Gun range hartford ct

Holyoke, MA

2012.06.12 15:38 Holyoke, MA

Holyoke is a city in Hampden County, Massachusetts, United States that lies between the western bank of the Connecticut River and the Mount Tom Range of mountains. As of 2012, the city had an estimated population of 40,135.
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2023.03.22 07:47 BurntSchmidt Don't Look Behind You, But...

It was a cold winter's night in Freeport. My husband and I were seated watching TV, he in his chair and I on the couch. Across the room (the length of our single-story ranch house), there is a lone window looking directly into the living room from the yard. I noticed the figure approaching slowly before subsequently ducking down so that only the crest of his head down to his eyes was visible. He knelt down and began to watch us. And watch and watch and watch.
My heart began to race, and my blood pressure had catapulted so quickly that my head began to throb and pound, and, despite the internal hurricane taking place, I at first pretended not to notice. I kept my eyes fixed on my husband, chatting and laughing as if nothing horrifying was taking place. I kept the intruder in birds eye view for several minutes, hoping he'd just up and leave, taking no interest in our ordinary, sedate state of affairs. Let me also mention that it was six degrees outside.
I continued on with just the same frame of attitude as the time I was robbed at gunpoint years before. I learned that I have a unique ability to remain externally calm despite the fire in my veins and the quaking of my being. Outside, I'm ice, but inside, I'm a tree shaken of all its leaves. Verily, after about ten minutes (I swear that every time I looked at the blank face and noticed it was still there, peeping in a polar vortex, I nearly screamed) I made a decision. Inside, I was absolutely breaking. Each moment that I turned to the TV and then shifted back, my heart skipped several beats.
Finally, with my face turned away, I said to my husband through my teeth, "honey, do NOT look and do NOT react, but there is a man looking at us through the window right now. Don't look!". Despite my urging, his impulse got the better of him. The moment he rose from the chair and turned, the peeper had leaped from view. I told him we needed to call 911. However, before I could even turn on my screen, the knob to the front door began to tremble and shake convulsively.
My husband commanded me to run to our room, a command which he followed as well, which, in such a tumultuous moment, was our only defense - because by then, the intruder was throwing himself against the front door. The jamb and hinged were audibly cracking, all of the items on the glass living room refectory table had begun to tremble and clatter, and the walls all reverberated thunderously.
With all of my strength (my husband had fused disks in his back, so he was totally incapable of assisting), I grasped the bureau by the legs and with all my puny might dragged the son of a bitch across the floor and finally, in one final throe of desperation, pushed it against the door. In the midst of this midnight whirlwind, the front door had been kicked opened and the footsteps, incredibly heavy ones, had tramped down the hallway as if his legs were leaden with 200 pound blocks of ice, though it hadnt sunk in until I, fresh out of breath and flushed in icy hot sweat, had tumbled backwards onto the bed.
"I have a gun!", my husband shouted repeatedly as the intruder began throwing his weight against the door. Assuming he might also be armed, we slunk to the far side of the bed and ducked down. I phoned 911, and they assured me the police were currently in pursuit. It's an incredibly small, derelict steel town in Western Pennsylvania, hollowed out by the terminus of the steel boom. The police arrived imminently, but in between the call, the threats, and the arrival of PD, I noticed something strange. Something that truly chilled me to the bone.
At some point, the intruder halted, and in a shrill, gravelly tone that sounded devilishly feminine, shouted a few simple words, which had been repeated several times - "this isn't yyyyyourrrrr house! This is NOT YOURRRR HOUSE!". He pounded furiously on the door as he shouted (if you could even call it 'shouting') these words with an almost compendious conviction. My husband, who at the time had been battling bronchitis, was gasping for elusive gulps of air with such severity, I was afraid he might faint or, worse, succumb to asphyxiation.
In a flash, the police had arrived. The thousand pound footsteps retreated, but not before a throng of screams rang out from the front doorway. Shots were fired, and voices had gone frenetic. I removed the dresser and ran out. An officer was splayed out on his back half in and half out of the house and was screaming, screaming with every fiber of his soul. All I could see was blood everywhere. Smeared on the walls, even.
"Don't come out here!", shouted an officer as he called for a medic. But the image was burned in. The first-responding officer had been slashed from temple to chin, left to right, and was screaming and rolling chaotically, as if he was being immolated and had desperately taken to putting himself out. That haunting vision has only grown stronger and with greater clarity since. There isn't a day that goes by that I don't see the flashing terror in his eyes and the gaping of his mouth as he cried out, "I'm blind! Gary, I'm fucking blind! I'll never see her again! Diane! Diane!"
We watched out the window of the bedroom as flashlights played upon the black, frozen woods like strobes. Seeing them spread so broadly only made my heart sink, and soon after, an officer came calling.
"Do you have a friend or relative you could stay with tonight?".
This being a most disheartening sign, we went and stayed with our son and daughter - in - law for two nights until we could fortify the house with new doors, triple paned windows and a full alarm system. For weeks, months, even, we walked around on our toes while continuously throwing glances over our shoulders everywhere we went, but what was most disconcerting was that we felt more vulnerable locked behind closed doors.
To this day, the intruder hasn't been found. I looked into previous owners of our house. We had been living there 18 years by then, and the scent on the trail of discovery was nonexistent. I still don't know what about our house "isn't" ours, and I'm not sure I want to know. This occurred in 2020, just as COVID had begun to scorch the earth. One thing I know intuitively, however, is that no matter how much time passes, unless I grow a third eye on the back of my head, I will never be comfortable again.
submitted by BurntSchmidt to nosleep [link] [comments]


2023.03.22 07:35 PeppyMoss Potential Additional Features that would make Transformers: Tactical Arena a Lot Better.

In this post, we are going to discuss any cosmetic, functional, or gameplay-related features that could be added to Transformers: Tactical Arena to improve the players’ experience while playing the game. Red Games Co. nailed the gameplay itself and have already proven their ability to deliver great new cards, arenas, emotes, and music tracks in almost every update, but this list will include features that will improve this game in general, either improving the feel of the gameplay or adding more things to do in the main menu screen. These are going to be the types of additions the game needs to have before it can grow any further and expand to a wider audience. The list will be numbered in order of most wanted to not as most wanted, but still wanted (based on my personal preferences). Brace yourselves, here it goes:

  1. Add a selectable Landscape mode for mobile users:
There are two perspectives available to play the game in: Portrait mode and Landscape mode. Unfortunately, these perspectives are locked in to the system a player uses, with Portrait mode being limited to iPad and iPhone devices while Landscape mode is limited to Macs and Apple TVs. It would be impossible to implement Portrait mode to Macs and Apple TVs as that would limit the player’s perspective, but players on iPhones and iPads should be given a new option in the Settings that would allow them to choose whether to play the game in Portrait Mode, Landscape mode, or Both, depending on the device’s orientation. I would love to have the option to try playing this game in Landscape mode as it would totally change the perspective and the way I play along with it. You have no idea how frequently I miss while using Graviton Nexus because of the current portrait perspective I am limited to.

  1. Add a Match History feature with a controllable camera for Photo Mode:
This game needs a Match History of some sorts. Perhaps have the option positioned in the main menu between the Crates and Practice options. Not to crowd a respective device’s memory, the Battle Log should have 10 slots, which would fill in every time a Battle is played, sorted from latest at the top to recent at the bottom (preferably with times and dates indicated). If all 10 slots are filled, the recent game (10th in the list) would be automatically permanently deleted and the slot filled in with the next recorded game in queue, and so on. However, users would be given the option to Favorite or Save match replays of their choosing, which would go into a menu next to the Battle Log, have this option called Saved. The number of slots could be either infinite or a maximum of 30 saved replays. This is where the fun begins: the match replays would work in real time similarly to how the tutorial videos for the cards work. This would allow players to do the following: 1) Change perspective, viewing the match play out from their side or from the opponent’s side; and 2) Have a free cinematic camera mode that would give the players two cursors that would allow them to fly the camera around the arena and position it in ways like we have seen only in the trailers for TTA, almost like in Totally Accurate Battle Simulator. This would allow players to create cinematic shots, get clips of cool moments from various perspectives, follow Megatron or Scorponok around as they ravage through the arena. Imagine the amount of advertising it would allow for if players started posting videos of Bumblebee Super Punching a turret from a close up shot, or Starscream swooping in in jet mode.

  1. Add more game modes:
A lot of people ask for a story mode to be added to the game. Though a story mode would be incredible, it’s a lot to ask for, considering how much work it would take to make. However, we as players have been stuck battling each other or the A.I. solo for more than a year now. I love this game for what it is, it has incredible gameplay that keeps holding it up despite its cons, but it can get boring and repetitive fast, and sometimes I have trouble pushing myself to play through five games every day. Giving players the option to play more modes would highly increase the replayability of this game. For example, when pressing on the Battle button from the Main Menu, instead of a wait queue immediately starting, players would be greeted by another menu, asking them which mode they want to Battle in. The options would be 1v1, 2v2, 3v3, and perhaps Story Mode as the lower option (which would be an entire menu in of itself). Yes, you read that right, Red could go so far as to add a 3v3 mode. A while ago, I used to play a game called Mini Guns – Omega Wars. It’s dead now (servers shut down), but it was a unique Clash Royale-inspired mobile game with impressive visuals and fun original gameplay, similar to Transformers: Tactical Arena. It was later added to Steam as well, something I would love to see happen to TTA. There were 4 ways to play the game: it had a story mode, 1v1, 2v2, and 3v3. 3v3 was chaotic and at the same time the best way to play the game, because if your cards were underleveled, you had two teammates who could carry you if they were maxed out, and you were thus more likely to win in 3v3 than in 2v2 and 1v1 modes. I want Transformers: Tactical Arena to have such similar features from Mini Guns – Omega Wars because it’s going to make the game so much more replayable.

  1. Add more profile customization:
Giving us the option to purchase and choose from a variety of Banners and Avatars was one of the most brilliant things the developers added to this game. However, being able to customize only three things (our names, portraits, and banners) is not enough. How about adding customizable Frames to our tags, such as Bumblebee or Sunstreaker sitting on top, or a boombox around our profile tag, or Scorponok’s claw, Starscream’s Seeker armada, or Soundwave’s minions in every corner of our profile tag? How about adding unique Effects to highlight our tags, such as flames, pink plasma, dripping blue Energon, etc.? How about allowing us to customize our names with unique Fonts? This will monetize the game further and allow us to buy more things with our hard-earned ORE-13.

  1. Add skin selection for unique characters:
Shortly after being first released, Trailbreaker had his eyes changed from the color red to the color blue. Megatron recently had his entire appearance changed as well, from a more G1-inspired one to a more IDW-inspired one. This got me thinking about how more different skins like that could be added to the game for players to purchase with ORE-13 and use to slightly customize the appearance of their favorite characters. For example, Trailbreaker could be given a blue skin with red eyes, while Megatron could be given his G1-inspired skin back, with the players choosing which they want their Megatron to wear, the older one or the newer one.
NOTE: Do not turn unique characters from Transformers lore into simple reskins of cards already in the game. I.E. Do not make Cliffjumper a red reskin of Bumblebee. Cliffjumper and Bumblebee are two totally unique characters with different fighting styles in Transformers lore. Doing so will also confuse the players. Not everyone will be able to tell that a Bumblebee is coming for their turret if he is painted blue, red, or white instead of bright yellow that will immediately jump into the players’ eyes and warn them. Do not turn Skywarp and Thundercracker into Starscream reskins when they are extremely different characters with unique abilities. Not even Nemesis Prime should be an Optimus Prime reskin. The reskins should be limited only to the unique, named characters in question.
Instead, what you could do is make skins of the characters based on their Shattered Glass versions, which would make sense since it’s something the recent update hinted at. Or have the skins be the Generation 2 (G2) repaints of the characters, or their original Marvel comic book appearances, like the red-eyed, blue-painted Trailbreaker, or remodels of the characters based on the IDW comics, like the recent Megatron reskin we got. Keep the skin selection limited to the named characters selected by the players while customizing their looks.

  1. Add skin selection for Main and Secondary Turrets.
Similarly to the unit skins presented previously and the tower skins from Clash Royale, Transformers: Tactical Arena can have something similar by allowing players to customize the way their main and secondary turrets look. It would be nice if the main turret could be customized separately from the secondary turrets, or, better yet, *have all three turrets be independently customizable*. The turrets could be labeled Left Turret, Main Turret, and Right Turret during the customization process. Such customization could include festive themes, holiday themes, or, my most wanted proposition, have unique characters become the turrets. Have the main turret be Sky Lynx, who sleeps before being activated, or Tarn sitting on a throne, or Fortress Maximus (with the Secondary Turrets being his extra city mode limbs), or a cloning vat with a Predacon in stasis inside (a reference to Transformers: Prime). Add whatever your imagination tells you to! We as players will love these additions.

  1. Add skin selection for structures:
Similarly to the unit card skin selection and turret skin selection, there should also be skin customization available for the various structures in the game, including the Decoy (players can choose the character model being projected by the Decoy as well as the Decoy base itself), spawners, Teleporters, smaller turrets, and other deployable building cards. If skins are added for units such as Sharkticons, Minions, and Autobot Troopers and Infantry, their skins should be customizable separately from their respective spawners/Teleporters when customizing the appearance of the structure cards themselves, but also included into the customization.

  1. Add in-game death animations:
There is nothing more lame than struggling to destroy Scorponok in-game just to see him pop into some Energon bits on death. It would have been so much better if Scorponok would fall back on death, fall apart, or explode into Energon bits. This could add more elements to the game such as Scorponok dealing damage after exploding on death, similarly to how the NOD Avatar explodes on death in Command and Conquer: Rivals. However, this does not apply to Scorponok only. Other characters should have death animations, such as Jazz getting ripped in half (a reference to his death in the 2007 Transformers movie), Megatron falling to his knees and landing on his chest due to how big and bulky he is, Crosshairs and Spinister spinning out of control and crashing into the ground, Optimus Prime falling back (a reference to his death in the 1986 Transformers movie), Windblade getting blasted back and her sword sticking into the ground (similarly to how Clash Royale’s Knight’s sword sticks into the ground when his is killed), Starscream transforming into his jet and flying away, not actually dying because he is a coward, etc. Minions and Drones would still have their current death animations, while Autobot Infantry and Troopers could have something more unique like breaking apart into parts on death. And keep these death animations relatively short and simple, no longer than 2 or 3 seconds, similarly to the way Metal Slug soldiers die when you shoot them.

  1. Add units emoting at the end of the game:
This may sound confusing but bear with me. Do you know how there is a 1 or 2 second delay between a winning turret being destroyed and the victory screen coming up? Ever played Metal Slug? Ever seen how the enemy troops cheered and celebrated when you died, taunting your death? Ever played Red Alert 2 or 3? Ever seen how the units on the map would start cheering if you achieved victory? Seeing something similar to that in this game would be downright INCREDIBLE. Not only would it taunt your opponent, but it would look fun and good from an entertainment perspective. Autobot Troopers could start throwing their pistols in the air. Autobot Infrantry could dance and jump around. Megatron could strike a victorious pose, hands on hips and straightened out. Optimus Prime could lower his Energon Axe similarly to how does it in the squad selection screen. Grimlock could stomp the ground and release a burst of fire into the air to celebrate. Sunstreaker could start firing rockets into the sky as fireworks. Trailbreaker could start firing at the sky as an act of celebration. Moonracer could holster her sniper rifle similarly to her squad selection idle animation. Bumblebee could start clapping. Brawn could crack his knuckles and fold his arms. Starscream could transform into a jet and fly off. Soundwave could transmit a radio signal. Shockwave could return to plotting his schemes the way he does during his idle animation in the Squad selection screen. Windblade could slowly holster her blade. On the contrary, if the game is lost, the units would have unique scared animations, either shivering in the same spot or panicking and running away. The possibilities are endless.

  1. Add new daily and weekly objectives with higher rewards.
Right now, the game cycles between about 10 different daily challenges that are fairly easy to complete, but the lack of uniqueness is very boring. Add more daily and weekly objectives that involve using newer cards such as Chromia instead of Bonecrusher, for example. Such objectivates would help out newer players and add more spice to more experienced players.

  1. Add more Squad slots:
3 Squads is not enough. Simple as. In comparison, Clash Royale allows players to create 10 different decks at once. Giving us the option to make 5 would be way better than limiting us to 3, even though a similar system to CR could be implemented and we could be given the full 10 Squad slots in TTA as well. I had to overwrite many fun and unique Squads with more practical ones in the past since I had only 3 slots to work with, and I can’t really experiment with making new Squads since I’m trying to stick with the 3 I already have.

  1. Add Squad randomization:
On the topic of Squad creation, it can be difficult for new players to create Squads that work, so creating a button that, once pressed, would auto-generate a random Squad would be great. Every randomly generated Squad would have at least 1 random tactical support card, at least 1 random tank car, at least 1 random win condition car, at least 1 random structure card, at least 1 random ranged unit card, at least 1 random melee unit card, and so on.

  1. Add more Crate types (a greater Crate variety for players to unlock):
The current four types of Crates we have are very good (Common, Rare, Epic, and Arena), but wouldn’t it be better if we had more options to unlock and upgrade cards and get ORE-13? Adding a greater variety of Crates would give players more reason to grind and would make leveling up slightly easier and more fun. You could add a Legendary crate that contained only Legendaries, a Giant crate which would contain the most cards of any other Crate, etc. Anything you could come up with would be better than us being stuck with the same old four (mostly three) types of Crates.

  1. Add more A.I. decks and fix the A.I. itself:
It’s nice to have the current A.I. decks memorized to allow for easy victories, but at the same time this should not be the case. Rather than having the A.I. use randomized decks, simply create more decks for it cycle through than u/Picopede already listed in the following post: (https://www.reddit.com/TransformersTactical/wiki/ai-squads/). Add decks with the new cards, have the A.I. use decks with cards like Starscream, Scorponok, both Chaser cards in one deck, Trailbreaker, Sharlticon Portal, Shockwave, Railgun, and other unused cards that never show up while fighting the A.I. at upper levels. Fix the old decks so that the A.I. knows how to use actual strategies and strong card combinations instead of spamming units like crazy, hoping to overwhelm the human opponents. The A.I. should be more interesting and rewarding to fight.

  1. Add a camera mode in the Squad screen that would allow us to look at the 3D models of the characters closer:
Sometimes, instead of playing the game, it feels good to sit back and take in its beautiful art style, which includes looking at the characters, reading through their bios, and watching their tutorial videos. It would be nice if there was more, if there was an option once you entered the Squad screen and clicked on a card, to press on a button for some sort of Camera Mode and look at the cards in greater detail, from different perspectives. Maybe we could even be given the option to play specific animations for the card we chose, such as first deployment, regular attack, idle animation, and any other animations that card has. This feature would also allow players to look at unique character, structure, and turret skins (proposed to be added in points 5, 6, and 7) from different perspectives before or after purchase in the Supply Shop.

  1. Add a controllable camera to the Crates selection screen:
When it comes to unlocking Crates, it can get a bit boring and repetitive to do so. Despite us getting the Open All button, I am the type of player who unlocks the Crates one by one to visually see the things I get and any milestones I reach with my card levels. This feature is definitely not a must, but it would improve the immersion of the game so much more if we could look at the different types of Crates from different perspectives, especially the unique Arena ones, or any other Crate types the developers might add.

  1. Add sound effects to emotes:
This has the danger of making the game more toxic, but it’s pretty lame to see an emote without actually hearing it. I love the emotes as they are, the way they look and the way they play. However, this addition might take a lot of work to implement, so it should not be a priority.

  1. Make the gameplay feel more smooth:
Now this point is a bit more techy than the previous ones, but this is a complaint about the gameplay itself. There is a certain edge to it, like there is always a delay to the things you do, or the gameplay itself feels choppy, like you are playing at 30 fps instead of 60 fps. I would say this may have been done to conserve battery power, but changing the graphics quality of the game does not improve its flow, in fact it makes the gameplay even more choppy and laggy. If there was an option added to the Settings that would allow to increase the smoothness of the game at the cost of battery usage, that would be great, because the game does not run on mobile the same way it does on the Apple TV, based on watching u/Picopede ’s videos.

  1. Add a wait time for unit deployment.
In Clash Royale, when you want to deploy a card but do not have enough Elixir to do so, being 1 cost point short or so, the game deploys the card wherever you placed it on a certain wait queue that lasts a second or a millisecond before you accumulate enough Elixir, finally deploying the card later than you initially “planted” it. This can be both harmful, if you don’t plan ahead or misplace a card, and powerful, allowing for well-timed clutches and close calls. Transformers: Tactical Arena currently does not have this. You can either deploy a card if you have enough Energon, or you cannot. As a result, you have to hover your finger over the spot where you want to deploy a card while keeping your eyes on the Energon meter, which hinders your vision and allows you to make serious mistakes. Though depleting your Energon is a bad game strategy, this game should still have the same option of deploying your cards on millisecond-long queues, because I missed a lot of close calls and clutch moments due to either not being able to see the screen under my finger or the card I wanted to deploy not being deployed at all.

  1. Allow the deselection of cards in-game.
There is nothing more frustrating than misclicking on the arena after selecting a card but after changing your mind, and deploying a card you did not want to deploy at a random spot on the arena, for example at the bottom of the arena, right above the card selection bar. The only way of deselecting the card you currently have selected is to click on a different card, and you better not accidentally click somewhere randomly on the arena, or else the game will be lost. Players should have the option of deselecting the card they currently have selected. This can be done by either swiping down on the same card (since the card you have selected is raised up), or pressing a new x button added to the selected card, anything would be better then just hovering over what we have selected without being able to click anywhere else on the screen. It would also clear the screen up of the checkered pattern that appears every time you select a card, which would allow for better control of players’ vision.

  1. Fix ranged units not firing at enemy units within melee range.
There is a very annoying bug that happens whenever units approach ranged units really closely - the ranged units just simply stop firing at them. For example, if Optimus Prime enters Charge in his truck mode and Shockwave is standing right in front of him as he passes, Shockwave won’t fire at Optimus and will just allow him to pass without stunning him. This is true for all ranged units, including Sunstreaker, Trailbreaker, Arcee, Jazz, Starscream, Rotorstorm (he won’t fire at units directly under him), etc. The only exception is Megatron who uses Backhand in melee range. Either add melee attacks similar to Megatron’s Backhand to all ranged units or just simply allow them to fire at targets right in front of them.

  1. Add a new leaderboard.
This is an idea proposed by the other people on this Subreddit, such as u/Boosetro. Though I agree with the idea of having more than two leaderboards for a general ranking and the number of turrets destroyed, I don’t know if I agree with this idea in particular. Diving out PvP from PvE would force players to wait to play the game in PvP mode, which is rarely fun, competitive, and thus rather frustrating. People are free to disagree though, and I will leave it up to the developers to think about this point. Perhaps add a new Ranked leaderboard that would be limited to PvP matches.

  1. Add a new Spectator Mode that will allow players to attend and observe other real-time matches.
This feature follows the feature proposed in Part 2. Once a Battle Log feature is successfully added to the game, a Spectator mode should also be added, which would allow players to join and view a random or selected game happening in real time between two other players or between a player and a bot. This addition would be similar to what Clash Royale has. Players playing the game would be able to view how many people are spectating them, and the spectators would be able to use minimized emotes and cheer for the players they are spectating (or the opponents) without distracting either player. The reason I placed this feature so far down in the list is because I don’t consider its addition that important, though other people here may disagree. I never liked the spectator feature in Clash Royale and thus don’t think Transformers: Tactical Arena needs one. However, it’s up to the developers to decide whether they want to implement this or not.

Thus, that amounts to a total of 23 items (and counting) to improve the feel of the game. It is up to the developers to decide whether they want to add these features or not, but I can guarantee they would make the game feel so much better. Please consider some of these. If you have any extra ideas, make sure to comment them down below! Thank you for reading through this list!
submitted by PeppyMoss to TransformerTactics [link] [comments]


2023.03.22 07:35 PeppyMoss Potential Additional Features that would make Transformers: Tactical Arena a Lot Better.

In this post, we are going to discuss any cosmetic, functional, or gameplay-related features that could be added to Transformers: Tactical Arena to improve the players’ experience while playing the game. Red Games Co. nailed the gameplay itself and have already proven their ability to deliver great new cards, arenas, emotes, and music tracks in almost every update, but this list will include features that will improve this game in general, either improving the feel of the gameplay or adding more things to do in the main menu screen. These are going to be the types of additions the game needs to have before it can grow any further and expand to a wider audience. The list will be numbered in order of most wanted to not as most wanted, but still wanted (based on my personal preferences). Brace yourselves, here it goes:

  1. Add a selectable Landscape mode for mobile users:
There are two perspectives available to play the game in: Portrait mode and Landscape mode. Unfortunately, these perspectives are locked in to the system a player uses, with Portrait mode being limited to iPad and iPhone devices while Landscape mode is limited to Macs and Apple TVs. It would be impossible to implement Portrait mode to Macs and Apple TVs as that would limit the player’s perspective, but players on iPhones and iPads should be given a new option in the Settings that would allow them to choose whether to play the game in Portrait Mode, Landscape mode, or Both, depending on the device’s orientation. I would love to have the option to try playing this game in Landscape mode as it would totally change the perspective and the way I play along with it. You have no idea how frequently I miss while using Graviton Nexus because of the current portrait perspective I am limited to.

  1. Add a Match History feature with a controllable camera for Photo Mode:
This game needs a Match History of some sorts. Perhaps have the option positioned in the main menu between the Crates and Practice options. Not to crowd a respective device’s memory, the Battle Log should have 10 slots, which would fill in every time a Battle is played, sorted from latest at the top to recent at the bottom (preferably with times and dates indicated). If all 10 slots are filled, the recent game (10th in the list) would be automatically permanently deleted and the slot filled in with the next recorded game in queue, and so on. However, users would be given the option to Favorite or Save match replays of their choosing, which would go into a menu next to the Battle Log, have this option called Saved. The number of slots could be either infinite or a maximum of 30 saved replays. This is where the fun begins: the match replays would work in real time similarly to how the tutorial videos for the cards work. This would allow players to do the following: 1) Change perspective, viewing the match play out from their side or from the opponent’s side; and 2) Have a free cinematic camera mode that would give the players two cursors that would allow them to fly the camera around the arena and position it in ways like we have seen only in the trailers for TTA, almost like in Totally Accurate Battle Simulator. This would allow players to create cinematic shots, get clips of cool moments from various perspectives, follow Megatron or Scorponok around as they ravage through the arena. Imagine the amount of advertising it would allow for if players started posting videos of Bumblebee Super Punching a turret from a close up shot, or Starscream swooping in in jet mode.

  1. Add more game modes:
A lot of people ask for a story mode to be added to the game. Though a story mode would be incredible, it’s a lot to ask for, considering how much work it would take to make. However, we as players have been stuck battling each other or the A.I. solo for more than a year now. I love this game for what it is, it has incredible gameplay that keeps holding it up despite its cons, but it can get boring and repetitive fast, and sometimes I have trouble pushing myself to play through five games every day. Giving players the option to play more modes would highly increase the replayability of this game. For example, when pressing on the Battle button from the Main Menu, instead of a wait queue immediately starting, players would be greeted by another menu, asking them which mode they want to Battle in. The options would be 1v1, 2v2, 3v3, and perhaps Story Mode as the lower option (which would be an entire menu in of itself). Yes, you read that right, Red could go so far as to add a 3v3 mode. A while ago, I used to play a game called Mini Guns – Omega Wars. It’s dead now (servers shut down), but it was a unique Clash Royale-inspired mobile game with impressive visuals and fun original gameplay, similar to Transformers: Tactical Arena. It was later added to Steam as well, something I would love to see happen to TTA. There were 4 ways to play the game: it had a story mode, 1v1, 2v2, and 3v3. 3v3 was chaotic and at the same time the best way to play the game, because if your cards were underleveled, you had two teammates who could carry you if they were maxed out, and you were thus more likely to win in 3v3 than in 2v2 and 1v1 modes. I want Transformers: Tactical Arena to have such similar features from Mini Guns – Omega Wars because it’s going to make the game so much more replayable.

  1. Add more profile customization:
Giving us the option to purchase and choose from a variety of Banners and Avatars was one of the most brilliant things the developers added to this game. However, being able to customize only three things (our names, portraits, and banners) is not enough. How about adding customizable Frames to our tags, such as Bumblebee or Sunstreaker sitting on top, or a boombox around our profile tag, or Scorponok’s claw, Starscream’s Seeker armada, or Soundwave’s minions in every corner of our profile tag? How about adding unique Effects to highlight our tags, such as flames, pink plasma, dripping blue Energon, etc.? How about allowing us to customize our names with unique Fonts? This will monetize the game further and allow us to buy more things with our hard-earned ORE-13.

  1. Add skin selection for unique characters:
Shortly after being first released, Trailbreaker had his eyes changed from the color red to the color blue. Megatron recently had his entire appearance changed as well, from a more G1-inspired one to a more IDW-inspired one. This got me thinking about how more different skins like that could be added to the game for players to purchase with ORE-13 and use to slightly customize the appearance of their favorite characters. For example, Trailbreaker could be given a blue skin with red eyes, while Megatron could be given his G1-inspired skin back, with the players choosing which they want their Megatron to wear, the older one or the newer one.
NOTE: Do not turn unique characters from Transformers lore into simple reskins of cards already in the game. I.E. Do not make Cliffjumper a red reskin of Bumblebee. Cliffjumper and Bumblebee are two totally unique characters with different fighting styles in Transformers lore. Doing so will also confuse the players. Not everyone will be able to tell that a Bumblebee is coming for their turret if he is painted blue, red, or white instead of bright yellow that will immediately jump into the players’ eyes and warn them. Do not turn Skywarp and Thundercracker into Starscream reskins when they are extremely different characters with unique abilities. Not even Nemesis Prime should be an Optimus Prime reskin. The reskins should be limited only to the unique, named characters in question.
Instead, what you could do is make skins of the characters based on their Shattered Glass versions, which would make sense since it’s something the recent update hinted at. Or have the skins be the Generation 2 (G2) repaints of the characters, or their original Marvel comic book appearances, like the red-eyed, blue-painted Trailbreaker, or remodels of the characters based on the IDW comics, like the recent Megatron reskin we got. Keep the skin selection limited to the named characters selected by the players while customizing their looks.

  1. Add skin selection for Main and Secondary Turrets.
Similarly to the unit skins presented previously and the tower skins from Clash Royale, Transformers: Tactical Arena can have something similar by allowing players to customize the way their main and secondary turrets look. It would be nice if the main turret could be customized separately from the secondary turrets, or, better yet, *have all three turrets be independently customizable*. The turrets could be labeled Left Turret, Main Turret, and Right Turret during the customization process. Such customization could include festive themes, holiday themes, or, my most wanted proposition, have unique characters become the turrets. Have the main turret be Sky Lynx, who sleeps before being activated, or Tarn sitting on a throne, or Fortress Maximus (with the Secondary Turrets being his extra city mode limbs), or a cloning vat with a Predacon in stasis inside (a reference to Transformers: Prime). Add whatever your imagination tells you to! We as players will love these additions.

  1. Add skin selection for structures:
Similarly to the unit card skin selection and turret skin selection, there should also be skin customization available for the various structures in the game, including the Decoy (players can choose the character model being projected by the Decoy as well as the Decoy base itself), spawners, Teleporters, smaller turrets, and other deployable building cards. If skins are added for units such as Sharkticons, Minions, and Autobot Troopers and Infantry, their skins should be customizable separately from their respective spawners/Teleporters when customizing the appearance of the structure cards themselves, but also included into the customization.

  1. Add in-game death animations:
There is nothing more lame than struggling to destroy Scorponok in-game just to see him pop into some Energon bits on death. It would have been so much better if Scorponok would fall back on death, fall apart, or explode into Energon bits. This could add more elements to the game such as Scorponok dealing damage after exploding on death, similarly to how the NOD Avatar explodes on death in Command and Conquer: Rivals. However, this does not apply to Scorponok only. Other characters should have death animations, such as Jazz getting ripped in half (a reference to his death in the 2007 Transformers movie), Megatron falling to his knees and landing on his chest due to how big and bulky he is, Crosshairs and Spinister spinning out of control and crashing into the ground, Optimus Prime falling back (a reference to his death in the 1986 Transformers movie), Windblade getting blasted back and her sword sticking into the ground (similarly to how Clash Royale’s Knight’s sword sticks into the ground when his is killed), Starscream transforming into his jet and flying away, not actually dying because he is a coward, etc. Minions and Drones would still have their current death animations, while Autobot Infantry and Troopers could have something more unique like breaking apart into parts on death. And keep these death animations relatively short and simple, no longer than 2 or 3 seconds, similarly to the way Metal Slug soldiers die when you shoot them.

  1. Add units emoting at the end of the game:
This may sound confusing but bear with me. Do you know how there is a 1 or 2 second delay between a winning turret being destroyed and the victory screen coming up? Ever played Metal Slug? Ever seen how the enemy troops cheered and celebrated when you died, taunting your death? Ever played Red Alert 2 or 3? Ever seen how the units on the map would start cheering if you achieved victory? Seeing something similar to that in this game would be downright INCREDIBLE. Not only would it taunt your opponent, but it would look fun and good from an entertainment perspective. Autobot Troopers could start throwing their pistols in the air. Autobot Infrantry could dance and jump around. Megatron could strike a victorious pose, hands on hips and straightened out. Optimus Prime could lower his Energon Axe similarly to how does it in the squad selection screen. Grimlock could stomp the ground and release a burst of fire into the air to celebrate. Sunstreaker could start firing rockets into the sky as fireworks. Trailbreaker could start firing at the sky as an act of celebration. Moonracer could holster her sniper rifle similarly to her squad selection idle animation. Bumblebee could start clapping. Brawn could crack his knuckles and fold his arms. Starscream could transform into a jet and fly off. Soundwave could transmit a radio signal. Shockwave could return to plotting his schemes the way he does during his idle animation in the Squad selection screen. Windblade could slowly holster her blade. On the contrary, if the game is lost, the units would have unique scared animations, either shivering in the same spot or panicking and running away. The possibilities are endless.

  1. Add new daily and weekly objectives with higher rewards.
Right now, the game cycles between about 10 different daily challenges that are fairly easy to complete, but the lack of uniqueness is very boring. Add more daily and weekly objectives that involve using newer cards such as Chromia instead of Bonecrusher, for example. Such objectivates would help out newer players and add more spice to more experienced players.

  1. Add more Squad slots:
3 Squads is not enough. Simple as. In comparison, Clash Royale allows players to create 10 different decks at once. Giving us the option to make 5 would be way better than limiting us to 3, even though a similar system to CR could be implemented and we could be given the full 10 Squad slots in TTA as well. I had to overwrite many fun and unique Squads with more practical ones in the past since I had only 3 slots to work with, and I can’t really experiment with making new Squads since I’m trying to stick with the 3 I already have.

  1. Add Squad randomization:
On the topic of Squad creation, it can be difficult for new players to create Squads that work, so creating a button that, once pressed, would auto-generate a random Squad would be great. Every randomly generated Squad would have at least 1 random tactical support card, at least 1 random tank car, at least 1 random win condition car, at least 1 random structure card, at least 1 random ranged unit card, at least 1 random melee unit card, and so on.

  1. Add more Crate types (a greater Crate variety for players to unlock):
The current four types of Crates we have are very good (Common, Rare, Epic, and Arena), but wouldn’t it be better if we had more options to unlock and upgrade cards and get ORE-13? Adding a greater variety of Crates would give players more reason to grind and would make leveling up slightly easier and more fun. You could add a Legendary crate that contained only Legendaries, a Giant crate which would contain the most cards of any other Crate, etc. Anything you could come up with would be better than us being stuck with the same old four (mostly three) types of Crates.

  1. Add more A.I. decks and fix the A.I. itself:
It’s nice to have the current A.I. decks memorized to allow for easy victories, but at the same time this should not be the case. Rather than having the A.I. use randomized decks, simply create more decks for it cycle through than u/Picopede already listed in the following post: (https://www.reddit.com/TransformersTactical/wiki/ai-squads/). Add decks with the new cards, have the A.I. use decks with cards like Starscream, Scorponok, both Chaser cards in one deck, Trailbreaker, Sharlticon Portal, Shockwave, Railgun, and other unused cards that never show up while fighting the A.I. at upper levels. Fix the old decks so that the A.I. knows how to use actual strategies and strong card combinations instead of spamming units like crazy, hoping to overwhelm the human opponents. The A.I. should be more interesting and rewarding to fight.

  1. Add a camera mode in the Squad screen that would allow us to look at the 3D models of the characters closer:
Sometimes, instead of playing the game, it feels good to sit back and take in its beautiful art style, which includes looking at the characters, reading through their bios, and watching their tutorial videos. It would be nice if there was more, if there was an option once you entered the Squad screen and clicked on a card, to press on a button for some sort of Camera Mode and look at the cards in greater detail, from different perspectives. Maybe we could even be given the option to play specific animations for the card we chose, such as first deployment, regular attack, idle animation, and any other animations that card has. This feature would also allow players to look at unique character, structure, and turret skins (proposed to be added in points 5, 6, and 7) from different perspectives before or after purchase in the Supply Shop.

  1. Add a controllable camera to the Crates selection screen:
When it comes to unlocking Crates, it can get a bit boring and repetitive to do so. Despite us getting the Open All button, I am the type of player who unlocks the Crates one by one to visually see the things I get and any milestones I reach with my card levels. This feature is definitely not a must, but it would improve the immersion of the game so much more if we could look at the different types of Crates from different perspectives, especially the unique Arena ones, or any other Crate types the developers might add.

  1. Add sound effects to emotes:
This has the danger of making the game more toxic, but it’s pretty lame to see an emote without actually hearing it. I love the emotes as they are, the way they look and the way they play. However, this addition might take a lot of work to implement, so it should not be a priority.

  1. Make the gameplay feel more smooth:
Now this point is a bit more techy than the previous ones, but this is a complaint about the gameplay itself. There is a certain edge to it, like there is always a delay to the things you do, or the gameplay itself feels choppy, like you are playing at 30 fps instead of 60 fps. I would say this may have been done to conserve battery power, but changing the graphics quality of the game does not improve its flow, in fact it makes the gameplay even more choppy and laggy. If there was an option added to the Settings that would allow to increase the smoothness of the game at the cost of battery usage, that would be great, because the game does not run on mobile the same way it does on the Apple TV, based on watching u/Picopede ’s videos.

  1. Add a wait time for unit deployment.
In Clash Royale, when you want to deploy a card but do not have enough Elixir to do so, being 1 cost point short or so, the game deploys the card wherever you placed it on a certain wait queue that lasts a second or a millisecond before you accumulate enough Elixir, finally deploying the card later than you initially “planted” it. This can be both harmful, if you don’t plan ahead or misplace a card, and powerful, allowing for well-timed clutches and close calls. Transformers: Tactical Arena currently does not have this. You can either deploy a card if you have enough Energon, or you cannot. As a result, you have to hover your finger over the spot where you want to deploy a card while keeping your eyes on the Energon meter, which hinders your vision and allows you to make serious mistakes. Though depleting your Energon is a bad game strategy, this game should still have the same option of deploying your cards on millisecond-long queues, because I missed a lot of close calls and clutch moments due to either not being able to see the screen under my finger or the card I wanted to deploy not being deployed at all.

  1. Allow the deselection of cards in-game.
There is nothing more frustrating than misclicking on the arena after selecting a card but after changing your mind, and deploying a card you did not want to deploy at a random spot on the arena, for example at the bottom of the arena, right above the card selection bar. The only way of deselecting the card you currently have selected is to click on a different card, and you better not accidentally click somewhere randomly on the arena, or else the game will be lost. Players should have the option of deselecting the card they currently have selected. This can be done by either swiping down on the same card (since the card you have selected is raised up), or pressing a new x button added to the selected card, anything would be better then just hovering over what we have selected without being able to click anywhere else on the screen. It would also clear the screen up of the checkered pattern that appears every time you select a card, which would allow for better control of players’ vision.

  1. Fix ranged units not firing at enemy units within melee range.
There is a very annoying bug that happens whenever units approach ranged units really closely - the ranged units just simply stop firing at them. For example, if Optimus Prime enters Charge in his truck mode and Shockwave is standing right in front of him as he passes, Shockwave won’t fire at Optimus and will just allow him to pass without stunning him. This is true for all ranged units, including Sunstreaker, Trailbreaker, Arcee, Jazz, Starscream, Rotorstorm (he won’t fire at units directly under him), etc. The only exception is Megatron who uses Backhand in melee range. Either add melee attacks similar to Megatron’s Backhand to all ranged units or just simply allow them to fire at targets right in front of them.

  1. Add a new leaderboard.
This is an idea proposed by the other people on this Subreddit, such as u/Boosetro. Though I agree with the idea of having more than two leaderboards for a general ranking and the number of turrets destroyed, I don’t know if I agree with this idea in particular. Diving out PvP from PvE would force players to wait to play the game in PvP mode, which is rarely fun, competitive, and thus rather frustrating. People are free to disagree though, and I will leave it up to the developers to think about this point. Perhaps add a new Ranked leaderboard that would be limited to PvP matches.

  1. Add a new Spectator Mode that will allow players to attend and observe other real-time matches.
This feature follows the feature proposed in Part 2. Once a Battle Log feature is successfully added to the game, a Spectator mode should also be added, which would allow players to join and view a random or selected game happening in real time between two other players or between a player and a bot. This addition would be similar to what Clash Royale has. Players playing the game would be able to view how many people are spectating them, and the spectators would be able to use minimized emotes and cheer for the players they are spectating (or the opponents) without distracting either player. The reason I placed this feature so far down in the list is because I don’t consider its addition that important, though other people here may disagree. I never liked the spectator feature in Clash Royale and thus don’t think Transformers: Tactical Arena needs one. However, it’s up to the developers to decide whether they want to implement this or not.

Thus, that amounts to a total of 23 items (and counting) to improve the feel of the game. It is up to the developers to decide whether they want to add these features or not, but I can guarantee they would make the game feel so much better. Please consider some of these. If you have any extra ideas, make sure to comment them down below! Thank you for reading through this list!
submitted by PeppyMoss to TransformersTactical [link] [comments]


2023.03.22 07:22 BurnedOutEternally My opinion about the bosses

Gatling Gull
-ranges from a bit difficult to free round
-can run around him which is fun
-I still run into his bullet sometimes like a fuckin idiot
Bullet King
-has a 50% increased chance to appear if you're playing Convict or using any burn weapon
-otherwise pretty ez
Trigger Twins
-also ez
-just don't run between them
-I always kill Shades first
Blobulord
-big boy
-big target
-just keep your distance
Ammoconda
-"trying to get some MRs? fuck you"
-can use some teleportation bullshit to charge at me halfway across the room
-"why don't you kill the small guys -" I'M TRYING
The Gorgun
-fish go speeeeeennnnnn
-unless you're unlucky to not have enough range it's a cakewalk, just lure her to the other side of the field
Beholster
-cool guns ngl
-do the cha cha slide and you're good
Old King
-did his fight once to unlock the scarf and never bothered to try again
-Particulator+Laser Sight+Helix Bullets+Oiled Cylinder and the old fuck still took a minute
Cannonbolrog
-bouncing bulldozing bastard
-yeah the name's kind of a reach man
Mine Flayer
-the bells are tolling and it's for your funeral
-"thank GOD there are pillars"
Treadnaught
-see this is a much better pun
-hope you did your cardio cause you'll be running around this bastard for miles
Kill Pillars
-"not that hard tbh" - me after my 40th attempt
-always blank their jammed jumping circle
High Priest
-the "easiest" out of the floor 4 bosses cause there can be covers
-don't use slow charging weapons against this guy
Wallmonger
-the small area makes it SO much harder to dodge roll
-always needed like 5 or 6 blanks
Agunim
-fuck big bullets
-I fell from the rooftop the first time I fought him/10
Door Lord
-"wait what the FUCK-"
-are you seriously telling me I can clip through the door and shoot at the door boss unharmed
High Dragun
-"wait this is actually easy are you sure this is - wait why is he grey WHAT THE FUCK -"
-you're more likely to die from the mobs than from the dragon tbh
Resourceful Rat
-sweet jesus this mf on speed
-wtf is Punch-Out
-seriously why can't the mf at Dodge Roll implement something like DDR instead
Advanced High Dragun
- reached him like once after 150 hours and died halfway through
- quite harder to win than it looks
Fuselier
-fuck this guy honestly
-only miniboss with an icon for a reason
-stop restricting the damn ground I'M TRYING TO SHOOT
Shadow Magician
-harmless at long distance
-if you fight him in the Forge there's even covers which is kinda redundant
Blockner
-never seem to dodge his bullet wave unscathed
-pretty alright honestly
Lich
-I'd say slightly underwhelming as a final boss, though I'm usually way too equipped at that point
-again you're way more likely to die from the mobs, if not then die to the Lich because you used up all the ammo
Black Stache
-actually pretty hard cause you have to stay close to him to deal damage
-but hey you get a briefcase of cash
-lure him into his molotov for free damage
Dr.Wolf's Monster
-fuckin easy gg
-spam sticky on that bastard
HM Absolution
-not that hard on my 4th try
-the laser trap attack is free damage actually
Interdimensional Horror
-two attacks, but is deceptively difficult
-other marines got shit aim no wonder they got killed
Cannon
-I stayed too close once and his fatass bounced me into his bullets
-extreme patience test
The Last Human
-"no! you can't defeat me with my machinegun and my fellow human with a single gun!!!"
"haha left arm go BRRRRRRRRR"
submitted by BurnedOutEternally to EnterTheGungeon [link] [comments]


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submitted by moralestransp to u/moralestransp [link] [comments]


2023.03.22 06:48 holistictech55 Warhammer Board Game Figures Paint Spray Gun Paint For Warhammer

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submitted by holistictech55 to u/holistictech55 [link] [comments]


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2023.03.22 06:20 gmp012 Anti CCW gun range

I'm not going to say which one out of respect, but if you know, you know.
Long story short the same place that teaches CCW classes in the building also has a no CCW sign right when you walk in...ironic...
I haven't been to other ranges or gun stores in awhile, is this normal? One would think they would want their patrons to practice 2A, especially if they teach it there...
Maybe I'm not seeing the bigger picture.
submitted by gmp012 to MDGuns [link] [comments]


2023.03.22 06:13 bolsadetostitos How can i reduce the hit markers on hardcore?

Been playing hardcore with submachine guns and trying to get the long shots but i only got hitmarkers??
How can i kill with 1 or 2 shots with submachine guns at long ranges?
submitted by bolsadetostitos to ModernWarfareII [link] [comments]


2023.03.22 05:58 NoojinRx How do you perform a proper analysis of your recorded videos for improvement?

What are some deep questions that we should be asking ourselves during these fights to actually improve on ourselves?
After playing multiple matches with friends before they stopped, they tend to always say, "it would've been better it we went route A instead of this route B" on a specific event near death. Well that is very likely since we chose route B and died there. But we will never find out what route A could've been yet they justify it because route B was our death route. Using this thought process doesn't make any of us better.
I really want to improve my game as I am stuck in solo plat 4 but not sure what to ask myself. This is what I have come up with so far.
Gun Game play:
  1. How is my aim short/medium/long range?
  2. Am I able to track the enemy in close quarter combat with my SMGs? Did all of my bullets land on them?
Tactical Abilities:
  1. Am I using the tactical abilities? I personally do forget quite a bit to use my tactical abilities during battle because I feel too focused on identifying where the target is.
Team play: (I feel like this is where I need to learn and understand the most here)
  1. Am I relatively close with my teammates? A general statement I have found here in this forum is to be very close to your teammates. But during a fight, how close should I be with them (as a loba solo queue player)? Should all of us position ourselves in different angles in all of these fights?
  2. When should I give up a fight? If one of my teammates gets knocked instantly, should I just try to escape with my other teammate? This way, I can craft and play the long game?
  3. If we all agree to push in on a knock, should I approach to the opposing team in the same path with my teammates? or Should I approach a different way to attack in a different angle?
  4. When to heal vs when to fight during a team fight? If its a 2v1 and I'm at 25% health, do I hold back to heal a battery or cell? Or should I just risk it to fight with what I have left in my health?
Are these the questions I should be asking myself during my self analysis of my game play footage? How else does one perform their analysis? Ideally, I'd like to make a list of questions in an attempt to answer all of them after reviewing each game.
submitted by NoojinRx to apexuniversity [link] [comments]


2023.03.22 05:31 heart--- [Resource] Thresholds For Weapon Damage Boosters

Updated as of ALT://R3.
This post provides information on thresholds from the "Main Damage" and "Secondary Damage" boosters.

Thresholds for Strikers, Shooters, and Chargers

Columns:
First column is striker headshots+bodyshots, second is striker with only bodyshots. Third is shooter with only headshots (shooter heads don't break), fourth is charger with only bodyshots (chargers do not take extra headshot damage).
For the first column, "hs+bs" is the number of headshots and bodyshots it takes to kill a striker. So "1+2" would mean the striker would die with 1 headshot and 2 bodyshots; "1" would mean it dies in 1 headshot. We do this because after a striker's head breaks, all subsequent shots must be bodyshots.

Damage Boost Needed to 1-Shot Scouts

Weapon Name Scout (head) Scout (occiput) Charger Scout (back)
Hel Revolver - [18% at 10m] -
DMR - [8% at 50m] -
Rifle - [59% at 25m] -
HEL Shotgun [42% at 4m] 0% -
Shotgun 0% 0% 0%
Combat Shotgun [7% at 5m] 0% -
Choke Mod Shotgun 0% 0% 0%
Revolver [33% at 12m] 0% -
Burst Cannon 0% 0% [50% at 15m]
Hel Gun [8% at 15m] 0% -
High Caliber Pistol 0% 0% [20% at 8m]
Precision Rifle 0% 0% -
Sniper 0% 0% 0%
Hel Rifle 0% 0% 0%
"0%" means that weapon needs no booster to 1-shot in that column. "-" means that weapon cannot 1-shot in that column. Weapons not listed in this table cannot 1-shot a scout, ever.
Additional:

Thresholds against large enemies (Big Strikers, Big Shooters, Hybrids)

Thresholds against bosses (Tank, Mother, P-Mother)

Burst Sentry: By my quick calculation, you can kill strikers in 1-burst with +43% sentry damage. That assumes the sentry's three shots per burst hits two headshots followed by a bodyshot. But if you go above +65% sentry damage (which you can, with sentry damage boosters), it will go back to taking 2 bursts to kill a striker.

Notes:

  • These tables are non-exhaustive. There's other thresholds, depending on your metric.
    For example, with no boosters, the rifle 2-shots shooters in the head. With +11% damage, the rifle can 2-shot shooters, with 1 in the head and 1 in the body. This isn't shown in the above table for the Rifle, but it is useful to make killing shooters quickly easier, since after a headshot, their head moves around is sometimes occluded by their body.
  • Don't forget to keep falloff damage in mind. These tables ignore falloff damage.
    The booster percentages are the lowest percentages needed to hit a new shots-to-kill number, so they only apply up to the range where damage falloff begins (shown above each table). As the booster damage goes up, you'll extend the range at which it hits that shots-to-kill count.
    If you don't know about falloff, check out my falloff damage tables post.
  • Adding more damage can increase the shots it takes to kill an enemy, sometimes.
    For example, observe the Veruta, which starts killing strikers in 2+1 with a 5% secondary damage booster. If you add more damage, and reach 29%, it becomes 1+3. One more shot needed to kill - because the head is broken too early.
  • Damage boosters stack additively. The total boost can range from 5% to 65%.
  • Shotgun data might be inconsistent on small enemies.
    The Hel Shotgun does enough damage to 1-shot strikers if all pellets hit the head and then body, but it doesn't seem practical or even possible. The Combat Shotgun can 1-shot strikers, but you have to be close and be sort of aiming through their head into their body.
    And for all shotguns, the damage listed is considering all of their pellets combined, but it is possible to hit with only some of the pellets, especially as your distance to the enemy increases.
  • You might think Shadows are the same as strikers, but their head has more health, so the shots to kill should be different. I didn't include tables for them (and a few other uncommon small enemies).
submitted by heart--- to GTFO [link] [comments]


2023.03.22 05:13 wagonjacker Mete Sfx vs Sft and pro versions

I'm looking into buying a range gun and have narrowed it down to the Mete Sfx and Sft. I'm leaning towards the sfx with the intention of getting a smaller carry gun separately in the future but I'm not 100% convinced the sfx is worth the extra money over the sft as most reviews seem to say they're about equally accurate. I wanted to check here and see if anyone had shot both and had an opinion?
For that matter is the sfx pro worth it over the regular sfx? The only real discernable difference is deeper slide serrations.
Has anyone used the Mecanik m01 site? There is this bundle Dahlonega https://dahlonegaarmory.com/product/can-mete-sfx-9mm-opt-5-blk-20#product_detail that includes it but I can't find any reviews on the sight.
submitted by wagonjacker to canik [link] [comments]


2023.03.22 05:11 AshiSunblade OK so I kinda love how they unironically gave Daemons plot armour both in lore and in gameplay

So during the battle of Calth, when the Ultramarines ran into Daemons for the first time, they initially struggled really hard to hurt them at all with their guns. Then one of them picked up a sword and found that it worked much better, and as the fight continued they concluded that Daemons (being psychic manifestations of emotion) are vulnerable to attacks with strong symbolic value and that are emotionally charged.
So like a plot armoured villain, they will somehow survive everything from landmines to artillery and snipers, but when faced down at last up close by the hero (ignore that there are no heroes in 40k for a moment) with sword drawn, then they are weakest.
They even gave them a simplified version of this in the rules where their saves are better, sometimes dramatically so, against ranged attacks.
This is just profoundly funny to me. Like it makes sense, I guess? But they are playing D&D and straight up jotted down 'plot armour' on their character sheet. It's just such a vibe. They won't die until it's narratively satisfying for them to do so, all else be damned.
submitted by AshiSunblade to Sigmarxism [link] [comments]


2023.03.22 05:05 Zoutezee melee or shooting specialists?

So I'm starting a new playthrough tomorrow, I want to start as a collectivist tribe, and advance my way to a high-tech warrior society.
Sparta style, I want to have the majority of my units focus on combat, while the slaves do the work & I have 1 or 2 production specialists cranking out high-tier weapons.
But I'm indecisive on which specialist to take. Range or melee?
Range: the special ability is really nice, and the accuracy goes great with crowd control guns like the minigun. Being ranged should also let my pawns take less damage
Melee: I've checked the new genes.. And you could really make some super melee soldiers with them! Then just get lancers as range units, and you've got the full monty.
But I'm really not sure if the bonus is worth it. Dodge chance and chance to hit seems.. decent?
But is the berserk ability worth it..?
What's the current meta, is melee OP in general? Is the melee specialist worth it, compared to a great ranged specialist?
submitted by Zoutezee to RimWorld [link] [comments]


2023.03.22 04:57 CoobikamisS H: Item W: TS 25Aim FR Missile , V 25FFR/50H 25LVC Pepper Shaker , V FSS 25LVC Chainsaw/Ripper , V FSS 25LVC MMG/Power Fist, V FSS 25LVC Sheepsquatch Club/Staff

------------------------------------------------------------------------------------------------------------------------------------------------
-Special
These item only swap for listed weapon
-List
V FSS 1S Sheepsquatch Staff swap for V FSS 25LVC Sheepsquatch Club/Staff
V FSS 40LDWPA Chainsaw swap for V FSS 25LVC Chainsaw/Ripper
V 50C 25LVC Pepper Shaker swap for V 25FF50H 25LVC Pepper Shaker
I'm looking for V FSS 25LVC MMG/Power Fist. Thanks.
------------------------------------------------------------------------------------------------------------------------------------------------
-Energy Heavy Weapon
AA 25Aim RW GP
B 50C 15VCF Cryo
B 50C FR Cryo
B 50C 25LVC UGL
B 25FFR 250DR GP
Ber 25FFR RW GP
F 25FFR 25LVC GP
F 25FFR 25LVC UGL
J 25FFR 25LVC GP
J 50C FR Pepper Shaker
-Ranged Weapon
Rolled 419 Dragon
AA 50C 25LVC Tesla
AA 50C 15VCF Railway
AA 25Aim FR Gatling Gun
AA 50C 25LVC Hunting Rifle
AAE SF Gatling Gun
AAE SF Handmade
AA 25FFR 25LVC Handmade
AA 50C 250DR Handmade
AA 25FFR 250DR The Fixer
AA 50C SF The Fixer
B 50C 25LVC Tommy
B 50C 25LVC 10mm SMG
B 50C 25LVC Radium
B 50C 25LVC 50cal
B 50C 25LVC LMG
B 25FFR 25LVC UC Laser Pistol
B 25FFR 15VCF Handmade
B 25FFR 15VCF The FIxer
BE 25LVC Hunting RIfle
BE 15VCF LMG
BE 15VCF Pipe Revolver
B 50C 15VCF Gatling Gun
B 50C 15VCF Handmade
B 50C 15VCF The Fixer
B 50C 15VCF AR
B 50H 15VCF The Fixer
B 50H 15VCF Handmade
B 25FFR FR Minigun
BE FR Minigun
IE FR Lever Action
I 50C 15VCF Crossbow
J 25FFR FR 50Cal
J 25FFR 25LVC Minigun
JE 15VCF Hunting Rifle
J 50C 25LVC Crossbow
J 25FFR 90RW LMG
J 25FFR 15VCF Laser Rifle
J 25FFR 15VCF ULaser Rifle
J 50C 15VCF Laser Rifle
JE 15VCF Pipe Revolver
J 50C 15VCF Pipe Revolver
JE 15VCF Combat Shotgun
JE 15VCF DB Shotgun
J 50H FR Handmade
J 50C 15VCF Lever
JE FR Pump
J 25FFR 15VCF Gamma
JE 90RW Minigun
J 50C 25LVC Railway
J 50H 25LVC Railway
J 50C 25LVC The Fixer
J 25FFR 25LVC Tesla
J 50C 25LVC Tesla
Q 50C 25LVC 50Cal
Q 25Aim 25LVC 50Cal
Q 25FFR FR Auto Pipe Pistol .38
Q 50C FR Radium
Q 50H FR The Fixer
QE 50DR The Fixer
Q 50C 250DR Handmade
Q 25FFR FR AR
Stalker 50C 25LVC The Fixer
TSE 25LVC Pipe Revolver
TSE FR DB Shotgun
TS 25FFR FR Gatling Gun
TS 50limb 25LVC AGL
TS 25Aim 50DR AGL
TS 50limb 15VCF AGL
TS 50limb 15VCF Broadsider
TS 50C 15VCF Broadsider
TS 50H 50BS Fatman
TS 50H RW Missile Launcher
TS 50limb 15VCF Missile Launcher
TS 25FFR 25LVC Missile Launcher
TS 25FFR 25LVC The Fixer
V 50C 25LVC 10mm SMG
V 50C 25LVC Railway
V 50C 25LVC Crossbow
VE 25LVC Railway
V 25FFR 250DR The Fixer
- Enclave Plasma Rifle
Med 25FFR 25LVC EPR (Standard Capacitor , Stabilized Splitter , Stabilized Stock , Reflex Sight)
V 50C FR EPR (Refined Beta Wave Tuner , True Flamer Barrel , Stabilized Stock , Reflex Sight)
-Melee Weapon
AA FSS 40LDWPA Tenderizer
AA 40PA 40LDWPA Tenderizer
J FSS 40LDWPA DCG
V FSS 1S Board
V FSS 15Block Power Fist
V FSS 15Block DCG
V FSS 50BS Power Fist
V 40PA 1S Power Fist
V 40PA 1S Sheepsquatch Club
- Armor
Ass AP Sent Trapper RA
Ass AP Cav Leather LL DR: 17 36 Sturdy
Ass AP Cav USA RL
Auto Stim AP Sent Combat LA DR: 20 20 Heavy
Auto Stim AP Sent Raider RA DR: 22 10 Sturdy
Bol AP Cav Trapper RL
Bol AP Sent Combat RA DR: 12 12 Light
Bol AP Sent Marine RA
Bol AP Sent Robot LA DR: 13 13 Sturdy
Bol AP Sent Trapper RL x2
OE AP FDC Robot CP DR: 24 24 Light
Uny 1I Sent Trapper LL
Uny 1S Sent Wood RA
Uny 1S Sent Raider LL DR: 22 10 Sturdy
Uny 1S Sneak Leather CP DR: 21 59 Sturdy
Uny 1S Sent Combat LL DR: 15 15 Sturdy
Uny AP FDC Metal CP DR: 51 11 Light
Uny 1P FDC Marine CP
Uny 25RR FDC Raider LL DR: 28 13 Heavy
Uny 25RR Sent USA RA
Uny 25EDR Sent USA RL
Van AP FDC USA CP
Van AP Cav Combat RA DR: 12 12 Light
Van AP Cav Leather CP DR: 16 45 Light
Van AP Sneak Raider CP DR: 42 15 Light
-PA
Ass AP Sent Ultracite Torso
OE 1P WWR T51b RA
OE 7LED Sent Raider Torso
- Plan
Pepper Shaker x2
-Mask
Buffoon x2 , Raven x1 , Deathclaw x2 , Hag x1 , Winterman x1 , Loon x1
-Apparel
WP JS , BOS JS
submitted by CoobikamisS to Market76 [link] [comments]


2023.03.22 04:51 Moist_Historian42069 [PS4] H: Weapons for trade (willing to bundle) W: Good offers thank you!!

[PS4] H: Weapons for trade (willing to bundle) W: Good offers thank you!! submitted by Moist_Historian42069 to Market76 [link] [comments]


2023.03.22 04:46 IncidentOdd1192 Catchin a case

Catchin a case submitted by IncidentOdd1192 to BitLifeApp [link] [comments]


2023.03.22 04:31 lumeenparamedical Find Best Radiology Medical Lab in Noida

Find Best Radiology Medical Lab in Noida
Lumeen Paramedical is the best radiology medical lab in Noida. They offer a wide range of services, from X-rays and MRIs to ultrasounds and CT scans. Their team of highly skilled and experienced radiologists are able to provide accurate results quickly and efficiently. In addition, their state-of-the-art equipment ensures that all procedures are carried out to the highest standards. If you are looking for a reliable and reputable radiology lab in Noida, then Lumeen Paramedical is the perfect choice.
Contact Details:-
Address: Noida Sec-62 Near D Park Pin-201309
Email: [email protected]
Phone No.: +91-8851638129

https://preview.redd.it/9kgmv2j4n7pa1.jpg?width=1080&format=pjpg&auto=webp&s=7b2b2d55b89c0a35467ad535bef69d2b518d970b
submitted by lumeenparamedical to u/lumeenparamedical [link] [comments]


2023.03.22 04:27 RevenTheLight Can I gush about Wanted:Dead for a bit?

So, I pirated the game, because no way I was gonna pay 80 Monopoly Dollars for an 8 hour third person shooted, who I mostly saw described as "Devil's Third-esque"... But, about 3 hours later, after beating the first stage, I just got it on steam. I don't advice anyone else do it, but man, it just sucks that I know that this game will never have a follow-up and I heard nothing but bad things about it. I just beat the first level and I don't know what's going to happen later in the game, but I was sold on the ride and I want to see where it leads.
I don't want to spoil things this game does, so if you don't care to read this I suggest Jacob Giller's video on it. I know it was posted before, but it sums up my feelings playing it very well.
I tried writing this paragraph too many times, but the game has so many things that people on this subreddit should love. It reminds me of the good old days - Deadly Premonition, Yakuza, Devil's Third, Disaster Report, Ride to Hell, Shadows Of The Damned. Just enough budget to be "a game" (and like a decent one), but boiling with quirks and personality that I just can't look away. I think I love this game, because of how raw, messy and ugly, but also specific and strange it is. Someone just wanted to make a cool cop action movieanimegame in cyber honk kong and put all the stuff they love in there. I even find the extremely bad voice acting on the main character kinda charming.
Now, to be clear - this is not a game for everyone. I am gushing over it, and I will even admit that my taste is bad and part of it is me being a contrarian hipster. I also agree that it's not worth the full price, unless you're all-in like me. But I do think it's worth checking out, even if you can randomly get your hands on it or on a sale. Now, if you choose to do so, the "game" part is really harsh, especially at the start, so here is of my advice:
I'm not going to go about "getting good son" and how this game is actually "old school hard". Whatever. I just beat stage 1! The movement is stiff. You can't interrupt anything, even individual shell re-loading on a shotgun. It's slow and janky. But I do think that it was made this way and one just needs to learn it, and I hope I've convinced some of you to try. Did you know that this game has anime in it?
submitted by RevenTheLight to TwoBestFriendsPlay [link] [comments]


2023.03.22 04:22 Lilith_Nyx13 Connective Tissue Disorder and Medicine

Hey all! I've been heavily considering a range of surgical specialties, and I suspect I have a connective tissue disorder. My PCP, a rheumatologist, and my physical therapist believe the same, but there's not a lot of point in getting confirmatory testing.
Anyway, I guess I just want to hear from any of you who may have a CT disorder, anything that destabilizes your joints, makes it hard to do something like stand at an operating table for hours on end, etc.
What tools, tricks, and strategies have you used to keep your body healthy while facing the added physical stress? I'm about to start my clinical rotations, so I'd love to try any advice out in the meantime while I'm still deciding what direction to go.
Thanks for any and all input!
submitted by Lilith_Nyx13 to medicalschool [link] [comments]


2023.03.22 04:20 legxndares Bard🤦🏼‍♂️🤦🏼‍♂️ wrong.

submitted by legxndares to Bard [link] [comments]