporary residence. Its vitality was tenacious enough and its fighting capacity was amazing.
Qi Leren almost held his breath. He took out a grenade and threw it into the pipe, and then ran away, squatting in the corner with his head in his hands.
After an earth-shattering noise, the whole house shook a few times, and then everything was silent again.
You must be dead now, right? Qi Leren guessed that this hand grenade should be enough to kill the octopus. If Mark was down there, it would be a perfect double kill.
Qi Leren waited on it for ten minutes before returning to the pipe’s opening that led to the basement, looking down. It was dark and silent below. He hesitated for a moment, making sure he didn't have the tracking camera on, then he took out a long rope from the item bar and tied it, and stepped on the iron ladder that had become fragile after the explosion.
It was dark in the basement, and in this unlit environment, you couldn't see anything without turning on the lights. Qi Leren smelled the hot and smoky air after the explosion, and reached out and touched the handgun in his pocket…
The Rain-Day Laundry skill hadn’t cooled down after the laser corridor, and it was impossible for it to give him an early warning. But in this deep-sea darkness, Qi Leren's intuition screamed in his mind, danger! Danger! Danger!
At this moment, the reaction forced on him by Chen Baiqi torture made Qi Leren fall to the ground, and something heavy flew over his head and slammed against the wall.
It wasn’t dead yet! Qi Leren’s mind screamed. S/L hadn't cooled down yet. In this case, he had only one life!
Darkness was obviously not an obstacle to the amphioctopus. It started to attack relentlessly in the darkness. Even if his intuition was sensitive again, being passive right now would make him lose. Qi Leren turned on his flashlight and threw it out. Only by this light did he see around.
Needless to say, the octopus that had broken free from its human shell was waving its tentacles freely, grabbing up the rubble on the ground and throwing it at Qi Leren. It didn't rush up to attack because it was kind, but because after the explosion, a huge rock was pressing down more than half of its body, making it unable to move.
Looking at the immobile enemy in front of him, Qi Leren was greatly relieved. He got up from the ground and easily avoided the stones it threw. After the light came on, its crazy attack with only two tentacles seemed to be like a child’s unreasonable protest.
It seems that my luck is really good this time, Qi Leren thought, aiming the revolver at the monster that had once lived in Annie's body, and he fired three shots. The monster was dying, and dark brown mucus flowed all over the floor, but its vitality was still tenacious, almost like an immortal monster.
When the bullet chamber was empty, Qi Leren had to stop and load the revolver while walking around and dodging the stones thrown at him. He even had the leisure to think about where Mark had gone.
Did it go out to find a new host? Originally, he had thought that Mark would continue to dig out the stones here and aim to quickly clear the passage so it could enter the underground research institute.
.....So this was already done.
Qi Leren stepped forward, circumvented the obstacles, and looked deep into the basement. The channel that had been blocked by collapsed stones had been pried open, revealing a hole more than one meter wide. Qi Leren was frightened, and he suddenly understood why He Yi hadn’t turned off the power in time when he left the laser corridor—because he had met a difficult opponent.
And at this moment, the opponent was standing at the end of the hole, holding a single rocket launcher powerful enough to blow the basement to ruins!
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[<<< Previous Chapter | Table of Contents | Next Chapter >>>]
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thesevenseraphs · 6 years ago
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Update 2.1.4
Listed Below are changes in update 2.1.4
Sandbox
Super Tuning
Hunter: Gunslinger
Golden Gun Super
Increased damage to bosses by 40% 
Includes Six-Shooter and Celestial Nighthawk
Golden Gun Six-Shooter
Base damage increased from 275 to 300 per shot
Kills now return a bullet to the Golden Gun’s magazine
"Line 'Em Up" Perk
Doubled precision damage bonus per stack of the buff
"Practice Makes Perfect" Perk 
Stack limit increased from 3 to 5 
Super regen modifier increased by 20%
Blade Barrage Super 
Impact damage decreased from 150 to 35
Explosion damage increased from 150 to 250
Now deals self-damage
Our goal for AoE supers of this type is that they incur self-damage when activated too close to a target. We consider Blade Barrage not causing self-damage a bug, which we are now addressing.
In other words, Hunters will know how Warlocks feel when they throw a Nova Bomb into a wall.
Fixed an issue in which Blade Barrage projectiles could track allies
Hunter: Nightstalker
Moebius Quiver
Tethered targets now have the full damage increase, rather than needing to be tethered by multiple Shadowshots
Additionally, the Shadowshot damage bonus to tethered targets was increased
Increased Moebius Quiver tether radius by 20%
Increased Moebius Quiver tether lifetime
Made it easier to fire successive Shadowshots
Developer Commentary: This is step one for Shadowshot, and we intend to keep improving the way it works. For this pass, we focused on Moebius Quiver quality of life. We plan to continue to make it more effective and globally relevant in the future.
Spectral Blades Super
Bonus damage resistance while in stealth decreased from 15% to 5%
While in Spectral Blades AND in stealth total damage resistance is 62%
Total Super duration while invisible decreased by 3.67 sec
Hunter: Arcstrider
Arc Staff Super
Heavy ranged and slam attack damage increased from 220 to 300
Heavy palm blast attack damage increased from 400 to 700
"Lethal Current" Perk
Bonus hit damage has been increased from 100 to 130
Raiden Flux (Exotic Armor) 
Damage bonus decreased from 20% to 13.5%
This change keeps the bonus damage granted by this Exotic about the same. Because this is calculated on a scaler instead of a flat number, any big changes in base damage have a large effect on the Exotic.
Titan: Sunbreaker
Sunspots 
Damage increased from 25 to 50 per tick
"Sun Warrior" Perk
Buff now increases ALL damage output from the Sunbreaker by 20% in PvP; 25% in PvE
Buff duration has been increased from 3 to 5 seconds
Burning Maul Super 
Spin melee attack damage increased from 65 to 80 per hit
Slam detonation radius increased from 5 to 6 meters
Improved Slam attack projectile tracking
Titan: Sentinel
Sentinel Shield Super 
Final melee combo hit damage increased from 300 to 390
Damage to PvE combatants increased by 17%
Titan: Striker
Fist of Havoc Super
Heavy slam attack (R2/RT) base damage decreased from 325 to 275
Damage to base, elite, and miniboss combatants increased by 7%
Damage to bosses increased by 23%
Damage to vehicles increased by 60%
"Terminal Velocity" Perk
Changed the way that bonus damage from this perk is granted
Added a third threshold tier based on how long you are in the air before impact
Arc damage hits per tier increased from 3 to 4
Tier 1 = 4 hits
Tier 2 = 8 hits
Tier 3 = 12 hits
Increased damage per Arc hit from 100 to 112
Code of the Juggernaut
Fist of Havoc shoulder charge energy cost reduced by 83%
"Trample" Perk  
Can now trigger the energy return every 0.5 sec, up from 1 sec
Warlock: Voidwalker
Cataclysm Nova Bomb
Initial detonation damage increased from 900 to 1500
Detonation radius increased from 8 to 10 meters
Seeker projectile detonation damage increased from 205 to 300
Improved seeker projectile turning radius and homing to make it more consistent to use against bosses/single targets
Fixed an issue where seeker projectiles could be prematurely detonated
Vortex Nova Bomb
Initial detonation damage increased from 900 to 1200
Linger volume damage increased from 10 to 23 per tick
Nova Warp Super
Slightly slowed movement while charging
Charging costs more energy
Initial charge cost (each time you trigger your super) increased by 60%
Sustained drain cost (holding) increased by 60%
Duration decreased by 6.8 seconds
Decreased Super damage resistance from 56% to 54%
Damage against Guardians decreased by 27%
Warlock: Dawnblade
Daybreak Super 
Increased damage against minor, major, and miniboss combatants by 43%
Increased duration by 3 seconds
Warlock: Stormcaller
Stormtrance Super 
Increased chain lightning maximum target count by 1
Weapons Tuning
Auto Rifles
Increased base damage on rapid fire by 9%
Increased base damage on high-impact Auto Rifles by 5% 
Increased base damage on adaptive Auto Rifles by 6%
Scout Rifles
Increased base damage on lightweight Scout Rifles by 5%
Increased base damage on rapid-fire Scout Rifles by 6%
Increased all Scout Rifle PvE damage by 10%
Sniper Rifles
Increased base damage of rapid-fire Sniper Rifles by 8%
You can two-shot to the body to defeat other Guardians in PvP
Grenade Launchers
Tweaked Grenade Launcher projectiles to feel more consistent on direct hits
Proximity Grenades can no longer impact directly (prevents Special ammo Grenade Launchers from one-shotting with the perk active)
Increased ammo reserve size of Special ammo Grenade Launchers
Increased initial spawn ammo in PvE for Special ammo Grenade Launchers
Bows
Made the effect of draw time from bow string perks more noticeable (High Tension String, Flexible String, Elastic String, and Polymer String)
The accuracy stat from High Tension String was increased from 10 to 15 to better compensate for the slower draw time
KNOWN ISSUE: The tooltip for High Tension String was not updated to show the larger accuracy increase; this will be addressed in a future update
Legend of Acrius
Range increased by 0.5 m
PvE damage increased by 50%
Telesto
Reduced base damage of each bolt from by 19%
Increased optics stat from 15 to 20 to be comparable with other Fusion Rifles with scope perks
PvE damage increased by 30%
Trace Rifles
Trace Rifles now gain additional ammo when picking up Special ammo
Reduced damage output of Wavesplitter against Guardians
Reduced by 19% on medium-damage mode
Reduced by 27% on high-damage mode
Adjustments were made to keep the damage output the same in PvE activities
Exotic Armor
Tuned energy values on Shards of Galanor to accompany changes to the Blade Barrage Super
Reduced maximum energy return from 90% to 75% of the total Super
Now only returns energy on the knife impacts
Reduced energy return on Gwisin Vest from 10% to 7% of the total Super
Miscellaneous
Abilities
Fixed an issue where players could retain Super energy for Chaos Reach even when being suppressed mid-Super
Fixed an issue where players could equip Celestial Nighthawk mid-Super to partially benefit from "Hawkeye Hack" perk when using the Six-Shooter subclass
Weapons
Fixed an issue where the arrows the Spiteful Fang left lodged in targets did not match the arrows it fired
Fixed an issue where Anarchy's trap detonation was not dealing damage if the owner had died
Fixed an issue where the Auto-Loading Holster perk was not reloading the magazine in some circumstances
Fixed an issue where the muzzle blast and spent shell effects had become misaligned on the Suros Regime and its ornaments
Fixed an issue where the No Feelings Scout Rifle had incorrect stats when Masterworked
Fixed an issue where the Tempered Dynamo Fusion Rifle wasn't playing all of its charge-up audio on consoles
Crucible
Breakthrough
Fixed an issue where deploying the Breaker or hacking the Vault exactly as time expired could end the round in an incorrect state
Heavy Ammo Tuning
Competitive
Control
Initial timers stay the same
Increased respawn timer for Heavy ammo (was 45 seconds, now 120 seconds)
Clash
Initial timers stay the same
Increased respawn timer for Heavy ammo (was 45 seconds, now 120 seconds)
Survival
Initial timers stay the same
Increased respawn timer for Heavy ammo (was 45 seconds, now 60 seconds)
Rotators:
Showdown
Initial timers stay the same
Increased respawn timer for Heavy ammo (was 30 seconds, now 60 seconds)
Rumble:
Initial timers stay the same
Increased respawn timer for Heavy ammo (was 60 seconds, now 120 seconds)
Ammo Counts (All Modes)
Reduce Heavy crate ammo for Machine Guns
Redrix's Broadsword Quest:
Valor Rank Resets:
The Valor rank resets step will now look at previous seasons accomplishments as well. 
Five Valor resets are still required during a single season, but this is no longer restricted to the current season. Ex: If a player had five Valor resets in Season 4, this will now grant progress towards the quest.
Completion Inconsistencies
Fixed various issues where the quest was not progressing to the pickup step until a player re-entered orbit.
Crucible Ranks
Enhancement Cores
Fixed an issue that prevented Enhancement Cores from being awarded when reaching Legend in Valor and Glory ranks
Activities
Raids
Scourge of the Past
Fixed an issue where players could initiate damage phases for the boss encounter too early
Fixed an issue where the “Like a Diamond” Flawless Triumph was not being rewarded properly
Black Armory and Forges
Fixed an issue where players were not being properly credited when consuming keys for the Mysterious Box quest.
Players already affected by this issue will be awarded credit for the keys they've used the next time they log in.
It is still possible, on rare occasions, for players to use a key and not complete the objective. When this happens, returning to orbit should resolve this issue.
Forge emblems are now awarded from forge completions, rather than forge-specific bounty completions
Modulus Reports and Ballistics Logs will now go to the postmaster if lost; cap on Modulus Reports remains at 15 per account
When hunting for high-value targets on Nessus for the "Siviks's Delivery Note" quest step, all players who damage the enemy will be given credit toward the kill
Players can no longer purchase weapon frames if the Pursuits bucket is full
Black Armory lore drops have been increased to 20% (up from 10%), and successful forge completions are now required to earn the reward
Weapon Frame Updates:
Ballistics Logs no longer removed at reset
Ballistics Logs increased cap to five per character
Ritual Frame quests carried across reset now “refund” into purchased currency
“Gold” frames refunded into one Ballistics Log
“Silver” frames refunded into three Modulus Reports
Any instance of a “Radiant Matrix” removed on weekly reset
Players should stop experiencing frames “missing” from Ada’s inventory on a week-to-week basis
Players may still only purchase up to two “Gold” frames per week
All Nessus Fallen Captain high-value targets around the Exodus Black will now spawn correctly
Public Events
Whispers on Io now occur more frequently
General
Fixed an issue where the Fastidious Miser Triumph was not properly unlocking for players
Fixed an issue there the Veterans of the Hunt emblem was using the wrong art
Fixed an issue where the Knife Flip emote did not properly loop
Eververse
Fixed an issue where the Summer's Altar and Jupiter Midnight Sparrows shared the same appearance
Fixed an issue where the "Visions of Iron Bundle" and the "Form Given Function Bundle" did not show the correct message if players did not own proper DLC entitlements for purchase
Satou and Rassmussen Ghost Projections now have the correct imagery
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ges-sa · 5 years ago
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New Post has been published on https://ges-sa.com/borderlands-3-pc-review/
Borderlands 3 PC Review
At the hard edge of the galaxy lies a group of planets ruthlessly exploited by militarized corporations. Brimming with loot and violence, this is your home—the Borderlands. Now, a crazed cult known as The Children of the Vault has emerged and is spreading like an interstellar plague. Play solo or co-op as one of four unique Vault Hunters, score loads of loot, and save the galaxy from this fanatical threat.
Play as one of four all-new, deeply customizable Vault Hunters—the ultimate treasure-seeking badasses of the Borderlands. Customize your Vault Hunter with tons of personalization options and use their distinct skill trees to tailor abilities to your preferred playstyle. The New Vault Hunters are ridiculously fun to play with, I mained FL4K on PC While Frozebud mained Moze on PS4.
FL4K is a wandering robot who always brings one of their three loyal pets into battle to buff stats and attack enemies. Their action skills let them send forth dive-bombing Rakk, teleport Gamma Burst-irradiated pets through rifts, and even Fade Away to temporarily become invisible while moving faster and regenerating health.
Moze is a battle-hardened former Vladof army soldier who specializes in mechanized combat. She uses an action skill to digistruct and climb into her bipedal tank, Iron Bear, which has hardpoints suitable for mixing, matching, and mounting high-velocity Railguns, rapid-firing Miniguns, semi-automatic Grenade Launchers, flamethrowers, pneumatic fists, and homing rocket launchers.
Zane is a semi-retired corporate hitman who always has a gadget up his sleeve. His action skills include a SNTNL drone that flys around and attacks enemies with a machine gun, a deployable Barrier shield, and a Digi-Clone that simultaneously distracts enemies and dishes out damage and which Zane can teleport to switch places with.
Amara is a renowned champion of the people and bonafide bad-ass. Using her action skills she can Phase-slam the ground to damage nearby enemies and knock them into the air, Phase-grasp enemies in place with a giant ethereal fist, or even Phase-cast an astral projection of herself that deals damage to everything in its path.
The Calypso Twins, Troy and Tyreen, are ruthless new media cult leaders who have convinced the bandit clans of the Borderlands that they are their Gods and Saviors. They consider the power of the Vaults to be their birthright and are leading their weaponized worshipers, The Children of the Vault, on a crusade to claim it—and only you have the arsenal and allies to take them down. The new Antagonists of the game were really really well thought out and i really loved the Streamer-esque personalities they both had. One thing to mention though is that the new boss fights in borderlands 3 are really, really hard. They can no longer be taken lightly like in previous games, You need to level and skill tree appropriately otherwise they’ll simply walk all over you. Which brings me to my next part:
Team up with other Vault Hunters online, or with two-player split-screen on console. Your whole crew will be able to deal meaningful damage—regardless of your respective character levels—through the handy Level Syncing system. You can even opt to play with loot instancing enabled so that you each get your own level-appropriate weapon drops. This with the above boss fights makes the game a whole lot easier and a whole lot more rewarding. Borderlands still is at its roots a very multiplayer focused game and should be played as such in co-op modes.
There are over one billion guns in Borderlands 3, and every fight is an opportunity to add to your arsenal. Some guns launch exploding saw-blades, some never need to be reloaded, others grow legs and pursue enemies on foot when you throw them. Having trouble choosing? Rarity ratings and item scores make it easy to compare the power of your pickups at a glance, but you can also tell a lot about a weapon and its functionality based on its manufacturer. The new gear score levels really really help sorting out and organizing your loot and are a welcome addition to borderlands 3. You can now sort your inventory by gear score highest and sell the lower now out-leveled or outdated weapons and make space for even more loot pickups, and trust me, there are tons of loot drops in this game. My inventory always felt maxed out even after buying some SDU Upgrades from Marcus. That’s just how many guns and drops there are in this game.
Your Borderlands 3 adventure begins on the familiar desert planet of Pandora from previous Borderlands games, but your journey doesn’t stop there. You’ll also travel to other worlds aboard your very own spaceship, Sanctuary III—a backwater swampland focused on the Hammerlock family, a futuristic city, and a picturesque monastery are among the new environments you can explore. This makes for quite a lot of scenery and its very welcome, After all one of the main hype points about this game was being able to travel to other planets and open multiple vaults. Borderlands 3 has pretty much taken everything we love from the previous games and turned it up to 10, more guns, familiar faces, new heroes, new planets, more vaults, more chaos, more vehicles! Just more everything.
youtube
On a side note, I’ve read alot of reviews and comments explaining bad glitches and game crashes, Im happy to note i’ve experienced none so far in my entire 30hours of playtime. The games addition to the Epic store is also a welcome one and i cant wait to see all the new DLC Coming out for this game. Starting in October with:
Bloody Harvest.
What you need to know:
Bloody Harvest is a limited time Halloween-themed event.
It will add new challenges, enemies, weapons, missions, and a boss.
It is set to begin in late October and will last for a little over a month.
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welovekpopscenarios · 7 years ago
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Trust No One (Yugyeom x Reader)
Admin: Candi Request/Idea: It was like Bonnie and Clyde or Harley and Joker, two corrupted souls that took pleasure from violence but loved each other unconditionally and worked together as a team to get what they wanted, that was until one of them didn’t want to share the spotlight anymore. Fandom: Got7 Member/reader: Yugyeom x Reader Genre: Angst, Purge AU Warnings: Trigger warning, violence, death, mention of rape, strong language Words: 3.6k Authors note: This fic is very graphic, please read at your own risk. Since it’s the month of Halloween I thought it would be cool to step away from the requests for now and write my own Halloween inspired stories. The plan is to write 3 stories, fluff, angst and smut. Hopefully I’ll get them done and you will enjoy them.
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"This is not a test. This is your emergency broadcast system announcing the commencement of the Annual Purge sanctioned by the U.S Government.
Weapons of class 4 and lower have been authorized for use during the Purge. All other weapons are restricted. Government officials of ranking 10 have been granted immunity from the Purge and shall not be harmed.
Commencing at the siren, any and all crime, including murder, will be legal for 12 continuous hours. Police, fire, and emergency medical services will be unavailable until tomorrow morning, until 7 a.m., when the Purge concludes. Blessed by our New Founding Fathers and America, a nation reborn.
May God be with you all."
And so, the sirens go off, the screams begin and the terror rises. This was your favourite time of year, you never failed to go out and purge and always made it back alive. You trained martial arts and practiced shooting every week and you were one of the most feared people in your city, when you went out to purge people moved out of your way, they knew who you were and they weren’t going to mess with you.
The only person that didn’t fear you was Yugyeom, he was nearly as good as you and that’s what made you such a perfect team, you two could achieve anything you desired, you could do anything you wanted, no one was going to try to stop you. You both met during a purge three years ago, he didn’t get out of your way when you went to rob a shop so naturally you went to kill him but he swerved out of the way and locked you against the wall. He was new in town and after that stunt you immediately wanted him on your team and your wish was his command, he joined you and you two have been together since.
“These sirens are like music to my ears.” You stand up from the couch and have a lengthy stretch.
“The screams are what gets me off.” Yugyeom says while taking a long drag of his cigarette and exhaling it followed by him throwing his head back and closing his eyes to prepare for today’s purge. You grabbed your favourite gun and put it into your thigh holster while Yugyeom threw on his leather jacket. You locked your whole house and activated your security system which closed off the whole house with metal barriers. After that was done you quickly made your way to the van and checked that all the ammunition, shotguns, grenades and knives were there.
“Let the show begin.” You said while you took off into the city. You gripped the steering wheel tightly and sped up, a crazy look overshadowed your face and the craziness in your eyes began to show. Yugyeom was sitting back with one foot resting where the airbag was, his hand in his hair, fingers curling it ever so slightly, his face was calm and bored, unlike yours. You were ready to murder, you missed the smell of fresh blood pouring out of people, the sound of glass breaking while you stepped into the shop and took anything you wanted, the cries and pleas of the people who were seconds away from dying.
On the way to town you got glimpses of the attractions that the city had to offer at this time. People were getting murdered by saws, they were getting raped by gangs of convicted felons that were in jail purely because they couldn’t wait until the purge to get their fix. The convicts made you laugh, such foolish people, getting arrested when they know this is legal once a year. You were different, you waited patiently, you were such a good and helpful citizen for the whole year but the purge was your time to shine, it was your chance to let every horrible thought come alive and fill the empty void inside you that got deeper the longer you waited for this thrilling event.
When you finally made it in you quickly crawled to the back of the van to get ready for what was about to happen. The gun shots, screams and hysteria were in full swing by the time you got into the city. You got your stuff ready while Yugyeom got his. He specialized in knives, he could do anything with them, he never missed a victim, if he wanted to kill some poor innocent soul that was a block away you can bet he’d succeed by throwing his knife in such a way it would sink into the persons throat and cut it like butter.
The dirty doors of the van swung open and it felt like the world stood still, it was like the purge stopped and everything was over.
“But we just got here.” You said with a mocking tone and a small pout. Everyone stared at you and Yugyeom, they tried to swallow down their fear and look away but it seemed damn near impossible. “Looks like I have to break the fucking ice.” And you fired your gun at everyone in sight, the people you missed on the first go ran towards you with their weapons but were soon defeated by Yugyeoms flying daggers. Most people were dead but some were severely injured, those people got tied up and thrown into your van because they might come useful later on.
This was just a small warmup before the big dreams became reality. Your objective for today was to set off a bomb in the building that the president was staying and bring the whole thing down. You planned this for so long, Yugyeoms brains and skills combined with yours made this possible. You knew exactly what you were doing and how you’d go about it, the security system would be a piece of cake to disassemble, the guards would be a bigger pain in the ass.
After the massacre, you collected ammo from the lifeless bodies on the ground and headed into your van to get your thoughts together.
“Fuck, are we ready to do this?” You ask Yugyeom with a hint of doubt.
“Y/N we’ve been planning this ever since we met each other.” He comes closer and presses your body against yours. His hand comes up to your cheek and caresses it. “We’re going to do this and we’re going to pull it off.” He kisses you and lets his tongue invade your mouth. You wrap your leg around his and press yourself against him.
“Come on, let’s not get sidetracked.” He breaks the kiss and goes to the front of the van, leaving you breathless.
As you made your way to the building you noticed something was off, Yugyeom was constantly on his phone and that was a rare occurrence especially during a purge, he was fidgety and there were drops of sweat forming on his forehead. You brushed it off seeing as you thought it was just nerves from the events that were about to take place but it still made you feel uneasy.
“Are you okay?” You decide to break the silence and ask. He doesn’t answer, he rubs his palm on his mouth and takes a deeper breath. “Yugyeom, you’re scaring me.”
“Just drive okay?!” He lashed out and you brought the car to a halt.
“What the fuck is wrong with you?”
“Listen, this is huge okay? We’re about to do something that everyone tries during every purge and I know for a fact this is going to work.”
“So why are you so fucking nervous?”
“I just… I don’t know Y/N. Just drive.”
You pressed on and drove in silence up until you reached the destination. You didn’t need additional stress on top of everything that was happening and Yugyeoms bullshit wasn’t something you wanted to deal with right now. You needed to stay focused and driven, you were going to do this, no matter what, you were going to do this.
After an hour of driving and avoiding trouble you were finally at the building. Everything seemed so overwhelming, it’s like every emotion that you had came crashing down on top of you and you couldn’t breathe. You stayed in the driver’s seat and tried to clear your mind. Yugyeom got out and was on his phone to someone but you were too busy to care about his shit.
“I can do this, I can fucking do this.” You tell yourself. “You’re not a little bitch, you’re able to do this. If I do this it will guarantee me safety for life. I will finally be able to move on and live in peace.”
“What’s the hold up?” Yugyeom opens the door and hurries you up.
You walk to the back of the van and open the door with Yugyeom standing behind you. You stand still for a second before grabbing any equipment to really think about what you need.
“Yugyeom what do you think you’ll ne-” Your question got cut off. All you could feel was pain, burning in your lungs, tears coming down your cheeks. The grip around your throat got tighter and tighter. Was this it? The one person you trusted and gave your heart to would be the person to put an end to your life? Ever since the incident that happened when you were younger you didn’t trust anyone until Yugyeom came around. You didn’t know what felt worse, the betrayal or the lack of oxygen. He released you just as you lost consciousness.
You open your eyes and everything looks foggy, your head still dizzy and your throat sore and dry. It takes you a while to snap out of it, you look around with a faded look on your face, being able to only make out silhouettes and different colours around you. Everything was silver and orange from the rust, there was a musky smell and you heard drips in the background.
           “W-what happened? Where am I?” You ask delicately. A familiar face stands in front of you and looks at you, it was Yugyeom with a devilish smirk on his face. He shakes his head and starts laughing, you were becoming more aware of your surroundings. You were tied to a chair in what looked like a basement of an old hospital, everything was old and it smelled awful. You shook your hands and realized you were tied to the chair and there was no way out.
           “As much as I’d love to share the spotlight with you I simply cannot do that.” He begins. “Imagine what people will think of me when I say I killed the president and you. I’m going to be seen as a hero.” He continued but you weren’t stupid, you saw where this was going so instead of feeling sorry for yourself you started thinking of ways to get out, still looking like your undivided attention was on him. “You might say I can’t do it without you but… I already have. See, we had a whole plan, I know exactly what to do step by step to not fuck up, all I did was take one person out of the picture.” Your eyes wandering around, looking for things to use to defend yourself. “I never needed you. I could have killed you the day we met but because I was new in town I had to make a reputation for myself, no? And the new guy going out with the biggest, bloodthirsty purger in town surely gave me one hell of a rep.” Yugyeoms habit was talking too much, in the time he was talking you already came up with a plan of how to get out. Funnily enough, him and his beefy minions didn’t do a very good job at tying you up, your legs were free and the more you pulled on the rope around your wrists the more it loosened.
           “Shut up already, fuck!” Yugyeoms eyes widened at your remark. “I honestly couldn’t give a shit about your stupid plan.”
           “Excuse me?” He started to walk towards you with his pocket knife in his hand.
           “You think you’re so smart?” You waited for him to get close enough to you.
           “I don’t see how you can be so confident when you’re obviously going to die in a second.” His pocket knife made its way to your mouth and lightly brushed off your lips.
           “In the time your gob wouldn’t shut up I managed to think of something.” Before giving him the chance to react you kicked him between his legs so he’d go down to your level and you pulled your hands apart as hard as you could and with the adrenaline that was rushing through you it didn’t prove to be hard. You grabbed his head and kneed his straight in the nose. You got up and noticed his guards coming towards you, they seemed very hesitant but you didn’t want to risk it so you grabbed the knives that were laid out on the table and legged it. The guards picked up the pace and you decided to test out your knife throwing skills, surely you learned something from that lowlife during the two years you were together. To your surprise you ended up killing two out of five guards that were after you.
           You ran through the long corridors of the building with no idea on how to get out of this, you didn’t even know where you were but your main focus was surviving right now. As you made your way through the corridors it became more like a maze, the corridors divided into four different sections sometimes, with doors leading to other mazes and rooms. You got lost as much as you possibly could in order to lose the running pieces of meat that were after you. After a few minutes of going from room to room, turning corners and locking doors behind you, you finally felt safe. You stumbled into a room that had a computer and a bunch of shelves with a lot of files on them, it was dark and you couldn’t make out what they were.
           The computer looked old, you weren’t sure if it would work but you were willing to chance it anyway. After turning it on you noticed a lot of folders with different names on the desktop, your instinct was to click into them and watch them but what if you regretted that decision.
           “Fuck it. There isn’t a lot of things that surprise me anymore.” And so, you clicked into the first name ‘Carolina’, there was a word document, a couple of picture files and a video. The word document seemed the safest to look at for now. All it appeared to be was the girl’s details and finger prints, that didn’t raise suspicions in you so you continued to snoop through the documents. Bravery took over you and you clicked into the pictures which proved to be normal enough, just shots of the girl which looked like a paparazzi took them, maybe she was famous? The last thing to look at in the folder titled ‘Carolina’ was the video, before double clicking into it you took a deep breath and prepared for the worst. The video started off with an unknown person holding the camera walking through some rooms that looked abandoned, making their way through different doors, walking endlessly. You got impatient so you skipped onto the part in the middle and what came after that terrified you, it was Yugyeom and his gang torturing and slowly killing the woman in the pictures.
           “Shit, shit, shit, shit.” You exit out of the video and click into all of the different folders on the screen, names of men and women, same format, same type of photos, same videos. You stood up from the chair and walked around the room shaking off all the fear that was in you.
           Upon further research, you noticed a folder with your name on it and your heart stood still, maybe it was coincidence? Maybe this wasn’t planned? You open it without giving it further thought and to your horror, it was you. There was a whole file on you, describing every single detail, all of your past was noted in that document. How did he know so much? How did he get all of this information? The only thing that differed from your folder was that there was no video, but there was far more pictures in your folder than the others. A lot of them were taken by Yugyeom, pictures of dates, pictures of your naked body, pictures of you sleeping.
           “Tut, tut, tut. Did a little too much snooping, did we?” You shoot up from your seat and turn around to face Yugyeom, thankfully his brainless dogs were still lost in the building so he was alone.
           “What the fuck is this? Who are you?”
           “While you were busy trusting me, and thinking about our future together I was busy thinking of how to get rid of you.”
           “That doesn’t explain all the people you have killed!”
           “If you haven’t picked up on it yet, I do this for fun. I kill the most dangerous people in different towns each year and move on to the next one. Sometimes I even managed to kill three different people during just one purge and they were all so attached to me.”
           “That’s so fucked up.” A nervous laugh leaves your throat.
           “It’s a shame I have to kill you, you were my favourite out of all of them.”
           You couldn’t hide the fact that what Yugyeom did hurt you, the feeling worsened in the pit of your stomach and you thought you were going to vomit. When you were a child someone extremely close to you hurt you so bad you never recovered from it, he knew about it and he chose to do the same thing but in a different manner. You felt weak, showing emotions in front of a detached asshole that only wanted to add you to his collection.
           “Baby, don’t cry. It’s just how it is. I honestly thought you’d be smarter than this, I mean, you are the biggest killer in this city, shouldn’t you know not to trust anyone?” Once again, he caressed your cheek and made you feel all warm, as if he cared again. You couldn’t let him fool you like this, you are smart and the objective changed from the president to Yugyeom.
           “Listen cunt.” You grab his wrist and squeeze so hard he squeals. “Don’t touch me. I want to make you suffer so bad, I want to literally rip into your chest and pull out your heart in front of your eyes just so you can get a taste of what I feel right now but quite frankly, I don’t have time for that right now.” You look up at him and you sense panic in his eyes, you smile at him and release the switchblade that you placed at his chest while you were talking. He shrieks from pain and falls to the ground.
           You squat down to his level and you look at him mockingly while you pouted and he cried from pain.
           “Aw, does it hurt? Are you scared you’re going to die?”
           “Y/N, please, help me.”
           Your face went from mocking to disgusted, you grabbed his hair and brought his head up. “No one is going to help you sweetheart.” You press your knife into his throat. “You should have known better.” And you slit through it like butter, just like he taught you. You dropped his lifeless head on the ground and walked out of the room only to meet his guards finally finding you.
           “You’re a little bit late fellas.” You point in the direction of the dead body and the guards don’t even touch you. “Could you show me the way out? I swear I’ll spare your life, the purge is nearly over and I got what I wanted.”
           The three guys took you outside and thanked you for sparing their lives. It was already bright outside so you were expecting the sirens to come back on signaling the end of this year’s purge any moment now. You saw your van parked right outside the building so you ran towards it like your life depended on it, all of your guns were still there, nothing was stolen and you felt crazy for being so overjoyed at being reunited with your van.
           You sat back in your seat, Yugyeoms cigarettes still on the seat next to you. You decided to light one and enjoy it while you watched the purge come to an end. You never thought you would be in a situation like this, everything always went so smoothly for you but there was bound to be a bump on the road along the way, you just didn’t think the bump was going to be that big.
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mr--link · 7 years ago
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Finally, after many weeks of contemplating, drawing, and other shit, I completed my Overwatch OC, Wildfire! I’m going to leave his profile under the cut, because boy howdy, there’s a LOT I’ve written about him.
(his more updated bio can be found here)
Wildfire
“Some men just wanna watch the world burn. I’m one of ‘em.”
Real Name: Sean Elroy O'Cullen (Elroy means “red-haired youth” in Irish)
Age: 36
Gender: Male
Height: 6'4"
Nationality: Irish
Story: Sean Elroy O'Cullen is a violent anarchist from Northern Ireland who was recruited into Blackwatch in his early twenties. Although he was a member of Blackwatch, he never had much respect for Reyes, and in fact fought against his rebellion in the final confrontation at Overwatch’s Swiss headquarters. After the fall of Overwatch, he became a vagabond, breaking the law whenever he saw fit to. He even had a few run-ins with Talon operatives in his wanderings. Then Winston activated the Recall many years later. After a long while of debating internally, he decided to “play heroes one more time” and join up with the new team.
Appearance: he’s muscular with a slightly pale complexion and straight red hair that’s parted down the middle and goes down to his shoulders. His eyes are molten yellow with a coating of ash around his eye sockets. The lower half of his face is covered with scars and the area around his mouth is burned. His left forearm has a tattoo of a stylized flame. His left middle finger is a black prosthetic with a bullet concealed in the end joint. He wears a black mask made of cloth to cover the lower part of his face. The cloth has white stitches and paint arranged to look like a jagged set of teeth on it with fiery oranges and reds painted in the area between theml. He wears fingerless biker gloves on his hands with bloodied spiked knuckledusters over his left hand. He wears a stolen and vandalized S.W.A.T. vest sloppily repainted sanguine red with the word B.U.R.N. crudely painted/scratched over the front. On his legs, he wears a torn up pair of obsidian-grey jeans with a black studded belt and wallet chain. He carries Molotovs and smoke bombs on the right and left sides of his belt respectively. He carries extra flares in his back pockets. When not in use, he stores his flare gun in a special holster on the back of his waistband. He wears red studded boots on his feet with the A for Anarchy symbol painted red on the outsides of them.
Personality: Wildfire is an irreverent, hotheaded brute with no regard for the consequences of his actions. He makes it VERY clear how he feels about the people he works with, disregarding their own feelings. He acts incredibly mean (bordering on cruelty) to those that he hates, though he does have a kind(er) side. Very few have seen this side of him regularly. He swears up and down that he’s not a pyromaniac, in spite of his entire active arsenal using fire. His very poor temper leads him to be reckless in battle, which is how he’s gotten so many scars.
 Class: Tank
Health: 300 health, 100 armor (400 total)
Main weapon: modified flare gun with three barrels and numerous tally marks scratched onto the barrels
Melee: punch with his knuckledusters
 Abilities:
Shift
Molotov: he lights a Molotov cocktail and throws it. Medium throwing range. The cocktail shatters on impact with players and surfaces leaving a pool of fire where it lands for 5 seconds. Good for use on choke points. And campfires!
    10 second cooldown.
E
Smoke bomb: he tosses a smoke grenade that obscures enemies’ sight. Wildfire will throw it either after one second of holding it or when the player lets go of the button, whichever comes first. Bounces and rolls a little bit when thrown. Does no damage, but enemies will start coughing if caught inside it as if they triggered a Venom Mine. Smoke appears black for enemies and hazy/white for allies, and lasts 5 seconds before dissipating and starting the cooldown. Good for messing with snipers and going through areas with long sight lines.
    20 second cooldown.
Passive
Grudge: If killed by the same person three times in a row, he’ll start to target them. While active, Wildfire gains the ability to see the target through walls if they’re nearby, burn them longer, and make them take more damage from him once confronted. (There IS an early warning system for this, detailed in the ability notes)
Ultimate: Spitfire
Wildfire lowers his mask and starts breathing a massive stream of fire. The fire does immense damage to anyone caught in it and leaves a burning trail on non-breakable surfaces it touches that lasts from the time it hits until 2 seconds after the ultimate ends. A nightmare for anyone in a closed space like a room.
Ultimate phrase
Enemies & the player: “DÓIGH GO LUAITH!” pronounced “Doh-ig Guh Loo-ah” ('Burn completely’ in Irish. It’s the closest translation I have)
Allies: “BURN TO ASHES!”
 Ability Notes:
- He cannot get headshots with his flare gun
- Fires at a rate of 1 shot per second
- He loads flares in one at a time
- Reloading takes 1.3 seconds for one flare fired, 1.4 seconds for two flares, and 1.5 seconds for all three flares
- Flares deal 80 damage
- Afterburn deals 100 damage over a period of 10 seconds
- The burn timer gets reset every time the person takes damage from fire
- both Molotov and Spitfire will destroy Mei’s Ice Wall very quickly. It IS fire, after all!
- he cannot be set on fire
- he will still take damage from enemy Wildfires or if Genji deflects a Molotov or flare back at him
- Burning can be stopped by taking a health pack
- Try throwing a Molotov onto a health pack for additional fun! (you sadists)
- Friendly Wildfires can extinguish teammates by tossing a Smoke Bomb at them. This will destroy the Smoke Bomb and cut its cooldown time in half. Being good pays off!
- Wildfire will take a split second to light a Molotov before throwing it (much like how Ana aims her Sleep Dart before firing)
- Spitfire cannot be deflected by Genji or deleted by Defense Matrix
- it fires automatically without a button needing to be pressed (like Roadhog’s ultimate)
- it will go through people. Deal with it.
- Burning damage is doubled from Spitfire (only if caused by the actual spray)
- Taking a health pack will not extinguish Spitfires flames
- Spitfire can be interrupted by crowd control abilities like Flashbang and Chain Hook
- Smoke Bomb is only a visual obstruction. Players can walk right through it.
- Detection abilities like Infra-sight, Sonar Arrow, and Opportunist will still work through Smoke Bomb
- Smoke Bomb will affect turrets
- When he’s holding an armed Smoke Bomb, he’ll say “1, 2, 3!” and throw it unless the countdown is interrupted
- If the countdown is interrupted, he’ll say “sod it!” under his breath as he tosses it
- Grudge’s detection silhouettes appear to be on fire (reflecting his intentions)
- The target of his Grudge will hear Wildfire say “I’m coming for you” when they enter Grudge’s detection range
- Upon respawning, his eyes will appear to dimly glow to the person who killed him
- If they kill him again, his eyes will glow brighter
- His eyes will appear to be ablaze to them once they kill him a third time and Grudge activates
- Grudge only works on one person at a time
- The Grudge counter will go down by one if the potential target switches heroes or if someone else kills Wildfire. This will only work if it hasn’t already been triggered.
- Resurrected deaths will still count towards triggering Grudge
- The word “GRUDGE” appears hollow on Wildfires hud (either at the bottom of the screen or below his crosshairs) and will light up red 2 letters at a time as Grudge starts to activate
- Once activated, a picture of the one he’s targeting will appear on the right side of the screen with the eyes X-ed out (?) and the word 'TARGET’ written above the photo
 Emotes
Heroic: he stands straight up and flicks on his lighter. That’s it. That’s the emote.
Fists: punches his fists together twice and briefly makes his eyes flare up before extinguishing them.
Roar: he goes into a low pose and shouts in rage. (Refer to Bloodborne)
Laughing Fit: starts laughing with his hands on his knees until he has a coughing fit. His mask slips down his face as he laughs, and he readjusts it once he stops coughing.
Sit Down: he tosses his gun to the ground and sits cross legged, hunched forward with his forearms on his knees.
River Dance: exactly what it sounds like.
 Highlight Intros:
Heroic: he pulls out his lighter and stares into the flame, then looks at the camera and puts it away in his back right pocket.
Arson: the camera focuses on an immense fire, then swings to Wildfire walking away from it, humming a tune as he pulls his mask up.
Spitfire: He pulls his mask down, tilts his head up, and starts breathing fire wildly.
Smoke: a smoke grenade gets tossed at the camera and goes off for a second. Wildfire then jumps forward out of the smoke at high speed with his eyes glowing, his left hand outstretched, and his right hand pulled back in a fist. (Like Yang at the end of the Yellow Trailer, and he has knuckledusters on both hands) *insert JJBA To Be Continued meme*
 Victory Poses:
Heroic: he’s just standing there. That’s it.
Execution: pointing his flare gun at the camera, executioner style
Angry: he has his mask lowered with an enraged look on his face
Pierce the Heavens: he’s doing Kamina’s iconic pose, pointing towards the sky
On the Brink: jumping through the air with his flare gun in his right hand and a lit Molotov in his left
 Skins:
(All skins except Legendaries are either Irish words for color or chemicals that make a fire change color) (He is always a redhead. ALWAYS.)
Rare:
Copper Sulfate (green)
Butane (blue)
Sodium Chloride (yellow)
Calcium Chloride (orange)
Potassium Chloride (purple)
Epic:
Dubh (black, Irish)
Bán (white, Irish)
Legendary:
Infernal: he appears like a demon, sporting horns, bat wings, a tail, and glowing red eyes. His Molotovs and Smoke bombs are replaced with bombs like the ones in Legend of Zelda. The barrels of his flare gun appear more like a claw. His knuckledusters are replaced with black chains wrapping around his arm.
Angelic: the polar opposite of Infernal. His Molotovs and smoke bombs appear as orbs of light. His flare gun also looks as though it’s made of Quartz.
Drake: he takes on a dragon-like appearance. (Maybe use Ornstein’s armor for inspiration?) His ultimate line is replaced with “HEAR THE DRAGON’S ROAR!”
Cú Chulainn: (a legendary warrior of Irish legend, pronounced Koo Kuh-Linn) His hair becomes gold at the roots, red at the middle, and brown at the ends. He abandons a shirt and pants in favor of a brown leather strap across his chest and a red cloth draped around his waist. The cloth is held up by a thick brown leather belt with Celtic symbols on the buckle. He wears studded leather bracers on his arms and a caestus in place of his knuckledusters. He also carries a spear resembling the legendary Gae Bólg on his back. He retains the scarring on his face, but it’s left uncovered, and he wears war paint on his face that heavily resembles Jasper from Steven Universe. His lack of a shirt also reveals that he has a Celtic Knot tattooed over his heart. His flare gun becomes metal and leather, with the image of a crow on each barrel, referencing the Morrígan.
Voice lines:
Unlockable:
- “Burn baby, burn”
- Eternal flame (“I AM AN ETERNAL FLAME, BABY!”)
- Favorite number (“My favorite number’s 451!”)
- Fight me (“Troid liom!”) 'fight me’ in Irish, pronounced “Troy-d lum”
- You (“YOOOOOOUUUU!”)
- Scars (“You wanna know how I got these scars?”)
- Drill (“Just who in the hell do you think I am?!”)
- Septic (“TOPPA THE MORNING TO YA, LADS!”)
- Forgive and forget? (“Forgive and forget? No. Resent and remember.”)
Damage boost:
- “Oh, HELL yes!”
- “Hey, is it getting hot in here?”
Nano Boosted:
- “OUTTA MY WAY, THERE’S HELL TO PAY!”
- “I’M COMING FOR YOU, I’M COMING FOR ALL OF YOU!”
Respawning:
- “This fire won’t go out any time soon!”
- “Rise and rise again.”
- “I’m baaack! :)”
Respawning (Grudge active):
- “Alright, TIME TO GET EVEN!”
- “Ok, now I’m mad!”
Time running out (attacking):
- “Time’s running out! GET IT IN GEAR, DAMNIT!”
Time running out (defending):
- “If we win, I’m buying drinks for everyone. Hang on!”
Payload stalled:
- “Payload’s going the wrong way. Get off your arses and MOVE IT!”
Kill Interactions:
Gets a kill:
- “Burn.”
- “*chuckling* I’m not a pyromaniac, I swear!” 
- “What’s that? You didn’t wanna be cremated? Hmph. Too bad.”
- (enemy dies to fire) “Stop, drop, and roll. Ever heard of it?”
- (With Infernal or Angelic) “Burn for your sins.”
- (With Cú Chulainn) “Your family will hear the banshee’s cry tonight.”
- “Didn’t your parents teach ya not to play with fire?”
- “IIIIGNITIOOOON!”
Grudge Kill:
- “THIS IS WHAT HAPPENS WHEN YOU PISS ME OFF! YOU DIE!”
- “*growling* Don’t come wide at me again, ya weasel.”
- “RAAAAAAAAAH!”
Kill with Ultimate:
- “From ash you’ve come, to ash you’ve returned.”
Melee kill:
- “OOOH, that sounded like bones breaking!”
Kills Mei:
- “BURN, you frigid fiend!”
- “IS FUATH LIOM TÚ!” (”I hate you” in Irish, pronounced ‘is foo-ah lum too’)
Kills McCree:
- “For the last time, GET A WATCH!”
- “HA! Sean 2, Jesse…46. *sighs*”
Kills Zenyatta:
- “…I actually feel kinda BAD for that.”
Kills Zarya:
- “Feel the burn.”
Kills Torbjörn:
- “Turrets are just a cheap tactic to make weak dwarves stronger!”
Kills Reaper:
- “Go to hell and STAY there this time!”
- (Mocking) “owwww the eeeeedge…”
Kills enemy Wildfire:
- “There can be only ONE!”
Kills Witch Mercy:
- “BURN THE WITCH!”
Killed by enemy:
Killed by Hanzo:
- “*hmph* Fire cannot kill a dragon.”
Killed by Mei:
- “I don’t like you, either!”
Killed by Reaper:
- “THAT was for insubordination.”
Killed by Zenyatta:
- “Your vengefulness blinds you.”
Witness Elimination:
Ally gets a kill:
- “*whistles* NICE!”
- “Keep that up and there’s no way we can lose!”
Friendly Ana gets a kill:
- “Wow, growing old and losing an eye ain’t slowed you down at ALL…”
Friendly Torbjörn gets a kill (non-turret):
- “Wow, you actually did something YOURSELF for once!”
Friendly McCree is killed:
- “You killed Jesse! YOU BASTARDS!”
Grudge target is killed:
- “NO ONE KILLS (him/her/them) BUT ME, DAMN IT!”
Resurrected:
- “I’m not facing judgement for what I’ve done, not yet…”
Enemy Resurrection:
- “They’re back…LET’S KILL 'EM AGAIN!”
 Hero Interactions:
Mercy:
* Wildfire: “You’ve got it all wrong, Ziegler. It’s legends that never die!”
* Mercy: “Do you want to healed, or not?”
Symmetra:
* Wildfire: “Vishkar’s just gonna toss your arse aside like a used tissue once you’ve outlived your usefulness to them. What don’t you GET about that?!”
* Symmetra: “You don’t know what you’re talking about.”
Zarya:
* Wildfire: “Aleksandra Zaryanova? In the flesh?! Umm…can I have your autograph, please?”
* Zarya: “*chuckles* Everyone asks for punch in the face or to be lifted. This is first time for my autograph.”
Torbjörn:
* Wildfire: “'I don’t like this standing around’ says the little prick who has a turret do all the work FOR him!” or “You don’t trust machines, yet you hide behind an AUTOMATED TURRET all day. You’re a damn hypocrite, ya know that?”
* Torbjörn: “I don’t recall asking your opinion, hothead!”
Mei:
* Mei: “You are a terrible person, Wildfire!”
* Wildfire: “At least I don’t hide the fact that I’m a bad person, unlike YOU!” or “Takes one to know one, doesn’t it?”
* Wildfire: “I hate the cold, and I hate you.”
* Mei: “I’m not happy working with you, either!”
McCree:
* McCree: “Good t'see ya again, Sean! Wait…why’s your gun all carved up?”
* Wildfire: “All the grudges I’ve settled. Good to see you too, lad!”
* Wildfire: “WOW, McCree. All these years later and you’re still wearing that stupid belt buckle.”
* McCree: “*laughs* You know it, pardner!”
Pharah:
* Wildfire: “Wait a minute…Fareeha?! Little Justice, is that you?!”
* Pharah: “Yes it is, but I go by Pharah now.”
Map interactions:
Volskaya Industries and Nepal:
- “Damn it, I always hated the cold.”
Eichenwalde:
- “Wow…this place got ransacked. Even by MY standards.”
Hollywood:
- (Attacking) “*sigh* Could someone remind me again why the hell we’re escorting this ungrateful bastard?”
Watchpoint Gibraltar:
- “I always liked being here. Reminded me of home back in Ulster.”
Kings Row:
- “The bars around here have NOTHING on Irish pubs!”
 Trivia:
- I made Wildfire because A) there are no fire characters in Overwatch, B) no (canon) redheads, an C) no Irishmen.
- I wanted to make a lot of references to Irish mythology because let’s be honest: Ireland doesn’t get the attention it deserves. Seriously, Irish legends are awesome! 
- his numerous facial scars are due to fights he’s gotten in over the years.
- He specifies some of them as being from “snipers, bar fights, running in without backup, etc.”
- He got his earliest scar when he was 22 years old, a year before he joined Overwatch.
- The area around his mouth is burned due to the nature of his Ultimate
- His voice also has a slight rasp to it. This is again because of his Ultimate.
- His left middle finger is prosthetic because he flipped off a mobster whom he owed money to. Said mobster later cut the finger off with a pair of bolt cutters. Ouch.
- For as much of a loud, hotheaded, anarchistic jerk he is, Wildfire does say “please” when requesting healing
- He knew Pharah when she was a teen and gave her the nickname “Little Justice”
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ragethewriter · 7 years ago
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WBJ Day 20 - Arms and Armor
Featuring a SUPER LONG POST - wherein the line between sci-fi and fantasy gets a little more blurry.
Welcome to armory day!  After the thrilling introduction of the war, today we’ll be discussing the weapons and armor being used in said conflict.
I’ll primarily be focusing on the cutting-edge equipment of the Hybrid Clan.  Examples of which can be seen here:
Tumblr media
(aw yea heck yea)
But aside from the Hybrids, there are also a few related topics to cover in this theme.  So without further ado, let’s get started.
(continued under the cut)
~
Now before we jump into the Hybrids’ armory, there is an issue to be addressed.  You may notice that, for a futuristic tech-toting special ops team, they sure do carry a lot of melee weapons.
Which begs the very important question:
Why are there no guns?
Because it is true that neither guns, nor any sort of ranged or modern weapons (including heavy artillery) play a substantial part in this war… despite the fact that this technology should be easily accessible.  So what gives?  
Well, the reasoning boils down to 4 key points:
~
1)  Disadvantage:
Guns, bows, or any sort of personal ranged weapon usually gives a trained wielder an advantage… but that’s assuming that a single shot can kill (or at least incapacitate) an enemy.  This is not the case for the soldiers of this conflict.
Neither the Ironhides nor the Alpha’s soldiers can be easily picked off by standard bullets.  Both entities are very large, with a tough exterior – and even if a bullet manages to pierce said armor, it would take an absurd amount of well-placed shots to bring them down (a gattling gun might do the trick).  Even with high-caliber rifles or sniper accuracy, these creatures/races can both survive a shot to the head, or any other vital area - at least for a short time.  
For this reason, any sort of weapon that involves propelling small pieces of metal (including frag grenades) is at a distinct disadvantage on a battlefield where both enemies are much more adept at quickly getting up-close-and-personal to carve each other up.  The Hybrids in particular are trained to use leverage and joint-targeting to make short work of the Ironhides, rather than landing hits to the head and torso.  In return, they must be prepared to deflect similar blows.  
2) Supply:  
A similar problem with lead-slinging weaponry, is limited resources.  Considering how long this war has been dragging on, neither side can really afford to be spewing valuable metal on the battlefield.  The fact that most bullets/grenades/other modern weaponry also take a fair amount of specialized production, means that the labor required to keep making them also cannot be spared.
3) Lack of industry:
Related to the previous concern, is the lack of a large-scale weapons industry on either side of the conflict.  Guns, if they were used, would have to be made by hand – or at least by a process not nearly as efficient as the one we currently have.  Guns also require gunpowder – a resource that is not only limited, but useful for nothing else in their societies.  Manufacturing modern weapons in this setting would take a ridiculous amount of effort and specialization that neither side can afford to pursue.  However, both sides have easily been able to supplement melee weaponry and tools from their existing industries.
4) Imposed limitations and protective measures:
This is by far the most important influence – as it explains why other types of ranged weapons, along with aircraft, tanks, drones, bombs, cannons, AI, and targeting systems, are not used.
Because the war did begin with other types of weaponry.  The Ironhides first started their conquest with plasma cannons, ranged weapons, and other technology.  This was part of the reason why even the fearsome Hyena-Bloods were so thoroughly decimated when forced into the fray.
What changed this was the War Mother’s revelation… one which leveled the playing field by throwing a wrench in the Ironhides’ ability to use these tools.
With some alterations to the strategy, the Hyena-Bloods were able to produce armor and protective devices that not only neutralized enemy fire, but also jammed the Ironhides’ assisting technology.  In the battles following, the Alphas’ new soldiers easily gained the advantage, as the Ironhides scrambled to work around these new obstacles.  The war turned tide yet again once the Ironhides evolved to more efficiently fight fire with fire.
For this reason, the Ironhides have long been out of practice in using their old weapons, tech, and strategies – and even the Hybrids have been outfitted with the protection that keeps those things obsolete.  Related to these limitations is the fact that, thanks to slightly spoilery reasons, both sides have difficulty accessing long-range communications, or piloting any sort of craft that requires a digital interface.  The Alphas’ soldiers, the Ironhides, and the Hybrids have all had to work around this – and it is the main reason why the Ironhides are unable to orient their army as successfully as the War Mother, who has other methods of compensation at her disposal.  
There are rumors that the Ironhides do still possess other types of aircrafts/vehicles/weapons/technology that have been thankfully downed by this limitation – but this remains to be proven.
~
So there you have it, no ranged weapons.
It should be noted that it is still entirely plausible that somewhere in the throes of this war,  someone could be carrying around an old plasma gun, or packing some odd artillery – but such a deviation would likely not last very long. The few instances of “outdated” weapons that still crop up from time to time - such as some types of firebombs, napalm, old-school cannons or ballistae - are usually easily spotted, and quickly decommissioned.
By and large – melee weapons are the way to go in this conflict.
So now that that’s covered, what kinds of arms and armor are the Hybrids bringing into battle?
With access to top-of-the-line gear, priority on resources, and their own resident tech wiz; the Hybrid Clan has managed to get their paws on technologically advanced equipment that makes them a devastating force to be reckoned with.  These branches of their armory include their weapons, armor, helmets, and tools.  Al of which will be discussed below.
~
Weapons:
Hybrid weapons are forged from the Alphas’ infamous black metal - a revolutionary material called “dusksteel”.   Dusksteel is lighter, yet stronger, than iron or steel;  it’s most notable property is it’s ability to cut other metals, a feat which is achieved by tempering the blade with an Alphas’ touch.
Dusksteel is also easily manipulated, particularly when implementing other kinds of technology, such as the ability to register and respond to touch.  Thanks to the Hybrids’ engineer, their dusksteel blades can change rigidity; and are programmed to collapse or retract when they make contact with the wrong target (such as an ally, or one’s own leg), as a safety measure.  As such, most weapons in the Hybrid arsenal are easily stored on the body when not in use, and can be quickly sheathed by pushing on the blade.
Each Hybrid wields a different kind of weapon, from Amani’s hatchets, to Pinna’s bladed whip, and everything in between.  Each weapon is particularly suited to the Hybrid wielding it - including those Hybrids with other assets or abilities.  Examples of this include the two Hybrids with implants, who wear gauntlets that let them channel voltage or fire respectively; or the Hybrids with many limbs that can each carry a weapon.  Some weapons also have transformative properties: such as Typhona’s trident, which can be split into a pair of harpoons.  Every Hybrid weapon is also designed in regards to their role on the team; be it stealth, tanking, scouting, pointsman, etc.
~
Armor:
Hybrid armor has some mechanical aspects, that allow plating to be movable, retractable, and house other gadgets or properties (think vaguely Iron-man style).  As previously stated, this armor is also outfitted with tech that can protect from projectiles and other such hazards.  This development works somewhere in the field of absorbing or deflecting kinetic energy.
This tech has since been expanded upon, giving the Hybrids lighter, more flexible armor plating; as a majority of their armor’s protective properties come from the absorption aspect.  Being walloped by an Ironhide’s heavy blow is not nearly as dangerous when wearing this sort of armor… provided that one is in a properly defensive stance.  For the same reason, Hybrids wielding weapons can also parry hits with greater ease.
It is still not reccommended to be taking hits full-force in this gear - as just he right amount of pressure in the wrong place can land you with cracked armor and an assumedly nasty wound.  Because of this, Hybrids do not wield shields in addition to their weapons; and encourage dodging and maneuverability instead.
Certain hybrids also have extra features on their armor: such as bracers for horns, or blades/bayonettes mounted on wings and tails.  These plates are lined with dusksteel, and are often used in that Hybrid’s fighting style.
~
Helmets:
Like the previous categories, each helmet is designed unique to the wearer, and often work with their natural talents (such as a venom-spitting mouthpiece, or a voice amplifier).  All helmets also have a built-in comm that lets the Hybrids speak to each other at short distance, as well as project their voice outside the helmet if need be.  Some helmets also have added properties to the visual display, such as Amani’s pulse-tracking and x-ray capabilities, or Daemar’s heat-seeking vision.
Each helmet also has various stages of mechanical retraction that can be controlled.  This is particularly handy for Hybrids with oriented ears, as they can be shielded or uncovered when needed.  When fully retracted, the helmets' front plating can slide up over the head, kept in place by a bracer, to allow the hybrids to speak face to face.
~
Tools:
Last but not least, are the various devices and equipment that the Hybrids pack specific to each mission.
Missions that involve deployment by air-drop, for example, feature shock-absorbing bracers for the winged-hybrids’ legs, expanded shields and harnesses for their wings, drop-pods for the non-fliers, and “thunder-packs” which can be strapped on for extra protection (namely from lightning) when dropping in a thunderstorm.
Other such examples would be assisted tracking or stealth mechanisms, emergency flares, tools to sink enemy vessels or destory their resources, Amani’s extensive medical munitions, or pods of fireproof armor variants that can temporarily outfit a Hybrid as a battering ram.
~ ~ ~
Of course, there are many more details and examples, but for today, that about covers it.  At least it’s fitting that a plot mainly featuring combat would lend so many details to this entry.
As always, I can answer any questions - and you can find more information about the various Hybrid characters (and their battle gear!) over on my art blog
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aion-rsa · 3 years ago
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Ratchet & Clank: Rift Apart Weapons and How to Unlock Them
https://ift.tt/eA8V8J
This Ratchet & Clank: Rift Apart article contains spoilers.
In addition to its Pixar-like visuals, explosive set pieces, and satirical humor, the Ratchet & Clank series is famous for letting players pull the trigger on some of the most creative weapons in all of gaming. It should come as no surprise to learn, then, that the same is also true for the latest entry, Rift Apart, which is out exclusive for the PS5 with a whopping 18 firearms for you to upgrade and enjoy.
However, with so many weapons at your disposal, you’ll definitely want to know what each gun does so you can master it as quickly as possible. It’s highly unlikely you’ll be able to upgrade all 18 in a single playthrough, so consider this guide your one-stop resource for finding out which Ratchet & Clank: Rift Apart weapons are most suited to your playstyle and which to level up first.
How weapon upgrades work
Similarly to the 2016 reboot, upgrading your weapons in Ratchet & Clank: Rift Apart requires you to visit the store and pour vast amounts of Raritarium into the designated slots. This is a resource you’ll come across plenty during your adventure. The more you level up your weapons through natural use, the more hexagonal grids you can unlock and chain together in order to access further buffs. These vary from an improved ammo clip and larger blast radius, to simply higher damage. Be sure to unlock the perks situated around any orange grids first to instantly unlock special bonuses.
Burst/Blast Pistol
The Burst Pistol is the very first gun given to you in the game, serving as Rift Apart’s version of the reliable pistol with a high fire rate that’s become customary in most Ratchet & Clank installments. It’s about as basic a gun as you’ll use in this adventure, but is a good one to fall back on in the later hours when ammo becomes increasingly scarce and you want to deal tiny amounts of damage quickly. Upon reaching level 5, it becomes the Blast Pistol and fires plasma shots in a three-burst spread.
Planet it becomes available: Corson V
Good for: Hitting enemies from far away and landing lots of rounds quickly.
The Enforcer/Executor
The Enforcer is the closest thing to a shotgun you’ll find, letting you fire off one shot when the R2 trigger is pulled down halfway or firing two in quick succession with a full squeeze. Having two barrels makes it a great way to deal a lot of damage to anyone trying to invade your personal space early on in the game, helping to give you more room and keep enemies at a good distance. It graduates to the Executor at level 5 and lets you fire a quadruple barrel instead of double.
Planet it becomes available: Corson V
Good for: Dispersing tightly-packed groups of enemies and giving you breathing room
Shatterbomb/Shatterblast
It wouldn’t be a Ratchet & Clank game if you didn’t have some form of bomb glove. Here it’s known simply as the Shatterbomb, and is ideal for creating a wide spread of damage amongst small groups of enemies, or helping you trim down the health bar of any bigger fellows. Pulling the R2 trigger down halfway sets the throwing arc, helping you to better aim where the grenade will land when deployed. Upgrade it fully to level 5 and any grenade thrown will explode on impact.
Planet it becomes available: Corson V
Good for: Targeting a specific area and causing a wide blast radius of damage
Mr. Fungi/Ms. Fungal
You won’t find Mr. Zurkon in your weapon wheel this time around, making way for an all-new attack buddy called Mr. Fungi. As his name suggests, he’s more than happy to have a blast firing at enemies you can’t get to, or provide fire support while you focus elsewhere. The good thing is that you can throw up to five Mr. Fungis out at once for assistance without any disappearing. This goes double for when you upgrade him all the way to level 5, wherein each Mr. Fungi is joined by his wife Ms. Fungal.
Planet it becomes available: Nefarious City
Good for: Providing extra firepower while you focus on more immediate threats.
Negatron Collider/Large Negatron Collider
The Negatron Collider is just as badass as it sounds for the most part, unleashing a single beam of charged energy capable of passing through multiple enemies at once. That charge doesn’t last forever, though, and you’ll often be forced to switch to a backup weapon because its clip size isn’t especially large to begin with. However, it’s the perfect choice of gun when stacks enemies are lined up before you. It’s promoted to the Large Negatron Collider at level 5, triggering a huge explosion after the charge shot is finished.
Planet it becomes available: Nefarious City
Good for: Instantly wiping out enemies any time they form a single line in front of you.
Topiary/Toxiary Sprinkler
Through not quite as fun a gadget as the Groovitron from Ratchet & Clank (2016), the Topiary Sprinkler essentially does the same job. Simply launch one of these within the radius of a large enemy group and they’ll instantly be sprayed with water that transforms them into topiaries. This freezes them in place for a short while and lets you get in a lot of shots without much risk. Amazingly, it even works on bosses.
Planet it becomes available: Sargasso
Good for: Temporarily locking enemies in one place to keep the pressure off.
Ricochet/Wreckochet
One of the most inventive weapons to appear in Ratchet & Clank: Rift Apart is the aptly titled Richochet, which lets you launch a giant metal ball into the air and repeatedly hit any targeted enemy over and over again with just a few squeezes of R2. This is especially handy whenever far-off enemies are sniping you and you want to halt their attacks, but is also equally perfect for demolishing smaller groups in a short amount of time.
Planet it becomes available: Sargasso
Good for: Interrupting enemy attacks to give you some breathing room.
Lightning Rod/Strike
It must be an unspoken rule in video games that any weapon based around lightning or electricity must not only stun one enemy, but also chain strike any and all others standing near them. That’s essentially how the Lightning Rod pistol operates, too. It’s another weapon that stuns enemies in place temporarily after firing, giving you a chance to maneuver when it gets too crowded. At level 5, the Lightning Rod will see electric needles jump to other enemies upon death.
Planet it becomes available: Scarstu Debris Field
Good for: Simultaneously stunning multiple enemies in place and covering a lot of ground.
Drillhound/Drillpack
The Drillhound is exactly as bonkers at sounds, but that’s what makes it great. This is essentially a spin on a missile launcher, only instead of directly launching rockets at enemies it shoots out a hound that digs its way over to enemies and blows up in their faces. Each round moves a lot quicker when you lock on to somebody via L2, greatly reducing the risk of your shots being intercepted. If you want to land a lot of shots fast and from far away, the Drillhound is your weapon.
Planet it becomes available: Scarstu Debris Field
Good for: Catching unsuspecting enemies off guard and safely unleashing a lot of high-damage shots.
Droid/Void Repulsor
Why equip a shield or a gun when you can have both? That’s essentially the thinking behind the Droid Repulsor, which is great for deflecting enemy fire, as it pops up a protective shield whenever you hold down L2 or squeeze R2 halfway. This makes the Droid Repulsor ideal for absorbing any incoming damage, letting you get up close and personal before delivering a sudden and effective wide-spread blast. When promoted to the Void Reactor at level 5, it lets you shoot back enemy fire.
Planet it becomes available: Savali
Good for: Offering a lot of defense against enemy fire so you can unleash up-close blasts.
Cold Snap
A single blast from the Cold Snap gun is all it takes to immediately freeze enemies in place. It performs similarly to the Topiary Sprinkler you acquire a bit earlier, except it specifically allows you to target single enemies rather than having you send a shot out and hope for the best. This more focused approach is often more effective and is perfect for follow-up melee hits.
Planet it becomes available: Cordelion
Good for: Incapacitating enemies in place and having them slide over surfaces.
Glove of Doom/Apocalypse Glove
The Glove of Doom quite literally lets you deploy many agents of chaos. Rounds might be scarce, even after being fully upgraded, true, but these miniaturized war bots can pack a solid punch whenever they’re sent to assault nearby adversaries. They’ll even accompany you for a short while until the next surprise attack surfaces, distracting smaller foes and giving you room to breathe as you attack with your other weapons. It graduates to the Apocalypse Glove at level 5.
Planet it becomes available: Cordelion
Good for: Distracting and attacking enemies while you reload, retreat, or seek health.
Buzz Blades/Doom Blades
Whereas most pistol types in Ratchet & Clank require direct lock-on to be effective, the Buzz Blades are better suited to more relaxed players who simply want to aim in the general direction of opponents and connect with their targets. The result is a gun that isn’t as precise as, say, Lighting Rod or the Burst Pistol, but slicing up bots using masses of blades in a swarm has its bonuses. Fully upgrade it to level 5 and the Buzz Blades will bounce off enemies and ricochet off the environment. 
Planet it becomes available: Torren IV
Good for: Dealing a minimal amount of enemy damage at a fast rate, and firing without aiming.
Warmonger/Peacemaker
If you want to do a lot of damage with a single pull of R2, look no further than the Warmonger. This is a missile rocket launcher without many bells and whistles, true, but it doesn’t really need them when you consider it delivers a satisfying wallop to almost every type of enemy, including mini-bosses. Things get more adventurous when you upgrade to level 5 and it becomes the Peacemaker, with each rocket launched releasing a series of micro-rockets as soon as it hits its target.
Planet it becomes available: Scarstu Debris Field (Second Time)
Good for: Giving foes an explosive thump from far away.  
Bombardier
When one bomb isn’t enough, you can always rely on the Bombardier. Why? Because rather than let you throw a single grenade one at a time, when fired, this device launches a drone that will fly overhead to release a stream of bombs dropping in a row. Using it most effectively requires precision and timing – two things that aren’t always possible in a heated Ratchet & Clank firefight. However, the Bombardier can still be great for crowd control.
Planet it becomes available: Scarstu Debris Field (Second Time)
Good for: Reigning explosive death over your enemies from above, provided they’re in a straight line.
Headhunter
The Headhunter acts as Rift Apart’s version of a sniper rifle, letting you dispatch far-away adversaries from a first-person view when aiming. The catch is that it has a pretty slow fire rate compared to some other rifles in the game. Having said that, upgrading the Headhunter to level 5 is a worthy endeavor, seeing as it can then also slow time.
Planet it becomes available: Ardolis
Good for: Picking off foes from afar and popping precise head shots.
Blackhole Storm
The Blackhole Storm is capable of unleashing a tirade of rounds at any enemy you point it towards at an incredibly rapid pace. This does mean it will easily overheat over time if you don’t ease off the trigger every once in a while, but it’s a worthy trade-off considering how effective it is at keeping the waves of enemies at bay. Just bear in mind that the Blackhole Storm also takes its time to spin up in comparison to other weapons.
Planet it becomes available: Sargasso (Second Time)
Good for: Piling on the damage rapidly within a very brief space of time.
Bouncer
Despite being a Challenge Mode weapon that’s not unlocked until you’ve beaten the game, the Bouncer is a remarkably standard gun. It’s kind of like a grenade launcher that fires projectiles that then break off into smaller explosives. While not the most exciting gun in the game, it is remarkably effective.
Planet it becomes available: Challenge Mode unlock/Deluxe Edition unlock
Good for: AoE damage and dealing with large groups of small enemies.
Pixelizer
Here’s another Challenge Mode weapon that proves to be surprisingly standard from a sheer functionality standpoint. The Pixelizer is pretty much a shotgun that just so happens to turn its victims into pixels. It’s actually a lot of fun to use even if it’s not the best weapon in the game.
Planet it becomes available: Challenge Mode unlock/Deluxe Edition unlock
Good for: Enjoying retro visuals/sound effects while dealing respectable close-range damage.
Ryno 8
Tapping into Rift Apart’s themes of time displacement and dimension splitting, the Ryno 8 is your reward for collecting all 10 Spybots hidden across the various planets. It’s effectively a built-in easter egg machine that pays tribute to PlayStation history, opening up rifts and dropping various bits of memorabilia out of the sky to create a large explosion. Objects include the Thunder Jaw from Horizon Zero Dawn, among many others.
Planet it becomes available: N/A
Good for: Covering a wide blast radius and taking down small groups of enemies instantly.
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thesevenseraphs · 6 years ago
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Update 2.0.0 Patch Notes
Service Announcements:
Destiny 2 Update 2.0 will bring many changes to the Destiny 2 experience in preparation for Forsaken. Some features may not be fully operational until September 4.
This is the final week of Season 3. Season 4, “Season of the Outlaw,” begins on September 4.
Player Character
General
Subclass screen updated in preparation for Forsaken
Weapons and Armor
Exotic Armor
Hunter
Orpheus Rig
No longer grants Super energy on bloom and damage sharing
Raised base Super amount that you receive from tethers to create a more consistent and less exponential experience
Super energy given is scaled up when more powerful enemies are tethered
When used with Moebius Quiver, grants additional tether shots
Does not grant ability energy on tethering targets
Celestial Nighthawk
Now grants 33% of your Super energy back if the target is killed by the shot
Wormhusk Crown
No longer starts regeneration of health and shields
Instead grants a larger health and shield bump at the beginning of dodge instead of at the end
Knucklehead Radar
Enhanced radar resolution while crouching
Lucky Pants
Extended duration of Illegally Modded Holster
Shinobu's Vow
Skip grenade returns some energy when it damages an enemy
Warlock
The Stag
Rift dropped from death now has standard rift duration
Eye of Another World
Ability recharge bonus increased
Nezarac's Sin
Increased duration of Abyssal Extractors
Rapid kills extend the duration up to 20 seconds
Skull of Dire Ahamkara
Increased Super energy gained from Nova Bomb kills
Killing higher-ranked enemies now rewards more Super energy
Transversive Steps
Enhanced mobility
After sprinting for a short time, your currently equipped weapon is automatically reloaded
Winter’s Guile
Tuned damage and duration per stack to be more consistent
Titan
Mk. 44 Stand Asides
Overshield granted by sprinting appears faster
Hallowfire Heart
Base cooldown reduction when Super is uncharged in addition to CDR when charged
Helm of Saint-14
Grants allies an overshield for a short duration when passing through Ward of Dawn
Mask of the Quiet One
Increased energy gain from incoming damage
While critically wounded, health is granted from kills
Crest of Alpha Lupi
Healing pulse is more effective
Peacekeepers
Increased movement speed when wielding an SMG
Wormgod’s Caress
Tuned damage and duration per stack to be more consistent
Weapons
Developer Insight:
With Forsaken, we've made a major change to the systems—the freedom to slot powerful weapons in either the Kinetic slot or Energy slot. This fundamental change necessitated a fresh look at a player’s damage output in both PvE and PvP.
Primary ammo weapons and Special ammo weapons may exist in either the Kinetic or Energy slot.
Heavy ammo weapons can exist only in the Power slot.
Ammo type and damage type are now fixed attributes of a specific weapon.
Ammo distribution models updated entirely to support weapon slot changes.
Energy weapons no longer deal bonus damage to active enemy Supers.
Ammo Economy
Primary Ammo Weapons
Hand Cannons
Scout Rifles
Auto Rifles
Sidearms
Submachine Guns
Special Ammo Weapons
Fusion Rifles
Shotguns, Sniper Rifles
Trace Rifles
Single Shot Grenade Launchers
Heavy Ammo Weapons
Drum-Loaded Grenade Launchers
Rocket launchers
Linear Fusion Rifles
Swords
The following Year 1 weapons have moved to the Kinetic slot
Baligant
Shepherd's Watch
Hawthorne's Field-Forged Shotgun
Alone as a God
Perfect Paradox
The Frigid Jackal
Silicon Neuroma
The following Year 1 weapons are now locked to Solar damage
IKELOS_SR_v1.0.1
IKELOS_SG_V1.0.1
The following Exotic weapons did not change slot and still use Heavy ammo
Tractor Cannon
The Legend of Acrius
D.A.R.C.I.
Whisper of the Worm
Developer Insight:
The tuning of Destiny weapons and abilities is inexorably tied to the systems that we build upon. Ultimately our goal is to still provide gameplay challenge despite a global increase in player damage output due to the new systems introduced. To properly support the higher uptime of Shotguns, Snipers, and Fusions, the following changes were made to all weapons in the game.
Primary Ammo Weapons
Increased precision damage output of Primary ammo weapons
Increased in-air accuracy
Decreased body shot damage in PvE 
Decreased Auto Rifle damage required to stagger enemies to compensate for reduced body damage
Special Ammo Weapons
Reduced damage output of Special ammo weapons
Increased damage of Trace Rifles
Trace Rifles now disintegrate defeated enemies
Heavy Ammo Weapons
Grenade Launchers:
Increased damage and blast radius
Linear Fusion Rifle
Increased damage
Reduced time to charge and fire
Reduced aim assist
Swords
Increased ammo
Increased damage mitigation when guarding
Exotics
Sleeper Simulant
Fixed issue where charge time was not displayed properly on weapon
Magazine size increased
Reduced base damage
Borealis
Bonus damage after breaking a shield increased on precision hit
Still grants bonus damage on body shots
Prometheus Lens
No longer generates Special ammo on kill
Tractor Cannon
Repulsor Force's Weaken effect now also increases non void damage by 33%, but no longer stacks with other weaken effects. (Shadowshot,Hammer Strike, etc).
Perks
Explosive Payload
Reduced bonus damage output
Ambitious Assassin
Increased time allotted between kills to earn bonus ammunition
Backup Plan
Decreased amount of time weapon must be stowed for perk to become available
Box Breathing
Reduced time required for perk to activate
Reduced precision bonus
Perk now resets after firing
High-Impact Reserves
Damage bonus granted earlier in magazine
Grave Robber
Now reloads your entire magazine
Primary ammo is granted directly to magazine
Heavy and Special ammo is transferred from reserves to magazine
Field Prep
Increased inventory reserves
Increased stow, ready, and reload speed when crouched
Auto-Loading Holster
Reduced time required for perk to activate when weapon is stowed.
Opening Shot
Increased falloff range (weapon does more damage at longer ranges)
Triple Tap
Grants ammo directly to the magazine; no longer pulls from reserves.
Mods
Starting with 2.0.0.1 (9/4/2018), Year 1 mods can no longer be inserted into gear or weapons. You will no longer be able to insert any mods into Year 1 gear or change the elemental damage type come next week.
Misc
Fixed an issue where Rocket Launcher stability stat was not working as intended
Fixed an issue where the Impact Casing perk on Grenade Launchers did not function
Swords now have the ability to accept shaders
Abilities
General
Visual layout of perks has changed in subclass paths
Increased base Guardian melee damage
It now takes two melee hits to defeat an enemy Guardian in PvP
Increased the base damage of Seismic Strike, Hammer Strike, and Shield Bash
Adjusted active Super bonus damage resistance values
Added a timer to the status effect for Healing Rift, Empowering Rift, and Rally Barricade to communicate the time remaining before they expire
Grenades
Axion Bolt
Increased base damage
Increased the amount of time it takes for the tracking strength to lower
Flashbang
Increased base damage
Incendiary Grenade
Increased base damage
Storm Grenade
Increased base damage
Scatter Grenade
Re-tuned range and falloff ranges for the detonations for more reliable damage
Magnetic, Fusion, and Flux Grenade
Increased base damage
Damage is now the same whether a target has been stuck or simply walked over grenade when detonating
Magnetic Grenade now detonates a second time only if it's attached to a target
The second detonation no longer only occurs on the grenade itself and will now be applied to each individual target hit by the initial detonation
Skip Grenade
Increased impact damage of each Skip Drone impact for a higher total potential damage
Voidwall
Increased the damage of initial Void Wall wave
Hunter
General
Marksman’s Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc.
Gunslinger
Practice Makes Perfect perk now grants Super energy on throwing knife kills
Increased the duration of all versions of Golden Gun
Nightstalker
Once activated, the Shadowshot tether will find enemy targets more reliably within its search radius
Titan
General
Rally Barricade no longer requires players to take cover to reload—it now feeds ammo to your magazine over time
Striker
With Terminal Velocity enabled, the opening Fists of Havoc slam no longer leaves a lingering damage area
Lowered the health threshold for triggering Knockout so that it triggers sooner, to keep up with the PvP lethality changes
Increased the lunge range of the Fists of Havoc melee attack
Sunbreaker
Sol Invictus will now trigger on burn kills
Sentinel
Increased Ward of Dawn health significantly
Increased the amount of health provided by the Ward of Dawn overshield
Sentinel Shield Super
Increased Shield Throw projectile speed
Shield Throw no longer loses damage after bouncing or ricocheting off targets
Faster attack animations for grounded melee attacks
Increased Sentinel Super damage in PvE
Warlock
General
Increased Healing Rift effectiveness
Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon’s precision damage in PvP)
Stormcaller
Increased the PvP damage of Stormtrance
Increased Arc Soul’s projectile speed
Dawnblade
Increased Dawnblade projectile speed and base tracking strength
Voidwalker
Significantly reduced the length of time that Blink disables your radar and HUD
Chaos Accelerant no longer costs Super energy to use
Increased the damage bonus granted by Chaos Accelerant for each Voidwalker grenade
PvE
Daily Heroic Story Playlist
Year 1 meditations have been retired and replaced with a Heroic Story playlist
These will share modifiers with Heroic adventures and strikes
Forsaken campaign missions will be featured at 500 Power, while Year 1 campaign missions will be featured at 200 Power
Destinations
Wanted escapees from the Prison of Elders now roam the open world
They will not drop rewards until September 4, 2018
Increased the difficulty of Lost Sectors
Example: EDZ Lost Sectors are now 240 Power
Adventures
Replayable adventures have been removed from destination vendors
Heroic adventures have been added to all destinations
Destinations without Heroic adventures before Forsaken will have them available during their Flashpoint weeks
A random Heroic adventure will be available each day
Mercury and Mars Heroic adventures are unchanged
Heroic adventures will share similar modifiers with daily Heroics and strikes
Strikes
Vanguard Strikes
Heroic Strike playlists have been retired for all players and replaced with a single content-appropriate playlist:
Legacy 
Strikes playlist matches the legacy playlist that is currently available in Year 1
Recommended Power 200
Will have modifiers
Forsaken
Strike playlist has three difficulties to select from:
Recommended Power 300 (not available when your level is 40 Power higher)
Recommended Power 400 (not available when your level is 40 Power higher)
Recommended Power 500 (always available)
Will have modifiers
Nightfall
Retired Prestige difficulty
Increased base difficulty for Nightfall activities
Players can choose one of three Nightfall strikes each week
Players may select only the strikes for which they own the appropriate expansions
Legacy players will still be able to enable modifiers via the Challenge Card, but scoring will be disabled in the 270 Power Nightfall
General
Escapees from the Prison of Elders now appear in strikes, Lost Sectors, and public areas
Items & Economy
General
Collections (emblems and Exotics) that are found in the vault will be unavailable during the week of August 28–September 4, but they will return with 2.0.0.1 in the upcoming Collections tab
Exotics will now always drop at or above your Guardian’s Power level
Year 1 challenges will no longer grant destination materials or tokens
Destination materials can be earned via bounties, available from their respective destination vendors
Anything that previously granted destination tokens or Rare materials will grant Common destination materials moving forward
Destination tokens and Rare destination materials are no longer granted, but they can still be redeemed for reputation if you have them in your inventory
Xûr
His will is not his own
No longer displays a vendor icon on destination maps
No longer tied to Flashpoints
He has a clear purpose but cannot explain it—forgive him
Fated Engrams grant only pre-Forsaken Exotics
Tower
Increased vault size to 500 slots
Players can now dismantle shaders in stacks of five in Master Rahool’s vendor screen
Cayde-6
Cayde-6 has left the Tower to investigate disturbances in the Reef
Removed Treasure Maps and Scout Reports
Technical
Localization
Added Korean language support to consoles
User Interface
Updated title screen to reflect Forsaken launch
Director
The Director screen has been updated to reconfigure the way challenges, milestones, Flashpoints, and quests are presented:
Challenges
The Year 1 challenge system has been removed and converted into bounties, which will be available through their respective destination and activity vendors on September 4
Bounties are displayed in the Pursuits bucket of the inventory screen
In Year 2 (Forsaken), “challenges” now refer to the bonuses that grant rewards on a daily or weekly basis 
These can be seen in the Director via new indicators on a playlist or destination when available
Milestones
The milestone tray will now be limited to showing specific quests and quest steps
One-time completion objectives, such as campaign missions, subclass missions, and strikes introductions will remain as milestones
Players who do not have any active milestones will not see a milestones blade being displayed
Many Year 1 milestones have been converted into challenges
These challenges will continue to grant powerful rewards
Weekly and daily milestones
Previous weekly and daily milestones, such as strike completion and Crucible, will now appear as weekly or daily challenges on their associated playlists
Flashpoints
The Flashpoint milestone will now appear as a challenge visible on its respective destination vendor
Flashpoint progress has been expanded to include Lost Sectors and Heroic adventures
Exotic quests
Exotic quests are now displayed in the Inventory tab under the Pursuits bucket
They can be recovered at the quests’ associated vendor if abandoned
Exotic quests now correctly use Exotic coloring in the UI
Icons for Exotic quests are now appropriately represented with Exotic rarity
World quests
World quests are now displayed in the Inventory tab under the Pursuits bucket
Updated the Director with a new theme and layout to better represent destinations for Year 2
Presell is in the Reef location
The “Leviathan” raid and raid lairs have been moved to Nessus
Character Screen
Weapon slots
Weapon tooltips now display ammo types
White ammo icon – “Primary”
Green ammo icon – “Special”
Purple ammo icon – “Heavy”
The HUD will show a color based on the associated ammo type next to each weapon on the weapon tray
Subclass screen
The path name is now being displayed along the bottom of the character art
Collections
Collections are not available until September 4
Triumphs
Triumphs are not available until September 4
Gear tooltips
Perks are displayed by name only on tooltips for Ghost Shells, weapons, and armor
Exotic perks will display a short description
80 notes · View notes
terryblount · 5 years ago
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Call of Duty: Modern Warfare November 22nd Update released, improves stability, fixes bugs, full patch notes
Infinity Ward has released a brand new update for Call of Duty: Modern Warfare. According to the release notes, the November 22nd update comes with numerous stability improvements and bug fixes.
Going into more details, this new patch comes with a fix for a bug that could cause an error when selecting a mission. It also fixes a bug where selecting “All” would sometimes kick the player back to the main menu, and adds CTF and Hardpoint into Combat Records.
Furthermore, this update fixes an issue where the boot up sequence volume would be too loud. It also brings more fixes to prevent hitching/stuttering during cutscenes, and introduces various keybinding adjustments.
As always, Battlenet will download this update the next time you launch its client. You can also find its complete changelog below.
Call of Duty: Modern Warfare November 22nd Patch Release Notes
WHAT’S NEW
Special Operations: “Harbinger” and “Brimstone”
Classic Special Operations: “Door Kick”, 3 Star Rating System and Rewards
3-star rating system (based on time completed)
XP & MP unlocks based on your star rating after finishing a game.
Multiplayer:
Realism Moshpit (Domination, Hardpoint, Headquarters, Kill Confirmed)
Gun Game
Fix for a bug where a player could spawn without a character model when spawning in on a friendly vehicle
Fixes for various exploits across all maps and modes
Fix for an issue where copying an opposing players loadout was also copying their killstreaks
Fix for the After-Action report not displaying newly acquired awards
Fix for player rank icons not appearing on the scoreboard
Shortened the amount of time an execution animation plays
Accessibility: Added the option to Always Sprint
Footsteps: Adjusted volume and sound type played for crouch walk and walking while Aiming Down Sights
Dead Silence: Fix for the Dead Silence Field Upgrade not lasting the correct amount of time when CDL rules are enabled
Fix for nameplates being visible in a certain location on Piccadilly
Updates to the obituary (killfeed); removed “Avenged” and “Save Player”, play of the game owner, and player rank increases
Fix for players being able to join a match even though they’ve been blocked
Private Match:
Added the option to disable the spawn camera
Fix for a bug where the ‘Starting Flags Captured’ private match option was not functioning as intended
Fix for the bomb screen appearing blank when defusing or planting the bomb in Search and Destroy with Realism enabled. Added bomb carrier indicator.
Killstreaks:
Fixed an issue where selected killstreaks would revert to the previous selection mid-match
Fix where players using the Shield Turret killstreak could see through smoke at certain angles with the side panels of the turret
Dead Silence: Fix for the Dead Silence Field Upgrade not lasting the correct amount of time when CDL rules are enabled
Thermal scopes are now able to see through smoke grenades
Added the option to disable the spawn camera
Fixed an issue where the mount interaction prompt was disappearing when planting or diffusing the bomb in Search and Destroy
1 Life Mode Fixes:
Fix for camera getting stuck on the death location when transitioning to spectate
Fix for the weapon not animating when sprinting at the beginning of the round
Infantry Assault Vehicle:
Reduced damage radius and lethality of the turret
Progression/Challenges/Missions Fixes:
Cleaned up and updated descriptions for various challenges
Officer Challenge: “Heads Up”
“Destroy Vehicles with Launchers”
“Doing Work”
“Aggression”
“Expert Gunsmith”
“One Trick Pony”
Lethals/Tacticals:
Fix for Decoy Grenade showing a red blinking light for both allies and enemies
Slightly brightened the player outline when using the Snapshot Grenade
Single Player:
Fix for a bug that could cause an error when selecting a mission
Perks:
Spotter: perk was not marking equipment, Field Upgrades, or Killstreaks through walls in FFA. Fix for Spotter perk not marking UAVs and slightly brightened outlines
E.O.D: Fix for players losing HUD elements after hacking an enemy claymore in certain scenarios
Fix for the “Quick Fix” perk not giving faster regeneration when earning kills with the throwing knife.
Fix for the “Amped” perk not stowing the Riot Shield as quickly as it should
Fix for rocket launcher camos not unlocking or tracking properly
Fix for the Model 860 camos not unlocking or tracking properly
FN SCAR 17: slight increase in ADS time, reduction to barrel and bipod grip penalties
Fix for a white placeholder box appearing when leveling up a weapon and unlocking new attachments
Added descriptions to all optics that have scope glint
Fixed an issue where the P90 + FFS Ring Sight would create a scope glint
Thermal scopes are now able to see through smoke grenades
Fix for charms not appearing where they should on various weapons
Leaderboards/Combat Records:
Fixed a bug where selecting “All” would sometimes kick the player back to the main menu
Added CTF and Hardpoint into Combat Records
Audio: Voice chat options:
No Effect – default voice chat. No additional effects or EQ adjustments
Stealth Comms – Bring the immersion of the Campaign into Multiplayer with added SAS radio effects to voice chat
Classic Chatter – Feeling nostalgic? Coordinate with your team using classic Modern Warfare radio effects
Special Operations:
Added munitions drops! After various objectives, a care package will drop to provide you with much needed munitions!
Various exploit fixes
Fix for an issue where players could lose functionality after using the EMP Drone in Operation Crosswind
Fix for crashes that occur when viewing the scoreboard from the match summary
Survival:
Fix for enemies spawning out of bounds on Piccadilly
New Features:
Added an option to hide Friend requests and Party Invitations
Added support for additional keyboard layouts on PS4
Stability:
Several fixes to prevent crashes and improve stability
General Fixes:
Fixed an issue where the boot up sequence volume would be too loud
Various keybinding adjustments
Players are now able to back out of the Gesture and Spray Wheel by clicking anywhere
More fixes to prevent hitching/stuttering during cutscenes
Fixed an issue where the Main Menu music would not play when users activated the Skip Introduction Movie option
Fix for an error that could occur when attempting to manage a party
Multiple fixes for different Aspect Ratios on various menus/screens in the game
Fix for a bug where the XP Token shortcut key would also open Nvidia Highlights feature simultaneously (Now on “F” key)
Fix for a bug where some achievements would appear as completed even though they were
The post Call of Duty: Modern Warfare November 22nd Update released, improves stability, fixes bugs, full patch notes appeared first on DSOGaming.
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63824peace · 5 years ago
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Tuesday, 18th of october 2005
I awoke at 6:30 A.M. for the second day of hands-on field training. I don't think I slept enough. I was up until 3 A.M. taking care of email and uploading my blog.
I'm irritated that rain continues to fall.
My arms are sore, but my legs are still okay. Today is the second and last day of field training.
I didn't have an appetite at breakfast, but I forced myself to eat.
Our bus took us to the training site. I noticed the nameplate on the inside of the windshield as I boarded: "Kojima Productions-sama." It makes us sound like a group of tourists. I would have preferred that the plate have read: "MGS4 Field Training Camp."
Omori-kun is a local from this area. He arrived at our hotel by car and slept with us. He could have simply attended training with us and then stayed the night at home. He thought hard about the meaning of our training though, and he decided to take the whole experience seriously. Total teamwork is necessary.
We ate and slept with our teammates even though it's only an overnight trip. Can we forgive a teammate for snoring loudly at night? Can we trust such a person with our lives? These questions and their answers are part of the meaning of our training.
Our second day of training begins! We're focusing mainly on Team Infiltration Training today. I must restrict my writing today as I did yesterday. I cannot describe the contents of today's training in order to protect confidential information.
Murashu from the Alpha Team (my team) was injured. We're using BB's instead of live ammunition. It's still dangerous though. Murashu's misfortune was compounded by the fact that the BB hit him between his collar and face guard.
Our medic disinfected and treated the wound.
We ate bento again for today's lunch. We forced ourselves to eat despite lacking decent appetites. We didn't want any leftover garbage because we must carry all garbage home.
A special unit on an infiltration mission has one unbendable rule: "We carry all traces of our presence home with us . . . even excrement."
We took a break during our training. We tried some of the more advanced equipment, such as Assault Armor and the Soundtrap Headset.
Toyopy was greatly pleased. Military equipment in general excites him.
Assault Armor is designed mainly for break-in operations. Two 4kg bulletproof plates cover the front and the back, and soft armor covers other parts. Spare ammunition magazines and a radio are carried in a pouch. The total weight adds up to about 20kg. Movement becomes difficult while wearing the armor, but the plates gave me a real sense of security.
The Soundtrap Headset amplifies noise from our surroundings and focuses our sense of hearing. When we equip it we can clearly discern footsteps and even whispers. Very loud noises such as explosions and gun reports are muted. It's an outstanding piece of equipment that allows us to carry conversations even if we're surrounded by shelling and gunfire.
All Alpha Team members used MP5 assault rifles during the two day training. In addition, each wore his rifle on a sling. We took Shin-chan's advice and wore shoulder pads too.
Shin-chan also recommended using the slings. I didn't know what was so great about them until I actually used one during training.
A three-point sling is most commonly used. As a layman, I had trouble attaching and detaching the sling. I also had a hard time using a one-point sling because the gun made a rustling noise when it moved.
A one-point sling has a shoulder pad that steadies the gun. The steadying effect is really useful. The gun can easily attach and detach too, since only one motion is necessary. The sling attaches to the gun via the snap shackle; it doesn't attach directly to the gun or to the swivel.
I thought that it would be hard to use until I tried it. The sling reduces strain on the person's arm while he carries the gun. The back side is elastic, so we could even perform a sling shot if necessary.
At any rate, it was pretty useful. It worked perfectly with the MP5 which can maneuver easily, even in cramped spaces.
Our field training ended at 4 P.M. Night had not fallen yet. We boarded our bus and returned home to the Hills.
I felt relieved that we got through training without any serious injuries (besides Murashu's). Safety first, everyone.
Thank you, Mr. Mori, and all other instructors.
Traffic congests the roads at this time of day. Tokyo seems really far off.
Everyone is exhausted. I wonder if they are dreaming happily. Perhaps some of them dream about our training.
We arrived in the Hills at 7:30 P.M. I returned to the KojiPro office with a pleasant sense of physical and mental fatigue.
A safe homecoming! I thought that I would feel relaxed during the little break when I stepped into the office. Then I sensed the tension in the air.
KojiPro is still at war! Subsistence moves to engage!
I turned my attention away from our training exercises . . . and toward our true battles already in progress.
A large number of combat suits, protectors, goggles, gloves, and other body equipment used during training are ready for the laundry.
Thirty-seven KojiPro staff members participated in field training this time. Three people were there to film the training for documentation in addition to our four instructors.
Everyone attending the training divided into nine teams of four or five people. The teams were named Alpha, Bravo, Charlie, Delta, Echo, Foxtrot, Golf, Hotel, and India. I was on Alpha Team with Shin-chan, Kenichiro, and Murashu.
Shin-chan and I had been on the same team during MGS3's field training. He also participated in both MGS2's Clearing Training and MGS1's SWAT Training. Our spirits correspond with each other. We can communicate without even using words in certain tense situations.
A team's survival doesn't find fulcrum upon techniques, knowledge, or experience. We trust each other with our lives; we share each other's fate and destiny. We are a community standing on common ground.
We only used air guns, but the stress and fear felt while practicing an infiltration operation don't compare with anything else in our experience. We have no choice but to trust each other.
Kenichiro and Murashu participated in field training for the first time. I felt anxious when I considered that it was also their first experience interacting with each other as teammates.
Alpha Team's basic formation put Shin-chan in front on point, myself behind him as commanding officer, Kenichiro at number three, and Murashu at number four. Our training objective was to liberate hostages. We had to infiltrate the occupied facility with our team members.
We planned beforehand that Kenichiro would throw a smoke bomb, and then all of us would infiltrate together. Kenichiro gave Murashu the go-ahead hand signal when we were ready to execute our entry. Murashu misunderstood the hand signal. He thought that Kenichiro had signaled for him to enter, so he went inside alone.
Everyone panicked because our timing was off. Kenichiro belatedly threw the smoke grenade. Enemy terrorists hiding inside shot Murashu. Man down! He was dead.
This was how he got his face injury.
Shin-chan and I rushed inside. We couldn't see because the smoke screen blinded us. We had to recollect our diminished team's composure right in front of the enemy. We were trapped. Fully automatic guns rattled around us.
Time had passed since we entered. Our situation was urgent . . . the hostages were in danger.
We had a 100% chance of getting shot if we jumped out of our smoke screen. We had no choice though; nothing would happen if we stayed put. Each of us needed to trust our comrades.
I shouted at Shin-chan through the haze: "Let's move!"
"Let's move!" he responded without hesitation. I patted his shoulder ; our sign to initiate entry. A thrilling unified infiltration!
However a quick death came to each one of us soon. That wasn't important though. What was that sense of unity that I felt with Shin-chan? Was it trust? Bonding? Both of us had resolved to leave the smoke screen, and once we shared that resolution our minds became as one.
Shin-chan had taken point and I had been the commanding officer during MGS3's field training too. We had been in the same position then. We had entered the facility first, so we had assumed the role of prey. We needed to enter first even though we knew our situation. He and I have shared many deaths.
We can build a relationship of mutual trust after spending two days on the same team in the same sticky situation. I have been making games with them in the office for years. They are more than professional colleagues. Nevertheless, working with them in the office doesn't afford us the same sense of unity as does being stuck together during training.
We four members of the Alpha Team shared our fear and stress for two days. Even though the circumstances were staged, we shared the life-or-death terror of battle. Murashu and Kenichiro have become our war buddies at last.
The hands-on field training will prove useful when we're developing the more technical aspects of MGS4, of course. However I believe that we have experienced something more profound than just that. Our staff has established relationships of mutual trust. You can't get that kind of experience from day-to-day work. We developed closer bonds because we have shared the same experiences and feelings in extreme situations. We only used air guns, but words cannot express the psychological stress that we felt during training.
The situation demanded teamwork. We didn't go in there with a manual; we had no absolute assurances on the battlefield. Everything found fulcrum on our ability to work as a team.
The same is true for MGO. The strongest teams will have the best teamwork.
I took care of mail, documents that needed my signature, and some administrative work in the office. There certainly isn't a lot of good news here. I only see problems.
My priority as a businessman is to solve problems decisively and insightfully.
I'd like to do creative work, but I can't. A lot of dull work is necessary in order that creative work can be seen to fruition. It's one of the obligations in this business.
It was already after 10 P.M. when I looked up from my work.
I had a light dish of porcini mushrooms with cream sauce at Bar DEL SOL. I had two glasses of wine with my meal ; one red and the other white.
Advertisement posters for films that will run during the Tokyo International Film Festival cover the wall on one side of my route to Hibiya Line's Roppongi station. I nearly bumped into my fellow pedestrians because I kept looking at the posters while I walked. Watch out for movie hounds!
Rain started falling again around midnight. I become irritated when I have my umbrella and it doesn't rain. I used my umbrella between the train station and my house. I felt a little happier because my umbrella wasn't useless; it had meaning.
The day opened and closed with rain.
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guailialvarado · 6 years ago
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Destiny 2 Update 2.0
Service Announcements:
Destiny 2 Update 2.0 will bring many changes to the Destiny 2 experience in preparation for Forsaken. Some features may not be fully operational until September 4.
This is the final week of Season 3. Season 4, “Season of the Outlaw,” begins on September 4.
Player Character
General
Subclass screen updated in preparation for Forsaken
Weapons and Armor
Exotic Armor
Hunter
Orpheus Rig
No longer grants Super energy on bloom and damage sharing
Raised base Super amount that you receive from tethers to create a more consistent and less exponential experience
Super energy given is scaled up when more powerful enemies are tethered
When used with Moebius Quiver, grants additional tether shots
Does not grant ability energy on tethering targets
Celestial Nighthawk
Now grants 33% of your Super energy back if the target is killed by the shot
Wormhusk Crown
No longer starts regeneration of health and shields
Instead grants a larger health and shield bump at the beginning of dodge instead of at the end
Knucklehead Radar
Enhanced radar resolution while crouching
Lucky Pants
Extended duration of Illegally Modded Holster
Shinobu’s Vow
Skip grenade returns some energy when it damages an enemy
Warlock
The Stag
Rift dropped from death now has standard rift duration
Eye of Another World
Ability recharge bonus increased
Nezarac’s Sin
Increased duration of Abyssal Extractors
Rapid kills extend the duration up to 20 seconds
Skull of Dire Ahamkara
Increased Super energy gained from Nova Bomb kills
Killing higher-ranked enemies now rewards more Super energy
Transversive Steps
Enhanced mobility
After sprinting for a short time, your currently equipped weapon is automatically reloaded
Winter’s Guile
Tuned damage and duration per stack to be more consistent
Titan
Mk. 44 Stand Asides
Overshield granted by sprinting appears faster
Hallowfire Heart
Base cooldown reduction when Super is uncharged in addition to CDR when charged
Helm of Saint-14
Grants allies an overshield for a short duration when passing through Ward of Dawn
Mask of the Quiet One
Increased energy gain from incoming damage
While critically wounded, health is granted from kills
Crest of Alpha Lupi
Healing pulse is more effective
Peacekeepers
Increased movement speed when wielding an SMG
Wormgod’s Caress
Tuned damage and duration per stack to be more consistent
Weapons
Primary ammo weapons and Special ammo weapons may exist in either the Kinetic or Energy slot.
Heavy ammo weapons can exist only in the Power slot.
Ammo type and damage type are now fixed attributes of a specific weapon.
Ammo distribution models updated entirely to support weapon slot changes.
Energy weapons no longer deal bonus damage to active enemy Supers.
Ammo Economy
Primary Ammo Weapons
Hand Cannons
Scout Rifles
Auto Rifles
Pulse Rifles
Sidearms
Submachine Guns
Special Ammo Weapons
Fusion Rifles
Shotguns
Sniper Rifles
Trace Rifles
Single Shot Grenade Launchers
Heavy Ammo Weapons
Drum-Loaded Grenade Launchers
Rocket launchers
Linear Fusion Rifles
Swords
The following Year 1 weapons have moved to the Kinetic slot
Baligant
Shepherd’s Watch
Hawthorne’s Field-Forged Shotgun
Alone as a God
Perfect Paradox
The Frigid Jackal
Silicon Neuroma
The following Year 1 weapons are now locked to Solar damage
IKELOS_SR_v1.0.1
IKELOS_SG_V1.0.1
The following Exotic weapons did not change slot and still use Heavy ammo
Tractor Cannon
The Legend of Acrius
D.A.R.C.I.
Whisper of the Worm
Primary Ammo Weapons
Increased precision damage output of Primary ammo weapons
Increased in-air accuracy
Decreased body shot damage in PvE
Decreased Auto Rifle damage required to stagger enemies to compensate for reduced body damage
Special Ammo Weapons
Reduced damage output of Special ammo weapons
Increased damage of Trace Rifles
Trace Rifles now disintegrate defeated enemies
Heavy Ammo Weapons
Grenade Launchers:
Increased damage and blast radius
Linear Fusion Rifle
Increased damage
Reduced time to charge and fire
Reduced aim assist
Swords
Increased ammo
Increased damage mitigation when guarding
Exotics
Sleeper Simulant
Fixed issue where charge time was not displayed properly on weapon
Magazine size increased
Reduced base damage
Borealis
Bonus damage after breaking a shield increased on precision hit
Still grants bonus damage on body shots
Prometheus Lens
No longer generates Special ammo on kill
Tractor Cannon
Repulsor Force’s Weaken effect now also increases non void damage by 33%, but no longer stacks with other weaken effects. (Shadowshot,Hammer Strike, etc).
Perks
Explosive Payload
Reduced bonus damage output
Ambitious Assassin
Increased time allotted between kills to earn bonus ammunition
Backup Plan
Decreased amount of time weapon must be stowed for perk to become available
Box Breathing
Reduced time required for perk to activate
Reduced precision bonus
Perk now resets after firing
High-Impact Reserves
Damage bonus granted earlier in magazine
Grave Robber
Now reloads your entire magazine
Primary ammo is granted directly to magazine
Heavy and Special ammo is transferred from reserves to magazine
Field Prep
Increased inventory reserves
Increased stow, ready, and reload speed when crouched
Auto-Loading Holster
Reduced time required for perk to activate when weapon is stowed.
Opening Shot
Increased falloff range (weapon does more damage at longer ranges)
Triple Tap
Grants ammo directly to the magazine; no longer pulls from reserves.
Mods
Starting with 2.0.0.1 (9/4/2018), Year 1 mods can no longer be inserted into gear or weapons. You will no longer be able to insert any mods into Year 1 gear or change the elemental damage type come next week.
Misc
Fixed an issue where Rocket Launcher stability stat was not working as intended
Fixed an issue where the Impact Casing perk on Grenade Launchers did not function
Swords now have the ability to accept shaders
Abilities
General
Visual layout of perks has changed in subclass paths
Increased base Guardian melee damage
It now takes two melee hits to defeat an enemy Guardian in PvP
Increased the base damage of Seismic Strike, Hammer Strike, and Shield Bash
Adjusted active Super bonus damage resistance values
Added a timer to the status effect for Healing Rift, Empowering Rift, and Rally Barricade to communicate the time remaining before they expire
Grenades
Axion Bolt
Increased base damage
Increased the amount of time it takes for the tracking strength to lower
Flashbang
Increased base damage
Incendiary Grenade
Increased base damage
Storm Grenade
Increased base damage
Scatter Grenade
Re-tuned range and falloff ranges for the detonations for more reliable damage
Magnetic, Fusion, and Flux Grenade
Increased base damage
Damage is now the same whether a target has been stuck or simply walked over grenade when detonating
Magnetic Grenade now detonates a second time only if it’s attached to a target
The second detonation no longer only occurs on the grenade itself and will now be applied to each individual target hit by the initial detonation
Skip Grenade
Increased impact damage of each Skip Drone impact for a higher total potential damage
Voidwall
Increased the damage of initial Void Wall wave
Hunter
General
Marksman’s Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc.
Gunslinger
Practice Makes Perfect perk now grants Super energy on throwing knife kills
Increased the duration of all versions of Golden Gun
Nightstalker
Once activated, the Shadowshot tether will find enemy targets more reliably within its search radius
Titan
General
Rally Barricade no longer requires players to take cover to reload—it now feeds ammo to your magazine over time
Striker
With Terminal Velocity enabled, the opening Fists of Havoc slam no longer leaves a lingering damage area
Lowered the health threshold for triggering Knockout so that it triggers sooner, to keep up with the PvP lethality changes
Increased the lunge range of the Fists of Havoc melee attack
Sunbreaker
Sol Invictus will now trigger on burn kills
Sentinel
Increased Ward of Dawn health significantly
Increased the amount of health provided by the Ward of Dawn overshield
Sentinel Shield Super
Increased Shield Throw projectile speed
Shield Throw no longer loses damage after bouncing or ricocheting off targets
Faster attack animations for grounded melee attacks
Increased Sentinel Super damage in PvE
Warlock
General
Increased Healing Rift effectiveness
Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon’s precision damage in PvP)
Stormcaller
Increased the PvP damage of Stormtrance
Increased Arc Soul’s projectile speed
Dawnblade
Increased Dawnblade projectile speed and base tracking strength
Voidwalker
Significantly reduced the length of time that Blink disables your radar and HUD
Chaos Accelerant no longer costs Super energy to use
Increased the damage bonus granted by Chaos Accelerant for each Voidwalker grenade
PvE
Daily Heroic Story Playlist
Year 1 meditations have been retired and replaced with a Heroic Story playlist
These will share modifiers with Heroic adventures and strikes
Forsaken campaign missions will be featured at 500 Power, while Year 1 campaign missions will be featured at 200 Power
Destinations
Wanted escapees from the Prison of Elders now roam the open world
They will not drop rewards until September 4, 2018
Increased the difficulty of Lost Sectors
Example: EDZ Lost Sectors are now 240 Power
Adventures
Replayable adventures have been removed from destination vendors
Heroic adventures have been added to all destinations
Destinations without Heroic adventures before Forsaken will have them available during their Flashpoint weeks
A random Heroic adventure will be available each day
Mercury and Mars Heroic adventures are unchanged
Heroic adventures will share similar modifiers with daily Heroics and strikes
Strikes
Vanguard Strikes
Heroic Strike playlists have been retired for all players and replaced with a single content-appropriate playlist:
Legacy
Strikes playlist matches the legacy playlist that is currently available in Year 1
Recommended Power 200
Will have modifiers
Forsaken
Strike playlist has three difficulties to select from:
Recommended Power 300 (not available when your level is 40 Power higher)
Recommended Power 400 (not available when your level is 40 Power higher)
Recommended Power 500 (always available)
Will have modifiers
Nightfall
Retired Prestige difficulty
Increased base difficulty for Nightfall activities
Players can choose one of three Nightfall strikes each week
Players may select only the strikes for which they own the appropriate expansions
Legacy players will still be able to enable modifiers via the Challenge Card, but scoring will be disabled in the 270 Power Nightfall
Raids
Revive Mechanics
A fireteam has a total of 2:30 seconds to revive fallen team mates during a given Raid encounter
This time is only refreshed if a fireteam wipes
If a player is not revived within the time remaining, the fireteam is wiped to “Shared Fate”
Each player has one token that they may use to revive a player
Multiple players being dead does not increase the speed of the timer
General
Escapees from the Prison of Elders now appear in strikes, Lost Sectors, and public areas
Crucible
General
New ammo model for maps to accommodate weapon slots
Items & Economy
General
Collections (emblems and Exotics) that are found in the vault will be unavailable during the week of August 28–September 4, but they will return with 2.0.0.1 in the upcoming Collections tab
Exotics will now always drop at or above your Guardian’s Power level
Year 1 challenges will no longer grant destination materials or tokens
Destination materials can be earned via bounties, available from their respective destination vendors
Anything that previously granted destination tokens or Rare materials will grant Common destination materials moving forward
Destination tokens and Rare destination materials are no longer granted, but they can still be redeemed for reputation if you have them in your inventory
Xûr
His will is not his own
No longer displays a vendor icon on destination maps
No longer tied to Flashpoints
He has a clear purpose but cannot explain it—forgive him
Fated Engrams grant only pre-Forsaken Exotics
Tower
Increased vault size to 500 slots
Players can now dismantle shaders in stacks of five in Master Rahool’s vendor screen
Cayde-6
Cayde-6 has left the Tower to investigate disturbances in the Reef
Removed Treasure Maps and Scout Reports
Technical
Localization
Added Korean language support to consoles
User Interface
Updated title screen to reflect Forsaken launch
Director
The Director screen has been updated to reconfigure the way challenges, milestones, Flashpoints, and quests are presented:
Challenges
The Year 1 challenge system has been removed and converted into bounties, which will be available through their respective destination and activity vendors on September 4
Bounties are displayed in the Pursuits bucket of the inventory screen
In Year 2 (Forsaken), “challenges” now refer to the bonuses that grant rewards on a daily or weekly basis
These can be seen in the Director via new indicators on a playlist or destination when available
Milestones
The milestone tray will now be limited to showing specific quests and quest steps
One-time completion objectives, such as campaign missions, subclass missions, and strikes introductions will remain as milestones
Players who do not have any active milestones will not see a milestones blade being displayed
Many Year 1 milestones have been converted into challenges
These challenges will continue to grant powerful rewards
Weekly and daily milestones
Previous weekly and daily milestones, such as strike completion and Crucible, will now appear as weekly or daily challenges on their associated playlists
Flashpoints
The Flashpoint milestone will now appear as a challenge visible on its respective destination vendor
Flashpoint progress has been expanded to include Lost Sectors and Heroic adventures
Exotic quests
Exotic quests are now displayed in the Inventory tab under the Pursuits bucket
They can be recovered at the quests’ associated vendor if abandoned
Exotic quests now correctly use Exotic coloring in the UI
Icons for Exotic quests are now appropriately represented with Exotic rarity
World quests
World quests are now displayed in the Inventory tab under the Pursuits bucket
Updated the Director with a new theme and layout to better represent destinations for Year 2
Presell is in the Reef location
The “Leviathan” raid and raid lairs have been moved to Nessus
Character Screen
Weapon slots
Weapon tooltips now display ammo types
White ammo icon – “Primary”
Green ammo icon – “Special”
Purple ammo icon – “Heavy”
The HUD will show a color based on the associated ammo type next to each weapon on the weapon tray
Subclass screen
The path name is now being displayed along the bottom of the character art
Collections
Collections are not available until September 4
Triumphs
Triumphs are not available until September 4
Gear tooltips
Perks are displayed by name only on tooltips for Ghost Shells, weapons, and armor
Exotic perks will display a short description
General
Adjusted contrast and saturation to match Forsaken theme, throughout Destiny 2
Players may adjust their brightness manually through the Settings menu
https://ift.tt/2oG29nb
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yourgamesmagazineposts · 6 years ago
Text
You May Need A Nice Cup Of Tea And A Sit Down To Read The Huge Destiny 2 2.0 Patch Notes
When I post the Fortnite patch notes we sometimes take a swipe at Destiny 2’s infrequent and rather small patch notes. Clearly they have been reading TSA as the latest patch notes, which take the game to 2.0 ready for the next expansion, Forsaken, and huge. Like, For
Got your mug of tea? Then here we go.
Player Character
General
Subclass screen updated in preparation for Forsaken
Weapons and Armor
Exotic Armor 
Hunter
Orpheus Rig
No longer grants Super energy on bloom and damage sharing
Raised base Super amount that you receive from tethers to create a more consistent and less exponential experience
Super energy given is scaled up when more powerful enemies are tethered
When used with Moebius Quiver, grants additional tether shots
Does not grant ability energy on tethering targets
Celestial Nighthawk
Now grants 33% of your Super energy back if the target is killed by the shot
Wormhusk Crown
No longer starts regeneration of health and shields
Instead grants a larger health and shield bump at the beginning of dodge instead of at the end
Knucklehead Radar
Enhanced radar resolution while crouching
Lucky Pants
Extended duration of Illegally Modded Holster
Shinobu’s Vow
Skip grenade returns some energy when it damages an enemy
Warlock
The Stag
Rift dropped from death now has standard rift duration
Eye of Another World
Ability recharge bonus increased
Nezarac’s Sin
Increased duration of Abyssal Extractors
Rapid kills extend the duration up to 20 seconds
Skull of Dire Ahamkara
Increased Super energy gained from Nova Bomb kills
Killing higher-ranked enemies now rewards more Super energy
Transversive Steps
Enhanced mobility
After sprinting for a short time, your currently equipped weapon is automatically reloaded
Winter’s Guile
Tuned damage and duration per stack to be more consistent
Titan
Mk. 44 Stand Asides
Overshield granted by sprinting appears faster
Hallowfire Heart
Base cooldown reduction when Super is uncharged in addition to CDR when charged
Helm of Saint-14
Grants allies an overshield for a short duration when passing through Ward of Dawn
Mask of the Quiet One
Increased energy gain from incoming damage
While critically wounded, health is granted from kills
Crest of Alpha Lupi
Healing pulse is more effective
Peacekeepers
Increased movement speed when wielding an SMG
Wormgod’s Caress
Tuned damage and duration per stack to be more consistent
Weapons
Developer Insight: With Forsaken, we’ve made a major change to the systems—the freedom to slot powerful weapons in either the Kinetic slot or Energy slot. This fundamental change necessitated a fresh look at a player’s damage output in both PvE and PvP.
Primary ammo weapons and Special ammo weapons may exist in either the Kinetic or Energy slot.
Heavy ammo weapons can exist only in the Power slot.
Ammo type and damage type are now fixed attributes of a specific weapon.
Ammo distribution models updated entirely to support weapon slot changes.
Energy weapons no longer deal bonus damage to active enemy Supers.
Ammo Economy
Primary Ammo Weapons
Hand Cannons
Scout Rifles
Auto Rifles
Pulse Rifles
Sidearms
Submachine Guns
Special Ammo Weapons
Fusion Rifles
Shotguns
Sniper Rifles
Trace Rifles
Single Shot Grenade Launchers
Heavy Ammo Weapons
Drum-Loaded Grenade Launchers
Rocket launchers
Linear Fusion Rifles
Swords
The following Year 1 weapons have moved to the Kinetic slot
Baligant
Shepherd’s Watch
Hawthorne’s Field-Forged Shotgun
Alone as a God
Perfect Paradox
The Frigid Jackal
Silicon Neuroma
The following Year 1 weapons are now locked to Solar damage
IKELOS_SR_v1.0.1
IKELOS_SG_V1.0.1
The following Exotic weapons did not change slot and still use Heavy ammo
Tractor Cannon
The Legend of Acrius
D.A.R.C.I.
Whisper of the Worm
Developer Insight: The tuning of Destiny weapons and abilities is inexorably tied to the systems that we build upon. Ultimately our goal is to still provide gameplay challenge despite a global increase in player damage output due to the new systems introduced. To properly support the higher uptime of Shotguns, Snipers, and Fusions, the following changes were made to all weapons in the game.
Primary Ammo Weapons
Increased precision damage output of Primary ammo weapons
Increased in-air accuracy
Decreased body shot damage in PvE
Decreased Auto Rifle damage required to stagger enemies to compensate for reduced body damage
Special Ammo Weapons
Reduced damage output of Special ammo weapons
Increased damage of Trace Rifles
Trace Rifles now disintegrate defeated enemies
Heavy Ammo Weapons
Grenade Launchers:
Increased damage and blast radius
Linear Fusion Rifle
Increased damage
Reduced time to charge and fire
Reduced aim assist
Swords
Increased ammo
Increased damage mitigation when guarding
Exotics
Sleeper Simulant
Fixed issue where charge time was not displayed properly on weapon
Magazine size increased
Reduced base damage
Borealis
Bonus damage after breaking a shield increased on precision hit
Still grants bonus damage on body shots
Prometheus Lens
No longer generates Special ammo on kill
Tractor Cannon
Repulsor Force’s Weaken effect now also increases non void damage by 33%, but no longer stacks with other weaken effects. (Shadowshot,Hammer Strike, etc).
Perks
Explosive Payload
Reduced bonus damage output
Ambitious Assassin
Increased time allotted between kills to earn bonus ammunition
Backup Plan
Decreased amount of time weapon must be stowed for perk to become available
Box Breathing
Reduced time required for perk to activate
Reduced precision bonus
Perk now resets after firing
High-Impact Reserves
Damage bonus granted earlier in magazine
Grave Robber
Now reloads your entire magazine
Primary ammo is granted directly to magazine
Heavy and Special ammo is transferred from reserves to magazine
Field Prep
Increased inventory reserves
Increased stow, ready, and reload speed when crouched
Auto-Loading Holster
Reduced time required for perk to activate when weapon is stowed.
Opening Shot
Increased falloff range (weapon does more damage at longer ranges)
Triple Tap
Grants ammo directly to the magazine; no longer pulls from reserves.
Mods
Starting with 2.0.0.1 (9/4/2018), Year 1 mods can no longer be inserted into gear or weapons. You will no longer be able to insert any mods into Year 1 gear or change the elemental damage type come next week.
Misc
Fixed an issue where Rocket Launcher stability stat was not working as intended
Fixed an issue where the Impact Casing perk on Grenade Launchers did not function
Swords now have the ability to accept shaders
Abilities
  General
Visual layout of perks has changed in subclass paths
Increased base Guardian melee damage
It now takes two melee hits to defeat an enemy Guardian in PvP
Increased the base damage of Seismic Strike, Hammer Strike, and Shield Bash
Adjusted active Super bonus damage resistance values
Added a timer to the status effect for Healing Rift, Empowering Rift, and Rally Barricade to communicate the time remaining before they expire
Grenades
Axion Bolt
Increased base damage
Increased the amount of time it takes for the tracking strength to lower
Flashbang
Increased base damage
Incendiary Grenade
Increased base damage
Storm Grenade
Increased base damage
Scatter Grenade
Re-tuned range and falloff ranges for the detonations for more reliable damage
Magnetic, Fusion, and Flux Grenade
Increased base damage
Damage is now the same whether a target has been stuck or simply walked over grenade when detonating
Magnetic Grenade now detonates a second time only if it’s attached to a target
The second detonation no longer only occurs on the grenade itself and will now be applied to each individual target hit by the initial detonation
Skip Grenade
Increased impact damage of each Skip Drone impact for a higher total potential damage
Voidwall
Increased the damage of initial Void Wall wave
Hunter
General
Marksman’s Dodge is now considered a reload; it can interact with Kill Clip, Rat King, etc.
Gunslinger
Practice Makes Perfect perk now grants Super energy on throwing knife kills
Increased the duration of all versions of Golden Gun
Nightstalker
Once activated, the Shadowshot tether will find enemy targets more reliably within its search radius
Titan
General
Rally Barricade no longer requires players to take cover to reload—it now feeds ammo to your magazine over time
Striker
With Terminal Velocity enabled, the opening Fists of Havoc slam no longer leaves a lingering damage area
Lowered the health threshold for triggering Knockout so that it triggers sooner, to keep up with the PvP lethality changes
Increased the lunge range of the Fists of Havoc melee attack
Sunbreaker
Sol Invictus will now trigger on burn kills
Sentinel
Increased Ward of Dawn health significantly
Increased the amount of health provided by the Ward of Dawn overshield
Sentinel Shield Super
Increased Shield Throw projectile speed
Shield Throw no longer loses damage after bouncing or ricocheting off targets
Faster attack animations for grounded melee attacks
Increased Sentinel Super damage in PvE
Warlock
General
Increased Healing Rift effectiveness
Empowering Rift now increases precision damage (previously, bonus damage was capped at the weapon’s precision damage in PvP)
Stormcaller
Increased the PvP damage of Stormtrance
Increased Arc Soul’s projectile speed
Dawnblade
Increased Dawnblade projectile speed and base tracking strength
Voidwalker
Significantly reduced the length of time that Blink disables your radar and HUD
Chaos Accelerant no longer costs Super energy to use
Increased the damage bonus granted by Chaos Accelerant for each Voidwalker grenade
PvE
Daily Heroic Story Playlist
Year 1 meditations have been retired and replaced with a Heroic Story playlist
These will share modifiers with Heroic adventures and strikes
Forsaken campaign missions will be featured at 500 Power, while Year 1 campaign missions will be featured at 200 Power
Destinations
Wanted escapees from the Prison of Elders now roam the open world
They will not drop rewards until September 4, 2018
Increased the difficulty of Lost Sectors
Example: EDZ Lost Sectors are now 240 Power
Adventures
Replayable adventures have been removed from destination vendors
Heroic adventures have been added to all destinations
Destinations without Heroic adventures before Forsaken will have them available during their Flashpoint weeks
A random Heroic adventure will be available each day
Mercury and Mars Heroic adventures are unchanged
Heroic adventures will share similar modifiers with daily Heroics and strikes
Strikes
Vanguard Strikes
Heroic Strike playlists have been retired for all players and replaced with a single content-appropriate playlist:
Legacy
Strikes playlist matches the legacy playlist that is currently available in Year 1
Recommended Power 200
Will have modifiers
Forsaken
Strike playlist has three difficulties to select from:
Recommended Power 300 (not available when your level is 40 Power higher)
Recommended Power 400 (not available when your level is 40 Power higher)
Recommended Power 500 (always available)
Will have modifiers
Nightfall
Retired Prestige difficulty
Increased base difficulty for Nightfall activities
Players can choose one of three Nightfall strikes each week
Players may select only the strikes for which they own the appropriate expansions
Legacy players will still be able to enable modifiers via the Challenge Card, but scoring will be disabled in the 270 Power Nightfall
Raids
  Developer Insight: Our goal with the changes was to provide players with an opportunity for heroic moments where they can carry the fireteam to victory at the end of the encounter. Players are still incentivized to resurrect their teammates as quickly as possible but brings back the chance for one player to bring down the boss while everyone else is dead.
  Revive Mechanics
A fireteam has a total of 2:30 seconds to revive fallen team mates during a given Raid encounter
This time is only refreshed if a fireteam wipes
If a player is not revived within the time remaining, the fireteam is wiped to “Shared Fate”
Each player has one token that they may use to revive a player
Multiple players being dead does not increase the speed of the timer
General
Escapees from the Prison of Elders now appear in strikes, Lost Sectors, and public areas
Crucible
General
New ammo model for maps to accommodate weapon slots
Items & Economy
General
Collections (emblems and Exotics) that are found in the vault will be unavailable during the week of August 28–September 4, but they will return with 2.0.0.1 in the upcoming Collections tab
Exotics will now always drop at or above your Guardian’s Power level
Year 1 challenges will no longer grant destination materials or tokens
Destination materials can be earned via bounties, available from their respective destination vendors
Anything that previously granted destination tokens or Rare materials will grant Common destination materials moving forward
Destination tokens and Rare destination materials are no longer granted, but they can still be redeemed for reputation if you have them in your inventory
Xûr
His will is not his own
No longer displays a vendor icon on destination maps
No longer tied to Flashpoints
He has a clear purpose but cannot explain it—forgive him
Fated Engrams grant only pre-Forsaken Exotics
Tower
Increased vault size to 500 slots
Players can now dismantle shaders in stacks of five in Master Rahool’s vendor screen
Cayde-6
Cayde-6 has left the Tower to investigate disturbances in the Reef
Removed Treasure Maps and Scout Reports
Technical
Localization
Added Korean language support to consoles
User Interface
Updated title screen to reflect Forsaken launch
Director
The Director screen has been updated to reconfigure the way challenges, milestones, Flashpoints, and quests are presented:
Challenges
The Year 1 challenge system has been removed and converted into bounties, which will be available through their respective destination and activity vendors on September 4
Bounties are displayed in the Pursuits bucket of the inventory screen
In Year 2 (Forsaken), “challenges” now refer to the bonuses that grant rewards on a daily or weekly basis
These can be seen in the Director via new indicators on a playlist or destination when available
Milestones
The milestone tray will now be limited to showing specific quests and quest steps
One-time completion objectives, such as campaign missions, subclass missions, and strikes introductions will remain as milestones
Players who do not have any active milestones will not see a milestones blade being displayed
Many Year 1 milestones have been converted into challenges
These challenges will continue to grant powerful rewards
Weekly and daily milestones
Previous weekly and daily milestones, such as strike completion and Crucible, will now appear as weekly or daily challenges on their associated playlists
Flashpoints
The Flashpoint milestone will now appear as a challenge visible on its respective destination vendor
Flashpoint progress has been expanded to include Lost Sectors and Heroic adventures
Exotic quests
Exotic quests are now displayed in the Inventory tab under the Pursuits bucket
They can be recovered at the quests’ associated vendor if abandoned
Exotic quests now correctly use Exotic coloring in the UI
Icons for Exotic quests are now appropriately represented with Exotic rarity
World quests
World quests are now displayed in the Inventory tab under the Pursuits bucket
Updated the Director with a new theme and layout to better represent destinations for Year 2
Presell is in the Reef location
The “Leviathan” raid and raid lairs have been moved to Nessus
Character Screen
Weapon slots
Weapon tooltips now display ammo types
White ammo icon – “Primary”
Green ammo icon – “Special”
Purple ammo icon – “Heavy”
The HUD will show a color based on the associated ammo type next to each weapon on the weapon tray
Subclass screen
The path name is now being displayed along the bottom of the character art
Collections
Collections are not available until September 4
Triumphs
Triumphs are not available until September 4
Gear tooltips
Perks are displayed by name only on tooltips for Ghost Shells, weapons, and armor
Exotic perks will display a short description
General
Adjusted contrast and saturation to match Forsaken theme, throughout Destiny 2
Players may adjust their brightness manually through the Settings menu
And breathe!
Source: Bungie
from TheSixthAxis https://ift.tt/2LIWy8E from Blogger https://ift.tt/2Nwki1E
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notmyth0l0gical · 6 years ago
Text
The Consummate Bond  Part 1: Discovery
By Devon McKinsey
Based of the universe of Destiny. A game series by Bungie
The moonlit tips of the tall grass rustle in the breeze. The air itself seemed to carry a sense of presence. Docile, but ever present. There were eyes here. Isran-9 could feel them.
Isran was a guardian. More specifically, a Hunter. Sworn to the protection of The Last City and all of what was left of humanity, scattered after the Collapse. He was an Exo, standing well over 6 feet tall, black banded exotic metal made up most of his skin. So dark, in fact, that if he were to stand in a darkened room, all you would see is his eyes, which were a bright, piercing, glowing blue.
As a guardian, Isran had quite the record. He was responsible for the downfall of the Fallen House of Wolves, The ousting and final destruction of both the Hive Prince, Crota, and later his father Oryx, The Taken King. Isran traveled to the heart of The Black Garden and destroyed the Vex deity within. Also on his list of accomplishments was the resolution of the SIVA crisis and the resurrection of the ancient Iron Lords order, becoming one himself in the process,  the defeat of The Red Legion and their leader, Ghaul. Traveling to the Vex Infinite Forest and preventing the Vex from achieving total takeover and conversion of our solar system, and most recently, assisting the Warmind Rasputin in the destruction of Xol, one of the five Hive worm gods.
But tonight, none of that mattered. He was in the wilds. He had a mission, and most importantly, he could breathe. All of the fanfare regarding his accomplishments was silly to him, for as far as he saw, he was just doing what any Guardian does. Protecting the innocent and ensuring the continuance of humanity. That was all.   
His armor shifted as he climbed up a high ridge to get a good vantage point on his surroundings. It was truly wondrous armor to behold. Several pieces were SIVA-enhanced plate, the edges of the plates in his helmet chest, and arms were lit by smooth white lines of light, his legs and cloak were made of Hive bones, atop the hood on his cloak was a bony crest that glowed with a crystal-like aura. On his either of his shoulders, SIVA mites swarmed around special plates.  
As he stealthily slid his way  up the slope, his mission parameters were running through his head. Unusual Fallen activity in the sector. Seems they were gathering ordinance for either a raid or war. Investigate, report, then neutralize , Simple, easy, and effective. Isran sighed. He loved it out here. No distractions, nobody to bother him, no rigid rules. Just him and the mission. Perfect.
He crouched at the top of the cliff and scanned the area. “Picking anything up?” he inquired in a low voice. “Nothing” a female voice responded. “But it’s getting stuffy in here” Isran sighed, “Well come on out then, just don’t get us spotted.” With a shimmer, his Ghost appeared. She preferred the name Artax instead of just “Ghost”. Her shell was special composite Isran got from Eververse Trading Co. made of Taken energy and woven plasteel. It gave her a very ghostly appearance indeed.
Her single, all-knowing blue eye blinked at him with petulance. “Me? Get us spotted? Says the guy with a glowing rooster crest on his head and robotic beehives on his shoulders.”
“Were you just coming out here to lecture me?” Isran growled.    
“Hey, you started it”
“Shut up”
Isran mused.
“Well, we seem to be in the right sector, but nothing’s here. Maybe Cayde got bad intel. Wouldn’t be the first time.”
Artax giggled.
“Don’t let him hear you say that. You might hurt his feelings”
Isran stood.
“Alright, let’s get moving. We have a bit more ground to cover before we call it a day”
Just as he went to jump down off the cliff, he froze. Something had caught his eye over by a treeline in the distance. A flash. He pointed. “Artax. Did you see that?” “See what?” she asked, hovering by his head and looking to where he was pointing. “Over there” I saw a flash... looked almost like...Arc energy.” “I didn’t see anything. There aren't any other guardians registered as on a mission in this area. We should be the only ones out--.” *FLASH*
Artax stopped. That time, they had both seen it. “Isran...I think there’s another Guardian over there.”
A third flash.
Normally, Isran would have just let the unknown guardian handle themselves, but something about this was bothering him.
A fourth flash.
“But...there’s nobody registered in this area, right?”
“Nope. Not even a single scouting party”
A fifth flash, this time followed by a CRACK of thunder.
Isran went cold. He realized what was wrong with this picture.
No gunfire.
Not a single shot was being fired, but whoever it was was throwing every last ability they had at the enemy. This meant one of two things.
Either they were out of ammo, or they were unarmed. Both meant only one thing.
A Guardian was in deep trouble.
“Artax, ready my Sparrow. We’re going to help.” As she started the transmat, he checked his weapons.
Isran carried the same three weapons on him at all times in addition to his standard issue Hunter knives and grenades.  
His primary. His pride and joy. The Last Word. A gilded, beautifully balanced hand cannon. It was a gift from Cayde-6 after his defeat of Crota.
His secondary. Invective. Modelled after Ikora Rey’s Crucible shotgun. Compact, Five round magazine, fully automatic.
His heavy weapon. A weapon unique to only him, a sword forged from the heart of Willbreaker, the sword of Oryx. A void weapon of immense power. Dark-Drinker.
“Sparrow ready!” Artax quipped as she teleported back into his utility kit.
Isran leapt onto his sparrow and took off the edge of the cliff, angling his flight  so he would not drop straight down off the cliff, rather follow the cliff face to the clearing below. Once on solid ground, he tore through the tall grass at high speed, ignoring the reeds that were whipping by his head and chest. Within seconds, he had reached the treeline and leapt smoothy off his mount. Then like a wraith, dove into the trees.
It only took him a few seconds to find the clearing.
What he saw took his breath away.
Two full crews of Fallen. Complete with Captains. Ordnance scattered everywhere. Bombs, guns, missiles, and all manner of warlike machinery. In the middle of it all stood a Warlock. She was backed up into a few crates surrounded by dregs. But that was not what Isran was speechless about.
It was how she was fighting.
In one hand, she was firing bolts of lighting, just as Stormcaller would. But in her other hand…
Was a flaming sword.
A Dawnblade’s weapon.
“Artax…”
“I see it.”
“How?”
“I don’t know. That’s supposed to be impossible. It shouldn't be possible. To wield two types of light at the same time...it’s unheard of”
It was a sight to behold. With one hand, she sent a bolt of lightning scything through a gaggle of Dregs and sent them, smoking, to the ground in a heap, she then swung her blade with both hands and sent a solar flare ripping through a vandal.
Isran watched. Breathless.
Then something changed. Her Light began to falter. Something else started to bother Isran. “Artax, where is her Ghost? I don’t see it.”
Artax paused
“Scanning…..Hm. I don’t….”
She stopped dead. Her voice trembled.
“Isran...it’s not there”
Isran drew The Last Word
“Not there?”
“Isran...she doesn’t have a Ghost!!!”
Just then, the Warlock’s flames and arc abruptly went out. She fell to her knees. The Captains howled in victory and bounded up to the now-defenseless woman, swords raised.
Isran activated his boost jump and started bounding full speed at the crowd. As he did, he fired two shots from his hand cannon into the air.
The crews stopped and turned as Isran skidded to a halt not 10 yards in front of them. Reloading The Last Word, he quipped cheerfully at the Captains “Nice catch you got there. Tell you what, i'll just be taking her with me. That way, I won’t have to waste all my ammo destroying each and every one of you pirate scum”
The captains roared. The crews made a semi-circle around Isran and began to slowly close in, weapons raised. There was easily 40 Fallen total. Not counting the two Captains.
“Come now, are we really going to do this?”
Another roar.
Isran bowed.
“As you wish.”
As he sunk into his bow, Isran had drawn both of his grandes off of his belt and held them in his clenched fist. Now, with a flourish, he tossed them directly and the two flanking groups on either side of the side of the closing semi-circle. The detonations rocked the clearing.
Using the distraction to his advantage, Isran quickly began to pick clean headshots one after another with his hand cannon. Aiming with clean and calm precision, he emptied his 8 round magazine in just over a second. 3 Dregs and 5 Vandals sent to the void. The rest of the Fallen roared and unleashed a hellstorm of gunfire at the hooded Hunter, but stopped, confused. He was gone. Before they could react, three more were dead. Isran was everywhere at once, jumping over ammo cans, climbing missile crates, and boost jumping into the trees, all while methodically firing his trusty hand cannon. The shots, screams, and pandemonium were exhilarating to him. He dodged two sword- wielding Vandals, spun, and dropped them both with throwing knives sunk into their necks.
At this point, only 10 Fallen remained. Isran leapt behind an ammo crate to reload.
As he peeked over the top, he was the survivors had grouped up in the center of the clearing, back to back. Perfect. He holstered his hand cannon, stood, and walked calmly towards them, as he went, he slowly drew Dark-Drinker from its scabbard on his back. The Fallen, now terrified of the Hunter, howled. The raised their weapons to fire.
Isran jumped. Boosted.
And landed directly in the center of the group.
The Fallen froze.
He grinned and crouched, bringing his blade up over his head with one hand.
Sword form number two.
Makashi.
In one motion, he pressed a button on the hilt of the weapon, which caused void flames to erupt along the edge, and swung the sword in a complete circle around his body.
Ten Fallen heads hit the ground in a neat pile at his feet.
He stepped out of the circle of bodies, sheathing Dark- Drinker as he went.
The Captains, who had remained on either side of the stricken Warlock during the battle, hissed.
Isran looked them both in the eyes.
“Move.”
One of the Captains responded in broken, but understandable English.
“You’ll have to kill us, scum”
Isran could see blood pouring out from under the Warlock”s armor. He was done talking.
He reached into the sky with his left hand and called for his Light,       
His arm trembled  with intense pressure and heat.
His Golden Gun materialized in his hand with a CRACK.
He leveled his arm, and squeezed off two bolts of pure solar energy.
The Captains disintegrated in twin puffs of atomized flesh.
Isran let his Super dissipate as he sprinted to the mysterious Warlock’s side. It didn’t look good. She was slumped over on her stomach, bloody, and battered. It looked like she was laying on something. He rolled her over to discover a pure white Ghost clutched to her chest. It’s eye was extremely faint and dim.
Artax appeared to inspect the Ghost.
“Still alive, just very worn out. This usually only happens when too many resurrections take place too quickly. This poor girl must've died a few dozen times within an hour for that to happen”
“Forget that for now”, Isran barked, and he bent over the Warlock. He put two fingers to her neck and closed his eyes.
A pulse. It was there, but it was weak.
He snapped on his comms relay in his helmet.
“Vanguard Emergency Channel Three, This is Isran-9 requesting immediate assistance in the EDZ. Sector ZZ1B. 22 klicks north of Trostland.
We have an unknown Guardian down. Ghost is non-operable. Needs immediate med evac. Copy?”
A few seconds passed.
A voice answered.
“This is Amanda Holliday. Tower ship 227B. I’m en route. 2 minutes out.  Ya’ll are lucky i was in the area, copy?”
Isran breathed a sigh of relief.
“We copy. LDZ clear. See you soon”
“Well that was lucky.” said Artax.
“We could have been waiting for hours before anyone showed up”
Isran chuckled.
“Indeed. I’m willing to bet she was out here visiting old Devrim. Seems to have a weakness for the tea he makes.”
He turned his attention back to the Warlock. He noticed something else odd about her. Her armor seemed to be made of….scraps? Bits of Fallen armor and other metals wired together. Almost like….
“Artax. How did you make my first set of armor when you resurrected me?”
Artax zoomed in to look at what he was seeing.
“Simple!” she quipped “I just used whatever was available in the immediate area.”
“Like this?” Isran pointed.
Artax paused. “Yes...exactly like that….Oh, my goodness…”
Isran nodded. His suspicions confirmed. “ She’s a newly resurrected Guardian. Probably hasn't even made it to the City yet. Explains why she was unarmed.”
“But…” Artax whispered. “That power…..”
“I know..” Isran sighed. “I’ll need to speak to Ikora as soon as we get back.”
Amanda’s ship roared into view over the clearing.
As she came to a smooth landing, Isran gently picked up the young girl and began to walk towards the opening cargo doors. As he walked, her tattered helmet slipped off of her head and went rolling into the grass.
Isran stopped, staring.
She was beautiful. Stunning. High cheekbones, fair complexion, and slightly slanted eyes, her hair was a fiery red that cascaded around her shoulders.
“Hey, come on!”
Amanda poked her head out of the cockpit, looking annoyed.
“You can stare later, lover boy. I’m burning fuel here!”
Isran shook his head, grinning, and boarded the ship, sitting down on one of the benches in the cargo bay, he laid her down next to him and held her head in his lap for the flight back to the Tower.
A single thought resonated in him.
“Who are you, little one?”
END OF PART 1
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allcheatscodes · 8 years ago
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fallout 3 ps3
http://allcheatscodes.com/fallout-3-ps3/
fallout 3 ps3
Fallout 3 cheats & more for PlayStation 3 (PS3)
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Genre: Role-Playing, First-Person Action RPG Developer: Bethesda Softworks Publisher: Bethesda Softworks ESRB Rating: Mature Release Date: September 9, 2008
Hints
How To Escape Vault 101 As A Baby
In the beginning of the game, your dad tells you to walk up to him, and when he does you wait for him to close the cage and then he will leave. When he leaves, open the cage door and go to the I’m special book and do whatever stats you want and then when you finish go in the toybox, look at the teddy bear pick it up by pushing the right analog stick down and then walk over to the vault door and place it down. Then save your game because this may take a while if you don’t already know about it. When your dad opens the door run out and close the door quickly and walk out the other door. Then swing around the corner and open the door that you see and walk through the glitched up area, and when you do so the alrms will blare and you need to go to the atrium and go through the door that won’t close and go to the overseers office. Then when you do this go to his bedroom and go through his dresser and find his office key. Then when you go in there, there is a locker to your right hand side. Open it take the password turn on the terminal and click open overseers tunnel. Then you can open the vault door and you can escape as a baby. You can’t use your pip-boy until you get to megaton. It also is harder to use your pip-boy because you can’t see anything. It goes through your arm and you can’t tell what your using unless you listen by sound. Other than that you can’t see anything. And you move slower.
Main Skills That You Need.
Speech, Lock pick, Barter. They are the main one I upgrade cause they are the main one that you use.
Get The Blackhawk .44 Magnum
First of all, you have to find agratha’s house. Once you talk to her, you get a quest “agratha’s song”. When you find valt 92 (directly west of old onely) go to the sound place. The violin is at the very back of that part of the vault. Anyways near were you find the violin, there is a bathroom. Search on the right side of every toilet seat and eventually you will see some music paper. Once you have both the violin and the music paper, bring them to agritha. Tell her that you found some music paper and she’ll say that see cannot let that go unrewarded and will give you the blackhawk magnum.
Get The Power Armor
Go to the citadel and do the waters of life mission.
Different Followers For Different Karma
If you have neutral karma I have figured out you can get bush in rivet city after setting him free from vault 101 you can also get a robot but I don’t know where heis I think he is in the robco factory if you are evil the only person I know youcan get is jericho (if you didn’t decide to blow up megaton) with good karma you can get fawkes a super mutant you can rescue from vault 87 ( he helps you get the G. E . C . K . So save him) when the enclave takes you and you escape he will be waiting outside raven rock with a Gatling laser if you don’t have good karma and you want fawkes donate money to the church of the atom in megaton and find him in the entrance to the underworld (he’s always there so comeback anytime).
Get A Follower For A Price
If you want someone to help you out with changing your karma, then go to the Ninth Circle in Underworld. Then go see the owner, Azurkal, (in a white suit behind the counter). He has his own bodyguard named Charon. You can buy his contract for 2, 000 caps, but if your barter skill is high enough, you can buy it for 1, 000 caps. Talk to Charon and he will go kill Azurkal. He has unlimited ammo in his shotgun and is a good shot. He heals himself and can carry stuff for you. Best of all, you can give him power armor and he will wear it and you don’t good nor bad karma for him to follow, you hold the contract.
Get The Ol’ Painless Hunting Rifle
To get the Ol’ Painless rifle, first you must go to the Republic of the Dave. It is located on the top right corner of the map. The settlement is very small, so killing everyone is easy. Dave is in the main building, kill him and everyone inside take his key and the safe contains his rifle. It does more damage and reloads quicker. WARNING: Ol’ Painless repairs with normals rifles so be careful.
Easy Mirelurk & Deathclaw Kills
Running into deathclaws and mirelurks can be a pain. But there are ways to easily kill them. One way is to get the dart gun. You can usually purchase one from a trade caravan. The dart gun will cripple both the legs. This prevents both the deathclaw and mirelurks from doing charge attacks and they run slower. From there, you can shoot them as they helplessly run towards you. If you don’t have the dart gun yet, the best way to kill a deathclaw is to jump on the nearest rock and keep shooting their legs until you cripple them. If you run into mirelurks and you don’t have the dart gun, your best option would be shoot there legs with a shotgun, or mines or throw a ton of grenades.
Get Bad Karma Easy
Who needs good karma? Bad karma gets you the caps. There are a ton of ways to get bad karma. Blow up Megaton, then kill everyone in Tenpenny Tower. If you want Brotherhood of Steel armor, just kill them. Capture slaves, then turn against the slavers. When I started out, I earned a lot of caps and got better weapons, just by getting bad karma.
Get Good Karma, For a Price
The easiest way I’ve gained good karma is simply going to Megaton, provided you haven’t blown it up. Go to “The Bomb” and talk to Confessor Cromwell, the guy ranting on about the “church of atom”. Ask him about his beliefs and eventually ask if he accepts donations. Make a large donation, or several small donations, and your karma gains every time.
How To Survive In The Wastes.
Now Life in the waste’s can be somewhat aggressive or difficult as some might say but doing this will ultimately make you a harder target. In order to gain this you must first have completed the mission part of where you meet up with the enclave army and the “President” of the United states. After you leave you will see hawks again which you meet in the vault to get the G. E . C . K . When you talk to him you can ask him to join you where ever you go. But you must have good karma or very good karma in order to gain his respect. If you have bad karma during the time. Just try to level up doing missions on the side or just going shoot crazy. When you get high enough levels for the required perk “Law Bringer” go and search for “evil” characters. such as raiders. Kill every one you can find and get their “fingers” when you get them go to your world map on your pitboy 3000 and search for Regulator HQ which is near the middle a little north and to the east of megaton. Go their and talk to their leader which just so happens to be a woman upstairs. You will gain good charma for each finger you collected. From very bad charma i suggest you get around 20 fingers. In addition you will also gain some caps for your troubles. Now when you get good karma or very good karma go to the museum of history but you must have completed the Galaxy news radio quest. Its near the museum of technology its directly next to the building where you repaired the radio signal. which is surrounded by a few brotherhood of steel members. Go inside and you will see hawks yet again. Talk to him and ask him to join you. He will accept and you will have backup during your travels if you happen to be in a “tough situation”. Hawks can carry extra equipment so if you find yourself heavier than usual. Just talk to him and you will be able to give him the stuff you don’t need or you find too heavy. Hawks does not require food or water or anything. He heals himself after about a minute of no combat. You can also tell him to stay somewhere if you don’t need him for that period of time. Also if he seems far away just go through a door and he will reappear (note: door must be into another area where you load) I assume he carries around 50 to 100 extra pounds of equipment. NOTE OF WARNING THOUGH: 3rd person view while Hawks is following you will suck and become annoying because the camera will bounce off of him causing it to be annoying. So most of the time being you will be in 1st person view.
Xuanlong Assault Rifle And Jiggs Loot Mini Quest
Xuanlong Assault Rifle: This powerful Chinese Assault Rifle is located on the body of Prime in the diner near the Jury Street Metro Station. This location can be discovered via the Museum of Technology mini quest, Jiggs’ Loot. Jiggs’ Loot: To start the Mini Quest, go to the Museum of Technology. (Beware of Super Mutants if this is your first visit! ) Access the first Museum Info. Terminal you see (on the bottom floor) and go to the very bottom option. You will see a note from Prime to Jiggs. Read it and exit out of the note. Go to the very bottom option (#001) and begin. Choose option #019 and you are done with the first of three codes. (NOTE: IF YOU MESS UP, YOU WILL NOT BE ABLE TO CONTINUE WITH THIS UNLESS YOU LOAD A SAVED GAME! ) Continue to the next computer in the West Wing of the Museum. It is located right when you walk through the door. You will see two terminals behind shields. The second terminal is the one you are looking for. Access it and active the bottom option, (#002). Choose option #053 and you are done with the second terminal. Go to the third and final terminal. It is located (when you run around from the 2nd terminal), through the first door on your right. Go through until you see the giant rocket. Hop straight over the railing until you hit the ground, and turn around. You will see the final terminal. Activate it and choose the last option (#003). The final code is #113. Choose it and you will be shown a new option called #Get Passcode. Choose this and you will be shown a note. Follow the directions on the note to get the small portion of the loot. Leave the Museum and go to Jury Street Metro Station. (Located directly West of Vault 101). Go into the diner on the opposite side of the street of the Station, and go behind the counter. You will find the body of Prime. So Sad! Search it and get your loot! (500 caps and misc. Items, including the Xuanlong Assault Rifle.
Smuggler’s End
Smugglers End: Once you gain access to the Brotherhood Citadel you can take, search or lock pick anything that you want. When you are in the Solar room you can lock pick the Elder Lyons safe. (100 lock pick required). You will find 300 caps, other misc. Items and Smugglers End, an augmented laser pistol. It does approximately 18 DAM with full Energy Weapons skill.
Get the Waser Wifle
After getting access to Little Lamplight, you’ll find a child named “Biwwy”, (Normally in the Great Chamber), who will sell you his Waser Wifle, an augmented Laser Rifle, for 500 caps. If you have the “Child at Heart” Perk, you can get it for free. The rifle can be repaired using regular Laser Rifles.
The Vengeance
The Vengeance: In the Deathclaw Sanctuary (northwest corner of the world map), follow the caves down and be prepared for many Deathclaw encounters. In the southeastern corner of the caves is a pool of blood under a column of rock. (Literally a POOL of blood). In this pool there is a heap of gore with the Vengeance, an overpowered Laser Gatling Gun.
Find the Alien Blaster
Head due north from the MDPL-13 Power Station and you’ll soon find a small mountain. On the east side of this mountain you’ll pick up a Recon Craft Theta radio signal. This will occur when you are just a bit north of an imaginary horizontal line through Greener Pastures Disposal Site to the far east. Search the east side of the slope for a destroyed house and you’ll soon come across the source of the signal just west of that: a downed flying saucer. (The ship is huge, so you can’t miss it! ) . Its pilot can be found below the open cockpit (beware the radiation!) Near the pilot is the Alien Blaster and a bunch of ammo rods. (These are easy to find at night. Alien cannot be searched! ) This powerful weapon gets critical hits frequently and is the bane of Behemoths. You’ll find ammo for it randomly throughout the wasteland if you’re lucky, so use the ammo you’ve got sparingly!
Prototype Medic Power Armor
The Prototype Medic Power Armor is in Old Olney in the far northeast corner of the world map. Since you’ll encounter many Deathclaws, you may want to set the difficulty to “Very Easy” before exploring this area. On the southern-most street of Old Olney is a manhole. Use it to access the sewers. As you make your way through the sewers, you’ll come across a dead Brotherhood of Steel Initiate on the ground. You can take the armor from the corpse. Here’s the kicker: it talks! Oh, and it auto-administers chems (Rad-X, RadAway, Med-X) when you are in need. NOT ALWAYS THOUGH!
Shoot ’em In The Head
To start the quest, you must go to the Museum of History and go to Underworld. (The Ghoul haven. ) Once you get there, go to the Ninth Circle or to Carol’s Place and find Mr. Crowley. He is a ghoul who wears a white business suit and has greenish spots on his head. Talk to him selecting all options until he tells you that ghoul haters deserve to die. Agree with him and tell him you’ll help. He will give you a sniper rifle and tell you to kill Allistair Tenpenny, Ted Strayer, Dukov and Dave. (From the Republic of Dave. ) First you should go to Allistair Tenpenny in Tenpenny’s Tower. (Southwest part of the map, should show after you’ve started the quest. ) When you get there, (after the ghoul Roy Philips is done talking into the intercom), talk to the intercom and tell the guard that you want to see Tenpenny. (There are other options too. ) As soon as you walk into the tower, go to the door (elevator) behind the receptionist desk. When you get up there, go to the left and you will see a guard. Tell him you want to talk to Tenpenny. (Or, you can steal the key, kill him, etc. ) When he lets you in, Tenpenny should be outside on the balcony. Talk to him about Mr. Crowley and shoot him in the head with the sniper rifle. (Nobody should come after when you do kill him, but you can save before just in case. ) Tenpenny does NOT have a key. (Dukov, Dave and Ted do. ) Now go trek to Dukov’s Place. Once inside, Dukov will offer you a drink. Ask him about Mr. Crowley. He will tell you he died and end the story. Tell him he is alive and he wants you to kill him. For the next part, there are 3 options: 1. Kill Dukov and take the key, 2. Pay him to get the key, or 3. Tell him to give you the key. (If speech is high enough. ) After you have the first key, go to the Republic of Dave. The Republic is at the high Northeast reaches of the map. Once there, get in and go to the Capitol building. Talk to Dave about Mr. Crowley. He will also tell you he died, and end the story. Again, tell him he is alive and wants you to kill him. Same with Dukov, there are the same 3 options. Once you have the key, go to Rivet City and find Ted Strayer. Most of the time, Ted is in the Commons Room or at the Muddy Rudder. Once you find him, talk to him about Mr. Crowley. This time it gets easier. If your Strength is high enough, you can just tell him to give you the key, you can persuade him to give you the key, or you can kill him and take the key. Once you have the 3 keys, go to Mr. Crowley in Underworld and give him the keys. (If you didn’t kill Dave, Dukov, and Ted, you have to use Speech to convince Crowley you did. ) Once he has all the keys, the mission will be complete. After you give Crowley the keys, you can follow him out of Underworld and kill him and take the keys back to start the Mini-Quest, “Fort Constantine”.
Fallout 3’s Best Armor
To get the game’s best armor (T-51b Power Armor), you must first have gotten all of the keys for the quest: “You Gotta Shoot Em’ In the Head”, and return to Mr. Crowley. Give him all of the keys, and follow him out of Underworld when he leaves. As soon as he leaves Underworld, you can kill him with no repercussions. But HE MUST HAVE LEFT UNDERWORLD. He can be inside the Museum of History though. Once you kill him, take his keys and head to the Northwestern part of the map at Fort Constantine. Go into the CO Quarters close to there, and go down the stairs to your left in the main room. (Note: if you look to the left before you go through the door in the safe, you will find the Big Guns Bobblehead.) When you go through the door, go through the Fort until you find a woman named Tara dead in front of a door. Search her and take her key. Go through the door she was lying next to, and open the next door, and you will see the Power Armor in a Stasis Field. Activate the terminal and shut off the field and take your armor. Also in the same room, there is a Fat Man on a table to the left of the Armor with a Mini Nuke and a magazine. (Most of the time it is the D. C . Journal of Internal Medicine. ) You still need Power Armor training before you can wear the armor however.
The Replicated Man (Both Rewards)
-SPOILER ALERT-After you figure out that Harkness is the android, talk to him and ask him if you can kill Dr. Zimmer, he will say you can, and Rivet City Security WILL NOT interfere. Harkness will give you his plasma rifle called, “A3-21’s Plasma Rifle”. Now you can go to Zimmer in Dr. Li’s lab. Talk to him before you kill him, and tell him that Harkness is the android. He will thank you and give you a perk: “Wired Reflexes” which makes you more accurate in V. A . T . S . When he walks away, you can kill him, and Armitige. Note: telling Zimmer about Harkness gives you Bad Karma. Also, if you search both the bodies of Zimmer and his bodyguard, you will find that they are both androids.
Ghoul Mask
To get a ghoul mask, first go to Tenpenny tower. There will be a ghoul named Roy Phillips arguing through the intercom. Talk to him and agree to help him. You can either kill every single person there, or convince everyone to let ghouls live with them. After you help Roy Phillips, he will give you a ghoul mask and you will have a Tenpenny suite.
Blow Up Megaton
To blow up Megaton, you must first go to Moriarty’s Saloon. Then, when you enter, there will be an area to the right. A guy in a white business suit will be sitting down. Talk to him and he will give you a pulse charge to put on the bomb. Then go to Tenpenny tower and get all the way to the top. Mister Burke will be waiting. Push the detonator and watch the explosion and then you will have 500 caps.
Cheats
Currently we have no cheats or codes for Fallout 3 yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Unlockables
Currently we have no unlockables for Fallout 3 yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Easter eggs
Brahmin Tipping Easter Egg
If you encounter Brahmin anywhere in the wasteland, crouch and hit the interactbutton. The Brahmin tips over! (Doesn’t work on pack Brahmin)
Glitches
Currently we have no glitches for Fallout 3 yet. If you have any unlockables please feel free to submit. We will include them in the next post update and help the fellow gamers. Remeber to mention game name while submiting new codes.
Guides
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Currently no guide available.
Trophies
DLC Trophies
Aiding the Outcasts (Silver) Completed "Aiding the Outcasts"The Guns of Anchorage (Silver) Completed "The Guns of Anchorage"Paving the Way (Silver) Completed "Paving the Way"Operation: Anchorage! (Gold) Completed "Operation: Anchorage!"Into the Pitt (Silver) Completed "Into the Pitt"Unsafe Working Conditions (Silver) Completed "Unsafe Working Conditions"Free Labor (Gold) Completed "Free Labor"Death From Above (Silver) Completed "Death From Above"Shock Value (Silver) Completed "Shock Value"Who Dares Wins (Gold) Completed "Who Dares Wins"Local Flavor (Silver) Completed "Local Flavor"Walking With Spirits (Silver) Completed "Walking With Spirits"A Meeting of Minds (Gold) Completed "A Meeting of Minds"Not of This World (Silver) Completed "Not of This World"Among the Stars (Silver) Completed "Among the Stars"This Galaxy Ain't Big Enough. (Gold) Completed "This Galaxy Ain't Big Enough."Alien Archivist (Silver) Collected all Alien Captive RecordingsBog Walker (Silver) Discovered all locations within Point LookoutMill Worker (Silver) Found All 100 Steel IngotsDevil (Bronze) Reached Level 30 with Bad KarmaTrue Mortal (Bronze) Reached Level 30 with Neutral KarmaMessiah (Bronze) Reached Level 30 with Good Karma
Trophy List
Scientific Pursuits (Bronze) Completed "Scientific Pursuits"Platinum Trophy Collect all other 50 Trophies for this TrophyVault 101 Citizenship Award (Bronze) Got the Pip-Boy 3000The G.O.A.T. Whisperer (Bronze) Took the G.O.A.T.Escape! (Bronze) Completed "Escape!"Following in His Footsteps (Bronze) Completed "Following in His Footsteps"Galaxy News Radio (Bronze) Completed "Galaxy News Radio"Tranquility Lane (Bronze) Completed "Tranquility Lane"The Waters of Life (Bronze) Completed "The Waters of Life"Picking up the Trail (Bronze) Completed "Picking up the Trail"Rescue from Paradise (Bronze) Completed "Rescue from Paradise"Finding the Garden of Eden (Bronze) Completed "Finding the Garden of Eden"The American Dream (Bronze) Completed "The American Dream"Take it Back! (Silver) Completed "Take it Back!"Big Trouble in Big Town (Bronze) Completed "Big Trouble in Big Town"The Superhuman Gambit (Bronze) Completed "The Superhuman Gambit"The Wasteland Survival Guide (Bronze) Completed "The Wasteland Survival Guide"Those! (Bronze) Completed "Those!"The Nuka-Cola Challenge (Bronze) Completed "The Nuka-Cola Challenge"Head of State (Bronze) Completed "Head of State"The Replicated Man (Bronze) Completed "The Replicated Man"Blood Ties (Bronze) Completed "Blood Ties"Oasis (Bronze) Completed "Oasis"The Power of the Atom (Bronze) Completed "The Power of the Atom"Tenpenny Tower (Bronze) Completed "Tenpenny Tower"Strictly Business (Bronze) Completed "Strictly Business"You Gotta Shoot 'Em in the Head (Bronze) Completed "You Gotta Shoot 'Em in the Head"Stealing Independence (Bronze) Completeed "Stealing Independence"Trouble on the Homefront (Bronze) Completed "Trouble on the Homefront"Agatha's Song (Bronze) Completed "Agatha's Song"Reilly's Rangers (Bronze) Completed "Reilly's Rangers"Reaver (Bronze) Reached Level 8 with Bad KarmaMercenary (Bronze) Reached Level 8 with Neutral KarmaProtector (Bronze) Reached Level 8 with Good KarmaHarbinger of War (Bronze) Reached Level 14 with Bad KarmaPinnacle of Survival (Bronze) Reached Level 14 with Neutral KarmaAmbassador of Peace (Bronze) Reached Level 14 with Good KarmaScourge of Humanity (Silver) Reached Level 20 with Bad KarmaParadigm of Humanity (Silver) Reached Level 20 with Neutral KarmaLast, Best Hope of Humanity (Silver) Reached Level 20 with Good KarmaWeaponsmith (Silver) Made one of every custom weaponDoesn't Play Well with Others (Bronze) Killed 300 peopleSlayer of Beasts (Bronze) Killed 300 creaturesSilver-Tongued Devil (Silver) Won 50 Speech ChallengesData Miner (Silver) Hacked 50 terminalsKeys are for Cowards (Silver) Picked 50 locksOne-Man Scouting Party (Silver) Discovered 100 locationsPsychotic Prankster (Bronze) Placed a grenade or mine while pickpocketingThe Bigger They Are. (Gold) Killed all the Super Mutant BehemothsYes, I Play with Dolls (Silver) Collected 10 Vault-Tec BobbleheadsVault-Tec C.E.O. (Gold) Collected 20 Vault-Tec Bobbleheads
Crazy Prankster Trophy
In order to gain this trophy you must have a mine or grenade. Once you’ve got a mine or grenade you must carefully pickpocket your target. So your in the pickpocket menu and before exiting pickpocket menu place your mine/grenade inside of their pocket then run outta there and watch the fireworks!
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terryblount · 6 years ago
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Battlefield 5 – March 25th Battle Royale Update – Full patch release notes revealed
Electronic Arts and DICE have revealed the full release notes for the upcoming battle royale Firestorm update for Battlefield 5. Alongside the introduction of this new battle royale mode, DICE has improved aerial combat and has further polished the vehicle and weapons experience.
Furthermore, DICE has improved vaulting through certain windows on Narvik, will allow now players to choose whether to hold or press button for request/skip revive when down via a new control option, and has fixed an issue that could cause the screenshot resolution to be affected by the resolution scale setting.
Naturally, this patch will also come with multiple crash fixes and stability improvements, as well as performance improvements in Combined Arms and improved NVIDIA DLSS image clarity at 4K and 1440p.
Battlefield 5’s Firestorm update will release on March 25th and below you can find its complete changelog.
Battlefield 5 March 25th Battle Royale Firestorm Patch Release Notes
Wings and Ailerons
Flap Scaling has been tweaked to give less maneuverability at speeds under 200 kmh.
Drag Coefficient is now less extreme at 90-degree angles to remove “floatiness” at low speed.
Going slow will now more heavily impact your ability to maneuver your plane.
Elevator and Rudder
Drag Coefficients for elevators and rudders have been separated out and tweaked to get a more physical stalling behavior as in nose down faster when stalling.
Elevator lift curves are tweaked for giving optimal turns above 180 kmh. This gives you a more realistic stalling behavior and allow good pilots to use this behavior in making more advanced maneuvers.
Airplane Body and Gravity
Drag over velocity tweaked per plane to max out at cruising speeds. This means that planes will retain energy for longer and not slow down as fast.
Gravity will affect planes more when climbing. Combined with drag changes, this makes it more viable to trade altitude for speed.
You will find that decreasing only throttle will no longer affect your speed as quickly. If you really want to slow down, make sure to use gravity to your advantage. With reduced drag in general, you will also find that diving allows you to gain speed faster than before.
Vehicle Fixes
The player is no longer clipping with the machine gun on the M3 halftrack when viewed from a third person perspective.
The throwing grenade animation will now properly play when throwing grenades while in the passenger seat of vehicles that support it.
Players can now fire the rocket launchers while in the passenger seat of a vehicle that supports it.
Players should no longer get crushed when exiting the Universal Carrier at steep angles on hills / uneven terrain.
Fixed some visual issues that would occur when using the Field Drab paint job for the Valentine Archer tank.
The Valentine Archer tank now properly shows that it’s using APDS rounds instead of MG rounds in the user interface.
It is now possible to repair the Valentine Archer tank’s engine once it gets damaged.
Fixed a bug which could trigger the enter vehicle animation when a player pressed the exit vehicle interaction button too many times.
Player are now ejected out of towables should they end up in deep water.
Airplanes will no longer collide with medical pouches and crates, which could cause accidents.
Fixed a bug which would cause players to trigger tank sights while in a Universal Carrier.
Players can no longer damage the PAK-40 with small melee weapons such as knives.
Fixed an issue where players could be immune to damage during a small window of the animation when moving between in-vehicle and the top gunner seat.
Players will now die if they exit a plane at the moment it gets destroyed, previously in some cases you would survive exiting while the plane just had started to explode.
Fixed an exploit related to the resupply stations for vehicles.
The “Camera Roll” option now works with the Blenheim planes.
Fixed an exploit that enables players to use tanks during the “waiting for players” phase.
New damage curves have been implemented for all large and medium bombs. These curves now give more predictable damage levels depending on proximity to a target. This change affects both armor and infantry targets. Additionally, some direct hit damage present on some bombs has been moved to the explosion damage in order to achieve better damage consistency.
The 75mm and 6 pounder cannons on airplanes have had their explosive damage reduced to approximately equal the effectiveness of the BK37 Stuka cannons in damage per second. With a substantial number of additional bombs available to these planes the high damage output of the cannons was simply over-performing.
The trail effects for rockets have been substantially improved to help in tracking the rockets both for the shooter and for victims.
The maximum explosive radius of the GR21 rockets has been slightly reduced to better balance them against RP-3 Rockets. The GR21 only needs to fire two rockets to get maximum damage, and the lethal killing range of these weapons was more effective than balanced.
The small bombs equipped on the BF-109 G2 can now be dropped together to allow both bombs to land closer to their target. This should enhance their effectiveness against infantry and make them a good choice against the GR21 rockets for that tree.
The 4000 lb. Blockbuster bomb has had a significant reduction in blast damage, but retains in impressive blast range. Additionally, the large bomb has significant drag, making it slower to reach the ground when dropped. This bomb is an area weapon designed to devastate a large amount of structures, vehicles, and infantry. For balance purposes it’s important it reliably damages a large number of targets over a large area without outright killing all of the targets.
The 250 lb. bombs dropped by the Spitfire VA can now also be dropped together for a similarly greater effect on target. These bombs have also received a slight boost to their blast damage against infantry, as previously, a single bomb was unable to kill a full health soldier in a reliable manner. This is a change for consistency, and should not greatly increase the potency of the weapons.
Reduced the splash damage of the Bordkannone 37.
Fixed vehicles so that they take the correct consistent damage to the top and bottom of the tank.
Reduced the damage of the Valentine AA’s Canister shot so it takes a few shots to kill.With 40 rounds and a good rate of fire it should not reliably one-hit kill infantry at midrange.
Increased the armor of turrets on medium and heavy tanks. These are now harder to destroy.
Adjusted the STUG and Panzer default HE shell trajectory to be slower initially but retain speed over distance better. This returns the howitzer feeling of this shell without making ranged hits significantly more difficult than other tanks.
Weapons, Gadgets, and Specializations
Adjusted the PIAT for the new tank values. It now has the proper blast damage for infantry kills, but has over all a slightly reduced damage.
The AP Mine’s blast damage has been reduced below a one-hit kill again, with a new damage curve model giving a reliable flat damage amount out to the edge of the blast’s effective range.
Adjusted the damage done to parts by explosives like mines and dynamite so they do not instantly destroy parts upgraded via the spec tree.
Added a new AT Mine and dynamite damage curve. Mines and dynamite do very good damage if stuck to or triggered by a vehicle, but rapidly drop off if detonated only near the vehicle. This also makes the lethality against infantry good only at very close ranges and then reduces to a large wounding radius.
Fixed an issue where weapons would not gain full accuracy quickly enough when zooming in and not using iron sights.
FG42: Reduced base horizontal recoil to 0.5 (was previously 0.525). The FG42 was a bit too uncontrollable for its small magazine.
Sturmgewehr 1-5: Reduced reload threshold to 0.78 (was previously 0.82) to better match the reload animation. This means you can switch to a different weapon a bit earlier without aborting the reload.
Semi-automatic rifles: Tweaked recoil decrease and recoil per shot. The weapon type now has more and longer felt recoil. Numbers are not directly comparable to older versions of the game.
Polished Action: This Specialization now provides a stronger effect on the first shots to make it a better choice.
Fixed a bug which would cause Sticky Grenades to self replenish sometime after using an ammo crate.
Fixed a visual bug that would appear when picking up the Bren gun with an allied Medic that has The Phantom equipped on their torso slot.
Throwing ammo and health pouches have been improved in those cases where they would sometimes be standing close to other objects.
Melee attacks now properly does damage when both players are in deep water.
Improved the V-1 Rocket explosion when directly hitting water and when hitting really close to players.
Fixed a bug where players sometimes would still see a certain gadget in their hand, while the functionality was for another gadget.
Fixed a visual issue with the ZK-383 where a bullet was visible through the body of the weapon when using ADS with the iron sights.
Made additional minor improvements to bipod placement on certain objects.
Fixed a bug which caused weapons to not reload properly, after players had climbed on top of a vehicle while reloading.
The Reinforcement binoculars will no longer float if the player has them equipped and does a slide.
The Kar98k will no longer show the wrong number of bullets inserted during a reload animation after the player has placed the spawn beacon and the last bullet has been fired.
Soldier
Fixed a bug where the walking animations would stop updating if players walked over certain obstacles while crouch-walking.
Improved ground detection to prevent transitioning to falling state when crawling under a low object.
Fixed a bug where a movement animation would be played when standing still.
Maps and Modes
Improved vaulting through certain windows on Narvik.
In Combined Arms, the end-of-mission slow motion effect will now only trigger during the last three seconds of the mission timer.
UI/HUD/Options/Assignments
The Combined Arms mission details screen will now properly show which map it takes place on.
The Tides of War screen on the end-of-round screen will now always show the descriptions for each node.
The player can now choose whether to hold or press button for request/skip revive when down via a new control option.
Screenshot resolution is now affected by the resolution scale setting. For example, if you take a screenshot at 1920×1080 with resolution scale set to 200%, the resolution of the screenshot will be 3840×2160.
Stability
Multiple crash fixes and stability improvements.
PC-Specific Improvements
Made performance improvements in Combined Arms.
Improved NVIDIA DLSS image clarity at 4K and 1440p.
Battlefield 5 – March 25th Battle Royale Update – Full patch release notes revealed published first on https://touchgen.tumblr.com/
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