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https://stream-flick.com/16700.html?utm_source=karinadiaz.blogia 123Movies
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- Creator: Jeffrey Zhang
- Biography: Writer. Blogger. Critic. The Strange Harbors Podcast. Strange Harbors is a blog about movies, television, and pop culture.
Frank Cottrell Boyce
Cast - Bill Nighy
user rating - 6,4 of 10 star
1Hours, 31M
Sometimes Always Never is a movie starring Bill Nighy, Sam Riley, and Alice Lowe. A detective fantasy / family drama where a love of words helps a father reconnect with a missing son
Director - Carl Hunter
And the oscar goes to ❤. Im loving this. Always never grammar. Order of Burning Light Who is OBL? Order of the Burning Light [BURN] is an XB1 clan founded by a handful of close adult friends. BURN was founded just before the launch of Destiny 2 with the goal of having more mature Guardians to enjoy D2’s content with. Since then, BURN has continued growing, even splitting multiple times into additional divisions to eclipse Bungie’s 100 Guardian clan roster. The Admin team has expanded from the original founders to a larger core of awesome Guardians who share the original vision: surround ourselves with awesome, mature people we can enjoy gaming with, and provide a mature, respectful and FUN group experience for as many Guardians as possible. Why Join a Clan? Destiny is a social game that truly requires group participation for the most efficient advancement. Looking for groups in the wild can be a hit or miss experience, and joining a clan changes that dynamic. The right clan for a Guardian will consist of like-minded individuals who invest in each other's collective experience to expand in skill, progression and camaraderie. Basically: a bigass pool of mature players you can count on to chill or game with to enhance the experience in our hobby. Is BURN Active? My god, yes. BURN currently has nearly 400 active members. We can say 80% are active within any given 24 hour period across all time zones, with 90% active in a given week. We’re so active, and so many people have wanted to be a part of what we’ve been doing that we had to go from 1 to 4 rosters! Meaning- triple the Guardians available for action that you can invite to your groups or be invited by. We’ll continue growing as Destiny playerbase interest and activity allow. How Does BURN Stay Organized? By using Discord app. This has become a required tool for our clan. It greatly helps our membership stay in touch any time they want or need to. Through Discord, we are able to: Keep track of active (& inactive) members to maintain a healthy Guardian pool. Utilize stat & leaderboard tracking for friendly competition within the clan and personal progress logs, as well as News/Announcements to keep up with Destiny 2 information & weekly reset updates. Easily create scheduled or on-the-fly clan Fireteams for all game activities with Charlemagne's integrated LFG system. Use the Discord Role system to to create a Role hierarchy system, an opt-in tagging system and a Vanity Title recognition program. Get to know each other better and bond more closely as a group by having a platform to share, joke and communicate on frequently. Using our tag system, members opt into notifications only for activities of their choice- allowing us to disable the pesky @everyone tag from general use so members can enable notifications in peace. Keep track of ALL 4 BURN Divisions in a single unifying platform giving all members access to a complete triple clan roster rather than the limited in-game 100 max roster. Can You Explain Your Role System? Glad you asked. The app allows very little management ability for our community. Roles are the hierarchy structure in our clan and one of the way we use Discord Role features. While we do have the Founder-level Role to recognize those who began this journey, we have many others. Some examples are: Game Admin – Our Administrators who help keep our Discord community running smoothly and respectfully. Game Leader – Our Leadership team – these folks lead individual Divisions to ensure there is healthy activity, low levels of inactivity and no toxicity within our spaces. They run the daily operations and make decisions as a group. Game Scribe – The scholars and historians of the Destiny universe. Raid Sherpa – Our Sherpa family takes great pride in what they do and many times inspire others to become Sherpas themselves. Most of our Sherpas have dozens of Destiny 2 clears- some in the hundreds! The Sherpa channel allows them to discuss strategy and plan successful events consisting of veterans and newbies. Game Guide – Members who demonstrate patience and knowledge and take the time to help less experienced folks learn and improve in difficult content such as PvP, raid and other difficult game content. The private Game Guide channel allows them to discuss strategy and plan successful events consisting of veterans and newbies. What Are Your Vanity Titles All About? Without being overly cryptic- join us and find out! But generally speaking, these are our versions of Destiny’s in-game titles and are the second way we use Discord’s Role system. We have a rigorous set of accomplishments that we verify using your in-game and Charlemagne stats. Once you have met those requirement sets- then you unlock our Discord titles for bragging rights and visually distinguishing yourself from the crowd! Vanity Titles cannot be tagged for notifications to ensure the bearers cannot be spammed en masse. Some examples are: Templars – Our most accomplished raiders! Redjacks – Our Crucible beasts! The Infamous – Our Gambitiest Gambiters! Weaponsmith – Our explorers & guides to the game’s elite treasures! Nightfall Samurai – If the Highest of Scores are your thing! What about Your Activity Tagging System? Our Activity Tags are the third and final way we use Discord Roles. Activity Tags are based around specific areas in the interest. We have a tag for Crucible enthusiasts, Raiders, Gambiters and more. Activity Tags are an opt-in system, meaning a Guardian must request to have it added to their profile. Activity Tags are also “taggable” in that members can send a notification to all members who bear the specific Tag being used. This way if you want to be notified when folks are looking to build a Crucible team for any reason, you’ll receive those notifications according to the settings you configure for our Discord settings. Then you can also use it to shoot up a flair and build groups of your own for your specific Activities of interest! All non-leadership & sherpa roles have disabled tagging to ensure there is no spam to our members and encourage everyone to keep Notifications on for the occasional important announcement and for the opt-in Activity Tag system. This helps us keep a large community without the constant nagging mobile notices- unless you opt into all Activity Tags which is perfectly fine with us! What Can Burn Offer Me? BURN will offer you a highly active, adult clan that participates in all Destiny 2 activities daily. From helping you accomplish world events like Nightfalls, Public Events and other Milestones to special events like Faction Rallies. From Crucible oriented content like Quickplay, Banner, Comp. Normal or Prestige Level Raids & Lairs. All Gambit activities. Or even just to shoot the shit in a party or Discord chat with like-minded gamers, it don't matter. BURN will make your play experience more efficient, rewarding and most importantly- fun. What Does Burn Expect From Me? Just a few things: Use Discord: Order of Burning Light’s multiple Divisions work primarily because we are able to connect so many people and operate as one uniform unit. We really are one single clan, and we only have different Divisions because of Bungie’s limitation on clan sizes. Discord makes you available to help all Divisions, and even better it places you in a position to be seen and helped by all BURNers. We have found that with few exceptions members not on Discord tend to be more disengaged, eventually going inactive. Discord keeps BURNers in touch with each other, and it’s easily obtainable on any phone or tablet device as well as PC. Age: BURN is an adult clan with an age 21 and over requirement. We do make an occasional concession for relations of members whose maturity can be vouched for, but this is how we protect our clan from unwanted drama. Be Active in D2: We know Destiny is not a job, and that as adults we all have jobs, family, etc. But we want BURN to be a place for people to play this game weekly. When a member hits 3+ weeks of inactivity, we do remove them unless they’ve let a Vanguard team member know they’ll be away for a while. Participate: A clan is a relationship, and that means give and take. You will get plenty of help from BURNers, so make sure to return the favor from time to time especially for newer or less experienced BURNers! Respect for Everyone: We are a large community, and will continue growing. This means all sorts of different people will be sharing our space- parties, Discord, Fireteams. We’ll have discussions, good times, and the occasional disagreement or personality conflicts. As adults, we are all responsible for our attitudes, choices of words and how we address each other. There are many good ways to disagree without escalating conflict- stick to those. Excessive disrespect of other members can and will result in a ban, so keep it cool out there! Ethical Gaming: We avoid telling grown-ass adults how to play their game especially when it comes to making PVE progression easier, but we do require that members keep our Clan reputation solid. We are zero tolerance for matchmade activity cheating and network/loading/matchmaking glitches to avoid activities and folks participating in this will be banned on discovery so- keep it clean! What's BURN Looking For? BURN currently operates in four clan divisions, but today we are recruiting 5-10 new members specifically for Division 0 – this is your chance to get in the OG where it all started. Here’s what we’re looking for today: WE REQUIRE our members be salt-free and active Guardians age 21+ who are willing to use Discord and are looking to join an active clan for either the first time (or looking to replace a crappy clan experience). WE WANT members who have LEGITIMATE, EXTENSIVE experience in Raids. The ideal recruit today for Division 0 is a highly skilled raider who can work with our higher skilled players to increase our clan reputation AS WELL as take others under their wing and help them accomplish goals & teach the “teachable” parts of the game. However, these traits and experience are not required as we have many Guardians willing and able to pass their torches of knowledge on to you. WE’D LIKE our new members to be from anywhere in the world, as we have members in all time zones! However, our main focus today is on players who tend to be active afternoon/evening/nights in the Eastern and Central time zones. How do I apply to Order of Burning Light? First, reply to this post and let us know the following: Gamertag Age (must be 21+) Time Zone (any) Superquick summary of your Destiny PvP and Raid experience (not for elitist purposes, just placement) Do you agree to use Discord for clan communication? Next, Apply to Division 0 below: Once your application is approved by an Admin you will receive a link to our Discord server. Make sure you download and sign up for Discord, then use the link to join our server and we’ll meet you there. THIS LINK WILL ONLY BE GOOD FOR 24 HOURS- PLEASE REACH OUT IF THERE ARE ANY PROBLEMS. See You Starside! You’ll enjoy your time in BURN from a personal and gaming perspective. We look forward to gaming with each of our new Guardians!
https://shrturi.com/4Ew7ZD
Always protection. Always outnumbered never outgunned t shirt. In this guide, I will be talking about economics, combat, and building. Players who consider themselves a veteran or are familiar with Crossout might wish to avoid reading the entire guide due to much of the knowledge inside being fairly common. This is more of an (EXTREMELY) lengthy piece, and so for the sake of haste, I'll bold the key points. As with all guides, some of the information inside may become irrelevant once new game changes take place. Take all opinions present with a grain of salt, please, and if you have criticism, make it polite and constructive. I'd appreciate it. If you want a more compact, efficient guide, then go here: Intermediate Guide to Crossout. It makes things less confusing. Even if you have read this whole thing (which I seriously doubt anybody has the willpower to do so xD), I'd advise to go there as it's got some nice stuff I didn't put here. - Overview - Crossout is a multiplayer arena combat game in which players design and control vehicles using a variety of parts they obtain from trading and gaining reputation. While there is no ultimate goal or plotline to follow, players generally try to win battles and slowly gain resources to create more powerful weapons, modules, and armor for an improved vehicles. This is the basis that the guide is written on, which hopes to make your gameplay more effective (and more fun). - Definitions and the Basics - A " tile " is one of the orange, bordered squares you can see by hitting the "f" key while building your vehicle. May be used as a length, area, or volume measure/indicator in context. Bots are computer-controlled cars which can be found as swarms of weaker enemies in raids or allies and opponents alike in PvP battles. Bots can be identified by their name (always a common English real-life first name) and identical PS/vehicle designs. They will always have preset builds to control based on the battle PS and are programmed to immediately rush towards the objective and fire accurately towards the closest enemy cabins; once they lock on an enemy, they will pursue and attack that enemy until he/she escapes the detection range of the bot or when they receive damage from a different source after their initial target drives a set distance away and the different source of damage is closer. Bots will fill in positions in PvP battles to make both teams have 8 players. There are several bot presets in PvP battles which change about every 1k increase/decrease in PS. In raids and in adventure, bots have massively reduced damage (I believe it's around a -75% reduction at an easy raid, and a 15% decrease for every level above. If you have an accurate correction, please tell me), but in PvP, they have full damage capabilities and should NOT be ignored/treated like their PvE counterparts. As of the most recent update of 1/9/2019, PVP bot vehicle blueprints are drawn from a database of random designs around the average PS in battle. Center of mass can be found in the test drive mode by pressing the "N" key and highlights the X, Y, and Z axis using colored rods in your vehicle. Try to keep it in the center of your design. Higher centers of mass allows for drifting (continued skidding while brakes are applied) and cool turns. Centers of mass too far to the front or back mean that the vehicle will tend to tip forward/backward when turning/braking/accelerating. You can also use this to make ST wheel position more effective Coins are the primary resource and sole currency of the game. They can be earned by selling parts on the market, buying with real-life money, or (occasionally) as rewards in premium quests. You can buy virtually anything with these. You do NOT need real money to gain coins. Cosmetics, or customization items, can be used to make your vehicle look shinier. They can be found as paint jobs, stickers, and custom parts (with their own physics and stats). Cosmetic parts often feature a reputation bonus and each have their own, unique look. Crafting is a system where players use resources and items they find/craft to make new items. Factions each have their own, unique set of three workbenches (arranged in increasing crafting Tier, with each workbench being unlocked as you level up in that faction) that their special items can be crafted on. Most workbenches cost coins to rent and take time (anywhere from 1-24 hours) to make items. Lower tier items are always used to craft higher tier ones. Factions are the different groups of survivors found in the Crossout world. Currently, there are the Engineers, Lunatics, Nomads, Scavengers, Steppenwolfs, Dawn's Children, and Firestarters. All factions can be joined, but the player can only be a part of one faction (besides the Engineers, which is always active) at a time and join another every 24 hours. - The Engineer faction is unlocked from the start and you will always earn Exp towards it. You can craft common and rare items on their workbenches (as well as several relics and epic cosmetics). This faction is important as its level rewards include many of the basic frame pieces, access to the first three factions (at level 10), and increases in maximum part limit. - The Lunatics are all about a quick death. Their buggy parts are light and fast, with quick-firing shotguns, rocket launchers, boosters, and explosive ramming spears. If you want to focus on hit-and-run builds with huge amounts of damage, join Psycho Pete and his gang. Don't get caught up in battles or you'll end up dying quickly. At level 10, you can join the Firestarters. - The Nomads are a mystical group which travels across the wasteland. Their machine guns, autocannons, and specialized modules (drones, radars, engines) are all worth getting. Don't expect them to be outstanding at anything, but you'll find that they have no weaknesses. The Nomads are able to balance firepower, mobility, and armor quite well. Join them if you like fighting from a variety of ranges. The Dawn's Children are unlocked at level 10. - The Scavengers are basically your average group of cannon-toting heavies. Scar and his buddies will provide some hard-hitting cannons, heavy-duty wheels, and other great camping material (such as engines big on power, deployable turrets, and tough armor). Join the Scavengers to dominate long-range battles and rain down explosive lead upon your foes. They lack at close-range battles and can be usually found either leading the charge or hanging in the back. Level 10 allows access to the Steppenwolfs. - The Steppenwolfs are essentially a better-equipped, more militarized version of the Scavengers. As if the heavy cannons from the Scavengers weren't enough, you get even larger-calibre cannons and turret cannons, with some heat-seeking missiles and other powerful long-range implements thrown in for fun. APC wheels and a heavy-duty cabin are also available. Play the Steppenwolfs similarly to the Scavengers, by bombarding enemies into oblivion behind your the cover provided by the landscape and/or allied vehicles. The superheavy cannons and Mechanical Legs are great things you can find here. - Dawn's Children are a high-tech group of scientists, researchers, and explorers who use space equipment and energy weapons to get their point across. Their hover units, specialized modules (the Apollo generator, Neutrino scope, and Genesis microfactory) and wide variety of plasma launchers are great at all ranges and types of playstyle. Nothing special about the armor, but hover mobility and different types of of both rapid-fire and heavy weaponry are great. Even in the post-apocalyptic world, nerds rule. - The Firestarters are a mystical group of pyromancers who may be even more insane than the lunatics. I'm not sure how much I believe that in-game description, but I sure as hell do believe that they can cause mayhem - and they certainly don't need magic to do that. With heavy shotguns, flamethrowers, bladed wheels, and explosive crossbows, Firestarters have no problem breaking apart their enemies. With the slightly less-to-be desired armor, combine their destructive capabilities with heavier parts to make a beast of a vehicle. Leviathans are a type of vehicle which the player can build at level 17 with the Engineers, and the respective build icon can be seen to the right of the primary vehicle icon in the bottom center of the garage. They have massively increased power, mass, and part limits (I believe it's +50 energy to the cabin and +100 part limit), with reduced limits on generator and engine limits (I'm not quite sure of the exact, but I've seen three engines on a leviathan before). Everything else in building remains the same, with a cabin, frame, wheels, armor, and weapons needed for combat efficiency. You can test drive your leviathan to see how it handles, but all the firing sequences of manually controlled weapons (cannons, shotguns, etc... basically any weapon that turns and shoots) are aimed and triggered by a computer. You can still deploy turrets/drones/sidekicks and activate boosters on your own, though. You can deploy leviathans (deploy button is in the place of the normal battle button) to send it out into the leviathan match queue, and wait for it to win/lose against real players in leviathan raids. You cannot control the leviathan in this function. Also, the leviathan raids are a type of battle event unlocked at a PS > 4000 where four players defend a tower against three waves of leviathans. Points, or battle score, is a temporary value you can increase every time you do something in battle. Each battle, you start with 0 points, and can earn points by destroying enemy vehicles, capturing objectives, and blowing off armor pieces and drones/turrets/sidekicks. Certain badges can be earned in battle (such as getting multiple kills in a short amount of time or assisting in killing several enemies) to further increase your points. Your points at the end of a battle determines the reward you receive (winning increases the reward, but gaining points is still needed). Power represents your vehicle's ability to accelerate (speed up). PS means Power Score, which is a very important number that is added on by every piece of armor, weapon, and module your vehicle consists of. It can be anywhere from one thousand to twenty thousand (I'm sure there are vehicles with PS outside that range) and determines your teammates and enemies in battles (PS does not affect bot levels in raids). PS basically an factor to make matches as balanced as possible (although I've seen battles where there are people 1500 PS lower or 750 PS higher than the others). Mass represents your vehicle's total weight. Vehicle collision and acceleration mechanics take this into account. Maximum speed, while not given by a real number or easily identifiable measure, shows how fast your vehicle can move at it's highest acceleration. Keep in mind that a very heavy vehicle may have the same maximum speed as a light buggy, but due to slow acceleration, takes about 3-6x longer to reach that speed (which is why light cars seem to change direction and move so quickly). Engines can increase this factor, while tracks (treads) and mechanical legs give a decrease. Reputation is essentially experience for increasing your level with factions by earning points in battles. Resources are a category of items you can gain from raids and missions. Copper, Scrap, Wires, Batteries, Plastic, Electronics, and weapon components are all different types of resources that the player can acquire to make items from. They are necessary for crafting and can also be bought in stacks of 100 or 1000 on the market (or through Engineer trading tokens in the quest page). Tiers are a ranking indicator for weapons, modules, cabins, and wheels. They also are a relative categorization of PS, cost, and rarity and can be referred to either by color or tier. Starting from opaque grey, for "starter" or "free" gear, such as the starter wheel and the Guerilla, are lowest rank of items. Next up are white items, or "commons", such as the dependable Chord, most resource materials (like scrap), the radio, and medium wheel. "Rares" are blue and take a massive step forward in customization and power. Your first engines, specialized wheels, radar detector, and some weapons (such as the Vector, AT Wasp, and the Judge 76mm) are found here. "Epics" take on a nice shaded purple, and further branch out and improve on blue items. Items such as the improved cooler, ML 200, and AC72 Whirlwind are examples of epic items. Finally, we have the "Legendary" (light orange-yellow) and "Relic" (a darker shade of red than the Legendary color) tiers. These boast very high PS, combat effectiveness, and cost. These are mainly weapons and feature items like the Retcher, Scorpion, Apollo, and Neutrino. Tonnage is a scale of how much mass your vehicle can handle before having mobility becomes seriously inhibited by weight, and also is a general indicator of how well your vehicle handles, accelerates, and brakes (heavier vehicles have better turn control with less sliding on the ground but take much longer to speed up to maximum speed and brake to a complete halt). A yellow/orange or red tonnage number means your vehicle will be extremely slowed by weight. Weapons are a way of dealing damage to enemy vehicles. See the "Combat" section for a crapload of details ----- - Building - I've read quite a few other guides on the subject of vehicle construction, and combined with my in-game experience and testing, have come to some advice and a few pointers to present. 1. ) This is far from a set of rules to limit your build by. If you want to create some sort of flying cannon motorcycle that breaks all the laws of physics and the advice I have here, by all means, feel free to do so. 2. ) Try to keep your frame, module, and wheel placement symmetrical. This helps with having your vehicle easy to construct and so it reacts the same no matter which side you attack/are attacked from. Bulging pieces of armor to cover a radiator bolted to one side makes your vehicle unbalanced, as well as ugly. 3. ) Always, ALWAYS hide away volatile parts underneath your vehicle or behind the cabin and sheltered in armor. By "volatile", I mean explosive - this means generators, fuel barrels, and ammo boxes. You don't want a lucky missile or well-placed cannon shot to instantly destroy your construction. Here's a model for a frame layout with room underneath (X means a cubic tile taken up by a frame, "--" is a blank space, and O means an empty spot to place your volatile part - as long as it fits in the space you give AND is one tile higher than the ground while driving). Using this somewhat-popular tactic, you can save space inside your vehicle for other modules/weapons and defend yourself against an internal weakness. Being flipped equals death, however. --------XXXX XXXX XXXX XXXXXX Basically a rectangle of "X"'s 2 high and 4 wide is equivalent to a 2x4 frame XXXXOOOOXXXXXX section. The model shown here has enough room for a single fuel barrel XXXXOOOOXXXXXX placed on its side to dangle below the frame, out of reach of enemies. XXXX XXXX XXXXXX Being flipped over or running over a puddle of fire/acid means waving --------XXXX good-bye to most of your vehicle, though. 4. ) Make sure you build wheel-smart. Confusing? Let me simplify. Wheels are a finicky part of vehicle construction. Every one you place on your vehicle lowers your vehicle power, which makes acceleration slower. It's a bit of a downside, but do not let it make you think that more wheels are bad. Only extremely light, fast designs use four wheels, while your average brawler/sniper has six and very heavy tank/ram/camper builds can have eight. Wheels increase tonnage and have their own durability, as well as two types: STeering and drive. Only ST wheels can turn, but provide less of a tonnage increase than drive wheels. You should always have at least two ST wheels, as without steering, you are basically limited to a one-dimensional lane of travel. Don't forget the handbrake; using it (hold the SPACE key) locks up the drive wheels and allows you to decelerate quickly and perform skid maneuvers (using the handbrake without drive wheels on your vehicle will lock up all ST wheels instead. Using all ST wheels makes steering extremely "touchy", however, and is harder to perform delicate turning or recover from loss of steering control). A smart player will also have a strut/ramp mounted on the bottom of the frame, one tile away from the ground on the vehicle on both the front and back so that if you lose both back/front wheels or wheels on a side the strut/ramp will support the vehicle, keeping it upright (if tilted) enough so you can still drive around with the remaining wheels. Consider mounting your ST wheels on the rear with drive wheels in the front which makes turning much faster (and more sensitive). I use it in builds where pinpoint turning is necessary. 5. ) Think of combat situations. Visualize what your vehicle might encounter while fighting. Will you put buggy floors on the sides of your car to defend against cannons? Or do you want to pile bumpers and armor on the rear to protect yourself while being chased? It's great to keep an eye on enemy and allied cars alike and memorize their designs if you see them fighting well, as well as learn how to make your car perform better in combat. Don't forget to place armor pieces (such as small ramp/slopes/bumpers placed on their "thinner" side) on the front or sides of weapons such as MG's, shotguns, and cannons to protect them against enemy gunfire. Also, remember that weapons should be either directly attached to the cabin or multiple sturdy parts to prevent their deconstruction. Make sure you don't obstruct their firing angle and play around in test drive to ensure your car can shoot where you want it to. Hide volatile components or important modules inside your frame and behind armor in places where they can't be easily destroyed. 6. ) Utilize passive melee weapons. Hatchets, blades, plows, and bumpers (both the straight bars and the larger rams) should be used to protect your vehicle against enemy ramming and to plow through enemy vehicles. Mount blades facing the front sideways in front of your wheels (so they are sticking out, like a knife held horizontally) to swipe at enemy wheels while driving past (these are known as makeshift shivs), as well as in the front to stab at enemies while driving into them. Bumpers and plows also have a high health and can be mounted on the sides and rear of your vehicle to give additional protection. Melee weapons do not grant structural bonus. 7. ) Use "shoot-through" pieces as a defense against explosives. Ever had a single round of cannon fire wipe out half your vehicle? You're not alone in that pain, trust me. Crossout actually has a cool system to protect yourself against these types of weapons with "shoot-through" armor pieces. Essentially, in the armor category, all parts with the words "can be shot through" or "bullets pass through it" in their description (most of the "buggy" parts fall in this category) cannot be harmed by MG and shotgun bullets (autocannons hurt, though). A bit of a downfall is that they are all very weak in durability, allow bullets to hit parts behind them, and provide zero structure (health) bonus. By placing them over large, targeted portions of your vehicle (try to use struts to make them one tile away from the main body), they can absorb explosive rounds from cannons and missiles. Fun fact: this type of "spaced armor" (if you want a picture, search up "Crossout spaced armor" or go into other guides with non-lazy creators who put images in) is used in real-life armored vehicles to detonate explosive projectiles before they hit the main armor plating. 8. ) Utilize your maximum energy and part limit. If you have an energy point or two left over, use them (unless you want to minimize PS). A single cooler, radar, engine, or even white MG will have a great improvement in your vehicle's performance. Don't waste what your vehicle can provide. The part limit, while annoying at times, should be used up to the maximum. If you think your car is perfect as it is, the structure points (and extra protection) of additional armor over your already-present armor is a benefit. If extra armor is slowing you down/making PS go up too high, why not put some decoration or reputation-boosting parts on? Extra snazz is always an option (for those who don't have many rep-boosters, like me, and you simply don't want more armor, feel free to just leave your vehicle alone). 9. ) Think of what you want to build before you build it. I know this sounds stupid, but it's too easy to just hit the build button and start sticking crap together. If you don't know why or what you're building, then what you're doing is probably a waste of time you could spend doing missions instead. If you wanna test out those new explosive spears or how fast your car goes with double wheels, do that with a testing build and give it a quick run. If a new raid build with MGs is needed, look into a past successful PvP build and modify it with some Vectors or Chords and a cooler. Try to have an idea and make it come to life to get the most out of your garage. 10. ) Have separate builds for separate occasions. Or have each build have its own attributes. In your save slots, keep some vehicles for different circumstances. You might want a long-range camper build with dual executioner/little boy cannons, a raid build with a bunch of chords/vectors, and a dedicated PvP build (such as a spitfire/sledgehammer or triple rapier + radiator design). You can also download a design from the exhibition which you think is really cool or is one that you want to build later. It saves the hassle of deleting and making new vehicles when you want to do different types of battles, or trying to remember a previous build which worked well (which I originally struggled over big-time). 11. ) Save your builds. See those three buttons in your lower-right corner of the screen? Click on the middle one, and press the big "+" symbol on an empty slot in the pop-up. This saves your vehicle blueprint inside one of your save slots, which means you can always make a different car and retrieve the design you want (or is the most effective) from your saved blueprints. If you run out of slots, consider deleting outdated ones - or put your designs on exhibition. It saves your designs in the exhibition, which is a public gallery of vehicle designs. You have four exhibition publishing slots and can go into the "owned" tab in the exhibition page to look at the past designs you saved there (by utilizing all slots, you can technically keep 8 saved vehicles at any time). Keep in mind that other players can view, test drive, and download these designs for themselves. ----- Phew. I think that's enough typing for the my building advice. I'm sorry if you came here looking for build ideas, but this is an arrangement of general advice. If you need any inspiration, go to the exhibition (you'll find a lot of great things there). If you have anything to add/correct/edit, please tell me in the comments. I know much of this is based on my personal opinion, but hey, I've seen a lot of other players use and recommend these tips, and it works. Next on... P. S. As you can probably already tell, my guide will be fairly "chunky" and long. I'd advise you, the reader, to take some breaks for your eyes. Reading this all at once probably isn't that good for you, either. ----- - Economics - 1. ) What the hell are economics? He-hey, that was what I was asking when I first joined the game and saw the term on Crossout guides. In Crossout, there's a sweet trading system which can be accessed by clicking on the "Market" tab listed on the top of your screen. Basically, you can take a tradable item (any non-armor tiered item or cosmetic) and list a price to sell it, and other players might accept the offer to give you a fistful of coins. You can also put up purchase offers on an item and someone might accept that offer, giving you the item and taking your money. I'm defining economics by the net market value relationships. Basically, when and where do prices rise or fall, why does this happen, and how does this affect you? 2. ) There will always be a supply and demand. Whenever you have money, someone's going to have somewhere for you to spend it. Similarly, if you have just found/crafted/purchased an item, someone else will might want to get it off your hands. Take scrap metal. When crafting items, you'll need loads of it - and besides spending thirty minutes on missions, the best place to get it will be on the market. On the opposite side, people who complete a bunch of daily quests and missions and are in a serious need of some coin will be willing to sell it. Each side will set a price, and the more impatient one will accept the other's offer. ) Keep an eye on prices. Throughout the week, the net value of weapons, modules, and resources will rise and fall like the ocean tides. At the beginning of the day, before daily quests have reset, there is no easy way to get a lot of resources - and not many players will be battling then. People will want to put items on their workshop before going to work/school and will be in a bit of a hurry to get the materials necessary. You'll see that resource prices (particularly scrap) will rise a bit then. Throughout the day and into the afternoon, as people join, battle, and complete quests, and workbenches are filled with crafting items, lots of people will have scrap and nowhere to use it. Expect prices to drop. Overnight, this will be similar to the afternoon except not as many people will be posting offers - so the existing ones will be fulfilled. If you're going on Crossout before going to sleep, you can be confident in putting (slightly) lower priced offers on the market and have them be fulfilled in the morning. Prices fluctuate even more during events and over holidays. At the time of writing, a recent event where a week of free, unlimited workbench access made scrap prices rise from the average of 3. 95 to nearly 5. 15. Why? Because workbench access was free, more crafting was available, so people took advantage of this to make items. This created a massive demand for resources, so unsurprisingly, a swarm of buyers slowly inched the price of scrap (among other resources) up in their rush to get more. This meant that those with a lot of scrap and not much to use it on could become rich by selling it for 20% more than the previous ongoing price. After the event finished, prices dropped down to the usual. ) The original subtitle didn't fit, and this is just a bunch of stat analyzation anyway, so... Because I'm an infoholic, and through a plethora of personal experience, I've calculated that the average sell price offer of most blue items hovers around $35. 70, with certain items rising way above (Growl cabin: $42 avg, and Spitfire: $20 avg). I didn't count the "special" blue items (such as limited edition/premium cabins and several advanced faction components). Now, I've also calculated that the average cost of making a blue item is around $5 workshop rent + $7. 30 avg part cost + $17. 90 scrap cost + $3. 30 copper cost = $33. 50 (see, I even showed my work! Hope my math teachers will be proud). Obviously, the part cost will probably be around $4-5 depending on the ones required, and the scrap and copper are technically $19. 89 and $4. 40 respectively (due to them only being purchasable in quantities of 100), but this is basically a rough estimate. Also, these are all based on the current lowest bought average standard net market offer price of all the items, which don't take in account possible fluctuation or event factors. Let me take all this information and simplify it. If it costs $33. 50 (and yes, the range is probably around $30-37 for certain parts, with raw calculation of actual purchase circumstances making it around $40) for the entirety of the crafting process, then obviously, the sell price is 10/9($33. 50) = $37. 22 to break even. Therefore, people are losing money by putting their sell offers at $35. 70, which means the actual amount they make is $32. 13, which is $1. 37 less than the price of production. The real message is: It's technically cheaper to buy rare items listed lower than $33. 50 instead of making them, but you lose money by selling rares at lower than $37. 22. If you can't find an item lower than these prices to buy but you have the funds to buy it, DON'T. Purchase the materials ( hot tip: if you want your offers to be bought/sold right away, set them one cent higher - if purchasing - or one sent lower - if selling - than the current highest/lowest offer. You'll lose a cent, but save time as the best offer. Wish this worked in real life! ) on the market and make the item yourself. Beware of the initial $25 cost to rent a workshop for 5 parts. Unlike the Engineer rare workbench, you must make these bulk purchases. Make the most out of it! Similarly, using the $33. 50 avg craft value for a blue part, a purple part requires 450 copper, 250 scrap, 500 wires, 250 plastic, and 3 pairs of assorted blue parts to create. Also, rare workbenches cost 100 coins to rent for 5 crafting uses. With this in mind, a purple part costs 6 x $33. 50 (blue part cost) + $9. 90 (copper) + $9. 88 (scrap) + $44. 50 (wires) + $55. 00 (plastic) + $20 (workbench rent) = $340. 28. So basically, an epic item costs $340 to make (so buying an epic part for less than $340 means you save money) and needs to be sold for about $378 to break even with the crafting cost. Again, obviously, some blue parts can be bought on the market or crafted for less than $33. 50, and the materials can only be bought in stacks of 100 (I'm calculating based on exact amount, like 2. 5 x $3. 95 for scrap) - where prices can be expected to roll around - so the actual crafting price may range from $300 to $400, based on where and when you get the materials. Remember to complete daily and weekly quests for a hefty amount of scrap and engineer trade tokens (which can be used to get the aforementioned resources en masse) to save yourself even more. - The moral is: Don't type a big freakin' paragraph about the online economic fluctuation on a vehicular combat game platform and expect people to read and/or understand it, and that you basically save money by buying rares cheaper than $33. 50 and epics below $340. 28, and make money by selling higher than $37. 22 and $378, respectively (in the average case of most rare and epic items). ) Patience is rewarding. The best offer is always listed first, where everybody can see. Therefore, people who sell items at a higher rate than the usual or put buy offers lower than the usual will never almost never have their deals accepted first. However, if you're willing to save/make a few cents (this builds up over time, trust me) or even dollars, make the deal sweeter for yourself by making your offer slightly lower/higher than the best offer (around 2. 5% in all deals, such as 10 cents lower than the highest scrap offer of $4. 10 or 1 coin off on a $38 part). Set your deals overnight; they'll usually be accepted. ) Which one, craft or buy? If you're eyeing that shiny new Synthesis plasma weapon on sale and somehow stumble upon this guide, lucky you. If you're actually looking to buy the Synthesis, here's a healthy dose of personal opinion: I think it's a decent weapon, but I don't really like it (maybe because I can't use it well). Treated like a MG or even as an autocannon, I feel that both outclass it in their specific roles (MG is sustained, focused fire, while autocannons provide accurate, long-range hammering). Back on point. For most people who need/want read this guide, there's a good chance that you haven't unlocked the Dawn's Children yet. If you have, good for you! Make the damn thing right away (if it's what you want) because it's cheaper than buying it yourself. If you can't join the Dawn's Children, buying it above the crafting price (as I spent way too long describing in the previous parts) might be worth it because there's simply no other way to obtain it. As long as you don't go above $38 (again, personal opinion + some impromptu calculation), feel free to arm yourself with plasma. This example applies not just to rares, but also epics (and possibly legendaries). If there's no chance of getting it anytime soon, do some decision making; will the effort in grinding reputation and leveling up + getting the resources be more or less preferable to pulling out your coin wallet and instantly getting that item at a higher price of manufacture? 7. ) Think about your spending. Do you really need a new missile launcher? Or that cabin? How much is it really worth it to shell out your money on something that you might not use after a day? Even though this is much too common in real life, I'm here to make sure you also are aware of this psychological trap in Crossout. The human brain is wired to always need - to always want - more. Even though you see the stats for the Spitfire and think, holy crap, this weapon is good - let me get some and actually win some battles!. Sadly, this usually won't apply correctly on the battlefield. ALWAYS test what you want to get to make sure that it 1: is usable by you - a weapon you can't use well is a direct downgrade from one that you can, 2: fits your playstyle - make sure you are comfortable hefting this around in normal battles and can use it in most circumstances 3: the right buy - if it fits the criteria for the above, will you become bored of it, or will it not stand up in your current battles? keep these factors in mind. ----- Hot damn, I don't know how much of my life I've wasted typing this gigantic jumble of crap, but as long as it teaches somebody something, I'll be satisfied (if you've actually read the whole freakin' thing and gotten here, a big congrats - and thanks! Not *cough* saying anything, though but *cough* feel free to *cough* leave a comment and/or like [does reddit have likes? I just had the idea to write a guide, and as a newbie to reddit, please don't insult my ignorance to this type of stuff] *cough* *I really need a cough drop*). Anyway, this might be difficult to understand for some, so just read the bold parts for easier comprehension. Well, the combat section couldn't fit (40000 letter limit, heh heh... ) I'll make a new post with that. ----- Nothing to say. Great job if you've read this far, but sorry, my brain is too fried to type anything else at this point. Remember to check out that other guide I linked at the start, and give me some new criticism, recommendations, and point out errors. - Pie.
Plot twist: he's been in a coma all this time. Sometimes always never song. Sometimes always never 2019. Always right never wrong. Sometimes always never movie 2019. Excelente el video.
You re everything i never knew i always wanted
Omg we've been hearing about it and the trailer is finally here. Always earned never given medal holder. Are 3 copanar points sometimes collinear sometimes always never. Do you think the punishment fits the crime sometimes always never ever ever. Never: kill something with a heartbeat Rarely: for the life of the mother Sometimes: choose foster care Always: wear protection. This is an absolutely brilliant movie. You definitely need to watch this. Always old sometimes new. What a clear explanation. Sometimes i wake up grumpy. Sometimes always never cast. Always unique totally interesting sometimes mysterious. This trailer really hit home for me. Ive seen a number of friends and family who are teen parents and Ive witnessed their struggles to make amends with their decisions, whether it was to keep the baby or to abort. Society tells them theyre low-life idiots for getting pregnant young, society calls them irresponsible when they struggle to provide for a kid they werent ready to have, society calls them murderers when they terminate the pregnancy all together because even with the governments intervention, they still cant afford to sacrifice the amount of time and money it will take to just keep a roof over the kids head. This is a problem a lot of youths, especially young ladies, are faced with today, this scrutiny from all ends. You cant please society, no matter what choice you make. That is why young ladies should always preserve the right to make the choice that is best for them and their situation, not what is best for someone elses peace of mind.
Always on call answering service. Sometimes always never plot. Download Triple Word Score APK + Mod APK + Obb data 1. 2 by Rad Radish - Free Puzzle Android Apps App Version Last Updated Nov 22, 2016 Apk Size 934k Price Free CateGory Content Rating 4. 6 Support Android Version Android 2. 2 and up App Package iplewordscorefree ROOT Required Offers In-App Purchase Yes Get it on Google Play Editor Review You are Downloading Triple Word Score Latest APK 1. 2. Last Updated: Nov 22, 2016. Triple Word Score developed by Rad Radish is listed under category Puzzle 4. 6/5 average rating on Google Play by 3 users). Triple Word Score's main feature is Download Triple Word Score apk latest version.. Triple Word Score apk was fetched from play store which means it is unmodified and original. - You can now see all possible moves by scrolling up and down (previously, only the top 3 moves were shown). - Added some crossfade animations. - Added a menu option to switch between the light and dark themes. - Added a menu option to get help on how to use the app. Details Crush your opponents and score higher in word games with Triple Word Score. Enter your rack tiles and board tiles (optional) and see the highest scoring moves. Features: - Enter up to 7 rack tiles which can include 2 blank tiles. - Unlimited editing of board tiles. - Fast on device searching of high scoring moves. - Board and rack tiles are autosaved. Supports scoring rules for the following word games: Scrabble Wordfeud Words with Friends Droidwords Lexulous Wordsmith WordWise HappyMod 7. 57 MB PUBG MOBILE 47 MB NARUTO X BORUTO NINJA VOLTAGE 64 MB Last Battleground: Mech 29. 88 MB Tbh: To Be Honest 2. 86 MB TEKKEN™ 38MB مريم - Mariam 16. 76 MB Point Blank: Strike 93 MB Homescapes 155 MB Last Day on Earth: Survival 101 MB Rider 74 MB Players Unknown Battle Grand 70. 81 MB Last Battleground: Mech 29. 88 MB Grow Empire: Rome 72 MB Flippy Knife 55 MB Mobile Arena - Action MOBA 64. 05 MB Holdem Closer 3. 82 MB Make 24 0. 23 MB Pimp My Face 986k Hex Word 1. 5MB Hex Go 273k Triple Word Score 934k AtoZ Downloader Fast download oringial & mod apk. "the best downloader for mod files! " "the best downloader for mod files! ".
I literally had a yesterday ad on this video. Love it. Sometimes always never viff. Always oxfords never brogues. Here comes her oscar. White people bad. Never rarely sometimes always. And I see that Plop is stealing another guys girl once again. Sometimes Always never die. Just watched the DVD. Top end wedding? Top bloody movie. I loved it. Always winter never christmas. Sometimes always never square rhombus. Always poise. Never seez. Sometimes always never soundtrack.
Always unscented. Saw this movie at a Preview Screening of Cheltenham International Film Festival 2019 in the presence of the Director - Carl Hunter. On the movies conclusion he did a Q&A about the making of his film and how raising investment over 9 years in order to fulfill his dream. It was well worth the struggle.
Sometimes always never true. Always maxipad. A quadratic equation has an x-squared term. Sometimes Always Never. My friend Brittain Ashford wrote this song a while ago and when I first heard it there was something about it, lyrically and melodically, that really stuck with me. It is my favorite of her songs and I knew I would cover it eventually. I will forget you I will learn to live without you I will forget you, but only because I have to. And as I grow older I'm only more certain I know what love is: It's that graveled alley way On a hot summer's day where you used to live. But I will forget that and all of those nights we spent indoors and you were charming and clever and you placed all your tiles on those triple word scores. But I will forget you Yeah, I will forget you, I will I swear I will. Though I knew your face Long before I could ever see And I, I knew your name Before I could ever speak a word It will take all of my faith and my will, I will forget you, but only because I have to.
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Sometimes/Always/Never Geometry Questions. Sometimes always never movie trailer. Always hungry never full. Paul McCartney: Am I joke to you. Sometimes always never film. Sometimes Always nevers. Sometimes always never questions. A rhombus is a trapezoid. always sometimes never.
When it says “Based on the incredible True story” you can easily predict that he lives
Sometimes Always never say never. Seldom de Big bang theory es raro. La cancion always de película Ghost siempre me recordará que el amor verdadero es eterno, and so on. Always sometimes never book. Shes taking home the Oscar for this.
Always often sometimes seldom never scale
When somewhere over the rainbow started playing I lost it❤️ Give her the Oscar. Sometimes antisocial always antifascist. Sometimes always never review mark kermode. Always sometimes monsters. Always moving company. Why do they want him to play the piano, when they dont even want to eat with him, in the restaurant. Always usually sometimes never. My bisexuality is acting up again. Yall better start appreciating miranda. Y COMO SE USA EN PREGUNTA ; SI QUIERO DECIR POR QUE TU NUNCA ME HABLAS. It was almost as boring as listening to this pair ramble on! Must see? More like musnt see. Wouldn't have wanted to see the movie anyway if I'm being honest, but I feel like I've gotten everything I'd have wanted from the movie in this trailer. Good short film.
Damn Morena is so gorgeous. Intro Hello, guys. I would like to present you a list of changes, which imo VT2 needs. Actually the list isn't new - I posted it on April 22 on official forum, and a couple of listed paragraphs have already been implemented and I would have added 5-10 new ones based on my experience and changes made to the game. But there is a reason why I don't want to add or change anything there and there is a reason why now, more than a month later, I decided to come here to reddit and present this list to you. So let me make a short briefing to explain this reason. After playing Vermintide 2 on beta and after release I saw a set of serious yet pretty remediable problems, that could potentially inundate this otherwise great game. So as quickly as I could I identified them and made a thorough list of needed changes and posted it afterwards on official forum on April 22, hoping that I can help devs spare the game from problems, weighting it down. I didn't have big expectations though, which you can clearly see literally in the first indent of my original post, and I wasn't surprised at all when my post was either left unseen or not taken seriously. The reason why I made this list, is because I couldn't but make it - simple as that, and I thought that these changes were (and are) really needed by the game. So I posted these suggestions, they were left unseen (by devs, not by community) and I kinda forgot about them for a while... I mean I did all I could - why bother. But recently one thing happened, that made me remember about them, and made me wanna get a completely fresh opinion from the community about my suggestions. Of course I am talking about patch 1. 1. 0 The thing is, now we know what FS have been spending their time and effort on for the last 3 months after the game release and why they haven't been making that many gameplay and balance tweaks or changes to game's core. Obviously, they've been working on quest/challenge system, that they've been planning to introduce on game's release, but either didn't fit into deadlines or had to release the game early. Btw apparently this is why they didn't give away trailer hats right away - they were planned and saved for challenges, as well as dozen portraits, which they likely also had from the start. And now, after knowing this fact, I would love to know if my vision of the game coincides with vision of other fellow players, and so I would love to ask you: what do you think, was challenge system worth this 3 month wait, or FS should have started with other things? And this 70 fixes, that I suggested, is just an example of "other things" that FS could have implemented instead. The thing is, most of the stuff listed in there, was known and reported by players since beta long before my publication, and the list contains 170 links to such examples, coming from official forum only, and I know that reddit is also full of same suggestions and they appear here every day again and again. Like even today, take this one, this one or that one for example - these are not new at all and are of course in the list (paragraphs 1. 7, 5. 1 and 5. 6). Also, of course I would love to see suggested changes implemented, because, obviously, I consider them important and needed. But that would be too naive to expect that, and as I said, I am here for communication. So please leave your feedback on what you think of this matter - do you support devs pushing the challenge system they'd planned all along, spending most of their time and resources on it, or in your opinion they should have listened to players and fixed problems first? Opinions about fixes themselves are also appreciated, but are not that important. I publish my list unchanged, leaving introduction and all remarks as is. But reddit only allows 40k characters in the topic, and my topic is more than 80k characters long, so I have to split my post in two ( Second Part), and even then closing remarks do not fit. But for your convenience and if you want to read them remarks you can also download full list here as text file, and also I leave a link to official forum, where you can read the topic the way it's supposed to look. End of intro I have a hobby of digging deep into games mechanics, not only video games, but all kinds of them. This gives me a special kind of pleasure, usually more than the game itself. Due to this hobby, I always have a special insight on the game structure, on its bad and good sides. Usually, I don't care about sharing these thought with others, nor other people care about listening to them. However, Vermintide 2 got me hooked very much, and I felt sad and hurt, that such a wonderful game, with such a magnificent core gameplay, suffers so much from a set of minor snags. That's why I decided to compose my thoughts into a meaningful topic. I understand, that with a 99% probability I just wasted my time for nothing, but I just couldn't get past this tragedy. So here is the list of things, that according to my opinion need to be urgently implemented. My English is decent, but very far from perfect. There is gonna be a noticeable amount of tense mistakes and some amount of overly complicated phrases in the text. Sorry in advance. I only posted here those fixes, that I am sure about. EVERYTHING listed here is, imho, either a must have change, or, when it comes down to less important changes, something that will make the game better without any drawbacks. Of course I have a lot of ideas of how to make the game better, and I could double or triple the number of paragraphs, but those things are arguable and not as urgent. Before adding new content or tweaking gameplay, the holes should be fixed. All the paragraphs are sorted by priority, which also takes implementation time into account. Though I can only estimate the actual time it would take to implement a particular change, so priority might be a little inaccurate, but overall should be fine. Also the most important changes are in the back under the "Big changes" section. Why so? Paragraphs under other sections are either something, that will make the game better without any drawbacks, or small little features, that are not in the game yet. Things listed under "Big changes" either affect gameplay in a noticeable way or, what's even more important, affect economy. They're the most arguable ones, that's why I listed them in the end. But they're the most needed at the same time. So you might as well jump straight to them. SUDDENLY, other people also care about the game, and have similar concerns about it. So, knowing this, I decided to see what people think about the changes I am about to suggest. The result was more or less in line with what I expected, except for 2 things, which I am listing in the very end after “Big changes” section. In order to back up my words, I've added links section to each paragraph, so you can see what people think by yourself. I will not be posting all the links, only those, that have a decent amount of views/likes/replies and only from the official forum. I would love to add reddit and steam links, but that would take too much time. Digging through one forum was exhausting enough. Also when talking about community thoughts, mentioning this post is a must. This is a well-done job by wompaone1Mar composing feedback from reddit. It's a little bit outdated, but still very viable. Let’s begin. I. Easy important fixes: Most of the stuff that is REALLY important and needs fixing asap is relatively time consuming, but things listed here are really easy to make, so they might be as well done first. With the exception of paragraph 1, which is the most important change the game needs right now. Fixed in 1. 0 - Implementing automatic substitution or leaving only one type of dust would have been a better solution, also easier to make, but a fix is a fix. Original suggestion: Let using higher tier dust as a substitute for a lower tier dust. This means allowing usage of blue dust for rerolling if lacking green dust, and allowing usage of orange dust if lacking both green and blue. (Clearly, you get much more blue dust than green dust as you play the game, and it feels very frustrating, getting so much blue dust that you simply can't use. Not only that, but current dust system punishes players for good skills, which is VERY bad. Green items usually drop from lower tier chests, thus players who play well get punished by the game in terms of crafting. There is also a rumor, that character level affects item color; if so, then a keen player, who levels all classes, is put into even more disadvantageous situation, since they can't open chests with low-level characters for green loot. P. S. I also read an interesting idea of merging green and blue dust (last link). This might be another solution to this problem, as good as the above. ) Links: 1, 2, 3, 4. Failed Do not fix the F2 F2 bug, or at least let skipping cutscenes! (This bug is said to be acknowledged and being worked on. However, the starting cutscene gets old very fast, and annoys players as much as chest animation and crafting speed (which will be mentioned later). There was even a topic created addressing the cuntscene skip, despite the F2 F2 workaround, and it has 700 views, which is significant. In addition, people are used to this workaround, and rely on it timing wise. Removing it will completely jumble early game timings everyone's used to. ) Links: 1, 2, 3. Completely remove jewelry and weapon parts. (There is no reason for them to exist. Firstly, you never want to craft jewelry, so jewelry parts are worthless. Secondly, you get so many weapon parts while farming endgame content, that they don't even matter. And if item parts were scarce, that would be even worse, because people would have tons of scrap they couldn't do a thing with. ) Links: no links. Let players enforce and avoid being a host in quickplay. 3 options: host, non-host, whatever. (People might want to be hosts for lots of different reasons. They might want to be hosts because they have powerful PCs and they don't want to get into a laggy game. There might be an AFK lobby they keep dropping into. They might want to be hosts because they want to play with their bots... or they might want to play with bots only by hosting a game and making it private. And the funny fact, that players already can enforce being a host, if they have a friend, by making a lobby together with them, so this change is not gonna break the game all of a sudden. Same applies to not being a host, although when playing with friends someone has to be host. The above feature can be implemented for solo players only at first, if it is hard to do it for parties. PS If I am wrong and something suddenly goes haywire, this change can be easily reversed. ) Links: 1, 2. Make tomes have higher priority for bots than heals. (Really easy to fix, really important. So many tomes lost, because bots decided to switch them for heals. However, with this change bots should also be allowed to pick up healing draught and heal even if they're holding a tome (picking the tome back afterwards) if: a) They're grey and no real player without Natural Bond is grey. b) They're below 25%, no other character without Natural Bond is grey and the most damaged real player without Natural Bond has at least 30% more health. c) They're the most damaged bot, no other character without Natural Bond is grey, no character has a free healing slot and the most damaged real player without Natural Bond has at least 30% more health. Also let bots switch healing draughts for medkits, if all real players either have medkits or tomes. (Medkits are much better on bots, since they can heal other players with them, and bots can't usually give the draught to other characters later in the game, since the slot is usually taken by a tome. Show an icon of a character using voice chat. (When playing with random people and using voice chat it is hard to remember which voice belongs to which player. Make ammo indication have 3 colors: yellow, orange and red for 50%, 25% and 0% ammo respectively (mb yellow should be even 60%). (25% is too low of a threshold for ammo indication. Usually you want to start searching for ammo at 50%-60% capacity. At 25% your ammo reserves are already critical, and you're saving your ammo for emergency situations (which are bound to happen in Vermintide). And this ammo icon is very important, because communicating about each and every ammo bag takes a lot of time, even for a group using voice-chat. For random groups this is just unreal. Remove boss barriers. (Right now boss barriers serve no purpose, except for preventing players from completing a level when a boss bugs out. Or even worse they prevent players from reviving their teammates, making bosses de facto unbeatable as soon as 2 characters die. Barriers are otherwise purposeless now, since progressing through a level with a boss on your tail equals suicide on champion and legend, and although it is doable on veteran and recruit, it is much much easier just to kill a boss, then to let them chase you. Not to mention, that they will catch up to you at the final stand and make you regret everything. ) Update: turns out actually boss barriers do have a purpose - they prevent speedrunning missions with mobile characters. But tbh I am not really sure how viable speedrunning is in terms of rewards. If it is not, then there is no reason to have those barriers at all, if it is, then how much? Because if not too much, then it's still better to remove barriers to not punish the vast majority because of the few speedrunners. And even if boss barriers are needed, they still need to be reworked not to punish normal players. Simplest solution - make them disappear in 3-5 minutes. This will hinder speedrunners, while not affecting normal players. Links: 1, 2, 3. Allow players blacklist one map they don't want to play. This way a lobby could exclude a total of 4 maps from quickplay (4 maps they would suicide-skip anyways). Links: 1, 2, 3, 4. Improved in 1. 0. 7 Barrel still needs a 30% blast radius increase. (Explosive barrels still don't see that many use. They have the same explosion radius, as bombs, but bombs can be aimed much more precisely and still sometimes it's hard to land them where you intended. Aiming barrels is much harder, because they roll, because they do not explode instantly, because they can explode mid-air. And not only that, but they're bulky and can backfire. That's why they need to be more powerful to be viable. I think a 30% blast radius increase is the minimum, required to make them at least somewhat useful, but they definitely need more than that to compete with oil barrels. ) Original suggestion: Increase explosive barrel damage and radius. I suggest 100% damage increase and a 20%-30% radius increase. (Exploding barrels is an interesting mechanic, a little fun feature that makes gameplay more variable. But while oil barrels have their place in game and are being used by players, explosive barrels lack effectiveness to take their place as an ingame tool. And it's sad that a nearly finished mechanic is not being used just because it needs a minor value tweaking. ) Links: 1. Make it so Victor could also be a bot. (I feel bad for Viktor for being pushed around like that. Also Victors' Witch Hunter Captain career has one of the best passives a bot could have (no light attack block cost) and one of the best talents (Justice’s Bounty). Add a button for skipping chest quality determination animation. (After completing your 100th mission or so and getting your 100th chest, this animation gets “a bit” of annoying. 0 Speed up crafting. (or implement paragraph 1 of "Big changes" section). (Crafting takes a small part of play time overall, yet to craft something you need to spend a considerable amount of time doing repetitive actions. And that might be annoying as hell, especially when you’re not getting the rolls you need. Crafting should be fast but not instant though, to prevent possible mistakes. Also immersion. Make illusion extraction for basic 5 power items free. (There is a lot of illusions in game, and it's hard to remember the look of each and every one. Applying them to basic weapons just to see the look consumes scrap, keeping illusions on actual weapons is not an option either, because this would trash your inventory. Thus, something needs to be done, to allow players see the illusions before applying them. The easiest way to do this is to remove scrap cost for illusion extraction from basic items. Also ideally illusions should be extracted and applied for free after the first extraction, but implementing this would require noticeably more work. ) Update: now, after 1. 0, applying illusions should be made free, instead of removing them, but the idea stays the same. II. More complex important fixes: Show talent and passives stats like ammo bonus value, Slayer power buff value and such. Also knowing actives cooldowns would be nice. (Vermintide is like a session based MMO with a shooter/slasher gameplay, and stats mean a lot in MMOs (and games in general). The closest game to Vermintide would be Payday 2, and they have all the stats open there. They didn't have them at the start, but they quickly realized they need them. Same thing happened to TES Online. Why? Because players actively demanded them, because these are not some casual games – they’re difficult and require very precise gear optimization. Also there is zero reason to hide any stats. Add character stats: crit chance, HP, damage reduction, movespeed bonus, attack speed bonus, power bonus (percentage or flat - doesn't matter). (same as previous. Add enemies’ stats: via wiki, as they did with payday 2, or some pdf file or ingame encyclopedia. Make it so charged attacks would not slow down regular attacks. (Right now if you make a regular attack after a charged attack with most weapons, you get a rather high delay on it. I think it happens because weapons (most of them) have a swing delay after a charged attack. This delay is sort of a hack. With it while a time between charged attacks is set to one value, the first charged attack is made a little bit faster. This allows a player potentially outspeed an enemy attack when charging his weapon. This hack also makes charged attack-block combo slower (which is a good thing). The problem is that this delay also works for regular attacks, and it shouldn't be applied to them in any way, because this delay makes a charged attack-light attack combo horrible on most weapons. Why is this bad? Firstly, it makes combat more primitive, since the most effective way of fighting becomes regular or charged spam, without making sick combos or adapting strikes to current situation. Secondly, lots of weapons have a reactionary charged attack which is bad for spamming. With these weapons when engaging an enemy you want to make one charged attack them and then switch to your light attack, until you get a chance to charge again. But because of the delay, charging an attack actually puts you into disadvantageous postion, because you're left exposed for so much time, your next regular attack becomes almost as slow as a charged attack and your dps might even drop down. So with most weapons you only use regular attacks, using charged for armored targets only. Btw there is also a reverse effect that also needs fixing: a charged attack usually takes less time after a regular attack. But this effect doesn't compensate for the problem, because: a) you want to charge attacks during openings, hitting with regular attacks for the rest of the time, so a charged to regular delay is more important than the opposite b) speedup doesn't matter, slowdown does, since it brings a window where you become vulnerable, because enemies aren't getting hit and staggered. But yeah, for most weapons Normal Attack -> Charged Attack -> Block is currently a viable combo. Affected weapons: 1h axe, 2h sword, halberd, Kerillian 1h sword, sword and dagger, spear, Sienna mace, rapier. Possibly affected: Executioner sword (weird pattern, hard to test. ), two swords, fire sword, falchion (hard to tell because of charged attack animation) and 1h sword and mace/1h hammer (too fast to be sure). Kruber Longbow is also affected by this problem. Oddly enough, Great Axe does not have this problem and 2h hammer seems to have the reverse problem - after the first light attack charged attack is slowed a bit. PS I could test the weapons that I am unsure about, but that would require a decent amount of time analyzing hit sounds. Make Sienna vent 50% overcharge when getting downed. Or even 100%. (First of all this would fix a "cool" "feature", that happens when Sienna gets downed by damage, as soon she hits max overcharge. When she gets revived, she instantly explodes due to overcharge. This is mostly Unchained problem, since you can easily get max overcharge and lose your remaining HP with one charged hit from an elite. Not only that, but Sienna with full or near full overcharge is much weaker as a combat unit. And most of the time when you fall down and get helped you're needed by your team. So other characters can help their team right away when revived, but Sienna has a very big problem with that. Make weapon switching, charged attacks, push and push attacks more reliable. (Weapon switching feels much better since 1. 05, but it is still not reliable for staffs, zoomed/reloading crossbows, and Kruber's bow. Now for other stuff. As far as I understand the push problem comes from the fact, that right click does not register until the animation of the left click is finished. So if you press right click and keep pressing left click, you're going to keep doing regular attacks, not push or staff charged attacks. And it seems to be true not only for attack animation. When being staggered regular attack button seem to have higher priority than charged attack button. So if you press RMB and LMB while being staggered, you're will make a regular attack when it wears off, not a push. There are also instances, charged attacks refuse to work for no reason. This might be connected to fps drops, but even that doesn't fully explain the problem. Same is true for weapon switching, even though it is much more responsive now. ) And push attacks simply do not work from time to time. Actually very often, up to 20%-25% of the time in real combat. Hits taken from mobs should not interrupt weapon switching. (They might delay, but not completely cancel the switching action. A character should continue switching weapons after a stagger, unless it was a long stagger like Stormvermin push, chaos warrior charged hit or boss toss. Otherwise often times when you get caught by a crowd, it becomes impossible to switch to your melee weapon, and you die because you can't block. Fix mobs face-spawning, at least for PC, which is not going to receive performance issues because of an extra dozen of rats. (There is a map where you can instantly get affected by "face spawning" - Against the Grain. You see how the field gets instantly swarmed with enemies the second you drop down the fence. And this is bad. Firstly, it ruins immersion so much. And secondly, it makes the game "unfairly" difficult, because it throws a threat right in your face, with you barely having a chance to react. It is especially "fun", when patrols or waves spawn this way. I understand, that this system is meant to save resources, and I understand, that it works by just spawning mobs when a group passes some control points. Control points are usually located at the points of no return. However, what needs to be done, is the addition of additional control points on some of the maps, most noticeably on Against the Grain and Fort Brachsenbrucke. Festering Grounds, Screaming Bell and Into the Nest also need some control point tweaking. And most of the maps need tuning for mob spawn points, especially specials spawn points. ) Links: 1 and all the links from the next paragraph. 7, Worsened in 1. Fix patrols. (Face-spawning patrols is a very big issue. But stuck patrols might even be a bigger issue, especially on Convocation of Decay and Hunger in the Dark. Other maps also have narrow spots, where it is really tough to deal with a patrol. Righteous Stand also deserves a special mention, because there is a spot there after the lift, where patrols literally drop on your head. Stealth patrols are also very “fun”. Not only the silent stuck ones, which wait for you behind the corner, but also those, that march at you in complete silence. Sound also needs to be fixed. ) Links: 1, 2, 3, 4, 5. Being worked on. Make all talents, passives, item traits work. (The most important thing, invisibility, has been fixed, as well as some other stuff, but there is still plenty of talents that do not work. I tried creating a complete list of broken things, but I might be missing a few things still. ) Links: whole bugs section. Fixed? Fix the game freeze when switching characters. (Many times while playing the game you end up with a group of people you're comfortable playing with right now. Then you switch a character, you get this bug and you have to leave the party. And you have to start gathering up a decent group from the start. Of course you could try adding some of them as friends, but that's a hinder, such a thing usually becomes a catalyst for a party to fall apart and it also makes you scared of character switching, which is no fun. Buff incendiary bombs. There are different ways of doing it. a) Increase incendiary bombs fire damage. I can't suggest exact numbers, because I lack data on mobs' HP, but the damage should be 50%-100% that of a barrel to make these grenades effective. b) Alternatively, burn damage (damage that mobs take when set on fire) could be increased up to a decent value, but less than fire damage (damage taken when standing in fire). This way enemies would take longer to die (compared to the 1st option), but this would make incendiary grenades stand out, cause this would result in a unique gameplay: throwing a bomb and kiting enemies till they die. c) Another option would be to make burning enemies more prone to other sources of damage. That’s another elegant way of making these bombs useful. I prefer options b and c better. (Right now incendiary bombs are almost useless. They're usable only for clearing waves, and even then they can clear one subwave at best. At best, because they’re only somewhat effective in tight spaces. In open spaces enemies just walk around the fire, barely touching it. And even if they catch on fire, the fire is so “strong”, it can’t kill even pink slave rats, only paint them black. Incendiary bombs need a buff, so they can at least be useful against regular enemies, for example at least help clear shieldbearers from a chaos patrol. Alternatively they could serve as a source of group buff. Restrain kicked players from joining back into the lobby. (Firstly, this joining-kicking process usually takes a lot of time, as kicked players usually get straight to the lobby they've been kicked from. And not only the kickers don't wanna play with the player in question, but the kicked player usually doesn't want to get into the lobby they've been kicked from. Secondly, people might purposely join your game and start griefing, because they feel aggrieved. The latter thing happened to me only once, but the potential problem is very huge, since it is really easy to get back into the game you've been kicked from via lobby search. III. Easy less important fixes: Unlike important fixes, these changes are more cosmetic-focused. Since they do not affect gameplay that much, their implementation can be deferred a little bit, in some cases a lot. Redesign bomb icons. (It is very hard to differ one bomb from another in inventory. Compared to Vermintide 1, Vermintide 2 bomb icons are basically indistinguishable from each other. I have a minor visual impairment, and maybe healthy people have no problems differing them whatsoever (which I highly doubt), but I bet less sighted people can't distinguish them at all. Let players apply illusions not only to weapons, but also to careers. If a player applies a weapon illusion to a career, then this illusion overrides all individual weapon illusions. There should also be a checkbox for overriding/not overriding red item illusions. (Some weapon illusions fit particular weapon careers, while looking bad on others. So if a player wants a weapon to visually fit the style of all 3 careers, they would need 2-3 weapons of a type with different illusions (let's say 1 skin might fit 2 careers). And that is true for every weapon. And you might want to have weapons with different stats for different playstiles or for different difficulties. The resultant number of weapons is not only unreal to get, but even if you farm them out, they would completely trash your inventory. And the suggested change deals with both of these problems. Also I think it fits into the game logic, since in Vermintide we have illusions, not skins, and illusions can be very well applied to characters (depending on the nature of the illusions). Make Huntsman Hunter's Prowl description and Shade Infiltrate description clearly state, that it increases damage (I didn't know these actives increased damage, until occasionally reading that on the forum. And I didn't even try these careers, because from the description they seemed useless. All my friends also didn't realize this and ignored those careers, and I bet lots of other players experience the same problem. The majority of players do not read any forums, they just play the game. Turn private/public checkbox in TAB menu into a switch, or make the inscription statically say "private". (Short reasoning: this checkbox is misleading. But to explain why it is so, I have to go deep into details, that might not be worth reading. Checkboxes are supposed to be used when you turn on some option. For example, if your game is public by default and there is a checkbox that allows to make it private. So checkboxes do not show current variable state, but show what will happen if you check them. Toggle switches work kind of opposite to checkboxes. They show the current state of an object, but they do not tell you what will happen after you switch them. So for checkboxes you got to guess their default state, for switches you got to guess their future state. Though it is possible to make a switch, that denotes both of its states, by writing text on its sides. Here is a good short article about checkboxes and switches. As for the private/public toggle, that is present in game, it behaves like a toggle switch, although it looks like a checkbox. And this is very misleading. Make Return to the Keep button at score screen inactive, until all players are done getting their chests. (People sometimes don't even get to see the scores, since other player with a powerful pc/good connection can potentially get to the screen really fast and press the skip button. 2 second damage immunity for those, who join active games. (This is not a cosmetic change, but the situation this fix addresses happens so rarely, that it makes the change very very unimportant. So when you join a game, you often end up in a middle of a fight, and if you forget to press block, or if it gets delayed, you might take a lot of hits, possibly die (your HP are also not full in most cases). And even block does not save you sometimes, since you might just get overwhelmed the second you join the match. So some protection for joining players would be nice. Make it so that damage done to level bosses would count as "boss damage" in the after-game statistics. (no comments) Links: 1, 2. Add friendly Fire stat. (Would be nice to have this one too. ;-)) Links: no links. Write down Map name, difficulty, win or lose, # of tomes and grims at the stat screen. (Sometimes you want to screenshot yours or team stats, and it would be nice to have all that data. Not that important, but not that hard to add. Show ping. (Having more information is always nice. Allow turning off bots. (Sometimes bots can be a hinder, sometimes u just wanna play solo to test some stuff. Make weapon traits, that apply buffs, have their own ingame buff icon. Use a weapon icon for the buff icon. (First off, this will show that the buff actually works, because so many things do not. Secondly, it will help to realize how the buffs work. Trait text is rather small and objectively can not contain all the details on the trait mechanic. Thirdly, it is just convenient. Despite being a very important change for traits, I don't give this change a high priority, because weapon traits that give buffs are almost useless now. Remove fall damage for mobs. (They're dumb. They follow you. They fall. They die. This doesn't happen too often though, thus low priority. Link to second part: link.
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