2010 dodge challenger srt8 top speed
Black Pill Science
2018.03.26 08:35 SubsaharanAmerican Black Pill Science
A subreddit dedicated to understanding the realities of human social and sexual behavior.
2020.02.14 19:38 _The_Crow_ CSR2 World Records
For CSR Racing 2 tunes, times and world records! Please, read the rules before posting or commenting!!
2018.09.23 18:23 KaMitch72 CSR2 Show-Offs
For all the CSR2 players who wants to show-off their cars!
2023.06.07 07:42 Wolfgard556 When HL Rework?, Ubi. HL trash af. Rework now...
•Defensive Stance•••
-Celtic Curse is now 600ms, from all sides, Openers and Finishers.
-Celtic Curse can now be Softfeinted into Fomorian Kick.
-Banshee's Wail Heavy Opener is now 800ms.
-Side Heavies Finishers are now Undodgeable.
-Top Heavy Finisher is now Unblockeable.
-After any Heavy Finishers, Blocked or Not, HL can immediatly Follow-Up with Fomorian Kick.
•New Opener•••
-Cìs Ghàidhlig is a 500ms Bash, it is done by Dodging Forward and pressing the GB Button. It Guarantees a Light Attack and act as a Chain Starter.
•Offensive Stance•••
-Caber Toss is now 800ms and can be Softfeinted into a GB or Highlander's Dodge Attack.
-Fomorian Kick is now 500ms.
-HL's Light now have Crushing Counter Properties and are now 500ms.
•Misc•••
-Stamina Increased to 140.
-Run speed increased to 6m/s.
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2023.06.07 06:51 bicyclebuysllc Enhance Your Cycling Performance with the Vittoria Corsa Control G2.0 Tire - Available at Bicyclebuys llc
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2023.06.07 05:43 berdistehwerd Range Day: Competition Shooting (3/5)
[First] [Previous] [Next (coming soon)] Mick about to do something incredible Mick reference Finn reference ____________________________________________________________________________________________________________
Memory transcription subject: Finn Hathcock, S&R Volunteer, Gunsmith Date [Standardized Human Time]: November 17, 2136 With the awards ceremony out of the way, and my explanation of how the long range contest works out of the way, it was time to get to practicing our shots. My weapon of choice was a
Cheytac M200 Intervention, a vintage rifle from the early 2000s. One of my personal favorites in the collection, it’s a piece with a lot of absolutely fascinating history, originally used by a Marine corps covert marksman, fighting in Ukraine. This thing has personally sent rounds through a few Russian commanders, denoted by the 7 tally marks on the side of the receiver. Sounds a little weird to be using a gun that has confirmed kills marked on the side, but that conflict happened over a century ago, so the blood has long cleared off its history in my eyes.
As a warmup, I would have to calibrate my spotting scope, and re-zero the scope that I had placed on the top of my rifle. It was a ‘relic’ by today’s standards, but it’s still a great scope for the time nonetheless. Mick was watching me extract the rifle from the case, where I then assembled it like an assassin would in a cheesy action movie. Snap the barrel to the receiver, slip the bipod on for good measure, extend the stock, slip the bolt into the chamber, and we’re good to go.
“What gun is that?’ Mick questioned. “I’ve never seen it before.”
“Ah, this is just my personal long range gun, an Intervention. Used to be super popular in video games of the 2000s, but now we’ve got much better options for taking out things at range.”
“That looks a bit too big for me to shoot, you got anything for me? I saw another couple boxes in the car, one of those has to be mine, right?”
He was right, I had got him one a little more suited to his size, and something else for later.
“You’re right, I did bring something for you,” I responded. I was quite excited to see what he thought of the little gun I got for him, although this one I wouldn’t be gifting to him right away. “Go grab the smallest thing out of the car, it should be labeled for you!”
I watched as he walked over to the car, his tail wagging behind him, as it usually did when we were messing around with firearms and stuff. I'm wondering if he got paired with me on purpose, since he seems to be the only venlil I know of interested in guns and engineering, just like I am.
Mick returned with his rifle, plopped it down onto the bench we would be shooting from, and extracted his rifle. A
Desert Tech SRS-A2 sniper rifle. This little thing was a compact, hard hitting bolt action bullpup from, again, the early 2000s. Did I mention that’s my favorite time period for my guns? Anyway, this would be the perfect rifle for mick, since it actually fit his slightly smaller stature perfectly. At 5 foot 6 inches, he’s a bit shorter than I am, at 6 feet even.
We got situated onto the bench, Mick handed me his rifle for calibration, so I did so, then handed it back to him. Modern boresights made it incredibly easy to zero things, as it would calculate drop for whatever settings you could input into it, meaning you just put the crosshair on where it should land and you have an accurate shot for the conditions specified. Quite incredible if you ask me, somehow it just kinda…works. I’m certainly not complaining.
I went ahead and loaded up the magazine for Mick’s rifle. Despite its small stature, the SRS was still quite powerful. I configured it with the longest barrel, and put a .338 chamber and bolt in there, the highest caliber that would fit the time frame of the competition. Modern versions of the gun could be chambered in pretty much anything you want, but I prefer to stick within proper time periods for my builds. Sure, I could slap a cutting edge auto-zeroing, thermal, solar powered, auto range finding, perfectly accurate every time guaranteed scope on top of my Lee-Enfield from 1914, but what’s the fun in that? It looks awkward, is completely historically wrong, and wouldn’t help anyone that is already a good shooter anyway.
I signed up for the vintage challenge because of that specifically, it only allows rifles and attachments from before the 2030s, the latest time period I’d be invested in. It actually had some challenges, rather than being point and shoot.
“Hey Finn you there? You zoned out a little…”
“Oh, sorry, just thinkin.”
“No worries, I just wanna shoot my gun, and you’re kinda holding it right now.”
“Ah sorry, here.”
I handed the rifle back to him, and walked on over to the spotter scope I had left nearby. This device was a standalone scope that just sat on a tripod, had a 36x zoom (a bit more than we needed but that’s fine), and an angled viewport so you just had to take a look into it without bending down quite as far.
Our target was about 200 meters away, a solid long distance shot for most, but pretty easy with the right equipment.
“OK, you ready mick? Move the throw lever to a higher magnification so you can see what you're aiming at, the red target marked 200.”
“Got it, I see it.”
“Ok, wind is… 4 MPH to the left, aim just slightly right of center, up one notch from the crosshair.”
“Ok, I'm aiming, fire?”
“When ready!” Time to see how good mick’s exact shot placement is, the goal being the exact center of the target.
Mick squeezed his trigger, I felt the blast off to my left, and I watched the .338 tracer round fly through the air. Impact a bit high and to the right. Solid characteristics of a flinched shot, compounded by the fact that I watched him flinch when he pulled the trigger.
“Bud, you flinched it a little. It’s ok if you don’t hit dead center, ya know.”
“Sorry… just feels like I've got a lot of pressure over my head for some reason.”
“Hey, don’t apologize for nothing, save it for mistakes.” I paused for a moment to let it sink in. “Can you think of why you might have flinched?”
“Probably just that I have that streak of not missing once going, and I feel like I’ll lose that.”
“Alright then, lemme help.”
I scooted over, racked another round into his gun, and told him just to slam a round into the dirt under the target. Hopefully breaking the (frankly impressive) no misses streak he had going would stop him from flinching. I then told him to try again, the wind moved a little right this time, so I told him to hold one mill to the left.
Another puff of wind, another tracer flying downrange. The projectile slammed face first into the middle of the target, only off by about a quarter of an inch. Exactly where I wanted him to hit it, not perfect but still quite good.
“Nice shot, didn’t flinch it this time I see?”
“Oh wow, I'm surprised that it worked, are you always this skilled at reading people?”
“I am when they tell me what the problem is, such as you’ve done.”
“AH. Yea that would help.”
That’s another thing I like about Mick, he’s always incredibly honest. If he’s not hiding anything he’ll just outright say what’s wrong instead of so many other people who will carry on as if nothing’s wrong despite the fact that there’s a problematic thorn stuck in their side.
____________________________________________________________________________________________________________
After about 30 minutes of me practicing shot calling and Mick practicing his aim on further and further targets, it was time for the competition. It consisted of a speed shot contest, hit the 300 meter target 5 times quickly, the ‘
White Feather’ shot, hit a 2 inch target from 500 meters, and the ‘
Sniper Elite’ shot, a half-covered man size target from 1.5 kilometers away. Thankfully for that one it doesn’t matter where you hit him, as long as you do hit him.
The familiar whistle rang out, drawing the competitors away from their firearms and towards the instructors, here to tell us how the rules worked. I had heard (and delivered) this spiel so many times I knew it by heart, so I just tuned it out until he was done rambling. Mick listened intently, according to his ears, at least. Those ears gave a good indicator of the amount of attention he was paying to any given thing, for instance, if he was focused on the shot he was about to take I noticed he would sweep them backward, like a cat about to start bouncing off the walls, or when he was focusing on someone’s conversation they would angle forward slightly.
I was pulled from that train of thought when the instructor finished his explanation of the rules, and we were allowed to return to our tables to get ready for the competition ahead. I removed the magazine, press checked the chamber, and put a flag in for good measure. Mick followed suit, and we were ready to compete. I decided we wouldn’t be waiting too long this time, since we had been here before everyone else. I was going first, mick would be my spotter (thankfully he would only have to call out the wind, since I can handle rangefinding and elevation), then we would switch out for me as the spotter and Mick as the sniper, where I would have to tell him exactly where to aim on the crosshairs.
We were called forward to our bench, where the magic would begin. I laid out a few extra magazines in front of me, I was definitely going to need them for that 1500 shot, re-calibrated the rangefinder for mick, and set up the shot timer that we would both have to use. I was now ready to go, and was just waiting for the instructor to give me the go-ahead.
The instructor noticed that we were ready to go, so he began his usual lines. “Shooter ready? Standby…”
BEEP!
I quickly flipped the safety off, racked a round into the chamber, and began lining up for the speed shots. “Mick, what's the wind like?” I requested, with urgency.
“About… 2 miles leftward?”
I aimed ever so slightly to the right of the center of my target, and released the breath I was holding. Exhale, pause, squeeze slowly but surely… fire. Impact a fraction of a second later, half an inch off the center. Rack the bolt again, new round in the chamber, repeat. Aim, exhale… fire. Impact. Rack bolt, aim center, exhale… fire, impact.
This sequence repeated 2 more times, both shots landing in a very tight group around the center of the target. Next up was the ‘White feather’ shot, hitting a tiny, 2x2 target from extreme distance.
I threw the zoom lever on the scope to the right, adjust the zero to 500, request the windage.
“What’s the wind now?” I asked again. It had been long enough where the wind may have changed direction.
“6 miles per hour, slightly right but mostly parallel to the range, seems like.”
That meant I had to hold one dot left, aim slightly lower than the target due to the wind carrying it further than I could easily zero for. I place the target into the spot in my scope, hold my breath for a moment, exhale, hold… fire.
“Impact low, centered.” Mick called out. I had overcompensated for the wind’s carrying effect, so I had hit a bit low of the 2 inch wide target. Adjust so it’s on the line, still one mil dot to the left, exhale, hold… fire. The bullet did its thing, and impacted the little red circle. A simple, yet deceptively hard shot, even if you have accurate holds and an even more accurate rifle. Funnily enough, the guy who originally made the shot this competition was trying to emulate happened to be my great (x9) grandfather. Carlos Hathcock was notorious during the Vietnam war, gaining a bounty of over 30000 dollars just on him alone. Nobody managed to claim that bounty, fortunately, but many counter-snipers tried.
On one of those occasions, a sniper caught sight of him from roughly 500 meters away, leaving a notable glint from the reflection on the front of the scope. He then took aim at the flash, and fired his rifle, where the bullet went straight through the scope into the enemy sniper’s eye. A frankly insane shot, even under ideal conditions such as we have here. Thankfully, we only have to hit about half a playing card rather than a tiny, 1 inch wide tube.
Next was the ‘Sniper Elite’ shot, apparently named after an old video game about sniping, set during the second world war. At first I couldn’t see the target, 1.5 kilometers is quite an insane distance even for some of the more skilled shooters, such as myself. I had to spot the little flag flying next to it, then find it again within the magnified scope. I threw the magnification all the way up, ticked up the zero until it hit its maximum, 1000 meters. Seems the maker of this scope never expected anyone to try and throw a round more than a kilometer down range, but here I was doing it anyway.
“Mick, wind?” I asked, a bit too impatiently.
“Here it looks like… 7 MPH going perpendicular toward the right.”
“Thank you.” I said, hoping to make up for my impatience.
I placed my aim onto the target, aimed with the lowest mil on the scope, shift left 1 and a half, hold breath, exhale, hold… Fire!
I watched the tracer take its sweet time waltzing it’s way over yonder to the target. I could also see it impact the ground about a foot too low. I had to try again. I quickly racked the bolt, putting another .408 round into the chamber.
I aimed, then I pulled the zoom lever on the scope back to the left, zooming back out so I could see the other mils that were hidden under the eye box of the scope. It was exactly what I needed.
I placed the crosshair back on the target, raised it up a few mils until I was aiming the same way I was before, then lifted my point of aim another few inches up. If the wind hadn’t changed too much, this should hit roughly the center of the target.
Hold breath, exhale, hold… fire. The tracer flew through the air again, whacking itself straight into the center of the target.
A buzzer rang from behind us signaling the end of the run. 20 seconds for the speed shots, 30 for the scope shot, and another 25 for the long range. 75 seconds is enough to get full bonus points, plus a little penalty for missing twice, means that I get a score of 13, out of 15. Not bad, not bad at all.
We had a short break, where I set Mick's rifle up, showed him how to adjust for distance, and where the bullets should roughly land when accounting for wind and drop. Mick picked up how to do it quickly, as he seemed to do with anything I showed him, I wonder if he has some sort of neurodivergence? It doesn’t matter to me if he does, I just like having a friend around.
The instructor informed us that it was time for Mick to do his run. I handed Mick the magazines, and got set up behind the spotter scope. Both of us gave the signal for the instructor to begin his timing.
“Shooter ready? Standby…”
BEEP!
I watched as Mick quickly zeroed the scope for 300 meters, placed his aim onto the target, and let his round loose. As expected, smack dab in the middle. I was now just watching through the spotter scope, seeing the rounds hit and calling out if they did or not. “Hit!”
Mick cycled the bolt, throwing the empty case to the floor next to the stand where we were set up. He managed to keep the rifle stable on the target, so he barely had to adjust before sending another round directly on target. “Hit!”
This repeated another three times, fire, “hit!”, cycle. Mick’s aim was still impeccable, although that wasn’t saying much due to it only being a 300 meter shot. Mick redirected his aim over to the 2x2 inch target that was for the ‘White Feather’ shot. I watched him click the dial for distance over another 4 notches, zeroing for 500 meters.
I glanced over to the windage monitor, it proclaimed that the wind was going at 3 MPH to the right of the range. I calculated in my head that it would mean he would have to adjust to the left about half of a mil dot, so I relayed this to him. “About half a mil left, exactly on the middle crosshair line.
Mick flicked his ears in an affirmative gesture, and I saw the rifle nudge ever so slightly to the left. His shot impacted the middle of the target on its first trip downrange, even better than I did.
“HIT!”
Next up was that ‘Sniper Elite’ shot, a simple hit at 1500 meters was all you needed. Mick swung his aim over to the target, flicked the zoom all the way in, and rotated the zeroing to 1500. Fortunately for him, his scope actually went all the way out to 2000 meters, so he didn’t have to miss, then guesstimate like I had.
I once again glanced at the wind monitor, and it was practically nothing.
0.2 MPH.
The air was perfectly still (or as still as you could reasonably hope for) so there was no better opportunity than now for him to get this perfect shot off. “Dead center of the target, the wind’s stopped!”
Out of my peripheral vision, I see Mick holding his breath like I had, then slowly pulling the trigger. The rifle did it’s thing, a hammer falling into a striker, setting off a primer, deflagrating exactly 275 grains of gunpowder, propelling a single copper coated round down the barrel at 3000 feet per second, sending it off on the most textbook shot in the history of long range shooting, the bullet spiraled through the air, nearing closer to its destination every millisecond.
The wind decided to cooperate with us today, keeping itself stock still as the round sliced through the air, on a collision course with the exact center of the man sized silhouette target that sat at the end of the range.
I saw through the spotter scope, a bullet impact its target with an unparalleled level of luckiness, flattening itself against the steel of the target.
“FUCKIN HIT! NICE SHOT MICK!” I shouted, immediately standing up with my arm poised for the greatest high five any man or venlil had ever seen.
Mick had seen the bullet impact, but wasn’t quite as excited as I was. He still got up, noticing my excitement through those side facing eyes of his, then he raised his own paw, held it back, ready to slingshot it against mine.
The ultimately satisfying sound of a good high five soon followed, our hands (and paws) slapping together right at the palms, the force resonating loud enough to actually make the active hearing protection dampen it for us. The impressiveness of the shot was not to be undersold, and we were about to learn what mick’s score was.
The instructor walked over, then told us what his results were.
86 seconds, 15 points out of a total of 15, one bonus point for time, not counted due to an already perfect score. I could barely believe it, Mick was wagging his tail, the instructor even looked a little impressed. Mick had probably won it, or at least tied for first.
An hour or 2 later, all the other competitors had taken their shots. I ended up getting tied for 3rd, with one other competitor. I decided that I would give up whatever prize I would have gotten to the other guy, since I already won once today. The podium ceremony was next up, this time Mick was at the top of it. He got a voucher for a rifle again, like the guy that won the IPSC section, but he could also trade it in for about 1000 bucks of stuff from the equipment store. He got himself a plate carrier similar to mine, a nice faux leather holster (which now contained his pistol), and another pair of tactical pants, this time in tan-gray instead of the navy blue of the ones he won.
Our next and final competition was coming up soon, some sort of mix between Olympic and skeet shooting. Why they decided to combine both of those, I had no idea. Sounds fun anyway, so I’m not gonna question it.
[First] [Previous] [Next (coming soon)] ____________________________________________________________________________________________________________
Author's note: Wow, this chapter took a lot less time than the rest of them. I'm gonna take a break from writing the main story for a little while, you should expect a prologue coming next, in my inconsistent as always timeframe.
Hope you enjoyed it, i'm gonna go to bed now. (I released this during finals week at midnight, wahoo!)
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2023.06.07 04:25 dollcollective I Was a Last-Minute Replacement in an Off-Broadway Play. Something Else Was Backstage With Us.
When I was getting started, an actor I knew gave me some really good advice. While deciding whether or not to take a certain role, consider three factors: the money, the show, and the people. If at least two of those things are good, accept the job. If they’re paying you well and you love the play, you won’t mind putting up with shitty people. If it’s a great show with a cast full of friends, but you’re not getting paid so well, that’s still alright, it’ll be artistically fulfilling. If it’s a bad show but you love the cast and you’re making money, you’ll probably have the time of your life making fun of the playwright backstage and laughing all the way to the bank.
What my friend failed to mention is that as an aspiring actor, you don’t usually get to be that picky. When I got the call from my agent that a production of The Bacchae was urgently seeking a new chorus member, all I could see were dollar signs. My survival job had just fallen through (the family I nannied for was moving upstate, insisting that Manhattan had just gotten “too dangerous” for their toddler), and my savings were only going to cover my rent for another month.
It was raining the day of my audition, and my train got delayed. I showed up panting (I had to run from the subway station) and my hair a disaster. Luckily, in The Bacchae, the chorus is full of… well… Bacchae. Fervent followers of Dionysus, wild women, drunk and running through the countryside. In the climax of the play, they crowd the protagonist in a frenzy, literally ripping him limb from limb.
I’ll never know if it was my frenetic energy from barely making it to the theater on time, or my actual acting, but I got the part. My costume fitting was the next day– they weren’t kidding about urgently needing a replacement. Which thrilled me, because I wasn’t kidding about urgently needing the money. At the fitting, I discovered something my agent failed to mention about the production: this wasn’t just any version of The Bacchae, it was a recreation– an attempt to perform the play in the traditional Greek style. In other words, everyone was wearing masks.
I’ve never been fond of masks. We had to do a few assignments with them in my college acting courses; covering your face can enhance the physicality of your body, something like that. But I never liked wearing them, or seeing other people wearing them. It wouldn’t be fair to call it a full-on fear, but the stiffness, the lack of expression, gives me a weird feeling in my stomach. And wearing one, your field of vision limited, your mouth covered, making it harder to breathe, harder to project your voice– I don’t like it. It’s as simple as that.
But I needed the money. My costume wasn’t ugly, per se, just strange: a long white dress, or maybe toga is a better word, the fabric about the thickness of a burlap sack. My mask, stark white, paper mache, covering my entire face except my eyes, the mouth carved to imitate a grin. No shoes. My hair tucked into a wild black wig– we wore wigs, they explained to me, so the chorus could be identical, indistinguishable. We moved as one, spoke as one, and were meant to look like one. They even made sure to cast women of the same height. In our costumes, it was impossible to tell which of us was which.
It didn’t help that I was an outsider to the rest of the cast, joining the show weeks into rehearsals. Everyone seemed annoyed that they had to teach me the blocking, the inflection of the lines (so my voice didn’t stick out from the other chorus girls), and where to go backstage during scenes with no chorus. A few people tried to be nice to me, but quickly gave up when they realized I knew nothing about Greek theater, or masked theater, or the avant garde. My last show had been a regional production of Cats, for God’s sake. I was totally out of my element.
Things got especially sour when I tried to ask what had happened to the girl I was replacing. Nobody wanted to talk about it. People gasped when I brought it up. The clearest answer I got was a whispered, hesitant, “she fell,” but the person wouldn’t elaborate any further. The cast seemed superstitious, uncomfortable, like talking about her would cause them to suffer her fate: removal from the show. And it was clear that, aside from me, everyone else loved this show. The actor playing Dionysus, the couple of times he deigned to talk to me, just kept gushing about how honored he was to play this role, how electrifying it felt to put his history minor to use, to show people a piece of the world’s theatrical beginnings.
I thought the show was fine. Kinda boring, kinda scary. I don’t think I “get” The Bacchae. In brief, the story is about Dionysus, son of Zeus, disguised as a human. He and his followers (the chorus) show up in a town, but the leader of the town, Pentheus, is upset about it. He doesn’t understand why all these women are acting crazy, and he arrests Dionysus, not believing him to be an actual God. As punishment, Dionysus possesses Pentheus’s own mother with the same madness as his followers, and together, with their bare hands, they rip Pentheus apart. His mom walks back into town holding her son’s head, thinking it to be, in her madness, the head of a lion. When she realizes what she’s done, she is overwhelmed by grief, and futilely attempts to put Pentheus’s mutilated corpse back together. Dionysus returns, basically saying, “well, he said I wasn’t a God, and that’s blasphemous, so he got what was coming to him.” Pentheus’s mother is exiled.
It’s incredibly dark. In the reviews, critics called it daring, challenging, a bloody spectacle, a feminist masterpiece. I don’t really get what part of “a man who’s a God possesses women’s minds, driving them to murder” screams “feminism,” but hey, I’m the girl who commuted to New Jersey every day for four months to do Cats, what do I know?
Here’s something I do know: the other chorus girls did not like me. And they took their jobs seriously. As we waited to enter for each scene, there was dead quiet in the wings. Usually, there’s some light joking, maybe quickly running lines, maybe physical warmups, shaking out your nerves– I tried to do this once. Before our entrance at the top of the show, we all gathered in the stage right wing, all twelve of us, a perfect and identical dozen. It was a dress rehearsal. No audience. I did a few jumping jacks, trying to hype myself up. Another masked girl grabbed my bicep, hard. When I turned, she just shook her head “no.” Just a simple, silent, “no.” We don’t do that here. We stand silently in the wings, focusing on our craft, breathing, waiting for our entrance. I never tried it again.
When you can’t talk to your coworkers, acting becomes a lot less fun. The collaboration element is totally gone. And honestly, the “acting” element was gone for me, too. How am I supposed to find my character or sense of identity in a role when my role is “don’t let your voice stick out, don’t take a wrong step, blend in perfectly with eleven women who dislike you?”
So before the shows, instead of chatting, or doing jumping jacks, I wandered the theater. I’ve always loved theaters; the dramatic architecture, the ornate prosceniums, the stark contrast of backstage, so dark, so dusty. The theater was no Broadway house, but it had a fly system (which we didn’t use, because the Greeks wouldn’t have been able to fly anything in), just over three hundred seats (including a mezzanine– fancy!), and lots of backstage space. I could say more about it, because I spent hours during the run of the show wandering, but it wouldn’t be terribly interesting to anyone who’s not me. Just know, it was a beautiful old theater– and I mean OLD. Built in the 1910s, just before the Great Depression. I used to love imagining how many generations of people had performed on that stage, imagining what they’d think of this show, or what they’d think of me.
About a week into my wandering, on some fifteen-minute break, I was looking at the ladder that led up to the catwalk– a long, thin metal walkway stretching across the stage from above, usually used for hanging lights. I wondered how long it had been since it was used during a show. I wondered if it was even safe. What would the view be like from up there, seeing the entire stage from thirty feet in the air?
I slowly looked up the ladder. I wouldn’t actually climb it. That would be crazy, right? I’m not particularly good with heights. As my eyes lifted, I made eye contact– or rather, mask contact– with someone. A fellow chorus girl, up on the catwalk.
I stopped breathing for a second. What was she doing up there? I started to say something stupid, like, “Why are you up there?” when just as quickly as the face appeared, it vanished. I saw her white robed form retreat down the catwalk, heading for a different ladder, probably. It was weird. Why did she run? Embarrassed to be caught somewhere she shouldn’t be?
I allowed myself to entertain a little fantasy: maybe she was just like me. Maybe she also hated the other chorus girls, and didn’t “get” The Bacchae. Maybe she was exploring the theater for fun on our break, enjoying the old architecture, like I did. I had no idea who she was under the mask, and she had no idea who I was. She probably thought I was one of the normal judgemental girls, and ran off before I could tell on her to the stage manager.
I was filled with unfounded hope. Could I make a friend here? Was it possible? After two and a half weeks of silence from the other girls, it was hard to imagine. How would I find her? How would I let her know it was me– that I had seen her on the catwalk, and we were the same?
After that day, I got much more observant. When the director called for a break, instead of immediately retreating into the depths of backstage, I watched my eleven doppelgangers carefully, tracking who went for water, who went back to the dressing rooms, who ran off towards the vending machines. It was hard to tell everyone apart, but people had to take their masks off to drink water eventually. I memorized faces and tried to keep track of them. I started to get a handle on everyone’s patterns, narrowing down potential adventurers.
It was impossible. Eleven people is too many to observe. But I’m an actor. Memorizing shit is literally my job. By week four, just days from opening, I had three potential girls. I tried to stick close to them during rehearsals, picking one to follow each day, but nobody ever wandered towards the catwalk. Maybe the girl, whoever she was, had been scared away from adventuring when I caught her. I started to lose hope. We were opening soon– I should focus on making my entrances, not making friends.
But then I saw her again.
This time, it was half an hour before the curtain went up for our invited dress rehearsal. The press was there. I was nervous. I knew I had my part down, but when you’re doing a show, no matter how prepared you are, there’s always the lingering fear that you’ll freeze up, forget everything, and ruin everyone’s hard work. It just means that you care. I was surprised that I cared so much. I still didn’t even get the play. I couldn’t let the other girls see me weak. I barely show my real feelings to people I care about, much less mean actresses who look down on me. To get away from it all, I wandered down to another unused part of the stage: the orchestra pit. We did have music in the show, but the Greeks didn’t have orchestra pits. So it was closed off, being used as storage.
I loved it down there. I loved looking through the storage bins, finding props from long-forgotten productions– sometimes I would find something incredible, something I swore was from the day the theater opened, something old and valuable– and usually, I could never find it again. Those bins were a treasure trove. Of all the weird little spaces I found backstage, the pit was my favorite. I felt like a real explorer down there, illuminating my path with my phone flashlight, getting spooked when a mouse ran over my foot (of course the theater had mice, it was more than a hundred years old! And besides, every building has mice in New York City).
That day, I wasn’t there to look around. Just to sit. Just to catch my breath. I tiptoed down the creaky steps, and plopped myself on the ground, surrounded by bins. I inhaled and exhaled, smelling the mildew-y scent of old props on every side of me. And that’s when I heard a noise. Not a mouse noise– I was used to those. Something bigger. I turned my phone flashlight on immediately, calling, “hello?”
And the light landed on a mask, just like mine. Mine which was currently off, because I was doing my breathing exercises. I felt exposed– she could see my face, but I couldn’t see hers. I stood up. “You scared me!”
She didn’t respond. She looked at me for a second, and started to retreat the other way, towards the stairs at the other side of the pit.
“Wait!” I called. “I won’t tell anyone I saw you!”
She stopped for a second. But then she kept walking. I stood and followed. “Please stop. Can I at least know who you are? I don’t fit in with most of the chorus girls–”
I reached for her long white toga. I swear, I had it in my hand, but somehow, she slipped away. I staggered a bit, almost tripped, confused that I hadn’t made contact with her costume. And when I looked back up, I only saw a glimpse of her disappearing up the stairs. I tried to follow, again, but I found that side of the pit’s stairs reached a dead end. I didn’t understand how she’d gotten out. And when I looked back down at my phone, it was time for places. Disappointed and defeated, I rushed away to the other stairs, making my way to the stage right wing to wait for my entrance.
I counted heads immediately when I arrived. Maybe she hadn’t made it back yet. But, alas: twelve. All accounted for. I nudged a girl next to me, subtly. “Who was the last one here besides me?”
She just stared at me for a moment, which came off as very creepy through the blank dead stare of her mask. “How the fuck am I supposed to know? We all look exactly the same.”
I sighed. “Okay. Thanks.” For nothing, I thought bitterly.
The invited dress went well. The press liked it, as I’ve already said. I was distracted the entire time. After that day, I made it a habit to count all the girls when the stage manager called for “places.” If I was right about this girl, she, like me, would be one of the last, if not the last one there. She would be wandering, exploring, getting away from the bullies.
I wish I hadn’t done this. I wish I’d given up when she disappeared on a dead-end staircase. I wish I’d never seen her on the catwalk. Because when I started counting heads, I noticed something impossible. Sometimes, before we went on, I counted thirteen identical masked faces.
It was a chorus of twelve. It was supposed to be twelve. I’d recount. Recount again. Thirteen. A chill went down my spine. We all looked the same. Same masks, same togas, same wigs. Who was the imposter? How could anyone be an imposter? It didn’t make sense. How would they get into the theater? How would they get a costume?
I started counting more often. Between scenes, in the dressing rooms, even on stage during dull moments. It fluctuated. Sometimes I’d count twelve for a whole day, an entire show, and sigh in relief, feeling like some curse was broken. But the next day, at least once, I’d count thirteen.
And it seemed as if one masked pair of eyes was always trained on me. I don’t know how she knew it was me. We looked the same. But she’d stare. It felt scary, but also ridiculous– I couldn’t be sure it was the same person looking every time. I couldn’t be sure it was unlucky number thirteen. But I felt like it was.
I felt a lot of things. I felt like I couldn’t tell anyone. The other girls already didn’t like me– I couldn’t have them thinking I was crazy. And admitting the presence of the thirteenth would mean admitting to my adventures into forbidden backstage areas. I couldn’t lose this job. I was living paycheck to paycheck. I wasn’t eating well, or sleeping well– maybe this was all a hallucination. And somehow, my biggest feeling was that if I told someone about the thirteenth, I’d never see her again.
And I needed to see her again. The obsession had only gotten stronger. I knew, somehow, deep inside, that she was the one I had seen on the catwalk and in the orchestra pit. I no longer wanted to be her friend– I wanted to corner her. To ask who she was, and why she was sneaking in as if she was one of us. I wanted to ask what she wanted from me.
Because she must want something from me, right? Why else would she stare? Why would she appear only to me?
The timing never lined up. The show had opened at this point, and I had a job to do: delighting the audience. I couldn’t skip my entrance to catch number thirteen. The chorus formations would look ridiculous with a missing person. And as much as the other girls hated me, I owed it to them as my costars to make them look good.
Logically, I knew there was only one person the thirteenth could be: Catalina, the actress I’d replaced. She must be jealous of me. Bitter. Maybe she wanted to take my role, like I’d taken hers. It would be insane, but it was all that made sense. She was the only other person who had the costume, who knew the keypad code to get into the theater. She must have recovered from her fall and come to find me.
It was almost like a game. It definitely made the show more interesting for me. Before I realized what was happening, I dreaded performances. I felt stupid, taking on this role in a show I didn’t even understand. But now I had so much to do. I had to plan.
I started showing up early, an hour before my call time. I walked my old spots, thinking I may see her. The other chorus girls were impressed that I was showing up early, thinking it showed some sort of dedication to the show. I think they even started to hate me less. They still detested any attempts at conversation in the wings, but in the dressing room, I started to have a few breakthroughs. In particular, I started a semi-friendship with Erin. Ironically, she had been one of the three women I thought may be the thirteenth, until I realized the thirteenth wasn’t really one of us at all.
She was the only person who I could actually ask about Catalina. “Did she ever say anything about the theater? The building, I mean? Did she have a favorite part of it?”
Erin would laugh at my seemingly random specificity. “We weren’t close, Michelle. I have no idea what she thought about the theater.”
“What did she do on her breaks?”
Erin thought for a second. “I don’t know. I never saw her at the vending machines, or the dressing room. I guess she found some quiet place to run lines.”
That confirmed it, for me. A quiet place like the catwalk. Or the orchestra pit. We were three weeks into our five week run when I came up with a plan to catch Catalina. It wasn’t a great plan, and I had no idea if it would work, but showing up an hour early every day was making me tired and producing zero results. I needed a new strategy. I realized that after seeing her in the pit, I only ever saw the thirteenth when all twelve of us were together.
So I told a white lie. One night after the show, when everyone was changing in the dressing room, I appealed to my fellow chorus girls. “Are you guys busy before the show tomorrow?” I innocently asked. “I’m feeling a little shaky on some of the entrances. If we could all get here just twenty minutes before our call time tomorrow, I’d love to run some stuff with you guys. I’ve been running it on my own, but without the entire team, I don’t always remember where I fit.”
To my surprise and intense joy, everyone agreed. They really did seem to respect me more when I looked like I was taking my role seriously. I could barely sleep that night, I was so excited to see if my plan worked. And hey, if it didn’t, I had two more weeks of shows to think up something else.
It was a Sunday night, our last show of the week. Mondays are often “dark days” in professional theater, meaning there are no shows that day to give the team a rest. I had planned this on purpose– if I failed, I had a dark day to reflect on that failure and try again.
At 5:40, twenty minutes before our call time, all the girls were assembled and in costume. We started running entrances. After ten minutes, I thought my plan had failed. We had run our first three entrances, and I never counted more than twelve heads in the wings. But around 5:55, as we got to our entrances in act two, offstage, I locked eyes with a mask. A thirteenth mask.
I quickly told everyone “I think I got it, you guys, thank you so much for coming early!” Everyone mumbled that it was no problem, that they were happy to help.
The thirteenth mask broke eye contact with me, looking around in confusion– perhaps distress. The girls started to trickle back towards the dressing room. The thirteenth turned and power-walked away. I shoved through the crowd to catch her, not calling out like I had in the past. I knew she didn’t respond to that. I knew I had to catch her now or never. Once we were out of the crowd’s eyeline, I began to run. She ran, too. “You’re not getting away this time!” I yelled, like some kind of cartoon superhero. My adrenaline was pumping, and blood rushed to my ears.
After I yelled, I suddenly became aware of another set of running feet behind me. “Michelle? Where are you going?” It was Erin’s voice.
“Don’t follow me!” I hastily called back, picking up speed. The thirteenth also picked up speed. Though she was running just as fast as I was, she showed no signs of exertion. I couldn’t hear heavy breathing, or heavy feet on the floor. It was like she was gliding. It infuriated me.
Erin didn’t let up. “Michelle, the stage manager is gonna wonder where we are!”
I ignored her. The thirteenth rounded a corner, and I realized where she was going: the catwalk. The ladder.
She ascended the rungs rapidly, like a spider. I clamored up much less gracefully. Erin’s voice had a heavy tinge of concern. “Michelle, what are you doing?! It’s not safe up there!”
“Then don’t follow me!” I yelled back, exasperated. “This is between me and her!” Despite my vocal warning, I heard Erin climbing behind me.
Once on the metal rail, I looked both ways, terrified she’d escaped me again. But her white toga was just a few feet away, retreating into darkness. I lunged at her. The entire catwalk shook. The thirteenth and I both grabbed the railing to steady ourselves. We met eyes. Or rather, we met masks.
“You have nowhere to go.” I stated.
I heard Erin reaching the top of the ladder behind me. “Michelle, come down, please. You’re scaring me.”
“I can’t. I finally have her.” I took a step towards the thirteenth. She took an equal and opposite step back. “Take the mask off.” I beckoned her. “I know it’s you, Catalina.”
I felt the rail shake slightly as Erin got on it. “What are you talking about, Michelle?!”
“She’s been sneaking in, Erin! She’s been standing in the wings with us before we enter! For weeks!” I took another step towards the thirteenth. In my peripheral vision, I could see how high we were above the stage. Thirty feet. You could die, falling from that height.
“It’s not Catalina. It can’t be. Stop this.” Erin called. Finally, frustrated, I turned towards her.
“Who else could it be?!”
Erin had taken her mask off. Her face was streaked with terror. “Catalina died, Michelle. She fell off this catwalk, directly onto her face, and she died. Please come down with me. I don’t know who you’re talking to, and I don’t know what you’re trying to do, but it isn’t worth it.”
“What are you talking about? I’m talking to–”
I turned back, and she was gone. Vanished like a bad dream. “I swear to God, Erin.” I started to say. “She was right in front of me. I chased her here–”
I turned back to Erin. The thirteenth was behind her.
It made no sense. Nobody can move that fast. Nobody can be in front of me one second and behind me the next. It was inhuman. I stopped speaking. I stopped breathing. It sucks to learn that in a fight-or-flight situation, my answer is to freeze.
Erin must’ve seen how my face changed. “Michelle?” She asked quietly. “What’s wrong?”
Behind her, the thirteenth raised a hand to her mask. Her hands were impossibly pale. How had I never noticed that before? She gripped the mask in her hand. Time stretched. It must’ve only been a second, because Erin didn’t move. But it felt like years of my life passed me by as the thirteenth, inch by inch, raised her mask from her face. Or– raised her mask.
Because there was no face.
Under the mask, pale and gruesome, was a bloody flat edge. Broken, disgusting, it was impossible to make out eyes, or a nose, or a mouth. Inside a somewhat face-shaped frame of stark-white skin, all I could see was flesh, red and raw, squished in on itself. Like someone had fallen from a very high height. And landed on their face.
By the time I finally began to react, it was too late. The thirteenth– or, Catalina– or, the ghost, or– whatever the fuck that thing was. It moved its hands from the mask to Erin’s shoulders. And it pushed. And she screamed, agonizingly loud, as she flew over the side of the railing. And she screamed for the second or so she was in the air. I was screaming, too. And after the crunch of her body hitting the wooden floor of the stage, everyone else screamed, cast and crew alike.
I stared down at her limp form from thirty feet up. Her legs were twisted the wrong way. A pool of blood began to seep out of her. When I looked up again, I expected the thirteenth to be gone, but it wasn’t. With no eyes, it was also looking down at Erin. At what it had done.
And then, slowly, it turned towards me. On all fours, backwards, I scrambled away from it on the catwalk, terrified, not wanting to be next. The thirteenth’s shoulders shook rapidly, like a person laughing. But it made no sound. It never made a sound. Not going up the stairs of the orchestra pit. Not when it pushed Erin. And not as it climbed back down the ladder, rung by rung. I found myself alone on the catwalk.
Erin survived, somehow, paralyzed from the waist down. Apparently she fell on her legs, which, when you’re falling from thirty feet up, is a good thing. If she’d gone down head first, there was no chance. The show had to close, of course. When they lost Catalina a few weeks into rehearsal, she was replaceable. But with me refusing to go on, and Erin in the hospital, there was nothing to be done. I haven’t seen Erin since that day. I feel too guilty. But I was never arrested, so I guess she told the authorities that I didn’t push her. I don’t know what she told them. I don’t know what I would’ve told them, had they asked me.
I don’t do stage plays anymore. The family I used to nanny for gave me a star-studded recommendation, and now I make my living taking care of a five-year-old and a two-year-old for another filthy-rich family. I still act, but I only audition for film work.
I don’t even see plays these days. I won’t set foot in a theater. If the thirteenth had vanished off that catwalk, maybe things would be different. Maybe I could chalk it up to an extreme hallucination, some terrifying creature my mind brewed up to cope with the stress of the show and paying rent. Maybe I could even forget its bloody mess of viscera in the vague shape of a face.
But I saw it go down that ladder. Rung by fucking rung. And I know it’s still out there.
Erin was unlucky. Erin was a victim of being at the wrong place at the wrong time. And if I step inside a theater again, some way, somehow, I know the thirteenth will get me on another catwalk.
This time, I’ll be the one going over the railing.
And I’ve never once landed on my feet.
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2023.06.07 03:58 arvaname Summer as Summer Ought to Be - Djokovic / Alcaraz thoughts and Golden Era reflection
A video popped into my YouTube recommended today, from a channel called “peRFect tennis” – it's a seventeen minute bundle of beatdown highlights: the great Roger Federer slapping around some random I’d barely heard of named Julian Reister. The occasion is the 2010 French Open; third round – thirteen years ago now. And watching it I noticed something interesting:
I’d forgotten what it was like to see a true generational talent in their prime.
Oh sure, Reister does well to scour some games, and it’s clear that Federer enters power-saver mode after a savage 6-0 second set, but every ball comes back to Reister with interest; and even when Reister makes some miraculous, winner-shot, you always know that Federer will find the effortless god-slice or the perfect stretched forehand.
And then I realized something else, something kinda terrifying: for the first time in God knows how long, the real generational talent, the star of the show, is not a member of the Big Three; and for the first time since Djokovic won his maiden slam, a member of the Big Three feels properly outgunned in a major match.
Carlos Alcaraz is now Federer, and while Djokovic is well above Resiter, he’s not a generational talent in his prime. What we’ve seen over the last five years, since the 2018 Wimbledon Semifinal between Rafael Nadal and Novak Djokovic is the slow and final motion in the unparalleled symphony that is the Big Three era.
But now, half the band has bowed out, and all that remain are the strings with a rare infusion of woodwinds. And the piece is slowing, scraping to a somber halt as the audience gets a long exhale to reflect on everything they’ve just seen. If 2018 Wimbledon began the end, the 2021 French Open semifinal between Nadal and Djokovic was a final regression to the incredible motif underlying the whole composition.
I don’t know when it changed, when Djokovic got a step slower. But he did. The first step he lost was after his 2017 slump, you could see when he returned to the top of the game in 2018 that while still basically unbeatable on hard and grass, and still contesting and claiming big clay court titles, he’d just lost a step; the time signature had changed and all his measures now had fewer notes and fewer beats.
Then it happened again, maybe after the 2020 COVID reset, or maybe during the 2021 Australian Open, where Novak – despite not really looking good at all, through like, the whole fucking tournament – just plowed through the field. Or perhaps it was after 2021 Wimbledon, where the stress of three consecutive slam winds finally ground something in Djokovic out of stasis. And then, we’ve seen one final lost step just in the last year, during the Australia deportation.
I don’t think that these events caused these subtle slips, but the time away allowed our eyes a chance to sober, and when Djokovic returned, each time we could see the new seeds of mortality growing and germinating under a great garden of godhood.
And now, where are we? Roger Federer is retired. Fallen away after a sad and sputtering comeback that ended with a bagel and a busted knee, washed out of Wimbledon by Hurkacz, the man who I think literally everybody has forgotten won a Masters title. Nadal is incognito, channeling his incredible albeit short-lived strength for some chimera-hurrah tour, romp around the globe, victory lap after one of the greatest careers of all time. And Djokovic is three steps slower than he was eight years ago.
The time of Federer – Reister matches is over; the long summer and longer fall of the Big Three is over, and this Alcaraz match feels like the first snow of Winter. Perhaps the best comparison is with the Agassi – Nadal and Agassi – Federer records; Agassi beat Nadal and Federer in big matches, but Agassi was only going down, and Fedal were only going up.
Even if Djokovic plows past Carlos, which he could, it’s clear that a new year is beginning, and just as each Roman year was remembered mainly by the rulers of the day, this new year, will not be the year of Federer, or Nadal, or Djokovic. It will be the year of Alcaraz, or Rune, or the Next-Next-Next-Next-Next-Gen Conglomerate.
I’m a big fantasy fan and fantasy writer. My books suck, so don’t ask to read them. And one thing I’ve noticed in all walks of fantasy, from big-grandpa Lord of the Rings to Game of Thrones to Dark Souls is the Third-Age Obsession: if the first age is some establishing period crescendoing into some spastic war of magic and impossibly large arms, and the second age is the dulling silver-spur that follows then the Third Age is the end of the decline, where magic is at its weakest, and the world at its bleakest.
2003-2011 were the First Age, 2011-2013 were the great war that propelled us into the Second Age, 2011-2019 was the Second Age, and the COVID lapse the gap that shuffled us neatly into the third age.
Monfils, Murray, Wawrinka, del Potro, and the rest of the Golden Gen and Lost Gen are retired or hobbled. Federer is done, Nadal packing it up for a farewell, and Djokovic clinging on to an increasingly slippy pole at the peak of the game.
And all we can really do now is long - for the time of magic. For the time where impossible shots came out on speed-dial...
Put Rosewall and Laver on a court and you will see a few all-time great shots. But you will also find two hours of the most tedious, worn tennis.
In this third and transitory age, glimpses of godhood have gotten rarer and rarer. Djokovic pulls them out randomly to remind some Next-Gen that they’re not worth shit; Nadal just goes ham to make the child in Medvedev stop dreaming. But it’s not a throughline anymore.
Going into the Alcaraz match, everybody knows Djokovic has the level - and everybody remembers when summertime was summer as summer ought to be, when the songs were sweet, the winds were soft, and it seemed this great dream would never end.
I don’t care if Alcaraz beats Djokovic. I only care about Etcheverry, honestly. But what I yearn for, more than anything else, is for Djokovic to remind Alcaraz, and the world, that he is Novak Djokovic: and he (with Rafa and Roger) reigned over the greatest summer this sport has ever seen.
(note: sorry mods, I keep reposting this to make subtle changes because i'm an insecure ass, that's why there's like 7 deleted posts with a similar title)
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2023.06.07 03:54 khoafraelich789 Every Acura Sports Car You Should Know
| From the NSX Type S to the Integra, here are the best Acura sports cars over the years. https://preview.redd.it/luko0k5f5i4b1.png?width=785&format=png&auto=webp&s=9eedc7b4732a95c8ec5d622af843d16604736fe8 Does Acura make sports cars? A history of the Acura sports car How to save money on Acura insurance From the blazing speed of Acura’s NSX hypercar to the reborn Acura Integra and the sporty, mid-aughts RSX, Acura has consistently punched above its weight when it comes to sports cars. Sure, Honda’s luxury and performance brand Acura might convey more luxe than speed, with the reliable and safe MDX and RDX crossovers or the spiffy TLX. But Acura does have a history of producing awe-inspiring sports cars, with one slated for 2023 to get gearheads’ tongues wagging in advance. We're here to walk you through three of Acura’s most renowned sports cars and show you exactly what makes these sporty rides so great. Does Acura make sports cars? Yes, Acura does make sports cars. Well, technically Acura makes one sports car—the fierce NSX, though the soon-to-be-reborn Integra and the fondly remembered RSX are/were both spritely, sporty vehicles. Acura’s first sports car was the 1989 NSX, which successfully blended the best of a hypercar with the practicality of a daily driver. The NSX lives on to this day as the brand’s premier sports car. But the Integra and the RSX are thrilling in their own right, so we’ll break them all down to give you the lowdown on each of these beastly road stars. 2022 Acura NSX Type S The 2022 Acura NSX starts at $171,495, and it has been Acura’s go-to sports car since the late 1980s. It remains a top-tier feat of engineering—with its stealth styling and fighter-jet-like body, the 2022 NSX Type S both nods to the speed demons of the past and points to the future, as this hybrid boasts a V6 engine paired with three electric motors. The 2022 NSX is actually the last, as it will be discontinued after the 2022 model year. Still, talk about going out on a high note—the NSX boasts an asphalt-scorching 0 to 60 mph acceleration time of just 2.9 seconds. Add to that a top speed of 191 miles per hour, responsive handling, and strong brakes, and the 2022 NSX will not be forgotten. Of course, if you want to get your hands on one of these soon-to-be-collectibles, you’ll need to act quickly—just 300 models of the ‘22 NSX will be produced. Another cool aspect of the NSX is its Quiet Mode, which will spare your neighbors’ eardrums as you barrel down the street and nearly break the sound barrier on your way to work. How does the NSX compare to its competitors? Suitably well. Compared to the McLaren 570 ($215,000) and the Mercedes AMG GT($119,000), the NSX actually offers better handling and a quieter ride, making it especially useful as a daily driver, unlike the other two. If you are set on heading to the track and you have money to spend, those non-Acura roadsters might be better for you. 2023 Acura Integra Next year, Acura will reintroduce its famous Integra—a hatchback that will start at $31,895, making it much more affordable, yet still shifty, fun, and sporty. While those looking to buy an Integra might be disappointed that they won’t be getting the jaw-dropping power of the NSX, they’ll still be in for a treat—the Integra will feature a turbocharged 1.5 L 4-cylinder engine with 200 horsepower and an available 6-speed manual transmission. While the new Integra will share a body with the Honda Civic, Acura’s reborn, entry-level luxury coupe will feature distinctive exterior styling and will be a carload of fun to drive. Since there’s no Type S trim yet, we suggest going for the A-Spec Technology trim, which gets you an even sportier design, 18-inch wheels, and that slick 6-speed manual gearbox. The A-Spec trim also features a limited slip differential, direct steering, and adaptive dampers for even more fun on turns. 2006 Acura RSX The RSX was Acura’s mid-aughts successor to the Integra—a sporty hatchback with more aggressive styling than its predecessor. While the Acura RSX was discontinued in 2006, it is remembered fondly for its incredible steering and refined drive. The RSX was an affordable, everyday vehicle that offered plenty of fun on the way to the office. The last RSX sported a smooth and high-revving 2.0 L 4-cylinder engine, with 201 horsepower and 180 lb-ft of torque. It came with a 6-speed manual transmission that was quick and fluid while still offering a secure ride. The RSX also came with strong brakes, a tuned-up suspension, and a super-cool rear spoiler. When it was last released in ’06, the RSX retailed for $23,845, but you’ll likely be able to find a used one nowadays for $3,000 to $12,000, depending on the trim level, condition, mileage, added features, and other factors. A history of the Acura sports car The vaunted NSX, the soon-to-be-undead Integra, and the gone-but-not-forgotten RSX are just some of Acura’s sports car history milestones. Here’s a timeline of Acura’s most important sports car moments. 1986:Honda, determined to challenge the European imports cornering the North American luxury market, forms Acura as its luxury and performance division to make its claim to the U.S. and Canadian markets. Two models were released to start—the sporty Integra, and the Legend, a luxury sedan. 1989:Acura’s unveiling of its NSX hypercar sends a warning shot across the hood of the supercar industry. The NSX was billed as an exotic sports car that was actually practical and reliable. In fact, Motortrend was so smitten with the NSX that it called it “the best sports car ever built.” 1991:Acura dipped its toes into the racing world and won its first race, the 1991 Camel Lights Championship, with a V6-powered NSX racer. Acura would go on to also win the 24 Hours of Daytona race that same year. 2013:In Marysville, Ohio, Acura unveils its Performance Manufacturing Center, built to experiment and create unique driving technology and innovation processes. This facility is where the next-generation NSX was born. How to save money on Acura insurance While insuring a sports car is usually more expensive than a sedan, there’s no need for you to sell a kidney in order to insure your NSX or your new back-from-the-dead Integra—just use Jerry! This car insurance comparison shopping app is all about finding drivers the best insurance policies at the lowest possible price. Sign-up takes just 45 seconds, and then Jerry gets to work comparing top quotes from more than 50 top insurance companies to ensure you get the best policy at an even better rate. Once you pick a new policy, Jerry signs you up and helps cancel your old policy for you. Best of all? The average Jerry user saves more than$800 per year on car insurance! Source: getjerry submitted by khoafraelich789 to CarInformationNews [link] [comments] |
2023.06.07 03:48 wtfwafflezor (Selling) 800 Titles Creed III (2023) (Vudu/4K) $9 Shazam! Fury of the Gods (2023) (MA/4K) $9
Prices FIRM - CashApp/Venmo/PayPal Friends & Family
Disney/Marvel titles are split codes. Only redeem what you pay for. Thank you.
12 Monkeys (1995) (MA/4K) $3.50
12 Years a Slave (2013) (MA/HD) $3.50
13 Hours: Secret Soldiers of Benghazi (2016) (Vudu/4K) $5.50 (Vudu/HD) $2 (iTunes/4K) $3
1917 (2019) (MA/4K) $6 (MA/HD) $3.50
2 Guns (2013) (MA/HD) $4.75 (iTunes/HD) $3.50
2012 (2009) (MA/4K) $6.50
21 Jump Street (2012) (MA/4K) $6.75 (MA/HD) $2.75
22 Jump Street (2014) (MA/HD) $4.50
355, The (2022) (MA/HD) $5.75
47 Meters Down (2017) (Vudu/HD) (iTunes/HD) $4.50
47 Ronin (2013) (MA/4K) $5.75 (iTunes/4K) $4 (MA/HD) $3.50
A Beautiful Day in the Neighborhood (2019) (MA/HD) $5.75
A Clockwork Orange (1972) (MA/4K) $6.50
A Man Called Otto (2022) (MA/HD) $7.25
A Million Ways to Die in the West (2014) (iTunes/HD) Ports to MA $4.25
A Monster Calls (2016) (MA/HD) (iTunes/HD) $3.75
A Vigilante (2018) (Vudu/HD) (iTunes/HD) $5.50
A Wrinkle in Time (2018) (MA/HD) $3
Abominable (2019) (MA/4K) $7.50 (MA/HD) $6.25
Action Point (2018) (Vudu/HD) $2.25 (iTunes/4K) $1.50
Ad Astra (2019) (MA/HD) $4.75
Adventures of Tintin (2011) (Vudu/HD) (iTunes/HD) $4.50
After Earth (2013) (MA/HD) $2.50
Aladdin (1992) (MA/4K) $6.75 (MA/HD) $3.25 (GP/HD) $2.25
Aladdin (2019) (MA/4K) $6 (iTunes/4K) (MA/HD) $4.25 (GP/HD) $1.50
Alice in Wonderland (1951) (GP/HD) $5.50
Alien (1979) (MA/4K) $7.25 (iTunes/4K) (MA/HD) $5
Alien 3 (1992) (MA/HD) $5.50
Alien Collection 1-6 (MA/HD) $19.50 1-4 (MA/SD) $9
Alien Resurrection (1997) (MA/HD) $5.50
Aliens (1986) (MA/HD) $5.50
Alita: Battle Angel (2019) (MA/4K) $5.50 (MA/HD) $4
All The Money In The World (2017) (MA/HD) $4.25
All the Way (2016) (GP/HD) $3.50 No Port
Aloha (2015) (MA/HD) $2.50
Amazing Spider-Man (2012) (MA/4K) $6.50 (MA/HD) $4.50
Amazing Spider-Man 2 (2014) (MA/4K) $6.50 (MA/HD) $5.50
Ambulance (2022) (MA/4K) $6.75 (MA/HD) $4
American Beauty (1999) (Vudu/HD) (iTunes/HD) $6
American Gangster (Extended Edition) (2007) (MA/4K) $7.25 (iTunes/4K) (MA/HD) $6.25
American Made (2017) (MA/4K) $7.25 (MA/HD) $4.25
American Sniper (2014) (MA/4K) $6.50
American Underdog (2021) (iTunes/4K) (Vudu/HD) $4.75
Amsterdam (2022) (MA/HD) $5 (GP/HD) $3.75
Anchorman 2: The Legend Continues (2013) (iTunes/HD) $2
Angry Birds Movie (2016) (MA/HD) $3.75
Antlers (2021) (MA/HD) $5.50 (GP/HD) $4
Ant-Man (2015) (MA/4K) $6.25 (iTunes/4K) $5 (MA/HD) $4.50 (GP/HD) $2.25
Ant-Man and the Wasp (2018) (MA/4K) $8 (iTunes/4K) $6.25 (GP/HD) $3.25
Apollo 11 (2019) (MA/HD) $6.25
Apollo 13 (1995) (MA/4K) $6 (MA/HD) $4.75
Aqua Teen Forever: Plantasm (2022) (MA/HD) $4.75
Artist, The (2011) (MA/HD) $6
Atomic Blonde (2017) (MA/4K) $5 (iTunes/4K) $3.25 (MA/HD) $2.25
Avengers 1-4 (MA/4K) $25 (iTunes/4K) $20 (GP/HD) $7.75
Babylon (2022) (Vudu/HD) (iTunes/4K) $6.25
Back to the Future (1985) (iTunes/4K) (MA/HD) $4.25
Back to the Future Collection 1-3 (MA/4K) $15 (MA/HD) $7.50
Bad Boys Collection 1-3 (MA/HD) $12
Bad Boys for Life (2020) (MA/4K) $5.75 (MA/HD) $3.50
Bad Guys, The (2022) (MA/4K) $8 (MA/HD) $4.25
Bad Moms (2016) (MA/HD) $3.50 (iTunes/HD) $2.75
Bad Times at The El Royale (2018) (MA/4K) $7.75 (MA/HD) $5.75
Bambi (1942) (MA/HD) $6.25 (GP/HD) $4.50
Bambi II (2006) (MA/HD) $6.25 (GP/HD) $4.50
Band of Brothers (2001) (GP/HD) $3.75 No Port
Bank Job, The (2008) (Vudu/HD) $3.25
Banshees of Inisherin (2022) (GP/HD) $4.50
Batman and Superman: Battle of the Super Sons (2022) (MA/4K) $6 (MA/HD) $4.50
Batman Year One (2011) (MA/4K) $5
Batman, The (2022) (MA/4K) $5.25 (MA/HD) $3
Batman: Soul of the Dragon (2021) (MA/4K) $6
Batman: The Doom That Came to Gotham (2022) (MA/4K) $7.50
Batman: The Long Halloween Deluxe Edition (2022) (MA/HD) $6
Battle: Los Angeles (2011) (MA/4K) $6.50
Battleship (2012) (MA/4K) $4.50 (MA/HD) $1.75 (iTunes/4K) $3
Beast (2022) (MA/HD) $5.75
Beauty and the Beast (1991) (MA/4K) $7 (MA/HD) $4.75 (GP/HD) $2
Beauty and the Beast (2017) (MA/4K) $7 (MA/HD) $3.25 (GP/HD) $2
Bedknobs and Broomsticks (1971) (MA/HD) $5 (GP/HD) $3.50
Beguiled, The (2017) (MA/HD) (iTunes/HD) $4
Being John Malkovich (1999) (MA/HD) $3.50
Beirut (2018) (MA/HD) $4.75
Ben-Hur (2016) (Vudu/HD) $2.50
BFG, The (2016) (MA/HD) $5.25 (GP/HD) $3.50
Big (1988) (MA/HD) $5.75
Big Wedding (2013) (Vudu/HD) (iTunes/HD) $3.75
Billy Elliot (2000) (MA/HD) (iTunes/HD) $4.25
Black Adam (2022) (MA/4K) $7 (MA/HD) $4.25
Black Panther (2018) (MA/4K) $6 (iTunes/4K) $4.25 (GP/HD) $1.75
Black Panther: Wakanda Forever (2022) (MA/4K) $6.50 (MA/HD) $3.75 (GP/HD) $2.50
Black Phone, The (2021) (MA/HD) $5
Black Swan (2010) (MA/HD) $4.50
Black Widow (2021) (MA/4K) $6.50 (MA/HD) $4.75 (GP/HD) $3.25
Blacklight (2022) (MA/HD) $4.25
Bleed for This (2016) (MA/HD) (iTunes/HD) $4
Blockers (2018) (MA/HD) $3
Blood Father (2016) (Vudu/HD) $4
Bloodshot (2020) (MA/HD) $4
Blues Brothers + Unrated (1980) (MA/4K) $7
Bob's Burgers Movie (2022) (MA/HD) $3.25 (GP/HD) $2.25
Bodies Bodies Bodies (2022) (Vudu/4K) $6.75
Bodyguard, The (1992) (MA/HD) $5
Bohemian Rhapsody (2018) (MA/4K) $5 (MA/HD) $3.25
Bolt (2008) (MA/HD) $8 (GP/HD) $5.50
Bond: Goldfinger (1964) (Vudu/HD) $7
Bond: Skyfall (2012) (Vudu/HD) $1
Bond: Spectre (2015) (iTunes/4K) (Vudu/HD) $5.50
Book of Henry (2017) (iTunes/HD) Ports $5
Book of Life (2014) (MA/HD) (iTunes/HD) $2.50
Booksmart (2019) (MA/HD) $5.25
Boss Baby (2017) & Family Business (2021) (MA/HD) $5.75
Boss Baby: Family Business (2021) (MA/HD) $4.50
Bourne Collection 1-5 (MA/4K) $25 (iTunes/HD) $19 (MA/HD) $15
Boy Next Door, The (2015) (iTunes/HD) Ports to MA $5.25
Bram Stoker's Dracula (1992) (MA/4K) $7
Braven (2018) (Vudu/HD) $3.75
Breakdown (1997) (Vudu/HD) (iTunes/HD) $5.75
Breakfast Club (1985), Weird Science (2008), Sixteen Candles (1984) (MA/HD) $11.50
Breakthrough (2019) (MA/4K) $6.50
Brian Banks (2019) (MA/HD) $4.25
Bridge of Spies (2015) (MA/HD) $5.25 (GP/HD) $3.75
Bring It On: Worldwide #Cheersmack (2017) (MA/HD) $3.25 (iTunes/HD) $1.25
Broken City (2013) (MA/HD) $3.50 (iTunes/SD) $1.25
Broken Hearts Gallery (2020) (MA/HD) $3.75
Brothers (2009) (Vudu/HD) $5.50
Buffy, the Vampire Slayer (1992) (MA/HD) $5.75
Bullet Train (2022) (MA/4K) $5.75 (MA/HD) $4.25
Cake (2014) (MA/HD) $5.25
Call Me by Your Name (2017) (MA/HD) $5.75
Call of the Wild (2020) (MA/4K) $7 (MA/HD) $1.50 (GP/HD) $1.25
Call, The (2013) (MA/HD) $4.50
Captain America: Civil War (2016) (MA/4K) $6 (iTunes/4K) $5 (GP/HD) $2.25
Captain America: Winter Soldier (2014) (MA/4K) $7.50 (iTunes/4K) (MA/HD) $6 (GP/HD) $2.25
Captain Marvel (2019) (MA/4K) $5 (iTunes/4K) $4 (GP/HD) $1.75
Captain Underpants: The First Epic Movie (2017) (MA/HD) $3.25
Carrie (2013) (Vudu/HD) $5.50
Cars 1-3 (iTunes/4K) (MA/HD) $15.50 (GP/HD) $9
Casablanca (1943) (MA/4K) $6.25
Casper (1995) (iTunes/HD) Ports to MA $3.75
Catch the Bullet (2021) (Vudu/HD) $4.75
Change-Up, The (2011) (Unrated) (2011) (iTunes/HD) Ports to MA $5.50
Chappie (2015) (MA/4K) $6.50 (MA/HD) $3.75
Charlie's Angels (2000) (MA/4K) $7.75
Charlie's Angels (2019) (MA/4K) $6.50 (MA/HD) $5.50
Chronicles of Riddick (Unrated Director's Cut) (2004) (MA/HD) (iTunes/HD) $5
Cinderella (1950) (MA/HD) $5.75 (GP/HD) $3.75
Cinderella (2015) (MA/4K) $7.50 (iTunes/4K) (MA/HD) $5.50 (GP/HD) $2.50
Cinderella 'Camila Cabello' (2021) (MA/HD) $4.50
Cinderella II: Dreams Come True (2002) (MA/HD) $6.50
Citizenfour (2014) (Vudu/HD) $5.50
Clerks III (2022) (Vudu/4K) (iTunes/4K) $5.50
Clifford the Big Red Dog (2021) (iTunes/4K) (Vudu/HD) $3.50
Clueless (1995) (Vudu/HD) (iTunes/HD) $4.25
Coal Miner's Daughter (1980) (MA/HD) $6.25
Coco (2017) (MA/4K) $6.50 (iTunes/4K) $5.25 (GP/HD) $2.25
Colombiana (Unrated) (2011) (MA/HD) $4.25
Concussion (2015) (MA/HD) $3
Constantine: The House of Mystery (2022) (MA/HD) $3.50
Contraband (2012) (iTunes/HD) Ports to MA $2
Contractor (2022) (Vudu/4K) $7 (iTunes/4K) (Vudu/HD) $4.50
Counselor, The (2013) (MA/HD) $3
Creed Collection 1-3 (Vudu/HD) $12
Creed III (2023) (Vudu/4K) $9
Croods (2013) & A New Age (2020) (MA/HD) $6.75
Croods (2013) (MA/HD) $3.50
Croods: A New Age (2020) (MA/HD) $5
Crouching Tiger, Hidden Dragon (2001) (MA/4K) $7.75
Cruella (2021) (MA/4K) $5.75 (MA/HD) $3.50 (GP/HD) $2.50
Cult of Chucky (Unrated) (2017) (MA/HD) $3.75 (iTunes/HD) $2.50
Daddy's Home 1-2 (iTunes/4K) (Vudu/HD) $5.25
Daddy's Home 2 (2017) (Vudu/4K) $4.50 (iTunes/4K) $2 (Vudu/HD) $2.25
Daniel Craig Collection 5-Movie (Vudu/4K) $20
Darkest Minds, The (2018) (MA/HD) $4.75
DC League of Super-Pets (2022) (MA/4K) $8 (MA/HD) $5
Dead Man Down (2013) (MA/HD) $4.75
Deadpool (2016) (MA/4K) $6 (iTunes/4K) (MA/HD) $2
Deadpool 2 (2018) (MA/4K) $6.25 (MA/HD) $3.25
Dear Evan Hansen (2021) (MA/HD) $4.25
Death on the Nile (2022) (MA/4K) $7.50 (MA/HD) $5 (GP/HD) $3.50
Death Wish (2018) (Vudu/HD) $2.25
Dentist Collection 1-2 (1996-1998) (Vudu/HD) $5.25
Descent, The (2005) (Vudu/HD) $5.25
Detective Knight Collection 1-3 (iTunes/4K) (Vudu/HD) $15 $5.75 Each
Detroit (2017) (iTunes/4K) Ports to MA $4.75
Devil Wears Prada (2006) (MA/HD) $5.75
Devil's Due (2014) (MA/HD) $2.75
Diary of a Wimpy Kid: The Long Haul (2017) (MA/HD) $2
Die Hard (1988) (MA/4K) $7 (MA/HD) $4
Die Hard 1-5 (MA/HD) $16 $4.75 Each
Disaster Artist, The (2017) (Vudu/HD) $6.25
Disneynature Born in China (2017) (MA/HD) $5.25
DisneyNature: Bears (2014) (MA/HD) $5.50 (GP/HD) $3.50
District 9 (2009) (MA/4K) $6.50
Do the Right Thing (1989) (MA/4K) $6
Doctor Strange (2016) (MA/4K) $6.50 (iTunes/4K) $4 (MA/HD) $3.50 (GP/HD) $1.75
Doctor Strange in the Multiverse of Madness (2022) (MA/4K) $6 (MA/HD) $2.75 (GP/HD) $2
Dog (2022) (Vudu/HD) $3
Dolittle (2020) (MA/4K) $6 (MA/HD) $3.50
Don't Breathe 2 (2021) (MA/HD) $7.50
Don't Let Go (2019) (MA/HD) $4
Don't Worry Darling (2022) (MA/HD) $5.50
Downton Abbey: A New Era (2022) (MA/HD) $3.75
Dr. Seuss' Horton Hears a Who (2008) (MA/HD) $6.50
Dr. Seuss' The Lorax (2012) (MA/HD) $3.25 (iTunes/HD) $2.25
Dracula Untold (2014) (MA/4K) $7 (MA/HD) $2.75 (iTunes/4K) $4
Dragonheart 5-Movie (MA/HD) $15
Dredd (2012) (iTunes/4K) (Vudu/HD) $3.50
Drive (2011) (MA/HD) $4.50
Duff, The (2015) (Vudu/HD) (iTunes/HD) $2.75
Dumbo (2019) (MA/4K) $6 (iTunes/4K) $5.25 (GP/HD) $2.50
Dune (2021) (MA/4K) $5.50
Dunkirk (2017) (MA/4K) $6.50
E.T. the Extra-Terrestrial (1982) (MA/4K) $6 (iTunes/4K) $5 (MA/HD) $3
Early Man (2018) (Vudu/HD) (iTunes/HD) $5.25
Echo Boomers (2020) (Vudu/HD) (iTunes/HD) $4
Eddie the Eagle (2016) (MA/HD) (iTunes/4K) $6
Elvis (2022) (MA/4K) $6.75 (MA/HD) $4
Elysium (2013) (MA/4K) $6.50 (MA/HD) $3.25
Empire State (2013) (Vudu/HD) $4.75
Encanto (2021) (MA/4K) $6.50 (MA/HD) (GP/4K) $3.50
Equalizer (2014) (MA/HD) $3.75
Equalizer 2 (2018) (MA/4K) $7.25 (MA/HD) $2.75
Escape Plan: The Extractors (2019) (Vudu/HD) $3.75
Eternals (2021) (MA/4K) $6.75 (MA/HD) $4.50 (GP/HD) $3
Everest (2015) (MA/4K) $6.50 (MA/HD) $3 (iTunes/4K) $4
Everything Everywhere All at Once (2022) (Vudu/4K) $7.50
Expendables 1-3 (Vudu/HD) $4.50
Extreme Prejudice (1987) (Vudu/HD) $5.25
F9: The Fast Saga + Director's Cut (2021) (MA/4K) $5.25 (MA/HD) $3.25
Fabelmans (2022) (MA/HD) $6.50
Faculty, The (1998) (Vudu/HD) (iTunes/HD) $6.50
Fantastic Beasts Collection 1-3 (MA/HD) $7.75
Fantastic Beasts: The Secrets of Dumbledore (2022) (MA/4K) $5.25 (MA/HD) $3
Fantasy Island (2020) (MA/HD) $7
Fast & Furious Collection 1-9 (MA/HD) $10
Father Stu (2022) (MA/HD) $5.50
Ferdinand (2017) (MA/HD) $3.50
Field of Dreams (1989) (MA/4K) $7.50 (iTunes/4K) (MA/HD) $6
Fifth Element (1997) (MA/4K) $6.50 (MA/HD) $6
Fifty Shades of Black (2016) (iTunes/HD) Ports to MA $3.50
Fifty Shades of Grey 3-Movie + Unrated (MA/HD) $9.75
Finding Dory (2016) (MA/4K) $5.75 (iTunes/4K) $3.50 (GP/HD) $1.25
Finding Nemo (2003) (MA/4K) $6.75 (iTunes/4K) $5.25 (GP/HD) $3
First Man (2018) (MA/4K) $6.75 (MA/HD) $4.25
First Purge (2018) (MA/HD) $4.50
Five Feet Apart (2019) (iTunes/4K) (Vudu/HD) $3
Forbidden Kingdom (2008) (Vudu/HD) $5
Ford v Ferrari (2019) (MA/4K) $7.75 (MA/HD) $4.75
Founder, The (2017) (Vudu/HD) $5 (iTunes/HD) $5.50
Fox and the Hound 2, The (2006) (MA/HD) $4 (GP/HD) $3
Foxcatcher (2014) (MA/HD) $4.50
Frank & Lola (2016) (MA/HD) $4.75
Frankenstein (1931) (MA/4K) $6.50 (MA/HD) (iTunes/HD) $4.50
Free Guy (2021) (MA/4K) $7.50 (MA/HD) $4.75 (GP/HD) $3.25
Frozen (2013) (MA/4K) $5.50 (MA/HD) $3.50 (GP/HD) $1.50
Frozen 2 (2019) (MA/4K) $4.50 (MA/HD) $4 (GP/HD) $1.75
Frozen Sing-Along Edition (2014) (MA/HD) $3.75 (GP/HD) $1.75
Full Metal Jacket (1987) (MA/4K) $6.50
Fury (2014) (MA/4K) $6.50 (MA/HD) $4.50
Future World (2018) (Vudu/HD) $4
Galaxy Quest (1999) (Vudu/HD) (iTunes/HD) $6
Gambler (2014) (Vudu/HD) $3.50 (iTunes/HD) $2.75
Gangs of New York (2002) (Vudu/HD) (iTunes/HD) $5.50
Gate, The (1987) (Vudu/SD) $4.25
Get on Up (2014) (iTunes/HD) Ports to MA $4.50
Get Out (2017) (iTunes/4K) (MA/HD) $3.75
Ghost In The Shell (2017) (Vudu/HD) $2.25 (iTunes/4K) $2.75
Ghostbusters (1984) (MA/HD) $3.50
Ghostbusters + Extended (2016) (MA/HD) $3
Ghostbusters II (1989) (MA/HD) $3.50
Ghostbusters: Afterlife (2021) (MA/4K) $7.50 (MA/HD) $3.50
Gifted (2017) (MA/HD) $5
Girl with the Dragon Tattoo (2011) (MA/HD) $6
Girls Trip (2017) (MA/HD) $1.50 (iTunes/HD) $1
Glass (2019) (MA/4K) $6.50 (MA/HD) $4.50
Glory (1989) (MA/4K) $7.75
Godfather (1972) (Vudu/HD) (iTunes/4K) $4.75
Godfather Trilogy (iTunes/4K) (Vudu/HD) $14
Godzilla (1998) (MA/4K) $6.50
Gone Baby Gone (2007) (Vudu/HD) $5.25
Good Boys (2019) (MA/HD) $3.75
Good Dinosaur (2015) (iTunes/4K) (MA/HD) $5.50 (GP/HD) $3
Goodbye Christopher Robin (2017) (MA/HD) $6.50
Goosebumps (2015) (MA/HD) $5
Goosebumps 2 (2018) (MA/4K) $7.50 (MA/HD) $6.50
Grease (1978), 2 (1982), Live! (2016) (Vudu/HD) (iTunes/HD) $14
Great Wall (2016) (MA/HD) $2.50
Green Book (2018) (MA/4K) $7.25 (MA/HD) $5
Green Hornet (2011) (MA/HD) $6.50
Green Lantern: Beware My Power (2022) (MA/HD) $3
Green Mile, The (1999) (MA/4K) $6
Groundhog Day (1993) (MA/4K) $8
Guardians of the Galaxy (2014) (MA/4K) $7.25 (iTunes/4K) $4.75 (MA/HD) $4 (GP/HD) $1.75
Guardians of the Galaxy Vol. 2 (2017) (MA/4K) $6.75 (iTunes/4K) $4.25 (GP/HD) $1.25
Half Brothers (2020) (MA/HD) $5.75
Halloween (2018) (MA/4K) $6.25 (MA/HD) $4.25
Halloween Ends (2022) (MA/4K) $6.50 (MA/HD) $4.50
Halloween Kills (2021) (MA/4K) $6 (MA/HD) $4.25
Hancock (2008) (MA/4K) $6.50
Happy Death Day (2017) (MA/HD) $6
Happy Death Day 2U (2019) (MA/HD) $6
Hate U Give (2018) (MA/4K) $7.75 (MA/HD) $4.50
Hateful Eight (2015) (Vudu/HD) $2
Heat: Director's Definitive Edition (1995) (MA/4K) $6 (MA/HD) $5.25
Heavy Metal (1981) (MA/4K) $6.50
Hellboy (Director's Cut) (2004) (MA/4K) $6.50
Hercules (1997) (MA/HD) $6.50 (GP/HD) $5.50
Hidden Figures (2016) (iTunes/4K) (MA/HD) $2
Hitman: Agent 47 (2015) (MA/HD) $4.50
Hitman's Wife's Bodyguard (2021) (Vudu/4K) (iTunes/4K) $5
Hobbs & Shaw (2019) (MA/4K) $5.75 (MA/HD) $3.75
Hocus Pocus (1993) (MA/4K) $6.75 (iTunes/4K) (MA/HD) $4.75 (GP/HD) $2.25
Holiday Inn (1942) (iTunes/HD) Ports to MA $3
Home Alone (1990) (MA/HD) $4
Home Alone 2: Lost in New York (1992) (MA/HD) $3.50
Hotel Transylvania (2012) (MA/HD) $6
Hotel Transylvania 2 (2015) (MA/HD) $6.75
Hotel Transylvania 3: Summer Vacation (2018) (MA/4K) $6.75 (MA/HD) $4.50
House of 1,000 Corpses (2003), Devil's Rejects (2005), 3 From Hell (2019) (Vudu/HD) $6
House of Gucci (2021) (iTunes/4K) $5
House of the Dragon: Season 1 (2022) (Vudu/4K) $9 (Vudu/HD) $5.50
House with a Clock in Its Walls (2018) (MA/4K) $6 (MA/HD) $3.75
How to Train Your Dragon (2010) (MA/4K) $6.50
How to Train Your Dragon Collection 1-3 (MA/HD) $7.50 $4.75 Each
How to Train Your Dragon: The Hidden World (2019) (MA/4K) $6 (MA/HD) $4.25
Howard the Duck (1986) (MA/4K) $7
Hugo (2011) (Vudu/HD) (iTunes/HD) $3.75
Hulk, The (2003) (iTunes/HD) Ports to MA $6.25
Hunger Games Collection 1-4 (Vudu/HD) $6 (iTunes/4K) $12
Hunt, The (2019) (MA/HD) $5.75
Huntsman: Winter's War - Extended Edition (2016) (iTunes/4K) (MA/HD) $3
I Can Only Imagine (2018) (Vudu/HD) (iTunes/HD) $2.75
I Now Pronounce You Chuck & Larry (2007) (MA/HD) $3.50
Ice Age (2002) (MA/HD) $5
Ice Age: Collision Course (2016) (iTunes/4K) (MA/HD) $4.25
Ice Age: Continental Drift (2012) (MA/HD) $4.50
Ice Age: The Meltdown (2006) (MA/HD) $6
Identity Thief (2013) (iTunes/HD) Ports to MA $3.75
Ides of March (2011) (MA/HD) $5.25
If Beale Street Could Talk (2018) (MA/HD) $5.75
Impossible, The (2013) (Vudu/HD) (iTunes/HD) $4.75
In the Heights (2021) (MA/4K) $5
Incredible Hulk (2008) (MA/4K) $7 (MA/HD) $5.25
Incredibles (2004) (MA/4K) $7.75 (iTunes/4K) $6.25 (GP/HD) $4.75
Incredibles 2 (2018) (MA/4K) $6.25 (iTunes/4K) $4.50 (GP/HD) $2
Independence Day (1996) (MA/4K) $7.75 (iTunes/4K) (MA/HD) $5.50
Independence Day: Resurgence (2014) (iTunes/4K) $2 (MA/HD) $1.50
Indiana Jones 1-4 (iTunes/4K) (Vudu/HD) $20
Inferno (2016) (MA/HD) $3.25
Inglorious Bastards (2009) (MA/4K) $7
Inside Llewyn Davis (2013) (MA/HD) $6
Inside Out (2015) (MA/4K) $5.75 (iTunes/4K) $4.25 (GP/HD) $1.50
Insidious: Chapter 2 (2013) (MA/HD) $5.25
Insidious: Chapter 3 (2015) (MA/HD) $6.50
Instructions Not Included (2013) (Vudu/HD) $3.75
Internship (2013) (MA/HD) $3.25
Interview, The (2014) (MA/HD) $3.50
Into the Woods (2014) (MA/HD) $4 (GP/HD) $2.25
Invisible Man (2020) (MA/4K) $6.50 (MA/HD) $3.75
Iron Man (2008) (MA/4K) $7.25 (iTunes/4K) $7 (GP/HD) $3
Iron Man 1-3 (MA/4K) $21 (iTunes/4K) $16 (GP/HD) $7.50
Iron Man 2 (2010) (MA/4K) $7.25 (iTunes/4K) $6.50 (GP/HD) $3
Iron Man 3 (2013) (MA/4K) $7.25 (iTunes/4K) $3 (MA/HD) $2.25 (GP/HD) $1.50
Isle of Dogs (2018) (MA/HD) $4.75
It Comes at Night (2017) (Vudu/HD) $6.25
It Follows (2015) (Vudu/HD) $4.25
Jack Reacher Collection 1-2 (iTunes/4K) $7
Jackass Forever (2022) (iTunes/4K) (Vudu/HD) $4
Jackass Presents: Bad Grandpa (2013) (Vudu/HD) (iTunes/HD) $3
Jackie (2016) (MA/HD) $4.25
Jacob's Ladder (1990) (Vudu/HD) $3.50
Jane Got a Gun (2016) (Vudu/HD) $5.75
Jason Statham 6-Movie (Wild Card, War, Bank Job, Transporter 3, Crank, Crank 2) (Vudu/HD) $11.50
Jaws (1975) (MA/4K) $6.25 (iTunes/4K) (MA/HD) $4.75
Jaws (1975) Jaws 2 (1978) Jaws 3 (1983) Jaws: The Revenge (1987) (MA/HD) $15.50
Jay and Silent Bob Strike Back (2001) (Vudu/HD) (iTunes/HD) $5.50
Jingle All the Way (1996) (MA/HD) $5.25
John Wick Collection 1-3 (Vudu/4K) $16 (iTunes/4K) $14 (Vudu/HD) $8
John Wick: Chapter 4 (2023) (Vudu/4K) (iTunes/4K) $15
Jojo Rabbit (2019) (MA/HD) $6.75
Joy (2015) (MA/HD) (iTunes/4K) $4
Jumanji (1995) (MA/4K) $6.50 (MA/HD) $6
Jumanji: Next Level (2019) & Welcome to the Jungle (2017) (MA/HD) $7.50
Jumanji: The Next Level (2019) (MA/4K) $7.75 (MA/HD) $5.50
Jumanji: Welcome To The Jungle (2017) (MA/4K) $5.50 (MA/HD) $2 (MA/SD) $1
Jungle Cruise (2021) (MA/4K) $6 (MA/HD) $3.75 (GP/HD) $3
Jurassic Park (1993) (MA/4K) $5.25 (iTunes/4K) $3.75 (MA/HD) $3
Jurassic Park III (2001) (MA/4K) $6.50 (iTunes/4K) $3.75 (MA/HD) $3.50
Jurassic Park: The Lost World (1997) (MA/4K) $6.50 (iTunes/4K) $3.75 (MA/HD) $3
Jurassic World (2015) (MA/4K) $5.25 (iTunes/4K) $3.75 (MA/HD) $2.75
Jurassic World Collection 1-5 (MA/4K) $20 (iTunes/4K) $17.50 (MA/HD) $10
Jurassic World Collection 1-6 (MA/4K) $23.50 (MA/HD) $11.50
Jurassic World: Dominion + Extended Cut (2022) (MA/4K) $6.50 (MA/HD) $4.25
Jurassic World: Fallen Kingdom (2018) (MA/4K) $5.75 (MA/HD) $1.75
Justice League x RWBY Super Heroes and Huntsmen Part One (2023) (MA/HD) $4
Justice Society: World War II (2021) (MA/4K) $5.50
Katy Perry: Part of Me (2012) (Vudu/HD) (iTunes/HD) $3.75
Kick-Ass 2 (2013) (MA/HD) $5.25 (iTunes/HD) $5
Kicks (2016) (iTunes/HD) Ports to MA $5
Kid Who Would Be King (2019) (MA/4K) $5.75 (MA/HD) $4.75
Kidnap (2017) (MA/HD) (iTunes/HD) $3.25
Kill the Messenger (2014) (iTunes/HD) Ports to MA $5
Killer Elite (2011) (iTunes/HD) Ports to MA $3.25
Killerman (2019) (Vudu/HD) $2.25 (iTunes/HD) $1.75
Killing Lincoln (2013) (MA/HD) $5.25
King Kong (2005) (MA/4K) $5.75 (iTunes/4K) $3.75 (MA/HD) $3.50
King of Staten Island (2020) (MA/HD) $4.75
King's Man (2021) (MA/HD) $4.50 (GP/HD) $3.50
Kung Fu Panda 3 (2016) (MA/HD) $2.50
Kung Fu Panda Collection 1-3 (MA/HD) $12.50
L.A. Confidential (1997) (MA/HD) $5.75
Last Christmas (2019) (MA/HD) $6.50
Last Full Measure (2020) (Vudu/HD) (iTunes/HD) $5.50
Last Night in Soho (2021) (MA/4K) $7 (MA/HD) $5.75
Last Vegas (2013) (MA/HD) $3
Lawless (2012) (Vudu/HD) $3.75
Lee Daniels' The Butler (2013) (Vudu/HD) $2.25
Legion of Super Heroes (2023) (MA/HD) $5.50
Les Miserables (2012) (MA/HD) (iTunes/HD) $2.75
Let Him Go (2020) (MA/HD) $3.75
Let's Be Cops (2014) (iTunes/4K) (MA/HD) $2.50
Life (2017) (MA/HD) $2.50
Light of My Life (2019) (Vudu/HD) $2.50 (iTunes/HD) $2
Lightyear (2022) (MA/4K) $5 (MA/HD) $2.75 (GP/HD) $2
Like a Boss (2020) (iTunes/4K) (Vudu/HD) $2.25
Lion (2016) (Vudu/HD) $4.50
Lion King (1994) (MA/4K) $7 (iTunes/4K) $4.50 (GP/HD) $2.75
Lion King (2019) (MA/4K) $6 (iTunes/4K) $4 (GP/HD) $1.25
Lion King 1 1/2 (2004) (MA/HD) $6.50
Lion King 2: Simba's Pride (1998) (MA/HD) $6.75 (GP/HD) $5.25
Little Mermaid (1989) (MA/4K) $7.25 (iTunes/4K) (MA/HD) $5.75 (GP/HD) $3.75
Little Monsters (1989) (Vudu/HD) $5.50
Live Die Repeat: Edge Of Tomorrow (2014) (MA/4K) $6.50
Lodge, The (2019) (MA/HD) $5.75
Logan Lucky (2017) (MA/HD) $1.50 (iTunes/4K) $2.25
London Has Fallen (2016) (iTunes/HD) Ports to MA $3.75
Lone Survivor (2013) (MA/4K) $6.75 (iTunes/4K) $2 (MA/HD) $1.50
Long Shot (2019) (iTunes/4K) (Vudu/HD) $4
Longest Ride (2015) (iTunes/4K) (MA/HD) $1.50
Looper (2012) (MA/4K) $5.75 (MA/HD) $3
Lords of Salem, The (2012) (Vudu/HD) $4.75
Lost City, The (2022) (Vudu/4K) (iTunes/4K) $6
Love Actually (2003) (MA/HD) $5.50
Love, Simon (2018) (MA/HD) $3
Luca (2021) (MA/4K) $6.50 (MA/HD) $3.75 (GP/HD) $3.25
Lucy (2014) (MA/HD) $2
Lyle, Lyle, Crocodile (2022) (MA/HD) $5.50
Ma (2019) (MA/HD) $5.25
Mad Max Collection 1-4 (Vudu/4K) $20
Madagascar 3: Europe's Most Wanted (2012) (MA/HD) (iTunes/HD) $2
Madagascar Collection 1-4 (MA/HD) $14
Maleficent (2014) (MA/4K) $5.75 (iTunes/4K) (MA/HD) $3 (GP/HD) $1.25
Maleficent: Mistress of Evil (2019) (MA/4K) $6 (iTunes/4K) $3.75 (GP/HD) $1.75
Mama (2013) (iTunes/HD) Ports to MA $3.50
Mamma Mia! Here We Go Again (2018) (MA/4K) $6.50 (MA/HD) $1.75
Mamma Mia! The Movie (2008) & Here We Go Again (2018) (MA/HD) $6.50 $4.50 Each
Martian - Extended Cut (2015) (MA/4K) $7.75 (MA/HD) $5.25
Martian (Theatrical) (2015) (MA/4K) $7.25 (MA/HD) $3.25
Mary Poppins (1964) (MA/HD) $4.50 (GP/HD) $3
Mary Poppins Returns (2018) (MA/4K) $6.50 (iTunes/4K) (MA/HD) $4.50 (GP/HD) $2
Matrix Collection 1-4 (MA/4K) $18.50
Matrix: Resurrections (2021) (MA/4K) $5
Maze Runner: The Death Cure (2018) (MA/HD) $5.75
McFarland, USA (2015) (MA/HD) $6.25 (GP/HD) $4.50
Memory (2022) (MA/HD) $3.50
Men (2022) (Vudu/HD) $3.75
Men in Black Collection 1-3 (MA/HD) $15.50
Menu (2022) (MA/HD) $5.50 (GP/HD) $4
MIB: International (2019) (MA/4K) $5.75 (MA/HD) $4.75
Mickey & Minnie 10 Classic Shorts - Volume 1 (2023) (MA/HD) $5.75 (GP/HD) $4
Midsommar (2019) (Vudu/HD) $5.75
Mike and Dave Need Wedding Dates (2016) (MA/HD) (iTunes/4K) $4.50
Million Dollar Arm (2014) (MA/HD) $4
Minions (2015) (iTunes/4K) (MA/HD) $2.75
Minions: The Rise of Gru (2022) & Minions (2015) (MA/HD) $8
Minions: The Rise of Gru (2022) (MA/4K) $6.75 (MA/HD) $5.25
Miracles From Heaven (2016) (MA/HD) $4.50
Mission: Impossible Collection 1-6 (Vudu/4K) $25 (iTunes/4K) (Vudu/HD) $20
Mitchells Vs. The Machines (2021) (MA/HD) $4.50
Moana (2016) (MA/4K) $7 (iTunes/4K) (MA/HD) $4.75 (GP/HD) $2
Money Monster (2016) (MA/HD) $3.25
Monster Hunter (2020) (MA/4K) $6.75 (MA/HD) $4.25
Monster Trucks (2016) (Vudu/HD) $2.25
Monster's Ball (2001) (Vudu/HD) $6.25
Monsters University (2013) (MA/4K) $6.75 (iTunes/4K) $5.75 (GP/HD) $3.50
Monty Python's The Meaning of Life (1983) (MA/4K) $7.25
Monuments Men (2014) (MA/HD) $2
Moonfall (2022) (Vudu/4K) (iTunes/4K) $5
Morbius (2022) (MA/4K) $5.25 (MA/HD) $3.25 (MA/SD) $2.25
Mortal Engines (2018) (MA/4K) $7 (MA/HD) $3.25
Mortal Kombat Legends: Snow Blind (2022) (MA/HD) $5.50
Mother! (2017) (Vudu/HD) $3.50
Mountain Between Us (2017) (iTunes/4K) (MA/HD) $1.50
Mr Popper's Penguins (2011) (MA/HD) $6
Much Ado About Nothing (2013) (Vudu/HD) $4.25
Mulan (1998) (MA/4K) $6.75 (iTunes/4K) $5.75 (GP/HD) $3
Mulan (2020) (MA/4K) $6.25 (MA/HD) $4 (GP/HD) $2.25
Muppet Movie (1979) (MA/HD) $7.50 (GP/HD) $6
My Big Fat Greek Wedding 2 (2016) (iTunes/HD) Ports to MA $4
My Dinner with Herve (2018) (Vudu/HD) (iTunes/HD) $4.50 (GP/HD) $3
National Lampoon's Animal House (1978) (MA/4K) $6.25 (MA/HD) $5.25
Natural, The (1984) (MA/4K) $5
Nebraska (2013) (Vudu/HD) (iTunes/HD) $2.25
Neighbors (2014) (iTunes/HD) Ports to MA $2
New Mutants (2020) (MA/4K) $6.75 (MA/HD) $5.25 (GP/HD) $2.75
News of the World (2020) (MA/4K) $6.25 (MA/HD) $3.75
Night at the Museum 3-Movie (MA/HD) $13.50 $6 Each (MA/SD) $9
Night Before (2015) (MA/HD) $4.75
Night House, The (2021) (MA/HD) $5 (GP/HD) $3
Night School (Extended) (2018) (MA/4K) $7 (MA/HD) $3.75
Ninth Gate, The (1999) (Vudu/HD) $4.50
No Country For Old Men (2007) (Vudu/HD) $5.50
No Time to Die (2021) (iTunes/4K) $3.50
Nobody (2021) (MA/HD) $5.25
Non-Stop (2014) (MA/HD) (iTunes/HD) $2.75
Nope (2022) (MA/HD) $5.75
Nope (2022), Get Out (2017) & Us (2019) (MA/HD) $10
Norm of the North (2016) (Vudu/HD) (iTunes/HD) $2.75
Northman (2022) (MA/4K) $7.25 (MA/HD) $4.50
Nutcracker and the Four Realms (2018) (MA/4K) $6 (MA/HD) $3 (GP/HD) $2.50
Oblivion (2013) (MA/4K) $7 (iTunes/4K) $3.50 (MA/HD) $2.25
Olaf's Frozen Adventure Plus 6 Disney Tales (2017) (MA/HD) $4.50 (GP/HD) $3
Olympus Has Fallen (2013) (MA/HD) $5
On the Basis of Sex (2019) (MA/HD) $4.50
Once Upon A Time... In Hollywood (2019) (MA/4K) $6.75 (MA/HD) $5
Onward (2020) (MA/4K) $5.50 (MA/HD) $4 (GP/HD) $2.25
Oranges, The (2011) (MA/HD) $4.50
Other Woman (2014) (MA/HD) $2.25
Ouija (2014) & Origin of Evil (2016) (MA/HD) (iTunes/HD) $9
Overboard (2016) (Vudu/HD) (iTunes/HD) $5.75
Pacific Rim Uprising (2018) (MA/4K) $7.75 (MA/HD) $4.50
Pain & Gain (2013) (Vudu/HD) (iTunes/HD) $3.25
Paper Towns (2011) (iTunes/4K) (MA/HD) $4.50
ParaNorman (2012) (iTunes/HD) $5
Passengers (2016) (MA/4K) $6.50 (MA/HD) $2.75
Passion of the Christ (2004) (MA/HD) $10
Paul (2011) (iTunes/HD) Ports to MA $4.50
Paul Blart: Mall Cop 2 (2015) (MA/HD) $4.25
Paw Patrol: The Movie (2021) (iTunes/4K) (Vudu/HD) $5
Paws of Fury: The Legend of Hank (2022) (iTunes/4K) (Vudu/HD) $6
Pearl (2022) (Vudu/HD) $5.50
Peppermint (2018) (iTunes/HD) $1.75
Percy Jackson: Sea of Monsters (2013) (MA/HD) $2.25
Perks of Being a Wallflower (2012) (Vudu/HD) (iTunes/HD) $1.75
Peter Rabbit (2018) & 2 (2021) (MA/HD) $8.50 $4.75 Each
Peter Rabbit (2018) (MA/4K) $5.75 (MA/HD) $4.75
Phantom Thread (2017) (MA/HD) $3.75
Philadelphia (1993) (MA/4K) $7.75
Philomena (2013) (Vudu/HD) $2
Pinocchio (1940) (MA/HD) $5.50 (GP/HD) $3.75
Pirate Fairy (2014) (MA/HD) $3.25
Pitch Perfect (2012) (MA/4K) $5.75 (MA/HD) $2.75 (iTunes/4K) $3.75
Pitch Perfect Collection 1-3 (MA/HD) $11.50
Pixels (2015) (MA/4K) $6.50 (MA/HD) $5.50
Planes, Trains and Automobiles (1987) (iTunes/HD) $3.75
Planes: Fire & Rescue (2014) (MA/HD) $4 (GP/HD) $2
Planet of the Apes 1-3 (Newer) (iTunes/4K) (MA/HD) $12
Playing with Fire (2019) (iTunes/4K) $1.50 (Vudu/HD) $2
Pocahontas (1995) (MA/HD) $6.50 (GP/HD) $5
Pompeii (2014) (MA/HD) $3.50
Poms (2019) (iTunes/HD) $2.50
Post, The (2017) (MA/HD) $2.75
Predator (1987), 2 (1990), Predators (2009), Predator (2018) (MA/HD) $11
Predator (2018) (MA/4K) $6.25 (MA/HD) $3.50
Premium Rush (2012) (MA/HD) $3.25
Prey for the Devil (2022) (Vudu/4K) (iTunes/4K) $6
Princess and the Frog (2009) (iTunes/4K) $5.50 (GP/HD) $3.25
Prometheus (2012) (MA/HD) $1.75
Prophecy Collection 1-5 (Vudu/HD) (iTunes/HD) $14.50
Psycho (1960) (MA/HD) (iTunes/4K) $5
Psycho (1960), Rear Window (1954), The Birds (1963), Vertigo (1958) (MA/4K) $17
Public Enemies (2009) (MA/HD) (iTunes/HD) $6.25
Purge, The (2013) (MA/4K) $6.50 (iTunes/4K) (MA/HD) $3
Purge: Anarchy (2014) (MA/4K) $5.75 (iTunes/4K) (MA/HD) $4.75
Purge: Election Year (2016) (MA/4K $5.50 (iTunes/4K) (MA/HD) $3
Puss in Boots (2011) (MA/4K) $6.75
Puss in Boots: The Last Wish (2022) (MA/HD) $7.50
Queen & Slim (2019) (MA/HD) $4.50
R.I.P.D. (2013) (MA/HD) $3.25 (iTunes/HD) $3
Race (2016) (iTunes/HD) Ports to MA $2.75
Ralph Breaks the Internet (2018) (MA/4K) $5.25 (iTunes/4K) $4.50 (GP/HD) $1.50
Rambo Collection 1-5 (Vudu/HD) $14
Rambo: First Blood (1982) (Vudu/4K) (iTunes/4K) $6
Rambo: First Blood Part II (1985) (Vudu/4K) $6.75 (iTunes/4K) (Vudu/HD) $5.50
Raya and the Last Dragon (2021) (MA/4K) $6.25 (MA/HD) $4.50 (GP/HD) $2.50
Rescuers Down Under (1990) (MA/HD) $6.50 (GP/HD) $4
Resident Evil: Retribution (2012) (MA/HD) $2.25
Resident Evil: The Final Chapter (2017) (MA/4K) $7.25 (MA/HD) $3.25
Resident Evil: Welcome to Raccoon City (2021) (MA/4K) $6.50 (MA/HD) $4.50
Respect (2021) (iTunes/4K) $4.75
Revenant, The (2015) (MA/4K) $5.25 (iTunes/4K) (MA/HD) $3.25
Ricki And The Flash (2015) (MA/HD) $4.50
Riddick - Unrated Director's Cut (2013) (MA/HD) (iTunes/HD) $4
Riddick Collection 1-3 (Unrated) (MA/HD) $14
Ride Along 1-2 (MA/HD) (iTunes/HD) $5 $2.75 Each
Rio 2 (2014) (MA/HD) $2.25
Risen (2016) (MA/HD) $4.50
Road to El Dorado (2000) (MA/HD) $5.50
Robin Hood (2010) (MA/4K) $6.25
Robin Hood (Animated) (1973) (MA/HD) $3.75 (GP/HD) $2.75
RoboCop (1987) (Vudu/HD) $7.25
Robots (2005) (MA/HD) $6.75
Rock Dog (2016) (Vudu/HD) $4.25
Ron's Gone Wrong (2021) (MA/4K) $7 (MA/HD) $5.25 (GP/HD) $3.50
Rumble (2022) (iTunes/4K) (Vudu/HD) $5.75
Run Lola Run (1998) (MA/HD) $6.50
Rush (2013) (MA/HD) $2.75 (iTunes/HD) $3.25
Russell Madness (2015) (MA/HD) $4
Safe (2012) (Vudu/HD) (iTunes/HD) $1.75
Saint Maud (2020) (Vudu/HD) $6
Santa Clause (1994), 2 (2002), 3 (2006) (iTunes/4K) (MA/HD) $10.50 (GP/HD) $6.50
Saving Mr. Banks (2013) (MA/HD) $4.75 (GP/HD) $2.75
Saw Collection 1-7 (Vudu/HD) $10
Scott Pilgrim vs. The World (2010) (MA/4K) (iTunes/4K) $5.75 (MA/HD) $5.25
Scream 5 (2022) (iTunes/4K) (Vudu/HD) $5.50
Scream Collection 1-3 (Vudu/HD) (iTunes/HD) $13.50
Second Act (2018) (iTunes/HD) $1.50
Secret Garden, The (2020) (iTunes/4K) $4.25
Secret Headquarters (2022) (Vudu/HD) (iTunes/4K) $6
Secret Life of Pets 1-2 (MA/HD) $7.50
Secret Life of Pets 2 (2019) (MA/4K) $6.25 (MA/HD) $5
Seeking a Friend for the End of the World (2012) (iTunes/HD) Ports to MA $4.50
Seriously Red (2022) (Vudu/HD) $6.75
Sessions, The (2012) (MA/HD) $4.50
Sex Tape (2014) (MA/HD) $3
Shallows, The (2016) (MA/4K) $6.75 (MA/HD $4
Shang-Chi (2021) (MA/4K) $6.25 (MA/HD) $4.75 (GP/HD) $3
Shaun of the Dead (2004) (MA/4K) $4
Shaun of the Dead (2004), Hot Fuzz (2007), World's End (2013) (MA/HD) $10
Shaun the Sheep Movie (2015) (Vudu/HD) $4
Shawshank Redemption (1994) (MA/4K) $6
Shazam! Fury of the Gods (2023) & Shazam! (2019) (MA/HD) $10.50
Shazam! Fury of the Gods (2023) (MA/4K) $9 (MA/HD) $8
She's Having a Baby (1988) (Vudu/HD) (iTunes/HD) $4.50
Shooter (2007) (Vudu/HD) $5.75
Sicario: Day of the Soldado (2018) (MA/4K) $7.75 (MA/HD) $3.75
Sideways (2004) (MA/HD) $5.25
Silent Night, Deadly Night: 3-Film Collection (1989-1991) (Vudu/HD) $6
Silver Linings Playbook (2012) (Vudu/HD) $2
Sin City: A Dame to Kill For (2014) (Vudu/HD) $6.25
Sing 2 (2021) (MA/4K) $6.50 (MA/HD) $3.50
Sing Collection 1-2 (MA/HD) $6
Singin' in the Rain (1952) (MA/4K) $6.50
Sinister (2012) (Vudu/HD) $3 (iTunes/HD) $2.75
Sisters (Unrated) (2015) (MA/HD) $4 (iTunes/HD) $3.25
Sixteen Candles (1984) (MA/HD) $5.25 (iTunes/HD) $4.25
Skeleton Twins (2014) (Vudu/HD) $4.50
Skyscraper (2018) (MA/4K) $5.25 (MA/HD) $1.75
Sleepless (2017) (iTunes/HD) Ports to MA $1
Smile (2022) (Vudu/HD) (iTunes/4K) $6.75
Smokey and the Bandit (1977) (MA/4K) $6.50 (MA/HD) $3.75
Smurfs 2 (2013) (MA/HD) $3.25
Smurfs: The Lost Village (2017) (MA/HD) $3.25
Snake Eyes (2021) (iTunes/4K) (Vudu/HD) $4.25
Snatched (2017) (iTunes/4K) (MA/HD) $1
Snitch (2013) (iTunes/4K) (Vudu/HD) $1.75
Snow White and the Huntsman (Extended) (2012) (iTunes/4K) $3.50 (MA/HD) $2.50
Son of God (2014) (MA/HD) $1.25
Sonic the Hedgehog 2 (2022) (Vudu/4K) $6.50 (iTunes/4K) (Vudu/HD) $4.50
Soul (2020) (MA/4K) $6.25 (MA/HD) $3.75 (GP/HD) $2.25
Southpaw (2015) (Vudu/HD) $4.50
Southside With You (2016) (Vudu/HD) $3.50
Space Between Us, The (2017) (iTunes/HD) Ports to MA $5
Space Jam (1996) (MA/4K) $5
Space Jam: A New Legacy (2021) (MA/4K) $5
Speed (1994) (MA/4K) $5.25
Spider-Man (2002) (MA/4K) $6.50 (MA/HD) $5.50
Spider-Man 2 (2004) (MA/4K) $6.50 (MA/HD) $5.50
Spider-Man 3 (2007) (MA/4K) $6.50 (MA/HD) $5.50
Spider-Man Collection 1-8 (MA/HD) $26
Spider-Man: Far From Home (2019) (MA/4K) $8 (MA/HD) $4
Spider-Man: Homecoming (2017) (MA/4K) $8 (MA/HD) $1.75
Spider-Man: No Way Home (2021) (MA/4K) $6.75 (MA/HD) $3.75
Spirit: Stallion of the Cimarron (2003) (MA/HD) $5
Split (2017) (MA/4K) $6.75 (iTunes/4K) (MA/HD) $2.75
Spy (Unrated) (2015) (MA/HD) $2
Spy Game (2001) (iTunes/HD) Ports to MA $5.75
Stand Up Guys (2012) (Vudu/HD) $2.75
Star Trek 1-3 (Vudu/4K) $18 (Vudu/HD) $9.50 (iTunes/4K) $13.50
Star Trek Beyond (2016) (Vudu/HD) $1.75 (iTunes/4K) $3.25
Star Trek Into Darkness (2013) (Vudu/HD) $1.75 (iTunes/4K) $3.25
Starship Troopers (1997) (MA/4K) $6.50
Still Alice (2015) (MA/HD) $3
Stillwater (2021) (MA/HD) $5
Straight Outta Compton (Unrated Director’s Cut) (2015) (MA/4K) $7.50 (MA/HD) (iTunes/HD) $2.50
Strange World (2022) (GP/HD) Ports to MA $4.25
Strangers: Prey at Night (2018) (MA/HD) $3.50
Stronger (2017) (Vudu/HD) (iTunes/HD) $4.50
Stuber (2019) (MA/HD) $4.75
Studio 666 (2022) (MA/HD) $6.75
Suicide Squad, The (2021) (MA/4K) $5
Super Troopers (2002) (MA/HD) $5.75
SW: A New Hope (1977) (MA/4K) $7 (iTunes/4K) $6.25 (GP/HD) $3.50
SW: Empire Strikes Back (1980) (MA/4K) $7 (iTunes/4K) $6.50 (GP/HD) $3.50
SW: Force Awakens (2015) (MA/4K) $5.25 (iTunes/4K) $3.50 (GP/HD) $1
SW: Last Jedi (2017) (MA/4K) $5.75 (iTunes/4K) $3.75 (GP/HD) $1
SW: Phantom Menace (1999) (MA/4K) $7.50 (iTunes/4K) $6.50 (GP/HD) $3.50
SW: Return of the Jedi (1983) (MA/4K) $7.25 (iTunes/4K) $6.50 (GP/HD) $3.50
SW: Revenge of the Sith (2005) (MA/4K) $7.50 (GP/HD) $3.50
SW: Rise of Skywalker (2019) (MA/4K) $6 (iTunes/4K) $4.75 (GP/HD) $2.25
SW: Rogue One: A Star Wars Story (2016) (MA/4K) $6.50 (iTunes/4K) $3.75 (GP/HD) $1.25
SW: Solo: A Star Wars Story (2018) (MA/4K) $7 (iTunes/4K) $5 (GP/HD) $3.50
Sword in the Stone (1963) (MA/HD) $6.25 (GP/HD) $3.75
Taken Collection 1-3 (MA/HD) $9
Tangled (2010) (MA/4K) $8 (MA/HD) $5 (GP/HD) $3.75
Tarzan (1999) (MA/HD) $6.50 (GP/HD) $5
Teen Titans Go! & DC Super Hero Girls: Mayhem in the Multiverse (2022) (MA/HD) $4.75
Terminator (1984) (Vudu/HD) $7
Terminator: Genisys (2015) (Vudu/HD) $1.75 (iTunes/4K) $3
Theory Of Everything (2014) (iTunes/HD) Ports to MA $4
Think Like a Man (2012) & Two (2014) (MA/HD) $9
This Is 40 (2012) (MA/HD) $3.75 (iTunes/HD) $2.50
Thor (2011) (iTunes/4K) (MA/HD) $7 (GP/HD) $3.50
Thor: Love and Thunder (2022) (MA/4K) $6.75 (MA/HD) $3.25 (GP/HD) $2
Thor: The Dark World (2013) (MA/4K) $7 (iTunes/4K) $4.50 (GP/HD) $2.25
Till (2022) (iTunes/4K) $6.50
Tinker Bell and the Legend of the NeverBeast (2014) (MA/HD) $6 (GP/HD) $4
Tinker, Tailor, Soldier, Spy (2011) (iTunes/HD) Ports to MA $4.50
Titanic (1997) (Vudu/HD) (iTunes/HD) $4.75
TMNT Out of the Shadows (2016) (iTunes/4K) $4
To Kill a Mockingbird (1962) (MA/4K) $6.25 (iTunes/HD) $4.50
Tomorrowland (2015) (MA/HD) $5.50 (GP/HD) $3.50
Top Gun: Maverick (2022) (Vudu/4K) $6 (iTunes/4K) (Vudu/HD) $5.75
Total Recall + Extended (2012) (MA/HD) $5 (Theatrical) $4
Toy Story 1-4 (MA/4K) $23 (iTunes/4K) $21 (GP/HD) $11.50
Toy Story of Terror! (2013) (MA/HD) $4.50 (GP/HD) $3
Trading Places (1983) (Vudu/HD) $4.50
Training Day (2001) (MA/4K) $6.50
Trainwreck (2015) (iTunes/HD) Ports to MA $1.50
Transformers 1-5 (Vudu/4K) $30 (Vudu/HD) $23
Trauma Center (2019) (iTunes/4K) $3.25
Triple 9 (2016) (iTunes/HD) Ports to MA $2.50
Trolls (2016) (MA/HD) $1.25
Trolls Collection 1-2 (MA/HD) $6
Tully (2018) (MA/HD) $5.75
Turning Red (2022) (MA/4K) $6.25 (MA/HD) $4 (GP/HD) $2.75
Umma (2022) (MA/HD) $4.75
Unbearable Weight of Massive Talent (2022) (Vudu/4K) (iTunes/4K) $6.75
Unbreakable (2000) (MA/4K) $6 (GP/HD) $3.75
Unbroken (2014) (MA/HD) (iTunes/HD) $3
Uncharted (2022) (MA/4K) $5.50 (MA/HD) $3.25
Under the Skin (2014) (Vudu/HD) $5.25
Underworld: Blood Wars (2016) (MA/4K) $5.75 (MA/HD) $2.25
Unforgiven (1992) (MA/4K) $6.50
Unhinged (2020) (Vudu/HD) $4.75
Up (2009) (iTunes/4K) $7.50 (MA/HD) $6.75
Up in Smoke ‘Cheech and Chong’ (1978) (Vudu/HD) $3.50 (iTunes/HD) $2.75
Upside, The (2017) (iTunes/HD) $2
Us (2019) (MA/HD) $5.25
Van Helsing (2004) (MA/4K) $6 (iTunes/4K) (MA/HD) $4.75
Venom (2018) (MA/4K) $6.75 (MA/HD) $3.25
Venom: Let There Be Carnage (2021) (MA/4K) $7 (MA/HD) $3.50
Vice (2015) 'Bruce Willis' (Vudu/HD) $2.50
WALL-E (2008) (iTunes/4K) $8 (GP/HD) $5.50
Walt Disney Animation Studios Shorts Collection (2015) (MA/HD) $5.50 (GP/HD) $4
Warcraft (2016) (MA/4K) $5 (iTunes/4K) (MA/HD) $2.25
Watch, The (2012) (MA/HD) $4.25
Waterworld (1995) (MA/4K) $6.75 (MA/HD) $6
Way, Way Back, The (2013) (MA/HD) $5.25
Weird Science (2008) (MA/HD) (iTunes/HD) $6
Welcome to Marwen (2018) (MA/4K) $3.50
West Side Story (2021) (MA/4K) $5.75 (MA/HD) (GP/HD) $2.50
What to Expect When You're Expecting (2012) (Vudu/HD) (iTunes/HD) $2.25
When the Game Stands Tall (2014) (MA/HD) $4.50 (MA/SD) $1.75
Where the Crawdads Sing (2022) (MA/HD) $4.50
Whiplash (2014) (MA/HD) $5.75
White House Down (2013) (MA/HD) $3.50
Whitney Houston: I Wanna Dance With Somebody (2022) (MA/HD) $5.75
Widows (2018) (MA/4K) $6.50 (MA/HD) $1.75
Willy Wonka and the Chocolate Factory (1971) (MA/4K) $5
Wind River (2017) (Vudu/HD) (iTunes/HD) $5
Wings (1927) (Vudu/HD) (iTunes/HD) $4
Witch, The (2016) (Vudu/HD) $3.50
Wolf Man (1941) (MA/4K) $6.50
Wolverine (Unrated) (2013) (MA/HD) $3.75
Woman King (2022) (MA/4K) $6.50 (MA/HD) $5.50
Wonder Woman 1984 (2020) (MA/4K) $5
Won't Back Down (2012) (MA/HD) $4
Wreck-It Ralph (2012) (MA/4K) $8 (GP/HD) $4.25
X (2022) (Vudu/HD) $6.75
X2: X-Men United (2003) (MA/HD) $6.25
X-Men (2000), X2 (2003), X-Men: The Last Stand (2006) (MA/HD) $15
X-Men: Apocalypse (2016) (iTunes/4K) (MA/HD) $2.50
X-Men: First Class (2010), Days of Future Past (2004), Apocalypse (2014) (MA/HD) $11
Yesterday (2019) (MA/HD) $4.50
Zathura (2005) (MA/HD) $7
Zero Dark Thirty (2012) (MA/HD) $3
Zootopia (2016) (MA/4K) $7.25 (iTunes/4K) $5 (MA/HD) $4.50 (GP/HD) $3.25
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2023.06.07 02:21 NoSneezePlz Bloons TD 6 - Update Notes! Version 37.0
| https://preview.redd.it/0ko9r0ktoh4b1.png?width=840&format=png&auto=webp&s=d366457be60997a8f03ca838d5c3eacef9cacf8d Bloons TD 6 v37.0 - Update Notes! Rolling out now on iOS, Android, Steam please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up. Check out the more awesomer update video here. Key New Features - New Paragon - The Magus Perfectus! (loves casting spells) Some of you know we teased this last year, but we needed more time to balance the art and design required to make this extra special, so we are very pleased to get this live! Wizard Monkey’s Paragon is designed to be a higher level strategic Paragon with powerful ability usage similar to the Doomship.
- The core of the Magus is a toggle to and from a Draining Beam which deals very small single target damage but absorbs graveyard mana as it damages and destroys Bloons
- While toggled off from the Drain Beam, Magus attacks with a powerful Arcane Spike that deals massive damage to MOABs and revives Bloons it slays, while a Dark Phoenix circles overhead attacking with Firebomb breath and a radial fireball attack
- Phoenix Explosion Ability: can be cast to consume the Paragon’s entire graveyard to set all Bloons on screen on fire for 30 seconds and summon one Zombie ZOMG for every 9000 graveyard mana consumed
- Arcane Metamorphosis Ability: can be used to consume all graveyard mana and transform the Magus briefly into an alternate form which decimates everything with a flame cascade attack; Metamorphosis lasts longer the more mana it consumes
- Magus was designed for armchair play so it will fill and consume graveyard mana on its own, but our goal was to create more actively controlled Paragon for those who will enjoy microing between Beam on and off and choosing which awesome Ability to unleash and when
New Awesome - Happy Birthday BTD6 - On June 14th, BTD6 will celebrate 5 years of monkeytastic fun and strategy! We hope you’ll join us for the main menu changes, skinned Collection event, special Questing, and general celebration. Thank you for five amazing years and we’re looking forward to all the years ahead!
- New Hero Skin - Jiangshi Sauda, a fun new cross-cultural look for Sauda brainstormed by the art team, mixing inspirations from a favorite show and Chinese folklore
- New Map - Erosion
- Community designed advanced map Erosion by “I am not an artist” ~ u/TheWiseTroll
- TheWiseTroll’s original concept proposed land and water but when thinking about map colors and the little stories we think of behind each map, the concept of the polar bear walking back with the shrinking ice was too compelling to do anything else
- New Quests
- Birthday Party - Pop the Party Bloon as many times as you can before it escapes
- Blade Sauda Nowhere - Try out Sauda and learn some of her skills
- Patch’s Cheap Chimps Challenge - Beat Logs with as little cash spent as you can
- Striken Bad - Defeat the BAD on round 100 using First Strike. The spelling hurts us, too, you’re not the only one - but we had to do it!
- Least Cash and Least Tier Boss Events
- We’ve heard feedback about and have been wanting to shake up Boss rules, so here we go!
- Applying new victory conditions to Boss Events completely changes the focus while still needing the damage output and type to handle each Boss
- Time still matters, as the secondary time score will break any ties
- New Trophy Store Items
- Heroes: Geraldo Pack Mule pet, Quincy Spec Ops Drop In placement
- Monkeys: Sweden Village Flag
- Bloons: Party Hat Bloons
- Game & UI: Vortex Avatar, Sunset Samba 64 Mix music track, Quincy Arrows banner
- Nexus.gg Creator Supporter Avatar - show your support for Content Creators by using the Creator Support button on the Settings screen and purchasing any IAP
- Limited Time only {trophy items if there’s a seasonal}
- 5 Year Anniversary Avatar, 5 Year Anniversary Banner
- New CT Team Store items
- Base Props: Treasure Chest
- Icons: Overclock icon, Archmage Staff icon
- Frames: Bloon From The Dead frame, Mage Hat frame
- New Slider
- Everybody loves sliders, right?
- After lots of discussion on the team and a fair few player requests, we’ve added a ‘Projectile and Effects Scaling’ accessibility option to main menu Settings
- This is primarily for accessibility to minimize the size and brightness of projectiles and effects, especially when the screen is crowded with Monkeys and Bloons
- This is not directly a performance improvement feature, so please do not expect the game to run noticeably better - just noticeably cleaner
- We tried not to remove key game state indicators but this is ultimately in player control - if you adjust the slider and effects and projectiles make it harder to play the game, please reset the slider until the game is working the way you want
- It’s also really fun for silly screengrabs, so please post your favorites!
News - Anniversary Giveaways! https://preview.redd.it/27pjluypoh4b1.png?width=350&format=png&auto=webp&s=265a9a9a1456e7323d224938edcbaa995cd35d3c We would also like to formally announce that we will be doing a week of giveaways on our Twitter starting next Monday NZT to celebrate the BTD6 5 year anniversary! 5 winners will be picked randomly each day for 5 days to win an awesome prize from our merch store. This will be exclusive to Twitter so make sure to follow us here to be involved! Game Changes / Additions - New Party Time game theme event!
- Refactored how leaderboard scores are stored so that we could add Least Cash/Tiers ranking options for Boss Events
- Bosses on spawn will now clear the map of all existing projectiles
- Highest Round profile stat renamed to Highest Round (All Time) & added in the new profile stat Highest Round (Current Version).
- The 4 different Highest Round profile stats are now grouped together near the top of the profile stats page
- Freeplay budget scaling reduced slightly (same speed/hp, but number of Bloons added per round will increase at a slower rate)
- Added a new Roundset with Income curve to be used by our events team; this customized income curve allows us more flexibility to make this roundset than would otherwise have been possible with existing roundset tools
- Translated game into Thai
Quest Changes - Added a ‘Play Again’ button to the victory screen for quests
- Added a ‘Disable Dialogue’ checkmark for some quests after beating them
- Game hints are now hidden during Quests
- Story Quests now sort to the top of the quest list & completed Story Quests sort to the bottom
Bug Fixes & General Changes - A large number of localization fixes - thanks for the player feedback on your pet peeves!
- Resolved a number of general crashes
- Number of additions/changes to improve existing quests, highlight scores to beat & increase our possibilities for quest creation
- Resolved an issue with abilities highlighted in quests remaining highlighted after restarting
- Holding down on a tower should correctly hide the UI again
- Quests no longer play placement effects for any pre-placed towers
- Resolved an issue that could prevent Total Damage from counting correctly to profile
- Resolved an issue where total insta monkeys profile stat would decrease if the instas were used
- Resolved certain very specific freeplay seeds causing crashes on certain rounds
- Bloons Leaked summary no longer gets cleared in co-op after reviewing map
- Stairs in the top corners on Resort are now placement blockers
- Resolved a crash that could occur when waiting on the events screen as events end
- Resolved a crash that could occur when the Hero Booster popup was canceling via any map mechanics forcing the player to deselect the hero
- Fixed some towers not targeting the test bloon when set to target type Strong
- Fixed position of the full patch notes link on update popups on some resolutions
- Midnight Mansion plays a fishie animation in the bloon exit on loading in
- Resolved an issue where placed items on the map lose their cosmetic skins after a resync occurs during a co-op game.
- Obtaining towers from redistribution on co-op that are still locked for you will now show messaging in the unlocks screen as to why you are not earning XP for it
- Pressing back from the avatabanner selection will now just back out of that selection
- Changed Pop Count on summary screen to Damage Count and added actual Pop Count
- Hero portraits no longer linger too long on the screen after exiting the upgrades menu in game
- Paragon art state changes moved from 22/42/62/82 to 20/40/60/80
- Resolved map-based buffs not inheriting to subtowers correctly
- Resolved an issue where an external proxy could sometimes cause the game to hang on loading forever
- Co-op red areas fade in more slowly when you cross the boundary
- Resolved online/Invisible profile setting displaying text incorrectly
- Audio polish when opening reward chests in the collection event
- Updated wording on logout screen to address some confusion
- Added a background to the rewards UI
- Added confirmation pop-up for In App Purchases added from outside the game
- Monklish font has been regenerated to include the Māori macrons
Tower Specific Fixes Ice Monkey - Resolved a number of cases of the xx2 Refreeze crosspath not re-freezing bloons when dealing certain numbers of damage.
Monkey Buccaneer - xx5 Trade Empire should no longer buff too many merchants in co-op
- Resolved tower moving from flagship to navarch displaying vfx at the wrong scale
- Resolved "Paragon available" pip displaying for Buccaneer with only Flagship and Pirate Lord unlocked
- Resolved an issue where Navarch’s attack rate buff would not apply to Doomship in some cases depending on build order
Monkey Ace - xx2 Centered Path ace no longer displays it’s placement target on screen initially when loading a save
- Upgrading to 002 Ace no longer refreshes the cooldown on the special toggle
- Resolved an issue with Monkey Ace jumping offscreen after a Retry Last Round
Banana Farm - 5xx Banana Central no longer buffs other Banana Centrals in co-op
Engineer - 1xx Engineers can now place their sentries correctly on One Two Tree
- Overclocking a 5xx Engineer’s sentry just as it starts exploding no longer crashes the game
- Engineer Paragon no longer crashes if created while a Bloontrap is being deployed
- Engineer Paragon no longer crashes when selling the main tower while it has a sentry moving through the air that has not landed yet
- Engineer Paragon should no longer throw sentries into the middle of the map due to techbots
- Resolved an issue where the Paragon’s permanent speed boost per round would not load until the end of the first round played after loading a save
Beast Handler - 3xx Great White projectiles can no longer hit bloons far out of range
- 3xx Great White rare crash that could occur at end of rounds has been resolved
- 3xx Great White’s slow applied to grabbed target now expires correctly
- 310 Beast Handler now has eyebrows, just like that one map suggestion
- Corrected the splash asset for crosspathed 4xx & 5xx Beasts
- Merging an Orca into a Megalodon while it's taking out a bad should no longer cause a 2nd Megalodon to briefly appear
- x1x Microraptor no longer fails to attack in some cases when being moved to different heights
- x4x Tyrannosaurus Rex ability now scales with Challenge Editor ability cooldown slider
- Beast Handler's bird targeting no longer breaks when set to strong if bloons are leaving radius
- Resolved a crash that could occur when moving a beast to the screen boundary
Hero Specific Fixes Obyn Greenfoot - Resolved an issue where Obyn’s Wall of Trees when placed on an intersection looping back around on itself would not be able to hit the children of any targets that passed over it
Psi - Resolved a crash that could occur when attacking glued Bloons
Geraldo - Resolved an issue where selling Geraldo, and then re-buying him would show the description of the last-viewed store item from before selling him
Platform Specific fixes - PC: Beast Handler’s hotkey in the hotkeys menu has been moved up near the rest of the support towers
- PC: Added a ‘ Monkey Special 2’ hotkey (for towers like Beast Handler, Necromancers & Ace Paragon). By default the Special 1 & Special 2 hotkeys have been assigned to PageUp & PageDown and ordered so that PageUp triggers the upper specialty, and PageDown triggers the lower one
- Arcade: Resolved a strange one pixel wide black line that can appear above some text characters on the arcade font
- Chromebook: Game no longer crashes if attempting to login via webview
- Chromebook: Resolved an issue with bluetooth mice being unable to scroll
Balance Changes Boomerang Monkey This part has to be included along with the Lych Soul rework with Paragons which is finally making it in this update after necessary delays. As Boomerang Paragon’s knockback hits so many times so quickly, we need to make it more reasonable when applied to targets that aren’t immediately destroyed. - Boomerang Paragon knockback amount reduced 3 > 1
Bomb Shooter MOAB Assassin fills a useful role of a pure long cooldown ‘single target assassination’ in the game, but when compared to something like First Strike it feels a little lacking that it is unable to carry damage through MOAB Layers - x4x MOAB Assassin ability passes through MOAB layers
- x4x MOAB Assassin ability explosion centers around the impact target
Tack Shooter Blade Shooter has always struggled to find much value without MK or as a step to Maelstrom, so to give it build value on its own we feel like this should be a part of the base value on the upgrade. - x3x Blade Shooter pierce increased from 6 > 8
Ice Monkey Lowest tiers of ice monkey are far too effective for their cost against ceramics, with this scaling well all the way to round 100, we feel like ice duration against ceramics needs to be reduced to counter this but for now this reduction will only apply until T3. - 000 Ice Monkey freeze duration reduced by 50% on ceramics
- All T3 Ice Monkeys increase freeze duration on ceramics from 50 > 100%
- 203 Icicles crosspath now gains camo prio
Glue Gunner The Bloon Solver’s rework has been very popular, however, we’d like to have a better lead up into the new mechanics by introducing this earlier at the tier 4 now. - 4xx Bloon Dissolver now creates puddles on track leading up to Bloon Solver, puddles deal 1 damage, all other stats and crosspath benefits are the same.
Sniper Monkey This will allow Cripple MOAB to take out regular MOAB layers in one shot until round 100; for such a slow attacking single target tower we feel this will help top path flex, even if mostly for show. - 5xx Cripple MOAB damage increased from 80 > 280
Monkey Buccaneer Reworking Grape Shot crosspathing as it gains far too much crosspath value by T2 but then is lacking in purpose at higher tiers, double shot will only work as one extra grape however Destroyer will now apply its full attack rate buff to the grapes and Flagship will equip aspects of Grape Shot on the mini planes. - 210 Grape Shot total projectiles reduced from 10 -> 6
- 310 Destroyer also reduced from 10 > 6 grapes
- 310 Destroyer now increases grape attack rate twice as much, matching increase to the regular attack
- 410 Aircraft Carrier planes radial attack now fires an arc of grapes instead of darts
- 410 Aircraft Carrier planes radial Emission Angle 360 > 90
- 410 Aircraft Carrier planes radial projectile count 8 > 6
- 410 Aircraft Carrier plane grape projectile speed 100 > 200
- 420 Aircraft Carrier planes radial projectile art: dart > hot grape
- 420 Aircraft Carrier planes radial damage type Sharp > Fire
- 400 Aircraft Carrier plane radials damage 1 > 2
- 4xx Aircraft Carrier missiles now follow tower target priority
Monkey Ace Spectre is shifting a little of the ceramic bonus around into basic all damage at the cost of reduced pierce, which should make up for lack of single target damage while also making the pierce crosspath more necessary when being used for cleanup focus. - xx4 Spectre Dart damage increased 3 > 4
- xx4 Spectre Dart ceramic bonus reduced 2 > 1
- xx4 Spectre Dart pierce reduced 15 > 10
- xx4 Spectre Bomb damage increased 2 > 3
- xx4 Spectre Bomb ceramic bonus reduced 4 > 3
- xx4 Spectre Bomb pierce reduced 30 > 20
Heli Pilot Even with the map-range advantage, rotors are weak compared to any other constant AoE circle like this. Chinook feels like it’s near a place we are happy with now, however we want another tiny nudge on cost while keeping cash generation value the same. Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game. - 302 Razor Rotors will now benefit from the faster firing crosspath
- 3xx Razor Rotors cooldown rate 0.75 > 0.5
- x4x Support Chinook price reduced from $10500 > 9500
- x4x Support Chinook supply crate cash generated reduced $1650 > 1,550
- x4x Support Chinook max uses per round reduced from 3 > 2
- xx4 & xx5 Comanche mini's follow the target priority set on their main Heli
- xx5 Comanche Commander missile damage 7 > 15
- xx5 Comanche Commander missile moab bonus 5 > 8
- xx5 Comanche Commander mini's missile dmg 5 > 15
- xx5 Comanche Commander mini's missile moab bonus 5 > 8
Mortar Monkey As the Rapid Reload crosspath has actually fallen behind in value compared to Burny Stuff for top path Mortars we want to try a slight stun duration increase as this buffs the base path with a larger benefit to Rapid Reload mortars as a stalling option. Mortar consistency is lacking at x3x making it tough to spend on even though x4x is fairly good, so some of the T4 rate is shifting down to help out with this. As the camo property has grown quite weak and currently Signal Flare is considered the best decamo tool, we want to push back slightly on its cost and by reducing the blast radius of the decamo area while emphasizing crosspathing for effectiveness there. - 4xx The Big One stun duration non-MOABs increased from 0.5s > 0.75
- 5xx The Biggest One stun duration MOAB increased from 0.3s > 0.5
- 5xx The Biggest One stun duration BFB increased from 0.2s > 0.3
- 5xx The Biggest One stun duration DDT increased from 0.2s > 0.3
- x3x Heavy Shells attack delay reduced from 1.08 > 0.81
- x4x Artillery Battery attack rate buff reduced from ¼ to ⅓ (remains the same rate: 0.27)
- xx3 Signal flare cost increased $700 > 800
- xx4 Shattering Shells price reduced from $11,000 > 10900
- xx3 Signal Flare decamo radius reduced from 50 > 43
- 103 Signal Flare decamo pierce increased by 5 > 10
- xx4 Shattering Shells burn DoT deals moab bonus +5
Super Monkey As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple. - 4xx Sun Temple's Magic Sacrifice mini Sun Avatars when placed will spawn with the same target prio as their parent tower
Ninja Monkey We’re changing the Ninja Monkey Paragon’s focus as a fighter against camo, as we feel like a greater strength and tactical value against camo will be the full reveal of all camos rather than all camo removal. - Ascended Shadow now grants global camo detection for all your towers
- Ascended Shadow no longer strips camo from Bloons with every attack
- Ascended Shadow main attack gains bonus to camo +6
- Ascended Shadow Flash Bomb Explosion gains bonus to camo +20
- Ascended Shadow Flash Bomb Shurikens gains bonus to camo +16
- Ascended Shadow Sticky Bomb Projectile gains bonus to camo +3200
- Ascended Shadow Sticky Bomb Explosion gains bonus to camo +700
- Ascended Shadow now deals 25% damage to all non-Boss MOABs that spawn
Alchemist Alchemist Transforming Tonic is in a weird spot with the transformation unable to attack through walls when the base alchemist is able to. Also with this, including a QoL fix for the T5 that currently prevents transformed towers from functioning with target priority. - x4x Transforming Tonic transformed alchemist can now ignore line of sight
- x5x Total Transformation towers transformed by the x5x will keep their Target Priority
Druid While the tornado doesn't do anything to MOABs, it still spends itself on them which wastes a relatively long cooldown, so addressing this flaw. Avatar of wrath doubles the base attack speed before any scaling is applied, but this hasn’t ever applied to the 205 Lightning, so taking care of that as well. Housekeeping - even deep in the forest, it does actually make life better. - 3xx Druid of the Storm’s Tornado no longer targets MOAB-class Bloons
- x3x Druid of the Jungle no longer pops Lead Bloons without 130 crosspath
- x3x Jungle Vine follows target prio of tower instead of strong
- x3x Jungle Vine defaults tower to strong priority when purchased
- 205 Avatar of Wrath base Heart of Thunder attack rate increased 2.3s > 1.15
Spike Factory We’ve heard the feedback, so Spiked Mines get a tweak to get more mines exploding but with less pierce on each, to overall increase quality of life in more frequent use but less wasted pierce. This will help out with some of the problems it has scaling into late game super ceramics. - 4xx Spiked Mines pierce increased from 12 > 20
- 4xx Spiked Mines explosion pierce reduced from 40 > 30
- 4xx Spiked Mines DoT damage increased from 1 > 10
- 5xx Super Mines explosion pierce remains at 60
- 5xx Super Mines DoT damage increased from 1000 > 2500
Monkey Village A minor QoL for cheap Monkeyopolis creation, we included a small base amount of cash production to the generation formula. - xx5 Monkeyopolis income formula now includes a base +$2500 minimum
Engineer The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before. - xx5 XXXL Trap attack cooldown reduced from 5.8s > 4.6
Beast Handler As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points. - 3xx Great White thrash rate benefits from speed buffs
- 3xx Great White damage increased 4 > 8
- 3xx Great White max extra damage from merge increased 8 > 16
- 3xx Great White max attack rate buff from merge increased 0.20634 > 0.38
- 3xx Great White extra thrash knockback duration from merge increased 0.1 > 0.2
- 4xx Orca thrash damage increased 20 > 30
- 4xx Orca thrash max extra damage from merge increased 40 > 60
- 4xx Orca max attack rate buff from merge increased 0.37829 > 0.38
- 4xx Orca thrash radius increased 20 > 24
- 5xx Megalodon price reduced from 55,000 > 45,000
- 5xx Megalodon thrash radius increased 30 > 36
- 5xx & x5x Beast handler paths are now overclockable
- x4x and x5x Max Merge Bonus: Overkill damage on MOABs now distributes to the children of that target
- xx1 Gyrfalcon path deals +1 damage to Regrows to stop accidental infinite regrow farms
- xx3 Golden Eagle pierce increased 12 > 15
- xx3 Golden Eagle pierce range increased 24 > 30
- xx3 Golden Eagle ceramic pierce penalty reduced from +3 > 1
- xx3 Golden Eagle Max Merge Bonus: Now grabs MOABs with pierce penalty +14
Gwendolin Removing the stacking aspect of Gwendolin’s burn damage over time, but increasing the damage as she levels up so that it actually scales up in power now. - Lv6 Gwendonlin main attack DoT stack count 0 > 1
- Lv6 Gwendonlin main attack DoT damage increased from 1 > 2
- Lv9 Gwendonlin main attack DoT damage increased from 1 > 4
- Lv10 Gwendonlin main attack DoT damage now increases by 1 per additional level
Adora While they are complicated individuals, Adora can now fully appreciate the sacrifice of the newest Monkeys in the struggle against the Bloons. - Lv7 Blood Sacrifice can now be used on Beast Handlers
Admiral Brickell We aren’t happy with strats that start looking like exploits with frequent sell-replace loops. - Upon Selling Brickell - all of her placed Mines are now expired along with her as well
Psi Psi’s stalling out of the end of round is an odd mix of useful / annoying / out of control, so we are for now capping this to a 3 seconds of overtime stalling. Psi’s Psychic Blast ability also has weirdly low pierce for a long cooldown ability with no damage, we are increasing the base pierce greatly but it no longer increases in pierce at Lv7 since the extra pulse brings more pierce anyway. - If no Bloons are left unpopped on screen aside from ones Psi is currently holding & destroying, these Bloons will be destroyed after a maximum of 3 seconds
- Lv3 Psychic Blast pierce increased from 50 > 200
- Lv7 Psychic Blast pierce increased from 100 > 200
Event / Boss / Relic / Knowledge - All Lych Soul variations can now be stunned/slowed by paragon tier upgrades
Looking Forward Five months of 2023 done and dusted, which feels to us like it has zoomed by, perhaps because the Auckland office where the BTD6 team is based has only just reopened after the severe flooding at the end of January. All of Update 36 and the majority of Update 37 were completed while again working from home, but we’re very excited to have the office repairs done, the flood wall almost finished, and the ability to work shoulder to shoulder again on fun new things for the monkeyverse! Here’s the latest gaze into the crystal ball: - Update 38 Key Content
- New Boss - Phayze: another all new Boss concept and play style, not giving any other hints apart from the name itself
- Summer fun: a new Brickell hero skin and a waterpark map aimed toward Intermediate to help keep northern hemisphere summer cool
- Quests: continuing to build new quest system features and adding a few new Quests to the list
- Update 39 Key Content
- Map Editor: under construction since last year with internal systems testing happening during 38.0 development, we are super excited to put map creation tools in player hands on as many platforms as possible when it goes live
- New Hero - Spirit Walker: another unique design that we’re sandboxing already to make sure it has as much balance and art iteration as possible, again no hints other than the name
- Update 40 Key Content
- New Paragon - Monkey Sub: we’ve tagged sub as the next Paragon, so tell the Navarch to stop hoarding all of the Portable Lakes!
- Stretch Goals - Boss Rush Team Event and CT Themes: lots of unknowns 3 updates out but we have strong plans for a new Team event and new parameters for Contested Territory that will make each CT more dynamic - anything that we don’t get done by end of year will have strong groundwork for next year
- Console
- Getting closer to submission on Xbox and PlayStation but this has been slow going. We’ve added another programmer and are working even more closely with platform partners to get through our last issues and launch as soon as possible, but that’s likely at least another 2 months. Switch is still a consideration depending on response to Xbox and PlayStation, as it will require additional bespoke development.
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2023.06.07 01:35 FreshHumanNews The curious case of Human computers (Report, Essay)
Dear Galactic Emperor, Father of all Gaamians, Deltorstheks, Betholans, and Master of all their serving races. This is a report about Human computers, how they work, and how they evolved.
As Our Lord Emperor naturally knows, the first computers of our Great People were invented about 22,000 beirots ago (45,657 earth years). Naturally, besides rudimentary mechanical computers, these computers were based on cells and biological tissue which slowly integrated electronic and mechanical features through the bemetons (centuries? appx ~122 years). This development is standard in most species we know about since cells have always been widely available thanks to the divine process of evolution. Organic computers are almost always the first sophisticated computer technology developed by species in our universe. The only exception is, of course, the human species. For the sake of this research, human brains are not considered computers, since they lack the natural mathematical abilities that our brains have. This limitation basically made most humans mentally challenged, and it also motivated humans to create mechanical computers to help themselves even with basic operations like division and multiplication of integers. Apparently, the first human computers were mechanical, and they worked as a device to compensate for their lack of natural mathematical brain capabilities. We speculate that this brain limitation is what incentivized humans to start with very primitive computers that served as a starting point for their electronic computers.
Humans, indeed, jumped from mechanical to electronic computers, ignoring the usefulness of neurons and tissue for computing. This created an exact-value binary digital computer, which used unnecessarily high amounts of energy, and space and lacked the flexibility of neurons. These "stupid computers" however, were easily scalable and allowed humans to make many very simple math operations in a small space and window of time, by manipulating electrons. This made human computers superior to ours (forgive the blasphemy) in the aspect of speed and efficiency. However, our greater capabilities of using tissue for computing, combined with our capacity to exploit caching to avoid repetitive operations (which human computers do a lot), combined with some electronic technologies, allowed us to conquer space even with relatively slower biocomputers.
Our main advantage as a species is the early development of AI, since we started using biological computers a lot of bemetons ago, we already had AI that used the natural capabilities of neurons, without limitations of discrete digital values. Humans, however, refused to develop into the path of biocomputers and started simulating neurons using digital operations, which made their AI kind of mechanic and limited to discrete values (digital). This idea may sound insane and even absurd, but since humans are so used to digital electronic computers, this makes perfect sense to them. They are following the same pattern of unifying countless simple operations to emulate advanced operations in a symbolic binary system.
Besides computers, there are many inventions that humans developed that we never developed, even when we became a space-conquering species: microscopic electronic transistors, LED lights, and a theory of binary numbers are a few. These developments were simply not necessary for us as we built on top of natural technologies. Humans, however, love to *reinvent the wheel (*they used another phrase that is not translatable but equivalent to this). Today, many of our ships already use human-inspired computers to assist our existing biocomputers. As a flip side, humans never developed Yseron (growing ships?), Othotons (???) and Therohatos (???), which is a technology unique to our species that, in the hands of humans, maybe a threat to our galactic powers.
Conclusion and suggestion
Human computers are unique in the development of galactic technology. We can should continuing using human technology on computers to enhance ours. Ours tech developed organically for many bemetons until we were able to explore space, but human tech is growing exponentially fast and we cannot be left behind. The development of human computers has been a blessing from Tegos (god?) to our species. We suggest that Our Emperor keep observing this planet and acquiring ideas that keep the supremacy of our species, with minimal intervention.
Edit: typos
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HFY [link] [comments]
2023.06.07 01:04 Additional-Couple-88 Increasing speed
Yo I got a 2018 5.7 challenger. I wanna increase the HPs and top speed but I don’t want my engine to explode. What are the options I have that are safe for the car?
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2023.06.07 00:55 Dtrolley Homebrew Bender Classes for 5e
Recently bought the AvatarTTRPG. I was excited to play but didn't really like the rules and the way the game played. I have been Dming D&D for over a decade, and was much more comfortable with the rules and gameplay, so I decided to homebrew some bender classes. Right off the bat, I'm concerned about balance with these, so I thought I'd post them here, to get some thoughts on what works and what should be changed.
Kind of a long post, so I don't mind if you only check out just one.
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Fire Bender A smartly dressed man with pointed sideburns, aggressively walks forward as he relentlessly flings roaring hot bursts of fire from his fists.
As she is being surrounded, a woman with long jet black hairs sends out a great pulsing ring of flames from the palms of her hands, charring her enemies to ash.
A stoic disheveled man sits upon a mountaintop, mediating on the sounds of life around him. As each breath of air fills his lungs, a brilliant energetic cyclone of flame dances around his body.
Purveyors of passion and rage. Firebenders are excellent warriors, who can create beautiful works of art with their flames, or reap havoc and destruction across the world.
As a Fire Bender, you gain the following class features.
Hit Points Hit Dice: 1d8 per Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st
Proficiencies Armor: Light armor and medium armor
Weapons: Simple weapons and martial weapons.
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Constitution, Charisma
Skills: Choose two from insight, intimidation, Persuasion, Acrobatics, Athletics, perception, deception, stealth.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) two short swords (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- A Pai Sho set
Fire Bending BURST OF FLAME Beginning at 1st level you can send small bursts of flame from your fingertips. This is a melee attack that does 1d6 damage + your charisma modifier and increases as you level up. It has a reach of +10 and you are proficient with it.
Chi Points You also gain Chi points, which can be used to cast higher level fire bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Firebending Ability Charisma is your Firebending ability for your firebending techniques. You use your charisma whenever you use your Chi to cast advanced firebending.
Spell save DC + 8+ Proficiency bonus + charisma Modifier
Spell Attack Bonus Proficiency bonus + Charisma Modifier
Beginner Fire Bending Techniques You start off knowing a handful of basic firebending techniques. You can spend one chi point to cast any of the following spells.
Control flames
Faerie fire
Produce flame
Create bonfire
Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on rolls using charisma during this turn, but attack rolls against you have advantage until your next turn.
Source of Bending At 3rd level, you decide on which emotion you get your firebending abilities from. Choose the Path of Rage or the Path of Life. This grants you features at 3rd, 5th, and 10th level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead
Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Intermediate Fire Bending Techniques Starting at 5th level, you have gained experience with various firebending forms. You can now cast these spells using 2 Chi Points.
Flameblade
Heatmetal
Scorching ray
Fast Armored Movement Starting at 5th level, your speed increased by 10 feet, while wearing light or medium armor.
Concise Bending Starting at 7th level, you have gained concise control over your bending. You now have advantage on stealth checks that involve your bending. Additionally, you can change the temperature of liquids to any number you desire, without anyone noticing.
Brutal Critical Beginning at 9th level, you can roll one additional damage die when determining the extra damage for a critical hit with an attack. This increases to two additional dice at 13th level and three additional dice at 17th level.
Expert Firebending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Fire bending techniques. These new techniques cost 3 chi points each.
Chain lightning
Flame strike
Wall of fire
Master Firebending Techniques Starting at 15th level, you have honed your abilities to peak performance and are now able to cast master level Fire bending techniques. These new techniques cost 4 chi points each.
Firestorm
Delayed fireball
Fire Prodigy Starting on 18th level, you can cast Meteor Storm once per long rest, it doesn't cost any chi points.
Jet Propulsion Starting at 20th level, you can use your fire bending to fly. You gain a flying speed of 40 and your AC increases by 2 while you are moving in this way.
Fire Bending Source Fire benders have long been fueling their bending with emotion. Passion, rage, envy, all have the capabilities of imbuing a firebenders chi with incredible power. Rage has been the dominant source of power for the last 200 years, but earlier records show that this wasn't always the case. Fire is life and energy, and the long forgotten ways of the Sun Warriors, relies on this as their own source.
Source of Rage Rage When you pick this Path at 3rd level, you can go into a RAGE.
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using your FIRE BURST, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, this includes spells using your chi points, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Frenzy Starting when you choose this path at 6th level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make an additional attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in Conditions).
Mindless Rage Beginning at 10th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
SOURCE OF LIFE This source of fire bending is the original form of fire bending. The polar opposite of the bending of today, this form of bending relies on energy, life, and the power of the sun. These fire benders are passionate and mindful.
Power of the Sun At 3rd level when you adopt this source, you can choose to deal radiant damage instead of fire damage, at will. Additionally, your fire blast has a range of 30/60 feet.
Sun Chi Starting at 6th level, you gain additional spells to use with your Chi points, these cost 2 points.
Investiture of flame
Sunbeam
Power of the Dragons Starting at 10th level, you can change the color of your flame. This imbues your Fire Burst with additional properties. Choose one. And instead of doing an additional attack you add the property to your single attack. You can change the color of your flame everytime you take a long rest.
Yellow- the target must pass the charisma saving throw equal to your spell save DC or become confused.
Green-. You can heal, instead of doing damage.
White- the target must pass the constitution saving throw equal to your spell save DC or become blind.
Blue- the target must pass a constitution saving throw equal to your spell save DC or every attack against the target has advantage.
Black- The target must pass the constitution saving throw equal to your spell save DC or your flame can do necrotic damage. And prevent healing for 1 hour.
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Water Bender A wrinkled woman with braided hair dressed in thick furs creates a giant wall of ice to block an incoming barrage of arrows.
A bearded man with shaved hair at the sides, rushes towards his enemies sending shards of ice to impale their bodies.
A long haired hooded figure twists his wrists, as his arm extends towards another person. They cry out in horror as they lose control of their bodies and start following his every command.
Wise, adaptable, and determined, water benders can harness their powers to heal their allies, or perform devastating attacks against their enemies.
Hit Points Hit Dice: 1d8 per Bender level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bender level after 1st
Proficiencies Armor: Light armor
Weapons: Simple weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Insight, Persuasion, Stealth, Arcana, Survival, Perception, Nature.
Equipment You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
WATER BENDING WATER WHIP Beginning at 1st level you can snap a long whip of water at your foes.
This is a melee attack that does 1d4 damage + your wisdom modifier. It has a reach of +5
Chi Points You also gain Chi points, which can be used to cast higher level Water bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Natural Healer Starting at 2nd level, waterbenders gain the unique ability of healing. You can heal yourself or an ally you can touch 1d4+wisdom modifier healing for every chi point you use.
Waterbending Ability Wisdom is your Waterbending ability for your waterbending techniques. You use your Wisdom whenever you use your Chi to cast advanced waterbending.
Spell save DC + 8+ Proficiency bonus + wisdom Modifier
Spell Attack Bonus Proficiency bonus + Wisdom Modifier
Beginner Waterbending Techniques You start off knowing a handful of basic waterbending techniques. You can spend one chi point to cast any of the following spells.
Frostbite
Ray of frost
Ice knife
Lesser restoration
Water Bending Style Starting at 3rd level, you decide which style of water bending you want to learn. You must choose either Northern Style, Southern Style, or Swamp Style.
Intermediate Waterbending Techniques Starting at 5th level, you have gained experience with various Waterbending forms.
You are now able to cast the following spells using your chi. You must spend
2 Chi points to cast these spells.
Snowball storm
Mass healing word
Tidal wave
Water Walking Starting at 7th level you gain the ability to walk on water. Additionally, you gain a swimming speed of 50 ft. and can breathe underwater.
Blood Bending Starting at 9th level you gain the ability to control the blood inside people's bodies.
You can use 4 chi points to use any of these techniques, you can only use blood bending twice a long rest. You can completely control any beast with a challenge level ½ without using chi.
Geas
Dominate person
Expert Waterbending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Waterbending techniques. These new techniques cost 3 chi points each.
Wall of water
Control water
Watery sphere
Octopus Form Starting at 13th level You can spend 8 chi points to sprout 8 limbs of water from your body. While in this form attacks have disadvantage against you. Additionally, you can attack twice with your water whip.
Master Waterbending Techniques Starting at 15th level, you have honed your abilities to now be able to cast master level Waterbending techniques. These new techniques cost 4 chi points each.
Mass cure wounds
Wall of ice
Tsunami
Advanced Blood Bending Beginning at 17th level, You no longer can use blood bending only twice a day, additionally you can now cast power word kill using 10 chi points.
Armless Bending Beginning at 18th level, you can now perform all bending techniques without the use of your limbs.
Cryogenic Ice Prison Starting at 20th level, you can now use 20 chi points to incase an enemy in a sphere of cryogenic ice. The target must pass a strength saving throw against your spell save dc, on a fail they are imprisoned in the ice until released. They do not age or die while imprisoned.
BENDING STYLE The Water tribes, while on opposite ends of the world, share similarities. However, being so far away from each other has caused their bending styles to dramatically differ. While the north focuses on defense and creative uses for buildings and art, the south must focus on the harsh nature of their environment, and offensive abilities.Then there are the swamp benders, who have found unique ways to bend the nature around them.
NORTHERN STYLE Defensive Water Starting at 3rd level you learn to naturally adapt to using waterbending as a defense, your ac increased by 1. Additionally you have resistance to fire damage.
Protector of the North Starting at 6th level, You get access to additional waterbending techniques costing 3 chi points each.
Investiture of ice
Revivify
Ice Architect Starting at 10th level, If you have access to snow or water, you can make houses out of snow. Anyone who takes a long rest in the house gains 15 temporary hit points, this increase to 20 at level 15 and 25 at level 20
SOUTHERN STYLE Advanced Water Whip When you choose this style at 3rd level, Your water whip becomes a ranged attack of 30/60 and now does 1d6+ wisdom modifier in damage.
Crushing Grip of Seas When you choose this style, starting at 6th level, Your water whip becomes like an extension of your arm, you can pick up objects with it, and you can grapple enemies with it. The grapple done using the water whip uses wisdom instead of strength. When grappling in this way, you can spend a Chi point to make your enemy prone.
Aquatic Aggressor Starting at 10th level, you gain additional Waterbending techniques, these cost 4 chi points to use. Additionally You can use Chi to perform a waterbender technique as a bonus action when you attack with your water whip.
Maelstrom
Ice storm
SWAMP STYLE Plant Manipulator Starting when you choose this style at 3rd level, you can manipulate the water that exists within plants. You can extend 3 Chi points to cast the following spells.
Plant growth
Grasping vine
Entangle
Tree stride
Land’s Stride Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the
entangle spell.
Nature’s Sanctuary When you reach 11th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your Bender spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
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Air Bender A bald monk in orange robes and glowing tattoos stands on a cliff, he sends a great spiraling tunnel of wind forward, hurtling his enemies against the hard rocks below.
A renegade mercenary with a rough beard and worn fatigues, twirls his wrist as his hand tightens into a fist. The person across from him grasps at his throat as he attempts to breathe, with no success.
A young energetic boy rides his glider across the sun. He laughs as he lets go and falls to the earth, sending out a great wave of wind as he lands.
Patient and understanding, Airbenders spend most of their lives in isolated meditation. They have strong bonds with the people they meet as they travel the world in order to understand the 4 nations. However, some break away from this lifestyle, and use their bending for evil, not good.
As an Air Bender, you gain the following class features.
Hit Points Hit Dice: 1d6 per bender level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per monk level after 1st
Proficiencies Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Strength, Dexterity
Skills: Choose two from
Acrobatics,
Athletics,
History,
Insight,
Religion, and
Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) any simple weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- An airbending glider
Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Air Bending AIR BLAST Beginning at 1st level, you can send out a blast of air at your foes.
This is a ranged attack that does 1d4 damage + your dexterity modifier. It has a range of 30/60
Chi Points You also gain Chi points, which can be used to cast higher level Air Bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
BEGINNER AIR BENDING TECHNIQUES You start off knowing a handful of basic Airbending techniques. You can spend one chi point to cast any of the following abilities.
Patient Defense You can spend 1 Chi point to take the
Dodge action as a bonus action on your turn.
Step of the Wind You can spend 1 Chi point to take the
Disengage or
Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Gust You can spend 1 Chi point to cast the spell Gust.
Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain bender levels, as shown in the Air Bender table.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Deflect Missiles Starting at 3rd level, you can use your reaction to bend a shield of air around you. You can deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Airbender level.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Intermediate Air Bending Techniques Starting at 5th level, you have gained experience with various Airbending forms, you can use your chi to cast the following spells. These spells cost 3 chi to cast.
Catapult Feather Fall Gust of wind
Glider Flight Starting at 7th level, you can use your glider to fly. You have a flying speed of 60, and cost 1 chi point per hour to stay in the air.
Stillness of Mind Starting at 9th level, you can use your action to end one effect on yourself that is
causing you to be
charmed or
frightened.
Expert Air Bending Techniques You have gained the knowledge of most airbending forms. Starting at 11th level you can spend
4 chi points to cast the following spells.
Storm sphere
Control winds
Investiture of wind
Diamond Soul Beginning at 14th level, your mastery of Chi grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 Chi point to reroll it and take the second result.
Master Air Bending Techniques You have become a master airbender. Starting at 15th level, you can expend 5 chi points to cast the following spells.
Whirlwind Power word stun Air Suffocation Starting at 18th level, you can expend 10 chi points to create a sphere of air around your enemies head. If the target has fewer than 100 hp, you suffocate them, killing them instantly. If they have higher hp, they must make a constitution saving throw against your spell dc, on a fail they take 2d20 damage. You can choose to knock them out instead of kill.
Gliderless Flight Starting at level 20, You no longer need a glider to fly. Your flying speed is double your movement speed, and you can attack while flying without penalty.
AIRBENDING STYLES SKY WARRIOR Slow Fall When you choose this style at 3rd level, you can use your reaction when you fall to reduce any falling damage you would normally take, to 0.
Twinkle Toes Starting at 6th level, when you use Step of the Wind, you can use your airbending to propel yourself around an area. When this ability is activated you have a flying speed of 30ft. This ends at the end of your turn.
Expert Flyer Starting at 10th level, You can fly without using Chi points. You get a flying speed equal to double your movement speed, as long as you have your glider. Additionally, your ac increases by 1 while flying. You can attack from your glider at disadvantage.
PATIENT DEFENDER Offensive Defender Starting at 3rd level, you gain the ability to use another Air blast as a bonus action.
Evasion Starting at 6th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a
fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Wind Hand at 10th level you can use your air bending to grab objects and move them, additionally you can use 4 chi points to use a Telekinesis spell. (The telekinesis is not true telekinesis, it is airbending. But the spell works mechanically the same.)
------------------------------------------------------------------------------------------------------------------------------------------
Earth Bender A tall wide shouldered woman, smirks as she levitates a rock, sends it downward, and crushes her opponent under its unrelenting weight.
A muscular man with a grayed beard rushes across a barren landscape, the earth below his feet molding to his movements and propelling him forward.
Earthbenders are strong, unrelenting, and stubborn. Their sheer power and tenacious will, make them fierce warriors.
As an Earth Bender, you gain the following class features.
Hit Points Hit Dice: 1d10 per Bender level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bender level after 1st
Proficiencies Armor: All Armor, Shields
Weapons: Simple weapons and martial weapons.
Tools: none
Saving Throws: Constitution,Strength
Skills: Choose two from
Acrobatics,
Animal Handling,
Athletics,
History,
Insight,
Intimidation,
Perception, and
Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor,
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a dungeoneer’s pack or (b) an explorer’s pack
Earth Bending Stone Punch Beginning at 1st level you can hurl chunks of rock at your enemies. This is a ranged 30/60 attack that does 1d8 damage + your Strength modifier and increases as you level up.
Chi Points You also gain Chi points, which can be used to cast higher level Earth bending techniques. You Start off with 2 points and gain more as you level up. You regain chi points when you finish a long rest.
Earthbending Ability Strength is your Earthbending ability for your earthbending techniques. You use your Strength whenever you use your Chi to cast advanced Earthbending.
Spell save DC + 8+ Proficiency bonus + Strength Modifier
Spell Attack Bonus Proficiency bonus + Strength Modifier
Beginner Earth Bending Techniques You start off knowing a handful of basic earthbending techniques. You can spend one chi point to cast any of the following spells.
Mold Earth
Earth Tremor
Shield
Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Earthbending Style Starting at 3rd level, you decide which style of Earth bending you want to learn. Choose either Sightless or Aggressor.
Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Intermediate Earthbending Techniques Starting at 5th level, you have gained experience with various Earthbending forms.
You are now able to cast these spells using your chi. You must spend 3 points to cast these spells.
Spider Climb Erupting Earth Stone Shape Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the
Attack action on your turn.
Stone Sculptor Starting at 7th level, you gain the ability to mold stone to your liking. You can create stone weapons, furniture, and tools.
Stone weapons- You can make any simple weapon using this ability. These weapons count as magical.
Stone tools- Artisan or thieves, crowbar.
Stone Furniture- Beds, chairs, tables, and containers*
Land Boost Starting at 9th level, you can spend 2 Chi point to mold the land beneath your feet, and surf along it as if it is water. Your speed is doubled for the duration and attacks have disadvantage against you. Additionally, you can use earth bending to boost you to points you would not normally be able to reach. If using this ability to travel, you must spend 1 chi point an hour to stay in this state.
Expert Earthbending Techniques Starting at 11th level, you have honed your abilities to now be able to cast expert level Earthbending techniques.
Meld into stone
Investiture of stone
Move earth
Metal Bending Starting at 13th level you gain the ability to mold metal along with earth, all of your techniques can also be applied to metal. Additionally, your Stone Punch now does double damage when used with metal instead of stone.
Master Level EarthBending Starting at 15th level, you have become a master of earth bending. You can now spend 4 chi points to use the following spell.
Earthquake
Advanced Action Surge Starting at 18th level you can use action surge twice.
Rock Bullet Rain Starting at 20th level you can disintegrate a compressed rock, and shoot its shrapnel-like fragments with great speed. Roll 4d20 you can divy out that damage to any enemies you can see.
BENDING STYLE Sightless Keen Perception- Beginning when you choose this style at 3rd level, you can feel people approach when they are on the ground. You have advantage for any perception check dealing with the ground. You can’t be surprised.
Keen Insight- Starting at 6th level, you have a wonderful ability to tell when someone is lying. You have advantage on insight checks if the person is standing on the ground. You can always determine someone's heart rate.
Total Awareness- Starting at 10th level, your attacks ignore total cover, additionally, you do not have disadvantage when attacking invisible foes.
Aggressor Improved Critical Beginning when you choose this archetype at 3rd level, your Stone Punch scores a critical hit on a roll of 19 or 20.
Protection When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll.
Stone Archer You gain a +2 bonus to attack rolls you make with your Stone Punch and its range increases to 60/120.
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2023.06.07 00:01 Medium_Cricket_7388 When is the right time for us to start sleep training?
Hi
/sleeptrain. Long time lurker, first time poster. I've searched and reviewed older posts, but it seems like everyone's situation is a bit unique. I'd like to tell you about ours and get your opinions on what we should plan for.
We have a 19 week old little girl who used to be an ok sleeper, but things began to change around the 2.5 month mark. Prior to this, we had several instances of LO sttn. Things changed, maybe coincidentally, when we began supplementing more feeds (we're EBF) with bottled breastmilk. LO was not gaining weight at an appropriate rate, so we had to begin to bottle feed. At this time, sleep became a bit fragmented in the middle of the night but not too challenging. It was a couple weeks later when, like many others here, naps became challenging and went ~ 30mins tops.
Since then, we've noticed a few things including: even shorter sleep cycles/naps (22-25mins) and an increasingly difficult time putting LO down, especially at bed time.
We were doing PLS's Fuss It Out for bedtime sleep and this was working well (LO sleeping within 10mins) until it wasn't. It would be pretty quick screaming/crying. Today, bedtime takes about 50mins of us rocking to get her down.
We're first time parents and we unknowingly created a strong sleep association with rocking early on. Not just any rocking, but a side to side top-load washing machine style rocking. It's doable but it's taking a toll on our bodies as well to the point where we're going to physical therapy for our knees 😭 😂
Over the last 7 days, wake windows have looked like this:
WW 1: 1h23min WW 2: 2h1min WW 3: 2h11min WW4: 2h15min WW5: 2h56m
A lot of this time is spent rocking/putting to sleep.
LO naps ~ 3.5hrs per day and has night sleep ~ 7.5hr per day. Sometimes it's as little as 2h of naps and 7.5hr of night sleep. After bedtime, we dreamfeed around 10:30pm and then LO wakes up typically once in the middle of the night, hungry, to feed. Dream feed and middle of the night feeds are both bottle, the former being formula and the latter expressed breastmilk.
LO sleeps and naps in a Snoo. In the past 1.5 weeks, we transitioned to one arm out of the Snoo sack because she kept getting it out anyway. And a few days later both arms out.
We watch our baby monitor video feed like hawks and turn up the Snoo speed when we see LO moving around. When we catch it at the right time, we can extend naps 15min-45mins. If we miss it, then naps end and baby doesn't fall back asleep on her own. We wait between 0min and 2.5min to pick her up.
The naps and bedtime are the most challenging. Bedtime usually has a routine of calming music, change diaper, PJs, read a book, sing to sleep. When we get up to rock her to sleep, it's screaming/crying. We've experimented with a variety of wake window lengths from shorter to longer, different types of stimulation during wake window (tummy time, back time, kick and play gym, walks outside, etc.) and we haven't identified a sweet spot.
I would also like to mention that baby doesn't fall asleep in the car seat, carrier, or stroller, which has made leaving the house very hard/nearly impossible for anything longer than a short walk.
One of us is back to work and the other goes back to work in about a month, and that's when a family member will begin to help during the day. We're worried about how they're going to handle naps as it currently takes more time to put LO down than she stays down.
That's a lot of text. Thanks for tolerating that stream of consciousness. I'm here searching for help, tips, and when we should consider a form of sleep training and any suggestions on methods.
Thanks in advance.
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2023.06.06 23:06 RizwanAutomobile A RACING BMW M 1000 RR LIKE NO OTHER
For those driven by ambition and ready to conquer challenges. For those who never back down, not even for a moment or the tiniest distance: The BMW M RR is the racing-approved superbike. It
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2023.06.06 22:49 AradoEloute 3Y Select Ticket, Bottomless Banners Recommendations
EDIT1: Added Mama 3 as Recommended for Select. Added Mama 4 as Recommended for Bottomless.
Introduction
I initially wanted to cover this in a video. But after preparing and writing out my thoughts, it seems to be a lot to cover in a video and will be hard to follow, so doing this in writing instead. I will link this to my Twitter and what-not. I still want to pursue video style for the Saga Banners.
Also additional note that any future style I mention is based on the vanilla version from JP. Things may change with any buffs / changes they will do once the said character is implemented in GL.
Please enjoy this massive wall of text. :)
Romancing Fes Select Ticket
Recommended
- Imperial Shield Final Empress - Imperial Shield is still one of the very useful, albeit a little broken, buff for the party to have a breather turn when fighting a boss. This is one of the better inherit for the upcoming 4Y Final Empress (probably earlier, and not our 4Y), since she has Morale Down, she has ST Healing that can revive, and having this is pretty good. In JP, this style doesn't exist so we fall back to Holy Moon inherit. Taking note Final Empress also has her recent Saga style with Double Holy Moon.
- Sweet Hit Emelia - Sweet Hit is still good, and is nice to have for later with Bunny Emelia. This Emelia style is also good if you want to latch on RNG for dodging. Personally, I plan to get Brilliant Bunny Show from Bunny Emelia back to OD Style to keep giving Overdrive Gauge, but I will miss Intrinsic Ability from Bunny Emelia, so the alternative is to inherit Sweet Hit instead on Bunny Emelia to continue healing.
- Mariah - With the introduction of recent Jo, I feel Mariah has a spot for recommended list. Jo gives a buff to the party that lasts the entire battle. If a target character (example Jo) gets hit, whether the hit lands or Jo dodges it, then other party members will have Attack Boost and Defense Boost for specific number of turns. For this to work, you will at least need another party member alive taking hits, and so Mariah fits perfect in that setup, especially our Mariah having Iron Wall VI and healing the party on hit.
- Paean of Peace Mama - With conversation from folks on Discord, and remaining consistency that adding Mama 3 and Mama 4 is a good recommendation. Paean of Peace is reliable for Wil buffing duties, bonus, Lov buff allows XS Heal to reach 200-250 per tick, which is pretty good. However, only go for this style if you have either Saga Mama, Valentine Mama, or Mama 4. This Mama style is a little outdated and might die easily without proper defenses the 3 latest style has. Between Paean of Peace and Paean of Heartthrob, I would still go for Heartthrob due to debuffing + extra defense boost we get.
Maybe
- Frostbite Bertrand - If you go for School Bertrand, definitely go for this since Frostbite inherit is perfect for School Bertrand to be doing Frostbite > S3 > Repeat rotation in a hard content. If you don't go for this, then School Bertrand's Frost Fire+ is good enough.
- Fireworks Rocbouquet - Blooming Fireworks+ or Psycho Boom inherit. Can become the best Intelligence debuffer, however, needing to roll on enemy's resistance to debuff.
- Water Festival Narwhal's Daughter - Aqua Bash or Water Festival inherit. Aqua Bash in GL has Wil buffing, so something to consider, even knowing Saga Narwhal's Daughter (Narwhal form) exists
- Gun and Blade Roufas - Still one of the best ST Nukers.
- School Sif - Wail+ is very helpful in Remembrance Battle.
- Flame Hammer Barthelemy - Mainly for Abaddon Hands for the latest style to improve farming. Otherwise, optional.
- NY Vampire Lady - If you are struggling with Domafa for Sword and S. Sword (assuming you have her S. Sword Style), that she will help inflicting charm. Otherwise, there are options in tackling Domafa later on.
- Goddess - Megami's Heart of Goddess is still a good AOE Heal to have in a pinch along with Music Fes Style. But it is slowly getting powercrept by other options.
- Zeke - Scrum Guard for gun. Remembrance application most likely.
- Saga Alkaiser - Really flexible farming, and having Final Crusade is good AOE Healing to help you for MA Remembrance.
Must Select at All Cost
- Virgil - Best character in the game, no reasons necessary. Also please do not follow this part of this guide because I just love Virgil. :D
Romancing Fes Bottomless Banner
Recommended
- Mama 4 - Very reliable in farming, so she will have uses until then. She is also capable in hard content in a pinch with AOE Healing with 1 hit dodge, also having other Mama styles like 3, and 1 would allow her to do the necessary buffing needed. More likely 3 as it leans towards to the current hard contents due to ailment resistance (gears + buff). Paean of Heartthrob is another way of dealing with this, but Valentine Mama ineriting Paean of Protection is a better setup.
- Rag Robin - Still one of the best character to bring in a hard content scenario. Bonus, if you picked up Chef Polka, that it will be great thing to have with Chef Polka's minor OD mechanic.
- Captain Thyme - Still a good support overall having defenses and healing. OD mechanics are slowly becoming a thing in JP and Thyme might be a good investment and may be good for a while.
- Valentine Mama - Doki Doki Song (Paean of Hearthrob) inherit for Saga Mama style. Also charm source for Spear for Domafa. Tankiest style regardless of gear, but Saga Mama can be as tanky but has the condition of being geared properly for the battle. Doki Doki Song is a good inherit mainly due to the extra Defense Boost it gives to the party. Any extra defense boost helps a long way.
- LNY Silver - If you missed out on UDX Silver, LNY Silver is still good, especially if you have BP battery in the party that she can keep on keeping up with Damage Block (1x).
- LNY Macha - Still pretty good with Sacred Tree doing 2x XS Heal.
- Music Fes Minstrel - Would still have some mileage with his utility, along with the upcoming Minstrel's Oratorio spamming inherited to this style is pretty good.
- Scrum Guard Gustave - Scrum Guard for obvious reason. Also, Magic Mitigate on his S3. Good Row farming capability too.
- Igomahl - With the 4.5Y style announced, having Malicious Trick along with her Buff Cleaning capability is a good thing to have at that point of the game.
- ITOKEN-san - He still is pretty good as a support for hard content. He is lacking some defensive buffing, but otherwise helps the party overall.
Maybe
- LNY Rouge - RNG-based BP Battery with healing. Fun to use, but not really critical.
- LNY Urpina - Great to combo with MA Ellen, and Saga Macha and just melts enemy's defenses with Defense Down. Fun to use, but not necessary.
- LNY Orgniana - Very very rare ST Healing for Axe that can revive. Maybe because beyond Remembrance, its rare for people to use her on current hard content, unless it is a series limited challenge.
- Cindy Campbell - Helps make remembrance battle a little easier with her buffs.
- Music Fes Goddess - Along with first Goddess allows for the best 1 time AOE Healing in a hard content scenario alongside a Morale Down capability. Still has some mileage before things change in the game.
- Halloween Narwhal's Daughter - Trick Carnival is still good debuff to have and may have some mileage for the upcoming challenges, alongside series limited ones.
- Jamila - Scrum Guard source for S. Sword if you missed out on Tsubaki, also Charm source for Domafa mechanic. Very limited application.
- Flame Barrier Aunus - Giving Heat nullification along with end of turn healing is very niche, but might prove to have some application in Remembrance, especially later with Sigfrei. I would say a little better than Orgniana due to the Heat nullification effect.
- Liam - While he is dubbed as the Top DPS, we will soon have 4Y style which is an improved version of this style, and bonus, he will have another style at the ending chapter where having the bullet skill from 4Y style inherited to ending style makes for a better DPS. If you opt for OG Liam, he will have very limited usage until 4Y style comes out.
- Summer Katarina - She is on the edge for being recommended, but I had to restrain my favoritism with her lol. This style gives her character overall a column and row farming capability. S. Sword style would be able to benefit with Healing Blade for some self sustaining healing while charging BP to use Physical Mitigate to all.
UDX Select Ticket
Recommended
- Matriarch - Matriarch 4 inheritng Shining Glory is still one of the better option to go for AOE farming for a 4 action with her buffing and another AOE.
- Urpina - For Torrent inherit, which arguable still one of the better Counter stance. Also, Cross Break inherit for some good ST farming, although at 2 actions per usage.
Maybe
- Claudia - Reverie Trishot is still really good for Pierce Burst. However, this won't make a comeback until the next UDX Crit Claudia arrives and having Reverie Trishot is the way to go for that style to be optimized.
- Mirza - Still Blade Light inherit. Has an upcoming RSMS style that has SBL-like healing, but only happens by chance.
UDX Bottomless Banner
Highly Recommended
- UDX Esper Girl - Her Halloween Style will greatly benefit from this either by having Double Telekinesis (the 2nd being behind RNG), or Dimensional Aura every other turn and then follow-up with Telekinesis.
Recommended
- UDX Saruin - If you go for the next Saruin Style, having Destructive Blow completes his kit for the best 2R AOE Slash Farming. Otherwise, the next Saruin Style would only be able to cover Dark AOE Farming with his S2, albeit applicable for 3R stages.
Maybe
- UDX Darius - Mostly for Remembrance, he does provide really good damage output especially alongside some BP Battery in the party. Also, Passive AOE Healing for Axe is always welcome.
Saga Soul Select Ticket
Recommended
- Georg - Scrum Guard for Sword, and Healing. His Final Strike+ later becomes battle limit usage, so he can further heal with Moonlight (having a + version later).
Maybe
- Mecha - Legendary Treasure is still a good AOE skill to have, and Mech being a gun means he may deliver good damage.
Saga Soul Bottomless Banner
Recommended
- Sparrow - Pierce and Slash Row farming, will have his uses for a while. Even with Falcon coming soon from Beachside Banner, I feel Sparrow still has the edge.
- Kriemhild - 3R AOE Farming for R1 and R3. Same as sparrow, will have uses for a while.
Maybe
- Ruby - Mainly for Int debuffing inherit for her next Saga Soul Style which becomes a Heat Specialist dream party member.
- Mask Dad - Nice to have but very very short mileage now from where the game is at.
- Kylin - Wil buffing is always welcome, but it becomes plenty later that Kylin might not be able to keep up with high BP Cost of Vapor Blast and/or you didn't win the 25% chance for passive buffing.
- Pyrix - Can help with Column farming, later on has a style that is designed for Row farming.
- Souji - If you missed out on King Sei, then Souji is a good alternative for a strong AOE, however, he can only do 1 shot strong attack vs King Sei being able to do 2 AOE (but single element).
- Soucho - Can help in ST Farming along side other good ST Burster.
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2023.06.06 22:31 ptorres324 The Story of Finn Balor and how he became The Demon King
| Finn Balor was a normal human being, until one day he discovered a strange tattoo on his chest. It was a red symbol that looked like a pair of wings and a tail. He had no idea where it came from or what it meant, but he felt a strange connection to it. He soon realized that the tattoo was not just a decoration, but a mark of a powerful entity that lived inside him. The entity called itself the Demon, and it claimed to be an ancient spirit of chaos and destruction. It said that it had chosen Finn as its host, and that it could grant him incredible strength and speed, but at a price. The Demon wanted to take over Finn's body and mind, and use him as a vessel to unleash its wrath on the world. It said that Finn had to surrender to it willingly, or it would force its way out. The Demon also warned Finn that if he resisted, he would suffer unbearable pain and madness. Finn was terrified by the Demon's words, but he also felt a curiosity and a temptation. He wondered what it would be like to have such power, and what he could do with it. He also wondered if he could control the Demon, or at least coexist with it peacefully. He decided to test the Demon's abilities, and see for himself what it could do. He went to a local wrestling gym, where he met some of his friends who were also wrestlers. He challenged them to a friendly match, and activated the Demon's power. As soon as he did, he felt a surge of energy coursing through his veins. His muscles bulged and his body became more ripped, his eyes glowed red, and his tattoo spread all over his body. He looked like a demonic version of himself, with horns, fangs, claws, and scales. His clothes transformed into red and black leather trunks with black boots and knee pads. He appeared as a wild demonic warrior! He also felt a change in his personality. He became more aggressive, confident, and ruthless. He didn't care about the rules or the safety of his opponents. He wanted to dominate them, hurt them, and make them fear him. He easily defeated his friends, who were shocked and scared by his transformation. They tried to reason with him, but he ignored them. He only listened to the Demon's voice in his head, which urged him to continue his rampage. He left the gym, and headed to the streets. He saw people running away from him in panic, but he didn't care. He felt invincible and unstoppable. He felt like he was the king of the world. He was wrong. He soon encountered a group of criminals, who were robbing a bank. They had guns and explosives, and they were threatening to kill the hostages if anyone tried to stop them. They saw Finn approaching them, and they laughed at his appearance. "Look at this freak! What are you supposed to be? A Halloween costume?" They fired at him, but the bullets bounced off his skin. He laughed at their futile attempts, and charged at them. He grabbed one of them by the neck, and lifted him off the ground. He looked into his eyes, and saw fear and pain. He smiled wickedly, and squeezed harder. He was about to snap his neck, when he heard a scream. "Please! Don't hurt him! He's my brother!" It was one of the hostages, who had recognized the criminal as her sibling. She had been forced to join him in the robbery by their abusive father, who had threatened to kill them if they didn't obey him. She ran towards Finn, and pleaded with him to spare her brother's life. Finn felt her touch, and heard her voice. He felt a wave of emotion wash over him. He remembered who he was, and what he had done. He realized that he had gone too far. He dropped the criminal, who gasped for air. He turned around, and looked at the hostage's face. He saw fear and gratitude in her eyes. He also saw blood on her shirt. He looked down, and saw that she had been shot in the chest by one of the other criminals when she ran towards him. She was bleeding profusely. He gasped in horror. "What have I done?" He let go of her, and ran to her side. He tried to stop the bleeding with his hands. "I'm sorry... I'm so sorry..." He felt the Demon's power fading away from him. His body returned to normal. His tattoo disappeared. He also felt the Demon's anger and disappointment in him. "You fool... You weakling... You traitor..." The Demon's voice echoed in his mind. "You had everything... You had me... And you threw it all away... For her..." The Demon spat out one last word before leaving him alone. "Coward..." Finn sobbed uncontrollably. He had lost everything. He had lost himself. But he also gained something. He gained a new purpose. He realized that he had been given a gift, not a curse. He realized that he could use the Demon's power for good, not evil. He realized that he could be a hero, not a villain. He decided to make a vow. He vowed to never let the Demon take over him again. He vowed to only use the Demon's power when he needed to protect the innocent and fight the wicked. He vowed to be the master of the Demon, not its slave. He vowed to be the Demon King. DEMON KING II Finn Balor had become the Demon King, a superhero who used the power of the Demon to fight crime and injustice. He had learned to control the Demon's influence, and only unleashed it when he needed to. He had also made a secret identity for himself, as a journalist who worked for a local newspaper. He had also found love. He had saved the life of the hostage who was shot in the chest by the criminals, and they had fallen in love. Her name was Leah, and she was a nurse who worked at a nearby hospital. She knew about his secret, and supported him in his mission. They were happy together, but they also faced many challenges. They had to deal with the Demon's resentment and jealousy, which sometimes tried to sabotage their relationship. They also had to deal with the enemies that Finn had made as the Demon King, who wanted to destroy him and everything he cared about. One of these enemies was a mysterious figure known as the Dark Lord. He was a powerful and evil mastermind who controlled a vast criminal empire. He had a personal vendetta against Finn, because he was the one who had given him the Demon's mark in the first place. The Dark Lord had been searching for the Demon for centuries, hoping to harness its power for his own nefarious purposes. He had experimented on countless people, trying to implant them with the Demon's essence. But none of them could survive the process, or resist the Demon's will. He had finally found Finn, who was the perfect host for the Demon. He had kidnapped him and tortured him, trying to break his spirit and make him submit to him. He had also branded him with the Demon's mark, hoping to bind him to his will. But he had underestimated Finn's strength and courage. Finn had managed to escape from his clutches, and vowed to stop him from harming anyone else. He had also discovered that he could use the Demon's power against him, as it gave him an edge over his enemies. The Dark Lord was furious and obsessed with Finn. He wanted to capture him again, and make him his slave. He wanted to take away everything he loved, and make him suffer. He wanted to make him pay for his defiance. He devised a plan to lure Finn into a trap. He sent one of his agents to infiltrate Leah's hospital, and plant a bomb in it. He then contacted Finn anonymously, and told him that he had one hour to save Leah and everyone else in the hospital, or they would all die. He also told him that he had to come alone, or he would detonate the bomb immediately. He said that he wanted to face him one-on-one, and settle their score once and for all. Finn was shocked and enraged by the Dark Lord's message. He knew that it was a trap, but he also knew that he couldn't ignore it. He loved Leah more than anything in the world, and he couldn't let her die. He decided to go to the hospital, and try to find and disarm the bomb. He also decided to activate the Demon's power, and prepare for a fight. He kissed Leah goodbye, and told her that he loved her. He also told her that he would be back soon. He hoped that he was telling the truth. ``` Finn Balor arrived at the hospital, and looked for the bomb. He used his enhanced senses to scan the building, and detected a faint signal coming from the basement. He followed it, and found a metal suitcase hidden behind some boxes. He opened it, and saw a digital timer counting down from 10 minutes. He also saw a complex wiring system connected to a large explosive device. He realized that he had no idea how to disarm it. He cursed under his breath, and tried to think of a solution. He wondered if he could use the Demon's power to destroy the bomb, but he feared that it would cause a bigger explosion. He wondered if he could call for help, but he remembered that the Dark Lord had threatened to blow up the bomb if he did. He decided to try to cut the wires, and hope for the best. He took out his pocket knife, and looked for the right wire to cut. He had seen some movies where they always cut the red wire, but he wasn't sure if that was true. He decided to take a chance, and cut the red wire. He was wrong. The timer sped up, and started counting down from 5 seconds. He panicked, and dropped the knife. He grabbed the suitcase, and ran towards the exit. He hoped that he could get out of the building before it exploded. He was wrong. The bomb went off, and sent a shockwave through the basement. The floor collapsed, and Finn fell into a dark abyss. He screamed, and activated the Demon's power. He hoped that it would protect him from the blast. He was right. The Demon's power shielded him from the fire and debris. He felt a surge of energy coursing through his veins. His muscles bulged, his eyes glowed red, and his tattoo spread all over his body. He looked like a demonic version of himself, with horns, fangs, claws, and scales. He also felt a change in his personality. He became more aggressive, confident, and ruthless. He didn't care about anything else but survival. He wanted to get out of there, and find the Dark Lord. He wanted to make him pay for what he had done. He used his claws to dig his way out of the rubble. He saw a hole in the ceiling, and jumped through it. He landed on the ground floor of the hospital, where he saw chaos and destruction. He saw people running away from him in panic, but he didn't care. He felt invincible and unstoppable. He felt like he was the king of the world. He was wrong. He soon encountered a group of superheroes, who had arrived at the scene to help the victims and stop the culprit. They had heard about the bomb threat, and had rushed to the hospital as fast as they could. They saw Finn emerging from the hole in the ceiling, and they recognized him as the Demon King. They knew that he was a hero who used his power for good, but they also knew that he was unstable and dangerous when he lost control. They decided to try to calm him down, and talk to him. "Hey! Finn! It's us! Your friends!" They shouted at him, hoping to get his attention. Finn heard their voices, but he didn't recognize them. He only saw enemies who wanted to stop him from reaching his goal. He ignored them, and continued walking towards the exit. They tried to block his way, but he pushed them aside with ease. They tried to restrain him with their powers, but he broke free with force. They tried to reason with him with their words, but he didn't listen to them. He only listened to the Demon's voice in his head, which urged him to continue his rampage. "Kill them... Kill them all... They are nothing... You are everything..." The Demon's voice echoed in his mind. Finn obeyed. "' Finn Balor had become a monster. He had lost control of the Demon's power, and had attacked everyone who stood in his way. He had fought the superheroes who tried to stop him, and had injured many of them. He had also caused a lot of collateral damage to the hospital and the surrounding area. He had also lost Leah. She had survived the bomb blast, thanks to the quick intervention of one of the superheroes. She had been taken to another hospital, where she was treated for her wounds. She had also learned about what Finn had done, and she was heartbroken. She couldn't believe that the man she loved had turned into a violent and ruthless killer. She couldn't understand what had happened to him, or why he had changed so much. She couldn't forgive him for what he had done, or trust him again. She decided to end their relationship, and cut off all contact with him. She also decided to move away from the city, and start a new life somewhere else. She hoped that she could forget him. She was wrong. Finn eventually regained his senses, and realized what he had done. He was horrified and ashamed by his actions. He remembered who he was, and what he had lost. He realized that he had gone too far. He tried to find Leah, and apologize to her. He hoped that she would still love him, and give him another chance. He hoped that they could be happy together again. He was wrong. He learned that Leah had left him, and moved away. He also learned that she hated him, and wanted nothing to do with him. He also learned that she blamed him for everything that had happened, and wished that he would die. He was devastated. He tried to contact her, and beg for her forgiveness. He tried to explain what had happened, and how he felt. He tried to tell her that he still loved her, and that he needed her. He was wrong. She ignored his calls, messages, and letters. She blocked his number, email, and social media accounts. She refused to talk to him, or listen to him. She rejected his pleas, and his love. She wanted him to leave her alone. He was crushed. He decided to give up on Leah, and focus on his mission as the Demon King. He decided to use the Demon's power for good again, and fight the Dark Lord and his minions. He decided to redeem himself for his sins, and make the world a better place. He was wrong. He found out that the Dark Lord had escaped from his hideout, and gone into hiding. He also found out that he had hired a team of assassins to kill him. He also found out that he had a new plan to unleash a deadly virus on the city. He was furious. He decided to hunt down the Dark Lord, and stop him once and for all. He decided to use the Demon's power to its full extent, and show no mercy to his enemies. He decided to end this war, and make the Dark Lord pay for what he had done. He was wrong. He fell into another trap set by the Dark Lord. He was ambushed by the assassins, who attacked him with advanced weapons and tactics. He was outnumbered and outmatched by them. He was wounded and weakened by them. He was captured by them. They took him to a secret location, where they tortured and punished him mercilessly. They beat him up, burned him with fire, electrocuted him with wires, injected him with poison, cut him with blades, lashed him mercilessly with a firey bullwhip on his bare back and buttocks, broke his bones with hammers, ripped out his nails with pliers... They did everything they could think of to make him suffer. They also mocked him for being a failure as a hero and a lover. They told him how Leah hated him and wished he was dead. They told him how she had moved on with her life and found someone else. They told him how she was happy without him. They lied to him. They wanted to break his spirit and make him submit to them. They wanted to make him beg for death or mercy. They wanted to make him their slave. They were wrong. Finn endured their torture with gritted teeth and clenched fists. He refused to give in or give up. He resisted their pain and their lies. He fought back with his will and his pride. He also fought back with the Demon's power. He felt the Demon's presence in his mind again, but this time it was different. It wasn't angry or jealous or resentful of him anymore. It wasn't trying to take over him or destroy him anymore. It was trying to help him and save him. It said that it had seen his suffering and his courage, and that it had changed its mind about him. It said that it had realized that he was a worthy host and a worthy partner. It said that it had decided to join forces with him, and fight against their common enemy. It said that it was sorry for what it had done, and that it wanted to make amends. It said that it was ready to be his ally and his friend. It offered him its power and its support, and asked him to accept it. Finn was surprised and touched by the Demon's words. He felt a new connection and a new respect for it. He felt a new hope and a new strength in him. He decided to accept the Demon's offer, and trust it. He said yes. He felt the Demon's power flowing through him, healing his wounds and restoring his energy and health. He felt the Demon's voice guiding him, telling him what to do and how to do it. He felt the Demon's spirit joining him, becoming one with him. He became the Demon King again, but this time he was different. He was stronger, faster, smarter, and more powerful than ever before. He was also more balanced, calm, and focused than ever before. He was ready to escape from his captors, and confront the Dark Lord. He was ready to end this story. ``` Finn Balor escaped from the torture chamber, and fought his way out of the secret base. He used the Demon's power to defeat the assassins and the guards, and to destroy the weapons and the equipment. He also used the Demon's power to track down the Dark Lord, and to find his location. He followed his trail to an abandoned warehouse, where he saw a large truck parked outside. He sensed that the truck was carrying the deadly virus that the Dark Lord had planned to unleash on the city. He also sensed that the Dark Lord was inside the warehouse, waiting for him. He decided to confront him, and stop him once and for all. He decided to use the Demon's power to its full extent, and show no mercy to him. He decided to end this war, and make him pay for what he had done. He entered the warehouse, and saw the Dark Lord standing in front of a large screen. He saw that he was wearing a black cloak and a metal mask, hiding his face and his identity. He also saw that he had a remote control in his hand, ready to activate the virus. He greeted Finn with a cold and sinister voice. "Welcome, Finn Balor. Welcome to your doom." He pressed a button on the remote control, and activated the screen. He showed Finn a live feed of Leah's hospital room, where she was lying on a bed. She looked pale and weak, but she was still alive. He smiled wickedly behind his mask. "Say hello to your girlfriend, Finn. Or should I say, goodbye?" He revealed his plan to Finn. He said that he had planted another bomb in Leah's hospital room, and that he had set it to explode in 10 minutes. He said that he had also infected her with the virus, and that she was dying slowly and painfully. He said that he wanted Finn to watch her die, and to suffer as much as he did. He said that he wanted him to feel helpless and hopeless, and to lose everything he cared about. He said that he wanted him to know how it felt to be betrayed by someone he loved. He said that he was the one who had given Leah the virus. He said that he was Leah's father. He took off his mask, and revealed his face. Finn gasped in shock. He recognized him as Leah's father, who had abused her and her brother for years. He recognized him as the man who had forced them to join him in his criminal activities. He recognized him as the man who had tried to kill them when they refused. He also recognized him as the man who had kidnapped him and tortured him. He recognized him as the man who had branded him with the Demon's mark. He recognized him as the man who had ruined his life. He was the Dark Lord. He laughed maniacally at Finn's reaction. "Surprised? You shouldn't be. I've been watching you for a long time, Finn. Ever since you escaped from me, and became the Demon King. Ever since you met my daughter, and fell in love with her." He explained his motives to Finn. He said that he hated Finn for being stronger than him, and for resisting his control. He said that he hated Finn for being happier than him, and for finding love with his daughter. He said that he hated Finn for being better than him, and for being a hero. He said that he wanted to destroy Finn's happiness, and make him suffer. He said that he wanted to take away his power, and make him weak. He said that he wanted to take away his love, and make him lonely. He said that he wanted to take away his life, and make him dead. He pointed a gun at Finn's head. "Goodbye, Finn Balor. Goodbye, Demon King." He pulled the trigger. He missed. Finn dodged the bullet at the last second, thanks to the Demon's power. He reacted quickly, and charged at the Dark Lord. He tackled him to the ground, and punched him in the face. He fought with all his strength and all his rage. He used his fists and his claws to inflict pain on his enemy. He used his teeth and his horns to draw blood from his enemy. He used his voice and his words to insult his enemy. He wanted to kill him. But he didn't. He stopped himself at the last moment, thanks to Leah's love. He remembered her face and her voice in his mind. He remembered her kindness and her compassion in his heart. He remembered her words and her wishes in his soul. He wanted to honor her. He decided to spare the Dark Lord's life, and let him face justice. He decided to use the Demon's power for good again, and save the city. He decided to redeem himself for his sins, and make the world a better place. He decided to be a hero. He got up from the ground, and grabbed the remote control from the Dark Lord's hand. He pressed a button on it, and deactivated the bomb in Leah's hospital room. He also pressed another button on it, and deactivated the virus in the truck. He saved Leah's life, and the city's life. He smiled with relief and joy. He also felt the Demon's presence in his mind again, but this time it was different. It wasn't angry or jealous or resentful of him anymore. It wasn't trying to take over him or destroy him anymore. It was trying to help him and save him. It said that it was proud of him and his choice. It said that it had realized that he was a true hero and a true king. It said that it had decided to stay with him, and fight with him. It said that it was happy for him and his love. It said that it was ready to be his ally and his friend. It offered him its power and its support, and asked him to accept it. Finn was surprised and touched by the Demon's words. He felt a new connection and a new respect for it. He felt a new hope and a new strength in him. He decided to accept the Demon's offer, and trust it. He said yes. He felt the Demon's power flowing through him, healing his wounds and restoring his energy. He felt the Demon's voice guiding him, telling him what to do and how to do it. He felt the Demon's spirit joining him, becoming one with him. He became the Demon King again, but this time he was different. He was stronger, faster, smarter, and more powerful than ever before. He was also more balanced, calm, and focused than ever before. He was ready to leave the warehouse, and reunite with Leah. He was ready to end this story. But he also wanted to start a new one. A new story of love and happiness. A new story of peace and justice. A new story of Finn Balor and Leah. A new story of the Demon King Finn Balor of today The End ``` submitted by ptorres324 to u/ptorres324 [link] [comments] |
2023.06.06 22:20 KyleKKent Out of Cruel Space, Part 705
First Capes and Conundrums
“This is so much fun! I didn’t think that something like this was around here before!” Migalla says and her mother laughs.
“Last time we were here you were so small that chasing the family Purriz was the most excitement you’d get in a day Migalla.”
“Mom!” Migalla protests as Echosong giggles.
“Daughter!” She says back in amusement as they climb in through the window of the building that the clue they had frisked from those very fetching men had on them. If she wasn’t a married woman then she’d be looking to cure that with these men. They were clearly both dedicated and fun loving with all the shame of an exhibitionist but the self control you need from a soldier.
A pity her little Migalla is still a little too young to do more than occasionally have a wandering hand or find herself staring. The sort of thing you chide someone for or at worst give them a swat or two to get them to stop. Although... at this rate... between the sheer amount of CHEST shown by ‘Maxie Zeus’ and how tight the suit on ‘Firefly’ was... she might start developing a little early in the interest category.
“So... what IS your name ma’am? Did that... Mighty Zeus say it right when he called you Nyx?” Echosong asks and The Huntress perks up a little before letting out a bit of a laugh.
“Oh! Oh this must have been awkward! Oh no, my name is Migalla as well. It’s tradition in my family that the tenth daughter is always named Migalla. Little Migalla here is my tenth born and I am tenth born to my own mother, who was ninth born.”
“So Migalla and Migalla? How does that...”
“Call me Patience. It’s the family name after all. Huntsmistress Migalla Patience, and my adorable daughte Huntress in training Migalla Patience.”
“And granddaughter of Huntsmistress Migalla Patience right?”
“Actually mother’s a botanist. When all three of us are in a room she’s Doctor Migalla.”
“Really?”
“Yes.” Patience responds with a very amused tone. “Now if you get my great aunt in the room then Huntsmistress Migalla will get more than one answer. Much like Huntress in training Migalla will get my adorable little girl and at least three cousins.”
“Family reunions must be a lot of fun.” Echosong states as she tries to make sense of the strange acoustics of this place. There’s no echo despite the fact their should be. Furthermore there’s utter darkness and no source of light. But the light should be moving past certain areas. Something’s going on. What though? She’s not sure.
“The Migalla table at the gathering is always full of the funniest and most confusing conversations.” Migalla says and Echosong laughs. Migalla then smiles at a memory. “Mom, was it Migalla or Migalla that was telling Migalla that last time she saw Migalla she was in a fight with Migalla and it was such a relief to see her and Migalla had made up?”
“Yes, yes it was. Now back to the game at hand... we’re looking for a Ra’s Al Ghul. Some kind of immortal mad eco-terrorist that wishes to crash economies, destroy cities and leave the nature of the world pristine.” Patience notes.
“Wrong world for that. If we let that happen then Skathac gets set on fire again and again.” Echosong notes. “Also... hang on... I have the booklet here. Right! The resurrection method he uses has been slowly driving him insane.”
“Insane little creature? How very base and untoward to use such childish insults.” A refined voice with a slight accent states clearly.
“Speakers, he could be anywhere between here and Centris.” Patience warns.
“Indeed I can miss... Patience was it? Hmm... I expected the detective. I am torn between concern and relief that the rest of the sleeping masses upon this wretched and ruined world are beginning to awaken. Tell me, will you use your awareness and strength to save the world, or doom it?”
“Skathac isn’t a world that needs saving, it needs saving from.” Migalla states in an incredulous tone.
“Seriously old man! Haven’t you been outside? It’s a roasty nine hundred and eighty degrees outside the thermal shields! And it’s the cooler part of the year!” Echosong exclaims.
“I am certain that the world will cool when...”
“What craziness are you up to this time Ra’s? Are you sure you don’t need a retirement home?” Patience mocks him and there’s a silence.
“I am certain that...”
“They even have diapers your size now! So you don’t even have to figure out where the bathroom is!”
“Migalla that’s too far! Incontinence is nothing to joke about. Unless it’s funny.” Patience chides her before laughing.
“Mercenary, get in there.” Ra’s states coldly. Suddenly the darkness is pulled away revealing the warehouse they’re in to be a full of machinery and the trick they used to disguise this to be sound absorbing curtains that blended perfectly in the darkness.
They’re surrounded. Dozens of men in black outfits and only their eyes exposed glaring down. But most importantly are two. One an older looking man with a pointed hairstyle, grey streaks in his beard and a high collared green cape on. The other a very large and powerfully built man in black and grey armour with a half orange facemask. He looks like he walked right out of the Teen Titans cartoon.
“Decisions, decisions...” Deathstroke states.
“I am not paying you dither. Attack!” Ra’s Al Ghul orders and Deathstroke MOVES. His open palm slams into Patient’s stomach and sends her skidding backwards even as her footclaws dig into the concrete below. She leaves four foot long trenches and staggers back a step to regain her footing.
She deflects his left jab, blocks the right cross and then takes a brutal kick to the side of the knee and is sent sprawling. However she still has more limbs to play and her knife hand slams into the sides of his stomach in a powerful cross chop. She gets an impression of far more organs in there than most life, and she knows she hit at least one of them painfully.
His answer is a snap kick that takes her in the stomach and sends her staggering.
Meanwhile Migalla and Echosong are set upon by the ninja horde with a single wordless command from Ra’s. Echosong responds by letting out a sonic scream infused with Axiom that batters back at least three of them and send them sprawling in midair to crash into the machinery uselessly.
Migalla on the other hand jumps back at them and with Axiom infused hands coutners their swords and, after a bit of fumbling, grabs them by the shirt and tries to land on a pipe. She slips and begins to slide backwards, but she wraps her tail around it and firms her footing so they turn on the pipe instead and simply fall off. Leaving her hanging upside down with a ninja in each pair of arms.
She gives them both a few shacks before bonking them together and then dropping them before shifting and skittering to the top of the pipe instead.
She’s then met by a pair of ninjas to either side. She takes a stance that allows both of them access to her sides and uses Axiom to expand her field of vision. Fighting off two people at once will be tricky. But with her four arms and tail, they’ve got a grand total of one limb on her. Hopefully it won’t make that much difference.
Patience meanwhile is having a blast. Deathstroke... or is he Slade when he’s more Teen Titans style? Anyways, Mister Wilson is all sorts of fun. Sure, she has a few limbs on him. The tail nearly gets him as she sweeps for the legs or stabs with the blade, but he downright slithers out of the way of that, showing that he’s as flexible as he’s physically strong and... and...
“Tell me Mister Wilson... do you offer lessons?” Patience asks.
“Oh?” Slade asks. Nothing grand in his tone as he deflects two attacks and shifts to the side to try and get her with an elbow. Unfortunately there’s a distinct lack of organs in the place he hits her, and he’d have had more impact if he slammed into her thigh instead.
“Oh yes... I’m a married woman, but if I could my husband to MOVE like you do... He’s not much of a fighter your see.”
“A brawl before bed to spice up the marital life?” Slade asks in a scornful tone.
“Something like that. A poet can make a woman melt with words alone, but there’s something to be said if he can scoop her up afterwards to carry her to bed.” Patience says and there’s a scoff from under the mask.
“Okay, that needs to come off.” She insists making a grab for the mask. It’s latched on though and it’s not coming off.
She gets a flurry of body shots as she tries to grab at the helmet and then as she lunges for it again she’s instead grabbed and the flip is turned into a hammer throw that sends her hurtling through the factory. She aborts the flight by twisting in the air and grabbing the underside of a walkway and stopping her flight.
She paces along the underside of the walkway, easily keeping grip as she keeps track of Slade. Who throws down a smoke bomb and she senses movement behind her. Her tail lashes out but something binds it and she decides to go all out.
The metal of the walkway bends and cracks under her sheer strength as she bursts through the underside of it to attack Slade, only to find his solid boot slamming into the top of her head with enough force to break her grip, break the line he tied her with and break the pipe underneath them clean through.
“Oh!... Oh wow! You’re good!”
“Of course I am...” Slade begins even as the walkway he’s standing on creaks and groans. It then snaps under his feet and he falls. He falls in perfect control as he angles himself to avoid the edges of the pipe and he lands in a crouch right in front of Patience. “Deathstroke The Terminator.”
“I think this is a bit much for most contestants.”
“You’re a bit much for mere level four. We have you on record fighting Lava Serpents without protective gear and with only the most basic weapons. You can handle it big girl.” Deathstroke The Terminator states. “Now then. Shall we?”
Her response is a lightning fast charge that phases right through him. She skids to a stop and turns. Red runes are glowing over his armour with a jagged mark over his forehead.
“Really?” Patience asks.
“Really.” Deathstroke says before gesturing and half the equipment in the factory hurls itself at her. The Huntsmistress laughs in glee at the challenge.
While mother was having her fun, Migalla was having some of her own. She had managed to swipe a quartet of swords from the ninja and wasn’t so much as using them as flailing them around in their vague directions as she swung from her tail. On the walkway above a Ninja finally gets up there and dislodges her tail, causing her to start to fall, but Echosong swoops in, grabs her and helps her stick the landing even as she sweeps with her Axiom infused voice.
Between the blades, the fury and the scream the ninja fall back and one of them is dramatically killed by Ra’s Al Ghul.
“Incompetent fool.” The older man says in a dark tone as he bares the ‘bloody’ (sauce covered) falchion. “All of you. Out. I will deal with this myself.”
The ninjas scatter and Ra’s Al Ghul throws away his cloak to reveal that he has an armoured vest, pants and boots underneath. “A pity that one can only depend on a mercenary. I will need to increase my training of them.”
In the background Deathstroke’s and Patience’s fight has escalated into a two person war. Literal magic is being used on both sides as Slade reveals enormous teleportion, pyrokinesis and just kinesis in general as Patience shows that she can easily match the teleportation. Knows her way around throwing lightning and can cause the ground to quake with every move she makes.
“Now then. Let us begin.” Ra’s states before suddenly charging them both. Migalla’s swords are outright shattered against his falchion in a single swipe and the round kick to the side sends her sprawling as Echosong opens up with a sonic scream.
He DODGES the scream and lands some feet away, skidding from the sheer speed of the movement.
“All this effort and you still haven’t fully uncovered the plan. I expected more of someone taking up The Detective’s mantle. Perhaps his faith in you is misplaced?”
First Last submitted by
KyleKKent to
HFY [link] [comments]
2023.06.06 22:20 Neither-Plankton7622 same day, 2 targets
2023.06.06 22:19 Neither-Plankton7622 same day, 2 targets
2023.06.06 21:02 starshipandcoffee 'The Flash' - Review Megathread
Discussion of all reviews and reactions for
The Flash go here.
Rotten Tomatoes Critics Consensus: While it plays too much like a sizzle reel of DC's greatest hits to fully stand on its own two feet, The Flash has enough heart and zip to maintain a confident stride.
| Tomatometer | Number of Reviews | Average Rating |
All Critics | 73% | 66 reviews | 6.50/10 |
Top Critics | TBC | TBC | TBC |
Metacritic: 60 (28 critics)
Verified plot summary of advance screening
Sample reviews
THR - Positive
The early word on The Flash calling it one of the greatest superhero movies ever made was pure hyperbole. But in the bumpy recent history of the DC Extended Universe, it’s certainly an above-average entry.
Variety - Mixed
Miller's the Flash goes back in time to change the future and connects with Michael Keaton's Batman. But the movie, after a smart and playful first half, gives itself over to comic-book bombast.
Deadline - Positive
The hype is real. DC’s The Flash may not be the greatest comic book movie ever made, but it comes damn close. Easily the best in the genre since Spider-Man: No Way Home, this fresh, invigorating, and hugely entertaining summer treat is as good as it gets when it comes to cinematic takes on superheroes.
IGN - 7/10
The Flash is an ambitious superhero movie that largely pulls off its tale of two worlds, two Flashes, and two Batmans. The superhero fan service is strong with this one – perhaps too strong at times – but it never fully overshadows Barry Allen’s genuinely tragic and heartfelt story of grief.
The Wrap
What it amounts to is a movie that spends all its time racing from one poorly-thought out story element to another, from one only modestly satisfying nostalgia shout-out to another, and with only questionable results. How fitting, yet how disappointing: “The Flash” has the runs.
Paste - 7/10
Merging Looper and Looney Tunes makes for some jarring transitions between time-travel melodrama and power-mishap shenanigans. That’s never more clear than in the movie’s tail end, wherein Muschietti, who seems like a slick Spielberg-acolyte crowdpleaser in the J.J. Abrams mode, struggles with whether The Flash is an emotional cautionary tale, a universe-resetting franchise play, or just a zany sci-fi farce, subject to channel-flipping multiverse gags. You can feel The Flash wishing it could steal a glimpse into the audience and revise itself on the fly accordingly; no wonder early screenings apparently hedged on an ending until the last possible minute. Fandom has created a culture where a fun, zippy movie can’t stop looking back over its shoulder.
SlashFilm - 7.5/10
While I have a few complaints and there are a couple of head-scratching loose ends, "The Flash" is still a funny, emotional, action-heavy crowd-pleaser that ranks among the best DC movies ever made.
IndieWire - B-
In its best moments, “The Flash” touches on something new and exciting, but too often, its the past that tugs on, keeping it from speeding ahead.
Rolling Stone - Positive
This much-beleagured cinematic universe has finally hit upon a winning film, and one that will be forever tainted. It’s not the most tragic thing regarding the person whirling at the center of it all — not by a long shot. But it is a reminder that you can make a superhero movie that seeks to unite all worlds but can’t quite reckon with the one outside the theater. And it’s proof that you can always run as fast as your superhuman intellectual property can manage, but there are things that you simply aren’t able to hide.
Collider - C+
The Flash clearly wants its audience to get caught up in the excitement of multiverse adventures, returning superhero favorites, and fun antics of Barry Allen, to the point that they never consider that the time travel aspects make absolutely no sense, and only hurts the larger story in the way that it’s handled here. Thankfully, those antics are enjoyable and hard not to get excited about, but unfortunately, this isn’t a story that holds together on a narrative level. Cameos and fan service are fine to have, but the story has to be there to back them up, and it’s not quite there with The Flash.
Peter Bradshaw, The Guardian - 2/5
This is not a movie with any new ideas or dramatic rethinking, and – at the risk of re-opening the DC/Marvel sectarian wound – nothing to compare with the much-lauded animation experiment in the recent Spider-Man films. The intellect in this intellectual property is draining away.
Matt Zollverein Seitz, RogerEbert.com - 2.5/4
One of the most spectacular and frustrating mixed bags of the superhero blockbuster era, "The Flash" is simultaneously thoughtful and clueless, challenging and pandering. It features some of the best digital FX work I've seen and some of the worst. Like its sincere but often hapless hero, it keeps exceeding every expectation we might have for its competence only to instantly face-plant into the nearest wall.
Entertainment Weekly - C+
The Flash ends on a purposefully open note (and a pretty good joke), so that if the film succeeds at the box office, Miller's Barry can run again another day. If it doesn't, the precedent is set for a full continuity reset. Whatever DC movies await us in the future, let's hope they avoid multiverses. It's well-trod territory at this point, even for a speedster.
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2023.06.06 20:34 NETINT-Experts Meta AV1 Delivery Presentation: Six Key Takeaways
| One of the most gracious things that large companies like Meta and Netflix do is to share their knowledge with others in the community. On November 3, Meta hosted Video @Scale Fall 2022 which featured multiple speakers from Meta and other companies. If you’re unfamiliar with the event, here’s the description, “Designed for engineers that develop or manage large-scale video systems serving millions of people.” https://www.facebook.com/atscaleevents/videos/426857719643340/ META’S RYAN LEI SPEAKING ON SCALING AV1 END-TO-END DELIVERY AT META. One talk drew my attention; Meta’s Ryan Lei speaking on Scaling AV1 End-To-End Delivery at Meta. Watch above or use this link: Scaling AV1 End-to-End Delivery at Meta Ryan Lei Scaling AV1 End-to-End Delivery at Meta By At Scale Facebook For perspective, where Netflix has focused AV1 distribution on Smart TVs, Meta’s focus is mobile. Briefly, the company started delivering “AV1-encoded FB/IG Reels videos to selected iPhone and Android devices” in 2022. Lei’s talk included encoding, decoding, and some observations about the bandwidth savings, improved MOS scores, and increased viewing time that AV1 delivered. Here are my top 6 takeaways from Lei’s excellent presentation. - Meta Finds that AV1 is 30% More Efficient than HEVC/VP9
As you’ll learn later in this article, Meta relies upon software playback on iOS and Android platforms. Since both platforms support HEVC decoding, iOS in hardware (since 2017) and Android mostly in hardware but also in software, it’s reasonable to ask why Meta didn’t just use HEVC? The answer is that in Meta’s own tests, they found that AV1 was 30% more efficient than both VP9 and HEVC, about 21% lower than the 38% higher efficiency that I found in this study by Streaming Media. Lei didn’t discuss HEVC in his presentation, but you’d have to guess that Meta chose AV1 over HEVC because the superior quality AV1 was able to deliver outweighed the potential impact of software playback on mobile device battery life. SLIDE FROM META’S RYAN LEI SPEAKING ON SCALING AV1 END-TO-END DELIVERY AT META. 2. Meta Encodes with SVT-AV1 For Video On Demand (VOD) The chart shown below tracks the encoding time and quality levels of the open-source codecs shown on the upper right, which includes libaom-av1 (AV1 codec), libvpx (VP9), x265 (HEVC), x264, (AVC), vvenc (VVC), and SVT-AV1 (AV1). Here’s how Lei interpreted this data. “From this graph, we see that SVT-AV1 maintains a consistent performance across a wide range of complexity levels. No matter for an encoding efficiency or compute efficiency point of view, SVT-AV1 always achieves the most optimal results among open-source encoders.” Again, these results track my own findings, at least as it relates to SVT-AV1 as compared to Libaom. Interestingly, the chart only tracks software encoders, not hardware, which present a completely different quality/encoding time curve. You’ll see why this is important at the end of this post. SLIDE FROM META’S RYAN LEI SPEAKING ON SCALING AV1 END-TO-END DELIVERY AT META. 3. Meta Creates Their Encoding Ladder Using the Convex Hull There are many forms of per-title encoding. Some, like YouTube, are based on machine learning, while others’, like Netflix, are based on multiple encodes to find the convex hull. Since Meta’s encoding task is much closer to YouTube than Netflix (high volume UGC), you might assume that Meta uses AI as well. However, Meta actually uses the convex hull, a brute force technique that involves encoding at multiple resolutions and multiple bitrates to find the combination that comprises the convex hull for that video. In the example shown below, Meta encoded at seven resolutions and five CRF levels, a total of 35 encodes. To compute the convex hull, Meta plots the 35 data points and then draws a line connecting the points on the upper left boundary. The points on the convex hull are the optimal encoding configuration for that video. As Lei points out, “the complexity of this process is quite high.” To reduce the complexity, Meta uses techniques like computing the convex hull with high-speed presets, and then encoding the selected resolution and CRF points using higher-quality presets for final delivery. Lei noted that though there are more encodes using this hybrid approach, as the optimal configurations are encoded twice, overall encoding time is reduced. Just to state the obvious, this approach only works for video on demand, not live. Even with the fastest hardware encoders, you can’t produce 35 iterations to identify the optimal five. This indicates that Meta uses a different schema for live transcoding, which Lei doesn’t address. SLIDE FROM META’S RYAN LEI SPEAKING ON SCALING AV1 END-TO-END DELIVERY AT META. 4. Meta Uses the Convex Hull Computed for AVC for VP9 and AV1 Like most large publishers, Meta encodes using multiple codecs like H.264, VP9, and AV1 to deliver to different devices. One surprising revelation was that Meta uses the convex hull computed for H.264 to guide the convex hull implementations for the VP9 and AV1 encodes. Lei didn’t explain how this works – as you can see in the figure below, the resolutions and bitrates for the three codecs are obviously different, and that’s what you would expect. So, there must be some kind of interpolation of the convex hull information from one codec to another. But you see that VP9 delivers a 48% bitrate savings over the top H.264 ladder rung, while AV1 delivers 65%. SLIDE FROM META’S RYAN LEI SPEAKING ON SCALING AV1 END-TO-END DELIVERY AT META. 5. Apple and Android Phones Present Completely Different Challenges Again, no surprise. There are many fewer Apple devices, and all are premium high-performance models. In contrast, there’s a much greater range of Android devices, from low-cost/low-performance options to models that rival Apple in cost and performance. Lei shared that Facebook tests Android devices to determine eligibility for AV1 videos. As you can see in the slide below, Meta delivers much different quality to iOS and Android devices. It was clear from Lei’s talk that delivering AV1 to Apple phones was relatively simple compared to sending AV1 video to Android phones. This is actually the reverse of what you might expect, as iOS doesn’t support AV1 natively while Android does. Though you can deliver video via an app to iOS devices, as Meta does, Safari doesn’t support it. And even though Android does support AV1 playback natively, you’ll have to implement some type of testing protocol—like Meta—to ensure smooth playback until AV1 hardware support becomes pervasive, which probably won’t be until 2024 or beyond. SLIDE FROM META’S RYAN LEI SPEAKING ON SCALING AV1 END-TO-END DELIVERY AT META. 6. AV1 has Delivered in Several Key Metrics Integrating a new codec into your encoding and delivery pipeline isn’t trivial. So, the big question is, was AV1 worth it? The slide below displays three graphs. Sorry that the quality in the original slide is suboptimal, but here’s the net/net. The graph on the top left shows the week-over-week playback MOS on all videos played on an iPhone. It shows about a 0.6 MOS point improvement. Since MOS (Mean Opinion Score) is usually computed on a scale from 1-5, .6 is a significant number. The second graph, on the upper right is the bitrate of all videos delivered, and it shows about a 12% bitrate reduction. The bottom chart presents the average iPhone watch time for the different codecs used in Facebook Reels and shows that AV1 watch time went up to about 70% within the first week after rollout. This doesn’t seem to mean that AV1 increased watch time; rather, it seems to show that a significant number of devices were able to play AV1, which is how AV1 delivered the MOS improvement and bitrate reductions shown in the top two charts. SLIDE FROM META’S RYAN LEI SPEAKING ON SCALING AV1 END-TO-END DELIVERY AT META. Lei’s talk was about 18 minutes long, and there’s a lot more useful data and observations than I’ve presented here. Again, here’s the link – https://bit.ly/Lei_AV1. If you’re considering deploying AV1 for VOD encoding in your organization, you’ll find the encoding-related portions of Lei’s talk illuminating. ASICs are able to deliver video quality on par with SW encoders with significantly improved power efficiency. Because of the rapid commoditization of video processing, rising energy costs, and pollution concerns, Video Processing ASICS are inevitable.” David Ronca What about live? Lei didn’t address it, but you can take some guidance from the fact that Meta recently announced their own Video Processing ASIC. After the announcement, David Ronca, Director, Video Encoding at Meta, commented that “ASICs are able to deliver video quality on par with SW encoders with significantly improved power efficiency. Because of the rapid commoditization of video processing, rising energy costs, and pollution concerns, Video Processing ASICS are inevitable.” At NETINT, we’ve been shipping transcoders based upon custom encoding ASICs since 2019 and have real market validations of Ronca’s comments. While software encoding may be appropriate for VOD, ASIC based transcoders are superior, if not essential, for live transcoding. Back on Lei’s talk, whether you’re distributing VOD or live AV1 streams, Lei’s descriptions of the challenges of AV1 delivery to mobile will be instructive to all. Discover more here: https://netint.com/ #Meta #Netflix #VideoAtScale #AV1 #ScalingDelivery #CodecComparison #EncodingLadder #MobileStreaming #VideoQuality #LiveTranscoding submitted by NETINT-Experts to u/NETINT-Experts [link] [comments] |
2023.06.06 19:12 DTG_Bot [D2] Daily Reset Thread [2023-06-06]
Daily Modifiers
Vanguard
- Solar Surge: 25% bonus to outgoing Solar damage.
- Stasis Surge: 25% bonus to outgoing Stasis damage.
- Solar Threat: 25% increase to incoming Solar damage.
- Power Level Disabled: Combatant difficulty is set at a fixed level.
- Ashes to Ashes: Dealing damage with a Solar weapon now applies scorch to your targets, but your foes also now apply scorch to you when they deal Solar or explosive damage.
Dares of Eternity
- Daodan Surge: Melee abilities deal more damage and recharge much faster.
Salvage
- Solar Threat: 25% increase to incoming Solar damage.
- Solar Surge: 25% bonus to outgoing Solar damage.
- Stasis Surge: 25% bonus to outgoing Stasis damage.
Deep Dives
- Deep Dive Rules: Successfully complete as many randomly chosen timed encounters as you can before being caught by the foes hunting you! Reach the sea floor to turn the tables, turning the hunters into the hunted! Power Level: Player Power levels are fixed. Each depth activates a new modifier for the remainder of the activity and increases all combatant Power levels over player Power levels. Asha's Gifts: Choose one of two random gifts from Asha at each depth to enhance yourself for the remainder of the activity before taking on the Darkness. Wrathful Predator: Final blows on these unique combatants will reward your fireteam additional time on the objective timer. Rewards: Victory at each depth increases the rewards and challenges of the next. Opt in with your entire fireteam to trigger Pressure Trial versions of activities for even greater rewards!
- Join In Progress Disabled: Your fireteam cannot be joined while in an activity. Return to orbit to add fireteam members.
- Togetherness: Base health regeneration is reduced. If a player is near another ally, health regeneration is improved above normal. Activates immediately.
- Famine: All ammunition drops are significantly reduced. Activates at the Midnight depth.
- Classified: Keep it secret. Keep it safe.
Seasonal
Legend/Master Lost Sector
Exotic armor drop (if solo): Legs
- Legend Difficulty: Locked Equipment, Extra Shields
- Champions: [Shield-Piercing] Barrier, [Disruption] Overload
- Threat: [Solar] Solar
- Shields: [Solar] Solar, [Void] Void
- Modifiers: Arach-NO!
- Legend Difficulty: Locked Equipment, Extra Shields
- Champions: [Shield-Piercing] Barrier, [Disruption] Overload
- Threat: [Solar] Solar
- Shields: [Solar] Solar, [Void] Void
- Modifiers: Arach-NO!
Neomuna
Terminal Overload: Límíng Harbor
Misc
- The Wellspring: Defend Weapon: Tarnation (Grenade Launcher)
- Altars of Sorrow Weapon: Heretic (Rocket Launcher)
Guns & Materials
Banshee's Featured Weapons
Name | Type | Column 1 | Column 2 | Column 3 | Column 4 |
Chroma Rush | Kinetic Auto Rifle | Extended Barrel // Full Bore | Appended Mag // Flared Magwell | Dynamic Sway Reduction | Adrenaline Junkie |
Nezarec's Whisper | Energy Glaive | Supercooled Accelerator // Tempered Truss Rod | Alloy Magazine // Swap Mag | Lead from Gold | Unstoppable Force |
Austringer | Kinetic Hand Cannon | Extended Barrel // Hammer-Forged Rifling | Ricochet Rounds // Flared Magwell | Outlaw | Rangefinder |
Sailspy Pitchglass | Heavy Linear Fusion Rifle | Arrowhead Brake // Full Bore | Ionized Battery // Particle Repeater | Rapid Hit | Vorpal Weapon |
Tarnished Mettle | Energy Scout Rifle | Arrowhead Brake // Full Bore | Steady Rounds // Flared Magwell | Shoot to Loot | Multikill Clip |
Perks re-roll at midnight UTC, so check his inventory twice per day!
Note: Fixed perks on weapons are not displayed
Master Rahool's Material Exchange
- Purchase Glimmer (10000 for 10 Legendary Shards)
- Purchase Glimmer (10000 for 10 Dark Fragment)
- Purchase Glimmer (10000 for 10 Phantasmal Fragment)
- Purchase Glimmer (10000 for 25 Herealways Piece)
- Enhancement Prism (1 for 10 Enhancement Core & 10000 Glimmer)
- Ascendant Shard (1 for 10 Enhancement Prism & 50000 Glimmer)
Bounties
Commander Zavala, Vanguard
Name | Description | Requirement | Reward |
Horseshoes and Hand Grenades | Defeat combatants with grenades. Defeating them in Vanguard playlists grants additional progress. | 20 [Grenade] Grenade | XP+ |
One Shot, One Kill | Defeat combatants with precision damage. Bonus progress is granted in Vanguard playlists. | 25 [Headshot] Precision | XP+ |
Perfect Energy | Defeat combatants with Special ammo. Fusion Rifle final blows in Vanguard playlists grant additional progress. | 20 [Fusion Rifle] Fusion Rifle | XP+ |
Show Them the Light | Defeat combatants with your Super in Vanguard playlists. | 5 Super | XP+ |
Lord Shaxx, Crucible
Name | Description | Requirement | Reward |
By the Code | Defeat opponents. | 10 Opponents defeated | XP+ |
Lightbearer | Defeat opponents using any ability. | 3 Ability | XP+ |
Area of Effect | Defeat opponents with grenades. | 1 [Grenade] Grenade | XP+ |
Combat Drill | In Clash, defeat opponents. | 3 Eliminations | XP+ |
The Drifter, Gambit
Name | Description | Requirement | Reward |
Blockade | Send Blockers; medium and large Blockers contribute more progress. | 30 Blockers | XP+ |
Final Ploy | Defeat combatants with finisher final blows. | 5 Finisher | XP+ |
High Voltage | Defeat Arc jolted targets in Gambit. Defeating Guardians grants more progress. | 30 [Arc] Arc jolt | XP+ |
Black Hole Byproduct | Defeat targets in Gambit by weakening or suppressing them with Void. Defeating Guardians grants more progress. | 30 [Void] Weakness and suppression | XP+ |
Banshee-44, Gunsmith
Name | Description | Requirement | Reward |
Submachine Gun Calibration | Calibrate Submachine Guns against any target. Earn bonus progress with precision and against opposing Guardians. | 100 [SMG] Submachine Gun | XP+ & Enhancement Core & Gunsmith Rank Progress |
Special Grenade Calibration | Calibrate Grenade Launchers that use Special ammo against any target. Opposing Guardians and rapidly defeated targets grant the most efficient progress. | 100 [Special Grenade Launcher] Grenade Launcher | XP+ & Enhancement Core & Gunsmith Rank Progress |
Linear Fusion Rifle Calibration | Calibrate Linear Fusion Rifles against any target. Earn bonus progress with precision and against opposing Guardians. | 100 [Linear Fusion Rifle] Linear Fusion Rifle | XP+ & Enhancement Core & Gunsmith Rank Progress |
Arc Calibration | Calibrate Arc weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. | 100 [Arc] Arc weapon | XP+ & Enhancement Core & Gunsmith Rank Progress |
Nimbus, Neomuna
Name | Description | Requirement | Reward |
Shockingly Direct | In Neomuna, defeat combatants with Arc damage. Shadow Legion combatants grant additional progress. | 60 [Arc] Arc | XP+ & 50 Neomuna Rank |
Finish Majeure | In Neomuna, defeat combatants with finishers. Powerful combatants grant additional progress. | 10 Finisher | XP+ & 50 Neomuna Rank |
Close, Fast, Efficient | In Neomuna, rapidly defeat combatants in groups of 2 or more with Hand Cannons, Trace Rifles, Shotguns, or Swords. | 20 Rapidly defeated | XP+ & 50 Neomuna Rank |
Top Speed Stunts | In Terminal Overload, rapidly defeat combatants in groups of 2 or more. | 40 Rapidly defeated | 1 Terminal Overload Key & 50 Neomuna Rank & XP+ |
Sonar Station, H.E.L.M.
Name | Description | Requirement | Reward |
Deep Storage | Open a Deep Dive Chest. | 1 Deep Dive Chest opened | XP+ |
Rapid Aquanaut | Rapidly defeat targets. Defeated Guardians or combatants defeated in Salvage or Deep Dive award bonus progress. | 100 Rapidly defeated | XP+ |
Spearfishing Aquanaut | Defeat targets with Sniper Rifles and Glaives. Defeated Guardians or combatants defeated in Salvage or Deep Dive award bonus progress. | 100 Weapon | XP+ |
Tropical Storm | Defeat targets with Solar or Stasis damage. Super abilities award bonus progress, as well as defeating Guardians or defeating combatants in Salvage or Deep Dive. | 100 Progress | XP+ |
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2023.06.06 19:11 DTG_Bot [D2] Daily Reset Thread [2023-06-06]
Daily Modifiers
Vanguard
- Solar Surge: 25% bonus to outgoing Solar damage.
- Stasis Surge: 25% bonus to outgoing Stasis damage.
- Solar Threat: 25% increase to incoming Solar damage.
- Power Level Disabled: Combatant difficulty is set at a fixed level.
- Ashes to Ashes: Dealing damage with a Solar weapon now applies scorch to your targets, but your foes also now apply scorch to you when they deal Solar or explosive damage.
Dares of Eternity
- Daodan Surge: Melee abilities deal more damage and recharge much faster.
Salvage
- Solar Threat: 25% increase to incoming Solar damage.
- Solar Surge: 25% bonus to outgoing Solar damage.
- Stasis Surge: 25% bonus to outgoing Stasis damage.
Deep Dives
- Deep Dive Rules: Successfully complete as many randomly chosen timed encounters as you can before being caught by the foes hunting you! Reach the sea floor to turn the tables, turning the hunters into the hunted! Power Level: Player Power levels are fixed. Each depth activates a new modifier for the remainder of the activity and increases all combatant Power levels over player Power levels. Asha's Gifts: Choose one of two random gifts from Asha at each depth to enhance yourself for the remainder of the activity before taking on the Darkness. Wrathful Predator: Final blows on these unique combatants will reward your fireteam additional time on the objective timer. Rewards: Victory at each depth increases the rewards and challenges of the next. Opt in with your entire fireteam to trigger Pressure Trial versions of activities for even greater rewards!
- Join In Progress Disabled: Your fireteam cannot be joined while in an activity. Return to orbit to add fireteam members.
- Togetherness: Base health regeneration is reduced. If a player is near another ally, health regeneration is improved above normal. Activates immediately.
- Famine: All ammunition drops are significantly reduced. Activates at the Midnight depth.
- Classified: Keep it secret. Keep it safe.
Seasonal
Legend/Master Lost Sector
Exotic armor drop (if solo): Legs
- Legend Difficulty: Locked Equipment, Extra Shields
- Champions: [Shield-Piercing] Barrier, [Disruption] Overload
- Threat: [Solar] Solar
- Shields: [Solar] Solar, [Void] Void
- Modifiers: Arach-NO!
- Legend Difficulty: Locked Equipment, Extra Shields
- Champions: [Shield-Piercing] Barrier, [Disruption] Overload
- Threat: [Solar] Solar
- Shields: [Solar] Solar, [Void] Void
- Modifiers: Arach-NO!
Neomuna
Terminal Overload: Límíng Harbor
Misc
- The Wellspring: Defend Weapon: Tarnation (Grenade Launcher)
- Altars of Sorrow Weapon: Heretic (Rocket Launcher)
Guns & Materials
Banshee's Featured Weapons
Name | Type | Column 1 | Column 2 | Column 3 | Column 4 |
Chroma Rush | Kinetic Auto Rifle | Extended Barrel // Full Bore | Appended Mag // Flared Magwell | Dynamic Sway Reduction | Adrenaline Junkie |
Nezarec's Whisper | Energy Glaive | Supercooled Accelerator // Tempered Truss Rod | Alloy Magazine // Swap Mag | Lead from Gold | Unstoppable Force |
Austringer | Kinetic Hand Cannon | Extended Barrel // Hammer-Forged Rifling | Ricochet Rounds // Flared Magwell | Outlaw | Rangefinder |
Sailspy Pitchglass | Heavy Linear Fusion Rifle | Arrowhead Brake // Full Bore | Ionized Battery // Particle Repeater | Rapid Hit | Vorpal Weapon |
Tarnished Mettle | Energy Scout Rifle | Arrowhead Brake // Full Bore | Steady Rounds // Flared Magwell | Shoot to Loot | Multikill Clip |
Perks re-roll at midnight UTC, so check his inventory twice per day!
Note: Fixed perks on weapons are not displayed
Master Rahool's Material Exchange
- Purchase Glimmer (10000 for 10 Legendary Shards)
- Purchase Glimmer (10000 for 10 Dark Fragment)
- Purchase Glimmer (10000 for 10 Phantasmal Fragment)
- Purchase Glimmer (10000 for 25 Herealways Piece)
- Enhancement Prism (1 for 10 Enhancement Core & 10000 Glimmer)
- Ascendant Shard (1 for 10 Enhancement Prism & 50000 Glimmer)
Bounties
Commander Zavala, Vanguard
Name | Description | Requirement | Reward |
Horseshoes and Hand Grenades | Defeat combatants with grenades. Defeating them in Vanguard playlists grants additional progress. | 20 [Grenade] Grenade | XP+ |
One Shot, One Kill | Defeat combatants with precision damage. Bonus progress is granted in Vanguard playlists. | 25 [Headshot] Precision | XP+ |
Perfect Energy | Defeat combatants with Special ammo. Fusion Rifle final blows in Vanguard playlists grant additional progress. | 20 [Fusion Rifle] Fusion Rifle | XP+ |
Show Them the Light | Defeat combatants with your Super in Vanguard playlists. | 5 Super | XP+ |
Lord Shaxx, Crucible
Name | Description | Requirement | Reward |
By the Code | Defeat opponents. | 10 Opponents defeated | XP+ |
Lightbearer | Defeat opponents using any ability. | 3 Ability | XP+ |
Area of Effect | Defeat opponents with grenades. | 1 [Grenade] Grenade | XP+ |
Combat Drill | In Clash, defeat opponents. | 3 Eliminations | XP+ |
The Drifter, Gambit
Name | Description | Requirement | Reward |
Blockade | Send Blockers; medium and large Blockers contribute more progress. | 30 Blockers | XP+ |
Final Ploy | Defeat combatants with finisher final blows. | 5 Finisher | XP+ |
High Voltage | Defeat Arc jolted targets in Gambit. Defeating Guardians grants more progress. | 30 [Arc] Arc jolt | XP+ |
Black Hole Byproduct | Defeat targets in Gambit by weakening or suppressing them with Void. Defeating Guardians grants more progress. | 30 [Void] Weakness and suppression | XP+ |
Banshee-44, Gunsmith
Name | Description | Requirement | Reward |
Submachine Gun Calibration | Calibrate Submachine Guns against any target. Earn bonus progress with precision and against opposing Guardians. | 100 [SMG] Submachine Gun | XP+ & Enhancement Core & Gunsmith Rank Progress |
Special Grenade Calibration | Calibrate Grenade Launchers that use Special ammo against any target. Opposing Guardians and rapidly defeated targets grant the most efficient progress. | 100 [Special Grenade Launcher] Grenade Launcher | XP+ & Enhancement Core & Gunsmith Rank Progress |
Linear Fusion Rifle Calibration | Calibrate Linear Fusion Rifles against any target. Earn bonus progress with precision and against opposing Guardians. | 100 [Linear Fusion Rifle] Linear Fusion Rifle | XP+ & Enhancement Core & Gunsmith Rank Progress |
Arc Calibration | Calibrate Arc weapons against any target. Earn bonus progress using Power weapons and against opposing Guardians. | 100 [Arc] Arc weapon | XP+ & Enhancement Core & Gunsmith Rank Progress |
Nimbus, Neomuna
Name | Description | Requirement | Reward |
Shockingly Direct | In Neomuna, defeat combatants with Arc damage. Shadow Legion combatants grant additional progress. | 60 [Arc] Arc | XP+ & 50 Neomuna Rank |
Finish Majeure | In Neomuna, defeat combatants with finishers. Powerful combatants grant additional progress. | 10 Finisher | XP+ & 50 Neomuna Rank |
Close, Fast, Efficient | In Neomuna, rapidly defeat combatants in groups of 2 or more with Hand Cannons, Trace Rifles, Shotguns, or Swords. | 20 Rapidly defeated | XP+ & 50 Neomuna Rank |
Top Speed Stunts | In Terminal Overload, rapidly defeat combatants in groups of 2 or more. | 40 Rapidly defeated | 1 Terminal Overload Key & 50 Neomuna Rank & XP+ |
Sonar Station, H.E.L.M.
Name | Description | Requirement | Reward |
Deep Storage | Open a Deep Dive Chest. | 1 Deep Dive Chest opened | XP+ |
Rapid Aquanaut | Rapidly defeat targets. Defeated Guardians or combatants defeated in Salvage or Deep Dive award bonus progress. | 100 Rapidly defeated | XP+ |
Spearfishing Aquanaut | Defeat targets with Sniper Rifles and Glaives. Defeated Guardians or combatants defeated in Salvage or Deep Dive award bonus progress. | 100 Weapon | XP+ |
Tropical Storm | Defeat targets with Solar or Stasis damage. Super abilities award bonus progress, as well as defeating Guardians or defeating combatants in Salvage or Deep Dive. | 100 Progress | XP+ |
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