Best USA Binary Options Brokers of 2020

Reviewers, please benchmark various programs and use best possible compiler options, not just cherry pick results, or use generic binaries.

Benchmarking is hard. I know that. As an engineer, I know it takes a lot of time, work and expertise to create good benchmark, and get a proper conclusions for comparing different hardware and software variants.
What is very important, at least in the long run, is to not just benchmark generic programs, but also give AMD best possible treatment, or any other CPU for that matter.
For example, it is very important, to not just use generic binaries compiled for generic x86 / amd64 CPU, but actually tuned to specific Intel microarchitecture. So, I call both benchmark creators, and reviewers, to provide and use, customized binaries, for different microarchitectures. Take your time, compile the code, with gcc or any other compiler, and use proper flags, to tune every and single binaries to the specific CPU you are testing. For example in gcc, you gcc -march=native, if you are compiling and testing on the same hardware, this will both utilize all available instructions, enable automatic vectorization with proper instruction sets, and tune instruction scheduling to specific microarchitecture. gcc 6.x (which was release months ago), does come with Zen specific optimizations. Same for all the other AMD , Intel, Via, etc CPUs for x86.
For example, gcc 6, by default, if no -mcpu or -mtune or -march is specified, will select -mcpu=k8 -mtune=generic, which does not allow to use any special instructions available in recent CPUs. And usually -mtune=generic, is just an alias to most popular CPU used by users, like Intel IvyBridge. Which is fine for convenience and supporting big amount of people using single binary, and helping most of the people run them well. But is not good for evaluating CPUs, and setting a trend what CPU is actually the best and should be promoted.
Reviewers, ask your benchmark vendors (prime95, cinabench, 3dmark, etc), and even other microbenchmark (sisoft sandra, cpu-z, geekbench) utilities, or even maybe some games (maybe open source ones will be more keen to that), no matter if it is Windows, Linux or Mac (well it also applied to other archs, like Power, ARM on the phones, etc), to provide multiple binaries optimized as much as possible by compiler (it usually requires no changes to the code at all!), not just one generic binary. It enables compiler to use not only modern instructions automatically, like SSE4, AVX, AVX2, BMI, BMI2, AMB, POPCNT, etc, etc, but also instructs compiler to optimize instruction scheduling knowing the target CPU.
From my tests, it often brings 20% difference in CPU intensive tests. For example, just using generic compiled version of PovRay from Debian unstable, I was able to improve pixels/s rate, by recompiling it manually with modern compiler, and manually specifying target microarchitecture.
Do not make incorrect conclusions, and do not make compiler and cpu creators hard work go to waste, by doing it wrong and ignoring new awesome functions in the hardware.
There is many more traps to benchmarking CPU, like taking average (it is wrong), instead of minimum, of multiple runs. Or not checking if there is throttling happening under stress. Or running some innocent background task, that interferes. Or run benchmarks for just few seconds, instead for long time, to take into account variations in boost/frequency, and thermals. And many more. Educate yourself, to the best extent, before performing tests and writing review. In the end, you will make people a better service.
Also if you are doing games benchmarks, ask drivers authors, to provide multiple drivers in some way (i.e. automatically selected during installation or runtime), to use best driver for given CPU (i.e. Radeon drivers optimized for 8 different microarchitectures from AMD and Intel, and Nvidia drivers optimized for 8 different microarchitectures from AMD and Intel). It can give few percent of a difference, without much of work in code maintenance!
submitted by baryluk to Amd [link] [comments]

Don't Be A Basic Bench: A Comprehensive Introductory Guide

Hello everyone!
In an effort to keep the subreddit and its wiki filled with good and useful information, we are compiling guides for the main lifts (deadlift, squat, bench, potentially others). These guides will be added to the wiki and posted as posts as they are completed. The goal of these guides is to provide basic lift information, descriptions of some common variations, equipment considerations, related and complimentary exercises, additional resources for further reading, and to showcase incredible women (and non-binary folks) performing these lifts.
This is the second entry in this lift series. Check out the first entry, The Deadlift Guide in the FAQ!
If you have suggestions regarding things that should be added to these guides, or other subjects you'd like to see in the wiki, please message the mods!

The Bench Press

Bench Press Form and Variations

The main muscle group worked by the bench press is the pectoralis major, which is the largest muscle in the chest area. The pectoralis major muscle has two sections that are named for the bones they attach to – the sternal portion attaches to the breast bone and makes up the bulk of the muscle fibers, making up the middle and lower section; the clavicular portion attaches to the collarbone and is the more superior (upper) portion. The bench press also heavily involves the triceps (back of the upper arm), and recruits the deltoid muscles (shoulder), and pectoralis minor to lesser extents.
I’ll first be discussing the form for a standard, flat, “neutral/wide” grip bench press. Variations on this will be discussed below it. This guide is written for barbell bench pressing, but all of these variations can be performed with dumbbells as well.
Flat bench – the standard/”default” bench press Start out flat on the bench with bar directly over your eyes (with spotter) or over your nose/mouth (without spotter), feet flat, butt and upper back planted firmly on the bench. Arching of the lumbar spine is normal, fine, and absolutely legal in lifting competitions. Scapulas (shoulderblades) should be retracted or “pinched together” to provide both a stable flat surface for your upper back to settle on the bench, and to minimize undue tension on your shoulder joints. Retracting your scapulae will also puff your chest up and put your shoulders in a safer position for the lift.
The bar should rest in the heel of your palm so that it is stacked above the wrist, forearm, and elbows through the lift. A slight internal rotation of the hands will help with this positioning and will angle your elbows out slightly. For a standard flat bench press, your hands will be a bit further apart than shoulder width – about 1.5-2x shoulder width is the average position – position your hands so that your forearms will be almost completely perpendicular to the floor at the bottom of the lift.
Retract your scapulae (as if you’re trying to pick up a pencil off the bench between them), keep actively pushing your chest up, take in a big belly breath, and hold it before pushing the bar away from the rack and locking out at the elbows. Bring the bar down your torso so that it is directly over the line of your shoulders – this is likely going to be about the level of the middle of your sternum or your nipple line, but may vary depending on your individual anatomy and the degree of arching your back is doing.
The bar should be directly above your elbows at all times during the movement of the lift. This not only increases stability during the lift, but also prevents undue stress on your triceps or your shoulders. It also is the most efficient configuration for using the majority of the muscle fibers within the pectoralis major.
Speaking of efficiency in recruiting pectoral muscle fibers, let’s talk about arching your back during a bench press. This is a faux controversy like “sumo deadlifting is cheating” – the claim is that an arch will significantly decrease the range of motion for the bar, making the lift “easier”. While the purpose of the arch is to slightly decrease the range of motion, it also makes the lift safer at the bottom of the movement, which is the riskiest for your shoulder joints. It also serves to recruit more of your pectoral muscle fibers to the lift – this should increase the amount of weight one can lift and impact muscle growth when the goal is hypertrophy.
Degree of arching is going to be up to personal preference and anatomy, but some degree of arch is natural and normal. Check out the natural position of the spine and you can see that the lumbar spine (lower back) has a natural forward curve (lordosis) which helps with loadbearing since we’re just hairless upright apes. An arch during bench press may be anywhere from your normal lumbar spine position to an exaggeration of your body’s natural lordosis.
As you lower the bar, keep tension in your upper body by trying to “break the bar in half” or “rip the bar apart” until it touches your mid-to-lower sternum (depending on anatomy and degree of arch). After a touch (and brief pause, if you’re powerlifting), push the bar back upwards and slightly backwards towards your face to lockout. You can now exhale that big belly breath you’ve been holding for the duration of the rep.

How-To Guides/Videos

Bench Press Variations

Helpful Bench Press Cues

Supplemental/Complimentary Exercises

MegSquats also recently posted a “3 tips for push ups” post that several of our users have already mentioned as being helpful.

Equipment, Tools, and Other Considerations

These items are not required to be successful in bench pressing, but can be beneficial to lifters that bench press at any skill or weight level.

Badass Women Bench Pressing Obscene Numbers

Jen Thompson using wrist straps, slingshot, and benchblokz to bench 340lbs 3x
Jen Thompson 330lb PR
Jen Thompson just holding 550lbs in lockout because god damn
Kimberly Walford, legs up 231.5lb
Kimberly Walford, 253.5lbs – note bar path
April Mathis, 355lbs plus 115lbs in chains
Shannon Nash, 380lbs at 185lb BW
Allison Hind – 345lbs at 165BW and 335lbs at 148BW
17 year old Samantha Eugenie, 217lb at 139lbs. Extreme but legal arch - her butt is still in contact with the bench
submitted by Joonami to xxfitness [link] [comments]

One Piece 500K subscribers Survey Result!

It's time for the result of our latest survey! And it had 7252 participant! So thank you everyone that took time to answer those questions.
You should be able to see the answer if you go there : https://docs.google.com/forms/d/1KfHOyWHQTyFEEeAYvCZRxBc3_ZGZxJn6ZUztiwMdVjE/edit

Community section :

What country are you from?

Country U.S.A. Germany India Australia Canada U.K. Bazil France Spain Sweden
Percentage 33.1 % 7.4% 5.4% 5% 4.8% 4.4% 3.1% 3.1% 2.1% 1.7%
Is nice to see that we have users from all around the world, even if nearly 50% are from English speaking countries.
Image 1.

How old are you?

The average age of a /OnePiece user is 23.62 years old. We have roughtly 10% of users that are underaged, and 10% that are 30 years old or more.
Image 2.

Gender

Gender Male Female Other
Percentage 88.6% 8.9% 2.5%
There is no surprise there.
For the others, we have some Gender Fluids, transgenders, Bigenders, quite a lot of Non-binary, a Loli, a Furry, and nearly a 100 Oden (You wish), as well as some rude people, but I won't put up what they said.

Manga or Anime?

Both Manga Only Anime Only
49.8% 46.2% 4%
No real surprise here either. Considering the subreddit has a lot of spoilers and is focussed around the chapter release, it's obvious there are only a few Anime Only people here. So thank you for Sticking Around, even if it the best place to avoid spoilers.

For approximately how long have you been following One Piece?

1 Year or less 2 years 3 years 4 years 5 years 6 years 7 years 8 years 9 years 10 years or more
8.7% 6.2% 6.8% 6.1% 8.1% 7.1% 6.7% 7.1% 4.6% 38.5%
Nearly 40% of our users have followed the series for 10 years or more. (To give an idea, this mean they followed the series since Before the timeskip, as chapter 597 was released at the end of August 2010).
For the rest, we have roughly the same number of new readers that stays with the series. So it's quite good to bring new blood and not have a decrease of new readers.

Where does One Piece rank on your list of favorite manga?

N°1 Top 3 Top 5 Top 10 Bellow Top 10
70.1% 21.6% 5% 2.6% 0.6%
Well, you are in /OnePiece after all. So it's kinda obvious the manga is either your favorite or in your top 3.
If it isn't your number 1, what series are better than One Piece for you?

Do you own One Piece Merchandise?

No Manga Volumes Figurines Clothes Poster DVD/Blu-ray
44.2% 33.1% 24.5% 18.4% 17.2% 6.3%
Those are some good numbers I would say, 55.8% of users have some merchandise and are probably supporting the series (depending on where you bought those)
For the OTHERS answers given, some good ones are : autograph from dub VA of brook, Alvida pre devilfruit bodypillow, Chopper teddy bear, Sountracks, Custom made and 3D printed Keychain, Databook.

Subreddit Section :

Do you visit OnePiece mostly on mobile or on desktop?

Mobile or Apps Both Desktop
50.6% 29.5% 19.9%

If you are using desktop, are you using the old version of reddit? Or the redesign?

Redesign Old version
63.3% 36.7%
It seems like most users are using Mobile and Apps, as well as the redesign on desktop, so it's probably time to pay more attention to that than to the old version, this way we can get banners/flair for users that are on the new version of reddit.

How often do you make : a submission on OnePiece?/Comment?/read the rules?

Submission :
Never Rarely Sometimes Often Very often (Daily)
67.1% 24.7% 5.6% 1.6% 1%
Comments :
Never Rarely Sometimes Often Very often (Daily)
41.2% 32.7% 17.6% 6.7% 1.8%
Check the rules :
Never Rarely Sometimes Often Very often (Daily)
49.1% 17.1% 13.7% 8% 12%
This really shows that there are a lot of lurkers on the subreddit. Most of you won't ever post or comment on the subreddit. With 8% of users creating submission and 25% commenting.
As for the rules, there isn't any surprise since nearly every post respect the rules. (Only 1/5 of the post needs to be removed), so thank you to all of those that read them.

Content you enjoy the MOST/the LEAST.

Content you enjoy the most :
Theories/Discussion Fanart Polls Cosplay Merchandise Youtube Video Media (Photo and Video)
89.6% 47.9% 19.7% 16.7% 14.4% 14.1% 11.7%
So without surprise, people in this subreddit enjoy the Theories/discussions the most out of every type of post, it's then followed by the Fanarts.
Which is good since like 75% of posts made are Discussion (50% total)/Fanarts (25% total).
Content you enjoy the least:
Youtuber Video Merchandise Cosplay Media Fanart Polls Theories/Discussion
36.7% 35.1% 31% 15.7% 15.3% 6.9% 4.2%
Here there aren't any content that most users enjoy the least, but it still seems like users don't want to see that much Merchandise or Cosplay post. (Youtuber video are very rare)
Also, a quick reminder, Discussion/Theories are mostly found by sorting by New. This is where you will see all of them, as it's hard for them to show up on the front page of the subreddit (but if it shows up on Hot, then it's a very good one).

Do you only use the subreddit for the Spoiler and Chapter Discussion thread?

No Yes
63.4% 36.6%
It's nice to see that roughly 2/3 of the users are here for more than just the Spoilers and Chapter discussion. But there is still a huge part that only use the subreddit for that.

Do you want the spoilers gone from this subreddit?

No Yes
86.7% 13.3%

Rate your overall experience on OnePiece.

Here it's seems that out of 10, the Overall Experience on /OnePiece is 8.35
Image n°3

One Piece related questions :

Who is your favorite Straw Hat?

Luffy Zoro Nami Usopp Sanji Chopper Robin Franky Brook Jinbe
34.8% 29.1% 1.3% 6% 10.1% 1.8% 6.5% 2.4% 5.4% 2.6%

Who is your least favorite Straw Hat?

Luffy Zoro Nami Usopp Sanji Chopper Robin Franky Brook Jinbe
0.8% 3.3% 10.6% 15% 6.5% 21.3% 4% 19.2% 8.3% 11.1%
As it was expected, Luffy is the Favorite Straw Hat for a lot of peopel, he's also the Straw Hat with the fewest "Least Favorite". After him Zoro is second favorite, followed by Sanji, Robin, Usopp, Brook, with the other Straw Hat having very few votes (and Nami having the Least "Favorite" Straw Hat.)
After that, it seems like Chopper, Usopp, and Franky are the one people like the least out of the Straw Hat.
I know it was a hard question for some of you, but the result are still interesting to know.

Which Strawhat has the saddest backstory?

Robin Brook Sanji Chopper Nami Other
50.9% 25% 9.3% 7.1% 5.8% 1.9%
The Straw Hats with the saddest backstory is Robin! Followed by Brook, then Sanji, Chopper and Nami.

What is your favorite Yonko crew?

Red Hair Whitebeard Big Mom Beast Blackbeard
34.7% 31.1% 14% 10.6% 9.5%
So the favorite Emperor's crew are the Red Hair Pirate! Which is very impressive since we haven't seen much of them. I guess Oda better delivers when it come to see them in action after Wano.

Who is your favorite Admiral?

Garp Aokiji Fujitora Kirazu Akainu Sengoku Green Bull
28.4% 28.2% 20.8% 15.8% 4.7% 1.7% 0.5%
While Garp was only a Vice Admiral, he was put in the poll, and he won it! Whitout him, it's Aokiji that is the favorite, followed by Fujitora.
Image 4

Who is your favorite Supernova (outside the Straw Hat)

Law Kid Bonney Urouge Bege X Drake Hawkins Apoo Killer
63.5% 12.4% 5.5% 4.5% 4.3% 4% 2.8% 1.7% 1.3%
Who else than the character that nearly managed to defeat Luffy in the 5 popularity poll? Law is the Favorite Supernova outside of the Straw Hat!

Which is your favourite canon arc in One Piece?

The Favorite Canon Story arc are (You could vote for more than 1) :
Position Story arc Result
N°1 Enies Lobby 43.3%
N°2 Marineford 39.8%
N°3 Wano 30.2%
N°4 Water 7 23.3%
N°5 Impel Down 19.6%

Which is your least favourite canon arc in One Piece?

The Least Favorite Canon Story arc are (You could vote for more than 1) :
Position Story arc Result
N°1 Long Ring Long Land Arc 37.2%
N°2 Fishmen Island 16.9%
N°3 Syrup Village 15.8%
N°4 Thriller Bark 10.1%
N°5 Punk Hazard 9.7%

Favorite Cover Story?

Position Cover Story Result
N°1 Enel's Great Space Operations 24%
N°2 From the Decks of the World : "The 500.000.000 Man Arc" 11%
N°3 The Stories of the Self-Proclaimed Straw Hat Grand Fleet 10.7%
N°4 Ace's Great Blackbeard Search 9.8%
N°5 Straw Hat's Separation Seria 9.6%

Character Design in One Piece :

Do you like the female character designs in One Piece?
Yes No I have no opinion.
63% 19% 18%
Do you like the male character designs in One Piece?
Yes No I have no opinion.
89.6% 0.9% 9.5%
It's true that Oda isn't the best when it comes to Female character design. However it seems like the majority of users don't have a problem with that.

Are fight a determining factor for your enjoyment of the series/arc?

Yes No
52.6% 47.4%
Now this is rather surprising I must say. What do ou thing about this?

What is/are your (absolute) favourite aspect(s) of One Piece?

From the result we have, it seems like the World-Building is the favorite part of One Piece (With 88.6% of voters choosing this).
It's followed by The Adventure (69%), The characterization (54.4%), the Inter-character relationship (49.4%), the Action (36%) and the Art Style (26.2%).
And those result are obvious. Some of the most upvoted chapters of this subreddit are when we have huge world building moment, like 907 (Shanks talks to the Elders), or 957 (ULTIMATE).

Post-Timeskip is?

On Par with Pre-TS Better than Pre-TS Worse than Pre-TS
59.8% 28.2% 12%
This question is one of the most asked. With a lot of vocal voices saying that post TS is worse than Pre-TS.
It's different for sure, but now we know how the community feels about that.

If you could eat a Devil Fruit, what type would you want?

Paramecia Zoan Logia
28.9% 8.6% 62.5%
Most people could choose to eat a Logia, and it seems like becoming a Furry is the lesser choice in this subreddit.

The Final Antagonist of One Piece will be :

With 48.5% it's Blackbeard!
Really? That is surprising for me since it's obvious that Oda will make the SH fight against the World Government after they find the One Piece. And I honestly don't see Blackbeard being the final Antagonist because of that.
So people who voted for this, what was your reasoning for it?

What is One Piece Biggest Flaw?

Some of the biggest flaws mentionned are :
  • The Pacing
  • The Lack of characters' death outside of Flashback
  • The Anime.
Which are all fair flaws to the series.

Random Questions about the Series :

As of Wano, is Jimbei stronger than Zoro?

Yes No Yes but Zoro will be stronger soon
9.8% 60.3 29.9%
I guess people really want Zoro to always be the second strongest no matter what... I expected this result, but I was still disappointed...

Was Zoro as strong as Luffy just after the timeskip?

Yes No
31.5% 68.5%
I... Really? 31.5% said yes?

Will Sanji get laid by the end of the story?

Yes No
49.6% 50.4%
Nearly the perfect split, and it's easy to see why it's very divisive. (Also shows that every vote counts).

Will Usopp be part of the 1 Billion Club by the end of the story?

Yes No
76.4% 23.6%

The Straw Hats will go to Laugh Tales :

Before fighting the WG After Fighting the WG
71.1% 28.9%
It's been hinted at a lot that the SH will go to Laugh Tales before taking on the WG. So for me it feels rather strange to have more than 1/4 voting for them reaching the final island after.

Who will be the one to defeat Kaido? (So give the last hit)

With 66.3% of the votes the one who will give the last hit to Kaido is : Luffy!
Followed by 11.5% with someone else (that isn't Law/Kid/Zoro/Big Mom/Scabbard/Admiral) and 11% by one of the Scabbard.
Zoro received 6.4% of the votes.

Who will be the first SH to realize their dream?

Luffy Zoro Nami Usopp Sanji Chopper Robin Franky Brook Jinbe
16.2% 12.5% 3.2% 32.7% 7.8% 1.8% 15% 6.8% 2.8% 1.2%
Most users believe that Usopp will be the first one to realize his dream!
I also think the same as it's the easiest Dream to realize really. I could bet you it will happen in Elbaf.
After that, we have Luffy and Robin, and it make sense since their dreams are linked. Both can be done once they reach Laugh Tales.

How many members will the crew have at the end? (With Luffy)

And most people want 11 members total in the crew! (With 28.6%), 27.5% wants 12 members, wile 19.8% want the crew to be complete right now with Jinbe.

Who do you think wins in a 1v1 : An Emperor or an Admiral?

Yonko Admiral
92.3% 7.7%
If you are active on the subreddit, you know it's one of the question that creates the most discussion/arguments about.
So it's nice to know the overall opinion of the subreddit on this question (Doesn't mean it's always correct mind you).

Is Mihawk emperor's level?

Yes No
57.7% 42.3%
Also a very divisive question on this subreddit.

Is Aokiji emperor's level?

Yes No
38.3% 61.7%

Is Akainu emperor's level?

Yes No
66.2% 33.8%
So they fight for 10 days in a very close battle. With Akainu winning in the end, but after a long and hard fight. And one is Emperor's level while the other isn't?
Really? I find that hard to understand.

If Oden was alive would he be stronger than Mihawk

Yes No
63.7% 36.3%

How strong was Oden at the time of his death?

The strongest Top 3 Top 5 Top 10 Top 20 < Top 20
1.4% 15.4% 32.5% 37.5% 11.9% 1.4%
I like Oden, but sometimes I feel like people are overestimating him.

Who is stronger between Shanks and Mihawk?

Shanks Mihawk
85.6%% 14.4%
This is also one of the question creating the most arguments on this subreddit, after all Mihawk is the World Strongest Swordman. But Shanks is an Emperor and became one after losing his arm.

Is Kaido stronger now that 20 years ago?

Yes, he's stronger Same level Weaker
64.5% 26.3 9.2%

Had Ace survived, would Wano be liberated by now?

Yes No
17.9% 82.1%

Could the Marines take on ALL the Yonko at the same time ?

Yes Yes in Marineford only No 2 at the same time 3 at the same time
2.4% 3.3% 68.6% 23% 2.7%
This question is also linked to how you see the Emperor vs Admiral. So depending on which side you are on, you are more likely to pick Yes or No.

Which character do you want focus on next?

Rank Character %
N°1 Vegapunk 24.7%
N°2 Dragon 18.8%
N°3 Shanks 14.6%
All very good choices, and all of them are character we have known for a long time without really knowing.

Will Blackbeard find the One Piece before Luffy?

Yes No
18.7% 81.3%

How strong is Monkey D. Dragon?

The strongest Top 3 Top 5 Top 10 < Top 10
3% 18.8% 31.8% 37.5% 8.9%
Here, most people seems to think that Luffy's father, Garp's son is part of the strongest characters of the series. Oda better respond to our expectations then.
As for his Bounty : Well, 31.6% think it will be more than 6 Billions and 28.1% think it will be between 5-6 billions.
That remind me, I once made a poll asking people what Sabo's bounty would be (since we knew it was getting revealed in a magazine soon). So maybe I will do the same for Dragon? That could be nice.

Who is currently the strongest Emperor?

Kaido Shanks Blackbeard Big Mom
43.1% 26.4% 26.3% 4.2%
I wonder if the recent chapters made people change their perception on this...

What are the fights you would want to see?

Fight %
Blackbeard vs Shanks 55.5%
Garp vs Rocks 54.9%
Garp vs Roger 54.8%
Mihawk vs Shanks 52.6%
Akainu vs Aokiji 44.6%

How long do you think One Piece has left? (At a rate of 40 chapters a year)

Image 5.
As you can see, most people think One Piece has at least 5 years left to go on. We will know Oda is terrible with respecting his own objectives. And this is good. The more One Piece the better.

On a scale from Spandam to Whitebeard/Roger, How strong is Im?

For this question, it seems like most people put Im at the same level as Whitebeard/Roger with 28.6% voting Im being there.
I honestly don't know how strong I want Im to be.

What arcs, after Wano, do you want?

The arcs people want the most are :
Arc %
Elbaf 79.8%
Laugh Tales 68.6%
Vegapunk 67.5%
The Final War 66.3%
Red Hair Pirates 38.2%
So arcs teased for years (Elbaf/Laugh Tales/Final War) and about character that people want to see (Vegapunk/Red Hair pirates).

How is Blackbeard able to use multiples Devil Fruits?

Reason %
More than 1 soul 29.5%
Weird Body 29.7%
Yami Yami 35.2%
Other 5.6%
It's one of those question were people have very different opinion about. And right now there isn't really a major concensus in the fandom, even if the theory about it being related to the Yami Yami is more popular.
In the Other catergory, there was the Cerberus Devil Fruit option, Blackbeard being a Triplet, him being actually 2+ kids in a trenchcoat, him being a failed Vegapunk experiment, having several stomachs him being pregnant (Stop reading fanfiction), him putting the power inside his rings, being a great guy and him being a cunt.

Haki is :

Image 6
Overall, People like Haki in the series, with a 4.38 out of 5!

How many arcs are left after Wano?

Image 7
Here, it seems like the answer for the community would be 4-5 arcs left. Which would then make (base don the How long One Piece has left), like a year per arc on average.

The final war of One Piece will be :

Reason %
SH+RA vs WG+Marines vs BB 50.8%
SH+RA vs WG+Marines 37.6%
SH vs RA vs WG 6.8%
Other 4.8%
I just don't see Blackbeard being in the final war, as my opinion is that he will be dealt with before it. For the other answers, there was Straw Hats vs Blackbeard Pirates, Family of D vs vs im sama, Total civil war in marines, Straw Hat vs Shanks, Straw hat vs Pound, Zoro vs World Goverment, Dugongs vs buggy.

Will Luffy die at the end of One Piece?

Will Luffy die? %
Yes 28%
No 72%
An ending were Luffy died wouldn't be a good ending for me. He needs to survive and go on more adventures.

Are Shakky and Rayleigh Mihawk's parent?

Answer %
Yes 10.2%
No 89.9%

Will the crew still be together at the end of the series?

Answer %
Yes, they will keep going on adventure together.| 57.6% o, they will move on, like the Roger Pirates| 42.4%
Like with Luffy living, I want the Crew to stay together, and sail together for many more adventures. I could see them taking breaks from time to time, but them staying together would be the best ending for me.

Can the Red Line be destroyed with Ancient Weapons?

Answer %
Yes 91.9%
No 8.1%

What is the biggest mystery left to be revealed?

The most common answers were : The Void Century, the Will of D, Im, The One Piece, Joy Boy, Luffy's mother and Who is Pandaman?

What is the One Piece?

Here, there was plenty of : "No idea", The friends we made along the way, a Devil Fruit, Knowledge, Uranus, History, a book, my mom.

What sort of Devil Fruit do you want to see in the story?

The most common answer was : Water Logia! Followed by Wind Logia and people wanting more mythical Zoans.

What is the craziest theory you believe?

Here are a few of them :
  • Shanks is a Celestial Dragon
  • That Vegapunk is going to flip a switch in the Pacifista programming to fight the marines at the end.
  • Luffy's mom was a celestial dragon
  • Devil fruits are all artificial from the void century
  • That Finland doesn't exist
  • Zoro is going to get Rodger's disease
  • D's were the original Celestial Dragons
  • Weevil was made by Vegapunk using Whitebeard's cells and then was discarded until Bakkin picked him up
  • One of the Roger Pirates (probably Scopper Gaban) is on Laugh Tale waiting for whoever finds it, sort of like how Crocus and Rayleigh seem to be positioned to monitor rookie pirates
  • Onigashima is an Oarz like skeleton and Big Mom is gonna bring it to life.
  • The different races came from other planets/moons
  • Tama is a Kurozomi
  • Ussop is a descendant of Mont Blanc Nolan
  • Luffy hatched from an egg.
  • The fish that bit Shanks's arm off was Joyboy's pet
  • Bon chan is Kin'emon's son
  • Oda no longer draws the manga
  • bonney and ace having a child
  • That Perospero is going to help kill Big Mom.
  • Dragon being former Admiral
What are your favorites?
And here it is, the 500K survey! Took me far too long to make, as I underestimated the time needed to sort the answer and create this post. Like damn.
I hope you enjoyed it. The anwers for the Survey Saga will be up next in some time.
submitted by Kirosh to OnePiece [link] [comments]

Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
submitted by diogenesl to Games [link] [comments]

The Meta Unicorn - Diana Invoke

The Meta Unicorn - Diana Invoke

(CEBASAYJC4RTQP2JJRKFMYACAECQCKACAEBQKAQCAMEQKSYBAEBQSXQ)

A Pre Note

I am not a top-100 player, as given the inevitable RNG of effects, matchups and draws in card games, and the lack of rewards for ranking up in LoR, I simply don't see the point in painstakingly grinding up to such a level. The highest I've climbed is low Diamond, but considering the above knowledge, I believe that at a certain skill level (perhaps at around Platinum), it's more about how much time one can put in than how skilled they are. HOWEVER, considering all this, I have the absolute conviction that this deck is a top-100 worthy deck.

Introduction

This is the only deck that I've played since Day 1 of Call of the Mountain, with various modifications, and I believe that it is a completely undiscovered meta unicorn. I've never faced a similar deck on ladder, and my deckbuilding experiments with any other archtypes have left me completely unsatisfied with the lack of interaction and agency, as well as the sheer counterability of the vast majority of tools currently out there.
A lot of people are frustrated with the current meta - a lot of points of which are covered by BruisedByGod in his recent video critique. To summarize his main points:
  1. Most answers are completely outclassed by threats
  2. Sheer lack of healing options locks out deckbuilding choices
  3. Most top-tier strategies prey on lack of interactivity (Pirate Burn, Lee Sin OTK, Star Spring)
This is a Control deck which, while originally devised to prey on the inevitably popular Aurelion Sol and Troll Chant and abuse the broken, flexible toolbox of Invoke on Day 1, also manages to both answer all 3 of these problems efficiently.

Card Choices

Early Tempo/Nightfall

Simply the best available early-game that an Invoke Targon deck could hope to muster - Diana functioning as both early game and late-game removal (we have just enough Nightfall Synergy) for practically no investment, Pale Cascade being legitimately one of the most broken cards currently in the game, and the ping cards also serving a modicum of uses at all stages of a match.
Spacey Sketcher has been severely underrated so far - providing critical tools for certain matchups and/or providing early game minions without needing to actually run them (a fundamental weakness of faster decks top-decking late). Its 'discard-replace' synergy with our late-game, as well as Duskpetal Dust and meta-call flex cards is just icing on the cake.
Finally, note how every early game card I've chosen scales well and still plays a role as the game goes later; as removal, Elusive blocking, tool-building, Burst-speed Nightfall, pings and cantrip Combat Tricks. This is an often overlooked but fundamental difference between Control early-drops, and aggro early-drops (such as Precious Pet).
~

Removal

These two cards, combined with any generated Obliterates, form the only proper removal this deck has - and were the catalyst for me creating this deck in the first place. All three of these removal types leave almost NO room for the opponent to interact with them, and I believe that is the sole condition for a high-cost removal spell to be playable in the current game state.
NOTE: Ruination is easily and always played around at a high-level of play - and leaves the opponent with ALL of the agency/choice to play around it/bait it exactly how they wish, instead of you (whose only options are to play the card too early and get out-tempo'd afterward, use more than 3 mana elsewhere to catch-up at which point it becomes unplayable, or lose the game to a sudden-attack completely at your opponent's discretion) - the ultimate NO-NO for this deck: I never even considered putting it in.
~

Meta Call Flex Spots

At times I feel as if this card could be cut to 1 copy, but right now 2 feels great against the current meta, and drawing into at least one is almost necessary in order to compete with Star Spring (Obliterate is conditional and too great a tempo loss early on). In other metas previously, I've experimented with 1 copy of Passage Unearned, as well as 2 extra copies of Lunari Shadestalker.
~

Literally Everything Else One Could Ever Hope to Need

I still believe that Invoke is one of the most broken mechanics currently in the game. This is one of the heaviest late-game decks I can possibly imaginable, yet the only cards above 5-mana we run are removal, and our mid-game minions and healing straight up provide whatever early OR late-game tools we might possibly need in any matchup - it's simply overly flexible (flexilibity in card games being a MUCH bigger deal than most people give it credit for) and not enough of a tempo/stat sacrifice IMO. I think that Invoke as a mechanic is even stronger when ran in bulk, and especially in a Control deck - as the game goes on slowly you generate a toolbox that can handle just about any dynamic situation that meta decks can throw your way.
The spell-mana nerf to Living Legends has balanced it out quite a bit, however the same-nerf to Cosmic Inspiration still hasn't convinced me that it isn't in the top 5 least healthy effects that a game based on carefully stat-balanced of minion trading could ever have (hit me up with your Cosmic Inspiration hate!) - a large proportion our games are won by this disgusting effect.
Solari Priestess and Starshaping need no introduction as some of the most popular, utilitarian Invoke cards, however Mountain Scryer and Moondreamer (not so much Lunari Priestess) really put in the work, and I've never seen anyone else play these cards. The former provides crazy mana-advantage as the game goes on given our huge focus on Celestials (it's a shame we can't afford to push its Invoke chances even higher), and the latter has juuussst the right stat distribution at 3/5 to blockade most midgame tempo plays out opponent might go for.
NOTE: Aurelion Sol is straight up unnecessary to compete late-game, is always burdensome and clunky draw, ruins our surprise factor (though that doesn't exist anymore with this post being made), and we often outvalue decks running him anyway (don't forget that the original premise of this deck was 'How can I best remove Aurelion?').
~

Matchups/Strategy (Order Based on Mobalytics Tier List)

Lee Sin (60/40)

A somewhat favored matchup - although more recent lists that have cut Bastion in favor of Nopify may be a bit more in their favor (a proper Ping Counter). Hard mulligan for Spacey Sketcher, Sunburst and our pings. Generating Silence (Equinox) for Mentor of the Stones/Zenith Blade is our main early game goal. Our Mid-to-Late game goal is removing all 3 Lee Sin's at the expense of practically everything else (the rest of their deck is pretty much completely irrelevant, but rushing them down is also pretty much impossible) - after which our win is basically guaranteed.
~

Swain/TF (80/20)

I believe that we are very, very heavily favored if played properly (although it's a VERY nuanced matchup to play right), and most of our losses come from bricking our early-game draws and/or not drawing/generating a single Starshaping/Golden Sister as their burn damage inevitably builds up. Hard mulligan for all 1/2 cost cards (only keep 1 Pale Cascade with a 1/2 cost minion).
~

Pirate Aggro (55/45)

We are much more prone to bricking on draws here than Swain/TF, as we need quite a specific hand to deal with their onslaught - This is probably our most draw-dependent, low-agency matchup by far - as face-deck matchups tend to be. In addition - Captain Farron is much more effective against our removal strategy than the likes of Leviathan. Nonetheless, from my experience I think that we're still every-slightly-so favored in this matchup - often winning by the skin of our teeth. Starshaping/Golden Sister are mandatory late-game, and not bricking by not drawing/generating either is also basically a loss. Hard mulligan for all 1/2 drops, and keep a single Sunburst for Gangplank if your hand is already looking great.
~

Warmother's (25/75)

A very unfavored and binary matchup (see below as to why) that has luckily become rarer recently. Mulligan for Removal/Invoke cards.
~

Trundle/Asol (75/25)

This deck was basically created on Day 1 specifically to destroy Trundle/Asol. Sadly though, even at 75/25 the matchup is worse than it should be due to the nature of Invoke RNG - if one player draws into Cosmic Inspiration and the other didn't the match is over, full stop + the occasional shenanigans involving The Great Beyond uninteractibly going face and non-stop Living Legends value. Mulligan for Sunburst, Vengeance and pings.
~

Discard Aggro (80/20)

I don't know why this deck is considered competitive - maybe because our matchup here is basically as favored as TF/Swain except without any gameplay nuance required on our part. Mulligan for 1-2 drops. Keep Solari Priestess/Sunburst if hand is good. Only necessary statistical losses to bad early draws against an aggro archtype.
~

Fiora/Shen (70/30)

Another draw dependent, but quite favored matchup. Quite difficult to play though - you need to balance maintaining some modicum of tempo whilst also being able to deal with their crucial threats. Mulligan for 1-2 drops ESPECIALLY Pale Cascade/Pings, and Removal.
~

Scouts (60/40)

Basically the Pirate Aggro matchup but a tad bit slower and with no burn - giving you more leeway to make up for bad draws both early and late.
~

Leona/Lux (80/20)

Basically the Trundle/Asol matchup except with no 'must remove ASAP' threats giving you more leeway to make up for bad draws. Celestial RNG and especially Cosmic Inspiration still give them a chance to win as usual.
~

Shyvana Dragons (50/50?)

I surprisingly, haven't faced too much of this deck yet personally, but looking at it's cards compared to ours, I think the matchup would be about 50/50 (an otherwise favourable looking matchup affected a bit by their high tempo removal and guaranteed Cosmic Inspiration in the form of Kadregrin).
~

Ashe/Sejuani (70/30)

This matchup is dependent on whether we draw removal for Ashe somewhat on curve, how much tempo they manage to build early on and whether we draw good enough to afford to play around Reckoning. Mulligan for Sunburst, Solari Priestess, Pings and Diana (only if you've already drawn support) as our other standard early drops are all pretty ineffective against theirs.
~

Endure (85/15)

Probably our most favored meta-deck matchup, and unfortunately rarer recently. Their win conditions - Kalista, Blighted Caretaker tempo, Neverglade Collector and They Who Endure simply don't stand a chance against our toolbox. Most losses come from unanswered Blighted Caretaker tempo. Mulligan for Spacey Sketcher, Sunburst and Pale Cascade.
~

Deep (0/100)

The biggest downside and sheer impossible matchup of this archtype. Maokai manages to pack even less interactivity/inevitability than we do, and the nature of our deck gives us no chance of out-tempoing Deep early OR late. Auto-concede.
~

Diana/Nocturne (75/25)

A simpler aggro matchup than the others. Mulligan for 1-2 drops - especially Spacey Sketcher and Diana, as well as Sunburst.
~

Tahm-Kench/Soraka (70/30?)

Another matchup that I haven't faced too much of just yet. Mulligan hard for Divergent Paths and Solari Priestess - Once we remove their uninteractive element trump-card in the Landmark win-condition, if we can survive their early tempo, the rest of the match should be a cinch given our heal/health-ignoring conditionless removal for their Champions.
~

Conclusion

Thanks for reading up to this point, and pardon my formatting, the ridiculous length and the sheer pomposity of it all.
I still think Invoke is flexible to the point of being broken and the only reason the matchup spread is so good. I also think that with the release of this guide - more people will come to recognise this archtype and the element of surprise affecting enemy mulligans against an assumed more aggro, Nightfall-focused Diana archtype will be lost. People will also know to play around less common cards such as Sunburst, and I expect winrates to fall somewhat across the board.
To conclude this guide, I'd like to say that this is this is not a healthy deck. At the deepest level, this deck is fundamentally about removing agency from your opponent and giving it to yourself, as well as securing the critical boon of having inevitability over your opponent in a game with the nature of LoR. If all decks were like this, LoR would completely cease to be fun.
What else do I think is unhealthy right now? - Simple: anything removing interactivity from your opponent - ESPECIALLY as a win condition; Maokai, Star Spring, Cosmic Inspiration, Lee Sin. The avenues through which these cards can be interacted with are way too limited right now.
A lot of the metagame nowadays is about having an uninteractable win condition, or focusing damage to face so fast the opponent has no chance to react - another form of non-interactivity. Here's hoping that the meta in the near future heads back in the direction of the close but fair midrange board battles we all came to love back in vanilla LoR.
~
(slinx4)
submitted by poklipart to LoRCompetitive [link] [comments]

Fallout 4 feels to me like a huge, shallow time sink with no payoff and not enough memorable things. [POTENTIAL FALLOUT 4 STRUGGLE SESSION]

I've spent about 60 hours on Fallout 4 in the last few weeks, and I've finally realised that Bethesda games are enormous time wasters. At least Fallout 4 and Skyrim are. The complaints below might be anodyne to a lot of the people here, or they might be very controversial, but these things are hitting me particularly hard while replaying Fallout 4. I've played it before, but having spent so much time with it recently, the realisation has dawned on me more harshly.
Bethesda build these amazing worlds with so much detail and complexity to them, only to inundate you with hours of fetch quests, bore you with a main quest that has no substance, and have you follow a map marker to the detriment of the world they’ve built. They encourage you to look down at the bottom of the screen to the degree that you never have to actually look around at the world to try and find a solution to whatever problem the game throws at you. Even if you turn the objective marker off, the problem that the games have is that 1) some quests require you to know the exact location of an item for you to progress and 2) you're incentivised to look at the bottom of the screen to find new locations to explore instead of just stumbling across them naturally (or with the help of your Pip-Boy map). You're not encouraged to just look at the world. You're not encouraged to memorise the landscapes or routes from one location to another. The fast travel isn't the problem here, either. It has everything to do with the way the game pushes you to walk in one direction nonstop until you reach your objective, and the way new locations are shown to you before you even find them. It's hard to call this "distracting" when it's a fundamental way the game is constructed. You're meant to look at the bottom of the screen. They clearly want your eyes there at all times.
Another problem I have is that almost no companion in either Fallout 4 has a legitimate reason to follow you or feels motivated - ideologically or opportunistically - to do so. I can’t recall a single one of them struggling to have a reason to follow you and just doing it because that’s what the game expects of them. While this problem extends to Skyrim, I want to keep the complaints to Fallout 4 since that's the topic of the sub. Preston has possibly the best reason to follow you: You saved his life and the lives of his friends, and he has nothing else to fight for after the Minutemen are disbanded and his friends find safe haven in Sanctuary. So he doesn't bug me that much. But Piper follows you for basically no reason, because you answer some questions. Does she require you to find her a scoop for her newspaper, or uncover dirt on the mayor? Nope. Nick Valentine kind of abandons his job to follow you after he does a job for you, which makes it seem like he doesn't actually have a full-time job with an employee working for him; he doesn't even require your assistance to work through a different job before he agrees almost unconditionally to follow you. Paladin Danse following a wastelander - even one that helped him in a rough spot - makes even less sense because that's the sort of shit that if his commanders found out about they'd probably reprimand him. They fucking hate Paladins associating with wastelanders. This is established canon. Deacon immediately likes you despite knowing very little about you and requires no convincing for him to follow you. John Hancock is pretty similar. There's just no depth to these companions and even though they all have distinct personalities, the lack of conflict and the lack of conversation options makes them feel very boring and bland. They're fun and entertaining but only on a surface level.
What annoys me more about this is that they will idolise you if you do enough odd tasks to placate them. Pick a bunch of locks with Piper around? She'll sleep with you after you pass a speech check. Use chems around Hancock? He'll tell you what a hip, rad person you are with basically no effort on my part as a player. Just be an asshole to everybody with Cait around? She will fall in love with you. It's so stupid to me. Again, Preston is the one whose affection for the player makes the most sense and requires the most effort; you have to do a lot of pro-Minutemen quests or do a lot of good deeds and stand up to shitty people for him to like you. His loyalty feels earned, and he's pretty much the only one that applies to. But I honestly don't think the level of trust applies to the other characters. They trust you if you just do enough random things they like. They'll spill their guts to you or sleep with you despite having few conversations with them and not helping them with any personal problems. Give Piper a pep talk about her sister, and you're all set. It's frustratingly shallow.
Literally nothing in this game comes anywhere close to earning Cass's or Boone's or Arcade's or Veronica's trust in Fallout: New Vegas. It's honestly kind of a joke by comparison. Those characters won't just follow you for any reason. You can't just twiddle your thumbs to make Boone follow you. You have to help him meaningfully, and even then he only leaves because he doesn't trust anybody and wants to be gone. Veronica follows you only after she senses you aren't hostile to the Brotherhood of Steel, and because she wants a traveling companion. There are explicit and clear reasons why people follow you in that game. And if you want to earn their trust and get them to live in the endgame with relative peace, you need to do an enormous amount to do so. And if you don't want to help them? If you dislike them and don't want anything to do with them? You can literally kill them yourself. The game gives you that option. With Fallout 4 the character relationships feel arbitrary and meaningless, like there's no weight to the beliefs or decisions of anybody. It doesn't help that every character is potentially bisexual and you can technically fuck every single one of them. Just throw on some Fashionable Glasses, drink some alcohol, and wear some fancy clothes, and passing their speech checks is easy. You can coerce people in this game to do things easily.
Which I guess brings me to the fact that there is almost no capacity to roleplay in this ostensibly roleplaying game. You don't have to make sacrifices to accomplish goals, and you don't have to choose a specific path. You can pretty much do anything you want with few limitations, which sounds freeing and liberating, but it actually removes the whole idea of playing a role from a series that has emphasised that for years. An RPG where you can pretty much do anything without risking alienating most people in the world because you chose one side over another is not really an RPG. And when you get around to interacting with people, the dialogue choices are limited as hell, you can't kill essential characters like Preston (which makes saving or helping him a foregone conclusion), questlines play out in an incredibly boring and linear fashion, and outside of a few moments the game doesn't actually give you a lot of room to decide the outcome of major incidents. You don't even have to actually choose one group over another when it comes to combating the Institute. The endings are simplistic and practically binary. I know it's a bit of a meme to compare the choices you have in other Fallout games with this one, and the consequences of those choices, but you have no room to roleplay as a person you want to be in this game. High or low INT doesn't impact the dialogue or speech checks. High or low charisma impacts things minimally. You're pretty much going to have 1 of 2 conversations every time you talk with anybody about anything. Even when you come to the crossroad where you have to choose a side in the main conflict of the game, you can play your cards right and bring everybody together, which sounds good in theory, but it isn't earned in a way that makes the opposing sides set aside their conflict. Ideology dissolves under the weight of the player making decisions that has fuckall to do with these people and their opposition to one another, and it makes it seem like the Minutemen, Brotherhood, and Railroad opposing one another in any way is baseless and petty. There's just nothing to these conflicts. If the characters in your game set aside their differences because the player did 1 thing, then you haven't written compelling conflicts. You've written lousy artifices to trick people into being motivated into bringing them together (which is insultingly easy) or choosing one side over another (which you don't actually need to do).
The settlement minigame is kind of cool, but ultimately pointless. The game doesn't change the least bit whether you decide to build settlements or not. There's no reward to it, and very rarely do you need to build settlements to unlock questlines or get a character to like you. It all feels so damn hollow and pointless. For a game that demands so much time from the player to do things, there's nowhere near enough payoff to justify it. I could just go play Rust or Minecraft or another type of game for a more thorough and less frustrating experience building settlements.
So yeah, that's how I feel about Fallout 4, and even Skyrim for the most part. They're big beautiful time wasters with no real substance. I remember next to nothing about Skyrim after spending a hundred hours in it and while I remember more about Fallout 4, I don't remember being challenged in any meaningful way. I mostly remember shambling from place to place, helping settlement after settlement with raiders and super mutants, until I got bored and went off to Diamond City to fuck around with the main quest that I found underwhelming, and meeting people who don't force me to analyse their beliefs or my own. The conflicts are mostly petty, the quests I'm given feel like tedious chores, and it's all an excuse to get you to explore the world that they ultimately don't even want you to look at because they force your eyes down to the bottom of the screen. It's numbing, repetitious, and draining. I feel part of my soul dying the more I play either one of these games.
Apologies for the melodrama of the writing by the end there, but I'm very frustrated with this game and don't think I'm gonna play it further. I really don't feel like there's a point to anything. I'm becoming a nihilist thanks to this game.
submitted by DouggieMohamJones to Fallout [link] [comments]

Modern Serialization and Star Trek: Re-imagining TNG to put Discovery and modern Trek in context

This is going to be one of those shower thought posts that exploded to be far larger than I originally hoped, so my apologies in advance.
It's no secret or unspoken thing that Star Trek: Discovery differs largely in terms of presentation from previous Trek series, and that is due in large part to it being a 14-episode, serialized series, versus the majority of Trek, which has been almost entirely episodic. DS9 sort of bucks this trend with major serialized arcs, and continuity between episodes (characters actually change!), as does Voyager. Enterprise, too, takes a bigger step towards serialization, as events from past episodes frequently shape those of later episodes, and characters change both in relationship and attitude over the series (to the extent that the writing allowed).
However, for Trek's 2017 return, DIS was brought to the screen in a radically different way-- instead of episodic seasons punctuated with serialized arcs and minor continuity threads sprinkled throughout, it was a tightly-woven story (insofar as it could be, given its original showrunner left midway through the development of the series) concentrated on one, continuing arc, following the trend of other prestige television shows that define the Golden Age of TV.
This is attributable to a few likely things: preference by the writers, the demands of CBS, and wanting to use the show to launch All Access, which necessarily demanded a "Game of Thrones-style" flagship. The smaller episode count, too, enables more budget per episode-- in 1988, an episode of TNG cost ~$1.3 million USD, which, with inflation, equaled about $2 million USD in 2016, when Discovery was being developed; Discovery's first season ran a reported $8.5 million per episode. Even at only 14 episodes versus TNG's first 24 episode season, DIS S1 cost more than double the amount to produce. This level of cost and detail means playing it safer, but also, means reusing props, prosthetics, and CGI assets to make sure that bang-for-your-buck is ensured. Thus, a series with a relatively consistent setting.
Season 1 of DIS tells a specific story, with distinct acts, a beginning, a middle, a climax, and a conclusion, and sets up plot points that are raised and resolved (along with others left dangling for future seasons). In terms of structure, it looks something like this:
  1. "The Vulcan Hello" (beginning)
  2. "Battle at the Binary Stars" (Act 1 concludes)
  3. "Context Is for Kings"
  4. "The Butcher's Knife Cares Not for the Lamb's Cry"
  5. "Choose Your Pain"
  6. "Lethe"
  7. "Magic to Make the Sanest Man Go Mad"
  8. "Si Vis Pacem, Para Bellum"
  9. "Into the Forest I Go" (middle) (Act 2 concludes)
  10. "Despite Yourself"
  11. "The Wolf Inside"
  12. "Vaulting Ambition"
  13. "What's Past is Prologue" (Act 3 concludes)
  14. "The War Without, The War Within"
  15. "Will You Take My Hand?" (Act 4 concludes, thematic climax)
And it follows a few core plot threads:
This is all a pretty large departure from previous Trek, where some character threads are sprinkled throughout the series, like Riker maturing as an officer, or Sisko growing into his role as the Emissary as well as a Captain. Some things are more contained, like Picard dealing with the trauma of his assimilation and being used to murder 15,000 people by fighting in the mud with his brother on their vineyard.
This new structure has been received with mixed results by the Trek community (though the consensus seems to be it's working, considering we're at three seasons with two more on the books and two spinoffs on the way), and I think a large part of that is that, while serialization lets the writers tell longer, more detailed, and more complex stories, episodic shows enable writers to tell more varied, unique, and "special" shows.
With DIS, we're not going to have a "Measure of a Man", unless the season is set up to support it. However, with the TNG model, we're not going to have characters change much over time, and the reset button is going to come into play at the end of every season (if not every episode...looking at you, Voyager).
This leads me to the original shower thought that prompted this post: while rewatching The Neutral Zone in TNG S1, it made me wonder what TNG would've looked like had it adopted a similar model, where, presumably, the Borg would have been central to the plot, as would Q. So, I present to you below, my model for TNG S1, were it made in 2020 in an episodic, DIS-style, and leave it there for your consideration as to the future of the franchise, and what possibilities may come from coming series like Strange New Worlds, which may see a come-back of the episodic style.
My presumption for this new S1 is that it would borrow elements from S2 and S3 of TNG, as it would, generally, have tighter writing (given far fewer hours of film).
TNG Re-Imagined
Season 1
And that's TNG S1! S2's theme would be more regular exploration with hints of Borg, and probably another plot or plot(s), and S3 would, of course, culminate in BoBW.
Now, I could be way off the mark, but given how Trek is written now, and what it was back then, that's how I'd see something playing out in 2020. Note, though, that even in this format, one finds places to put in some semi-episodic episodes, not unlike Discovery S3 thus far. Hopefully, that means we get the chance for some truly unique, almost-standalone moments in the coming years.
submitted by tyrannosaurus_r to startrek [link] [comments]

2.9.3 Stable update!

2.9.3 Stable update!
What is up Depthians!
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog/dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".
Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details.
Energy, fuel and ammo are still needed for your constructs.
We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties:
--"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode.
--"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable.
--So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels
Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to.
The oil refinery will be repurposed (described later in the patch notes)
There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player.
Let's start with why I think it's right for the player:
Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design.
Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around.
The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle.
When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly.
I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion.
Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant.
Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types.
Why it's right for the business:
The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden.
Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it.
The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working.
Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work.
The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well.
We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing.
Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid.
Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost.
The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be).
Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product.
And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process.
We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double-clicking on the resource zone “Zone Deactivation”.
https://preview.redd.it/284w9khtt9t51.jpg?width=1920&format=pjpg&auto=webp&s=9dd61b06b2b6d0431bbb35c44a4d54563b81fbf0
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
https://preview.redd.it/qaqeplmwt9t51.jpg?width=1920&format=pjpg&auto=webp&s=2ac2019d4b0c908019bf0ef0d53ad3a718fc4f4d
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
https://preview.redd.it/pge1x43yt9t51.jpg?width=1920&format=pjpg&auto=webp&s=f2ee0cf35276f45feeb7320b29d844fa54776cdf
https://preview.redd.it/scych37zt9t51.jpg?width=1920&format=pjpg&auto=webp&s=1bf7559bc2379b692b7a318ba8f43708f5bba81e
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
https://preview.redd.it/ucidv351u9t51.jpg?width=1920&format=pjpg&auto=webp&s=7d93e0c08d381fcaea2bcfc315c7b676f4006b51
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
https://preview.redd.it/aiofdee2u9t51.jpg?width=1920&format=pjpg&auto=webp&s=72c1dd2023195ef2337704d0547904031ad97e6c
PACs have also had a rework and new additions.
We now have the long-range lens which has a circular 10° field of fire, the close-range lens which has a circular 35° field of fire, the scatter lens which has a circular 30° field of fire, and the vertical lens which has a 10° horizontal / 60° vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
https://preview.redd.it/zvg2u0c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=567a2c4e092ea5fef62e67b051a74151e48b58d4
https://preview.redd.it/mboi63c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=78690d46df1466844cc38ff6b6623a30d910b726
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long-range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop-down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the changelogs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armour bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
https://preview.redd.it/lfi937e7u9t51.jpg?width=1920&format=pjpg&auto=webp&s=4ff99ceae914777137262754baa017300c2f4c1f
We now have some new wide wheel additions too for all you land vehicle lovers.
https://preview.redd.it/1ysi7u68u9t51.jpg?width=1920&format=pjpg&auto=webp&s=0760606aa3aebbde24a44fcb7319477453ee3b99
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
  • Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
  • It lacked many critical info in its UI.
  • It was hard to control the usage of steam

What's good with new steam:
  • A bit more of realism and complexity
  • Larger steam now generally have better efficiency and density than equivalent smaller steam
  • More useful info such as total power production, performance over time
  • Possibility to regulate steam usage with valves

Pros of steam compared to injector fuel:
  • Denser and more efficient
  • Even denser with turbines
  • Easier to fit into irregular space
  • Provides a buffer with flywheels or steam tanks
  • More efficient when used for propellers
  • Doesn't require fuel containers, uses material directly from any type of storage
  • Computationally less intensive
Cons of steam compared to fuel:

  • Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
  • Turbines waste energy when batteries are full
  • Crankshafts waste energy when reaching speed limit
  • More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered.
(In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.)
Problem with new steam that can't be fixed:
  • Many old designs are broken due to low power output
  • More complexity
Problems that can probably be fixed but I don't have a solution:
  • Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
  • Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)

Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works.
Why a change was warranted:
  • Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
  • Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
  • Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
  • Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
  • There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system:
On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth.
On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively.
ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection.
Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors.
Last but not least a sweet little addition to our build menu prefabs.
https://preview.redd.it/iqw1ymabu9t51.png?width=1920&format=png&auto=webp&s=aa1e3cdba6e1d62e07aef83caf0acad2a39249ed
Please do make sure you go through the changelog as a hell of a lot has changed!
submitted by BaconsTV to FromTheDepths [link] [comments]

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Best binary options books picks - קהילת בני תורה Things To ...

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