Jump to content

GruntGR

Premium Members
  • Posts

    7.532
  • Εγγραφή

  • Τελευταία Επίσκεψη

  • Ημέρες που κέρδισε

    1

Posts posted by GruntGR

  1. εστειλε  sms  ο πλεσιος  στις 7:13 οτι ηρθε ο ssd ( για αλλον ητανε, εχω να δωσω δικα μου λεφτα στον γεραρδο πανω απο 4 χρονια :p ) 

     

    πηγα σε αυτο του Συνταγματος να παραλαβω, ακομα ψαρωμενος ειμαι, 20 γυναικες προσωπικο  μοναδικα αρσενικα οι πελατες και ενα  security :o  

     

    omg wtf qq bbq 

  2. εχει onboard memory ^ το σεταρεις απο αλλου,  αποθηκευεις τα profile και εισαι ετοιμος 

     

    κι εγω drivers για τρωκτικα μονο στο htpc τους βαζω. 

     

    edit : το γραφει και στο λινκ που εδωσες :hehe: 

  3. αν  θυμαμαι καλα πρωτα βγηκε το 8200. 

     

    με τον 3310 στο 7000  δεν θα εχεις προβλημα, δεν πιστευω να χρειαστει ο φιλος σου πανω απο 5000dpi ποτε και πουθενα.  ( ειναι πρακτικα η μεγιστη ευαισθησια του συγκεκριμενου sensor ) 

     

    ο laser στο 8200 εχει μετρια προς κακη αποκριση αμα το βαλεις πανω σε ενα mousepad τυπου QcK  ( btw προτεινω σετακι με αυτο εδω αν παρεις απτο κιτρινο μαγαζο και δεν εχει ο φιλος σου ηδη ενα mousepad http://www.e-shop.gr/a4tech-x7-500mp-gaming-mouse-pad-p-PER.570572 ) 

     

     

    αν ομως προκειται να το εχει πανω σε σκληρη επιφανεια που δεν βυθιζονται τα ποδαρακια μεσα οταν πιεζεις προς τα κατω τοτε θα εισαι κομπλε  - τουλαχιστον σε desktop χρηση 

     

    https://forums.logitech.com/t5/Logitech-G-Mice/G500s-Laser-mouse-jitter-on-cloth-mousepad/td-p/1214840

  4.  Νιώθουμε δικαιωμένοι  γιατί  καταφέραμε  να  αποτρέψουμε   την  καταστροφή  του  κλάδου   με  το  κλείσιμο  του  ενός   τρίτου  των  πρακτορείων  μας, προς   όφελος   των  παράνομων  και   των  προσωρινά  αδειοδοτημένων  Ιντερνετικών  εταιριών, γι΄ αυτό  οι  κραυγές  και  τα  κροκοδείλια  δάκρυα  τους  το  τελευταίο  διάστημα, μέσα  από  τα  φερέφωνα  ΜΜΕ  που  ελέγχουν  στην  χώρα  μας. Εταιρίες  που  κερδίζουν τεράστια  πόσα,  πληρώνουν   ελάχιστα  σε   φόρους με  τα  κέρδη  τους  να  φεύγουν  στο  εξωτερικό.

    Νιώθουμε όμως  και  ικανοποίηση   γιατί  στο   Υπ .Οικονομικών  επικράτησε   η  τεχνοκρατική   αντίληψη  και  η  λογική, που  λέει  ότι « επιβάλλω  μέτρα  μόνο όταν   θα  έχουν  θετικό  πρόσημο  για   το  κοινωνικό   σύνολο». Και  είναι  βέβαιο  ότι  αν  εφαρμοζόταν  το  μέτρο  των  5 λεπτών  πολλά πρακτορεία   θα  έκλειναν  και  το  κράτος  τελικά  θα  εισέπραττε  λιγότερα  έσοδα.

    Γι’ αυτό   οφείλουμε  να  ευχαριστήσουμε   δημόσια  τον  Υπουργό   Οικονομικών  Ευκλ. Τσακαλώτο ,που  είχε  το  πολιτικό θάρρος  να  πάρει  τον φόρο πίσω  αφού  πείστηκε  τεχνοκρατικά   πλέον,   για  την  αναποτελεσματικότητα  του  μέτρου, και  τα  καταστροφικά   αποτελέσματα  για  τον  κλάδο  των  πρακτόρων. Και  φυσικά   τους συνεργάτες και τα  στελέχη του Υπουργείου  του  για  την  πολύτιμη  συμβολή  τους.

    http://www.poeppp.org/%CE%B4%CE%B5%CE%BB%CF%84%CE%AF%CE%B1-%CF%84%CF%8D%CF%80%CE%BF%CF%85/%CE%B4%CE%B5%CE%BB%CF%84%CE%B9%CE%BF-%CF%84%CF%85%CF%80%CE%BF%CF%85-1252016/

     

    giphy.gif

     

     

    τα νευρα μου :@ 

     

     

    • Like 1
  5. On 5/11/2016 at 10:08 AM, GriGaS said:

    Πότε επιτέλους θα στείλουμε τη Φουρέιρα στη Eurovision; - Opinions - ΔΙΑΒΑΣΜΑ | oneman.gr

     

    Έχω και το λέω χρόνια... Φουρέιρα στην Eurovision με Στικούδη - Αραβανή σε backing vocals και χορευτικό

     

     

    (με τον γκομενο της ειμασταν  συμμαθητες στο δημοτικο   :p ) 

     

    ΥΓ  : στην Ρωσσια δινει 1.85  ο κλΟΠΑΠ   :D

     

    2 μετρα και 2 σταθμα εδω μεσα, οταν  εβαζα καμια Αρτεμις Αλέξανδρατου πεταγοτανε ο ταδε και ελεγε " με λουρι την βγαζουν βολτα αυτη ? ουρτουυυυυυ " 

     

    αμα ειναι ρωσσιδα δηλαδη δεν πειραζει να ειναι λιγο  σκυλομουρα  ε ? ok .... : P 

  6. μια στο τοσο παιζει ο ανθρωπας και γραφει οτι για τις αναγκες του ειναι  υπερ αρκετη

     

    inb4 " φιλαρακι εχει στο διπλανο φορουμ μια r9 290  twin frozr  2 κατοσταρικα με αλλα  3 μηνακια εγγυηση,  ζητα επιστροφη χρηματων και ορμα " 

     

    σιχτιρ :p  

    • Like 3
  7. cm storm alcor  περιμενοντας  για το alcor 2 / alcor + :p 

     

    θα προτεινα και gigabyte xm300 αν μπορεις να το παρεις απο εξω  

     

     

     

    ο 3988 που φοραει ειναι ισως ο καλυτερος sensor που εχω δοκιμασει ως τωρα  αλλα τα κλικ μου εβγαλαν προσφατα την ψυχη, ακομα και στο desktop μπορει να σου παρουσιασει προβλημα  :@ 

     

    παω για παραδειγμα να κλικαρω κατι στο κενο αναμεσα απο 2 shortcut  και μετα  παιζει 20% chance  να βλεπει το pc οτι ΔΕΝ εχω αφησει το πληκτρο και να  βλεπω οτι κανω  drag την ωρα που κουνιεται ο κερσορας  :S

     

    βρηκα τροπο προσφατα να το κανω replicate http://www.overclock.net/t/1591302/gigabyte-xm300-mouse/270#post_25121353 και δυστηχως   δουλευει μια χαρα, το χειροτερο ειναι οτι σημερα μου το εκανε και  in-game στο τελειως ακυρο  με αποτελεσμα να γυρισω στο xornet II  ( πολυ διαφορετικο σχημα απο το ec2 ) και να βρω την ηρεμια μου :p  

     

  8. πριν 10 λεπτά, το μέλος kpetros έγραψε:

    Πειναω , δεν εχει τιποτα. Πειναω , μπαινω efood , ειμαι χοντρος 

     

     

    MIXED%20GREENS%20WITH%20COTTAGE%20CHEESE

     

    μαλ@κας εισαι :p 

     

    ( τσιμπα και μια ιδεα  για πρωινο ) 

     

    grain-free-cinnamon-raisin-oatmeal-final 

     

    νοοντλς λεει :hang:

  9. The one new aspect: Vehicle classes. “Tank Officer” and “Pilot” were both listed, though what advantages those vehicle-specific classes entail I’m not certain.

    JF: Dedicated vehicle classes: so if you want to be a tank driver, you're dedicated to that role if you spawn in a tank or if you want to be a pilot. So that's kind of different than BF3 and BF4.

    ...new visual appearances for three large vehicles -- the Frontline Camouflage Train, the Night Raid Airship, and the Dazzle Camouflage Dreadnought.
     

     

    Battlefield 1 will include dogfighting in biplanes and airships with external manned guns...

    Biplanes can drop bombs. Tanks can escort infantry. Planes can have dogfights in the air. And there’s definitely going to be a lot of hand-to-hand fighting.

    Biplanes, horses, battleships and zeppelins all make an appearance, with the developers noting that the game includes some of the largest vehicles they have ever built

     

     

    "This was the first time ever that people saw light tanks, heavy tanks, armored trucks," he said. "If you pop your head up from a trench and see a tank about to roll over you--you should get out of there."

    Battlefield 1's air combat will be just as nuanced, with dogfights, bombing raids, and strafing runs.

    "We have bombers to clear the way for your troops," he said. "If you're in a bomber, you might want to have a buddy scouting, covering you from the ground.

    "You can have these dogfights, with multiple people in planes--your buddy is in the rear seat shooting back at that guy while you fly alongside a bomber clearing the way for your troops."

    Battleships are also entirely controllable. You can "demolish an entire shoreline" in one, Berlin said. Battlefield 1 will also include lighter, more agile ships to reflect the dynamism present in the infantry combat and air battles.
     


    JF: The weapons in this are very analog. So it's bringing back the skill, like nothing is locking on for you or doing things for you. You've got to be the one who's aiming and shooting the weapons.

    JF: Emplacement guns for infantry--so I'm thinking that's going to be really powerful machine guns or anti-air emplacements on the ground

    JF: They had pistols, SMGs, shotguns, sniper rifles, semi-auto rifles, lots of different melee weapons, as well, apparently. Apparently different stats.

    JF: In terms of weapon customization: obviously, they're kind of limited with it being WWI. But the developers said that there are some unique flavors to the weapons and they do have a lot of interesting stuff that maybe wasn't used that often in WWI, but it was actually real and in that time period, so we're gonna see some elements of weapon customization.

     

    JF: It's got all the stuff in the game that made, like, Battlefront look awesome: like the photogrammetry, it's got physically-based rendering--it looks absolutely insane.

    JF: In terms of destruction, that just looks like it's been turned up to #10; there was buildings falling over, holes in walls, it looked crazy. And it kind of feels like they went a lot further than they did in BF3 and BF4. And maybe taking it back to the BC2-level. It didn't look like you could level every building in the game because, obviously, you're gonna forsake the map design if you end up doing that. But, it looked like a lot of stuff could be destroyed and the developers actually spoke about that.

     

    Pre-orders will receive the Harlem Hellfighter Pack and seven day early access to a free map this year.

    ...will include extra vehicles, weapons and emblems including the Red Baron Pack, the Lawrence of Arabia Pack.
     

     

     

    ILOuyAS.gif

     

     

    https://hardforum.com/threads/battlefield-1.1898869/page-3#post-1042279179

     

    • Like 6
  10. θα τα ξαναπω για 1337η φορα  :

     

    back to the roots για οποιονδηποτε ειναι οντως  βετερανος και οχι "βετερανος"  σημαινει 

     

    1) modding tools 

     

    2) 3-4 mode max, το γνησιο battlefield εχει σημαιες και  οχι βομβες/ tdm / chain link / gun master και λοιπες ΜΠΟΥΡΔΕΣ ! 

     

    3) single player mode  σε δευτερη μοιρα καθολη την διαρκεια του development, οποιος αγοραζει  battlefield για το campaign πρεπει να εχει τα ιδια μυαλα με εκεινο τον λακαμα που  χωρισε την χαραλαμπιδου γιατι δεν ηξερε να φτιαχνει παστιτσο. 

     

     

    4) ευχαριστο gameplay, παιζεις για να περασεις καλα και γιατι σχεδον το καθε kill / flag capture σου προσφερει μια ικανοποιηση, δεν σε νοιαζουν τα 3282398328 badge, ποσες πουλαδες εδειξες στην μαμα σου το βραδυ ουτε αν εχεις αλλα  4 assignment να κανεις πριν να πας για υπνο. 

     

    5) 2-3 expansion το πολυ, δεν με ενδιαφερει αν  θα κανουνε καλη δουλεια στο καθε ενα απο αυτα ή οχι, αυτο που με ενδιαφερει ειναι να υπαρχει αρκετο υλικο προσβασισμο σε ολους 

    ας παρουν το παραδειγμα της tripwire που οταν αναβαθμιζε το περιεχομενο  του Killing Floor με σχεδον καθε update  το μονο που ζηταγε σαν ανταλλαγμα  ητανε να φιλοτιμηθει κανενας και να αγορασει το ταδε skin pack με τον αγγλο τσολια/DJ skully/Mr Foster/whatever

     

    μιας και ειναι εναλλακτικο reality μπορουν να κανουν  οτι θελουν οσον αφορα  το customization στα οπλα και τους στρατιωτες, προτιμω  το  "αρμεγμα"  να γινει εκει και πουθενα αλλου. 

     

     

    καλως ή κακως η ΕΑ και η καθε EA ενδιαφερεται κυριως για τα 12χρονα και τις πωλησεις που θα φερουν, συγνωμη που σας το χαλαω αλλα το BF αρχισε να CODιζει απο τοτε που τολμησαν να βγαλουν στο pc   εκδοση  με health regeneration και ανυπαρκτο commo rose.  ( εστω και σαν "testbed" για την frostbite )

     

     

    αν δεν γινει  τιποτα απο τα παραπανω τοτε  πολυ απλα θα ψηφισω με το πορτοφολι μου για αλλη μια φορα, το να σου λενε οτι ο γαιδαρος  πεταει και εσυ να βριζεις επειδη δεν τον ειδες να παιρνει υψος εχει καταντησει αηδια. 

     

    The+ea+cycle+my+opinion+on+ea+is+probabl

     

     

     

     

    • Like 9
  11. No regrets Mr Freeman ... 

     

    Upcoming Update - Cascade Shadow Maps and Surface Tension: Uncut

    6 ΜΑΪ́ΟΥ [BMS] CHICKEN CHONNAGE
    Coming Soon
    Here’s a quick glimpse of what we are polishing for our next update. You’ve hopefully already seen our preview of Surface Tension: Uncut over at Lambda Generation[lambdageneration.com]. We are very excited to see how the community likes the uncut levels. We’ve done a ton of work since we’ve shown those screen shots, and even improved our AI for the Alien Grunts and Vortigaunts to help make this chapter be as fun and engaging as possible. 

    z2tDtOu.jpg
     
    Cascade Shadow Maps
    Our BIG announcement though, is that we have implemented Cascaded Shadow Mapping, or CSM into the Black Mesa engine. CSM brings the visual quality of the game to a whole new level. It’s hard to describe in words what CSM does to the game, so we’ve added a few screenshots below to give you a better idea. Notice the crisp shadows on the world and weapons, that originally weren’t there. 

    7D7PvbP.jpg
    y7hTxFF.jpg
    wbQzIfk.jpg
    Mroo19G.gif
    1htD8lz.gif
     
    Why work on these instead of that other thing?
    First, there were a lot of community members asking for this addition. One of our developers, Chon Kemp, added these levels into the mod version of the game, and people wanted to see it in the official version. To show we hear what the community is asking for, and as a small thanks for the people who have already bought the game we completely rebuilt the last three maps of Surface Tension based off of Half-Life (side note you can play Chon’s On A Rail: Uncut on the workshop). 

    Second, Surface Tension did not feel complete without its later levels. The end of ST is the part where the H.E.C.U start to lose, and it sets up the events for Half-Life 2. It’s a very important part of the Half-Life story. 

    Third, CSM was an absolute must for us to reach our vision for bringing Xen to life. We've brought CSM to you in this update as a little tiny taste of what is to come. We hope this excites you as much as it excites our team! Surface Tension: UNCUT was the perfect opportunity for us to test CSM and get it functioning on our already completed earthbound levels, as well as a number of other techniques to be used in completing Xen. 
     
    When with this be released?
    You can expect the Surface Tension Update to launch later this month. The new update will also include a large number of bug fixes and other improvements to many parts of the game.

    :D  :D 

    • Like 1
  12. ^  δεν εχω παιξει ποτε WoT 

     

    /puts on flamesuit 

     

    αλλα οτιδηποτε εχει να κανει με pont n click παιζεται σιγουρα πιο ευχαριστα σε υψηλο refresh rate αποτι με 60hz "μονο", απλα θα ητανε κριμα να μην αξιοποιουσες τα 120hz+  και σε κανενα FPS αργοτερα , ειναι σαν παιρνεις σπορ αμαξι για να κανεις την διαδρομη σπιτι - περιπτερο :p 

     

    δεν εχουν καμια σχεση τα hz με το internet latency, μην μπερδευετε την βουρτσα με το σφυροδρεπανο. 

  13. μονο με paypal balance δεχονται πληρωμες, ειχα δοκιμασει με  debit mastercard της eurobank και δεν την δεχοτανε με τιποτα.

     

    μπορεις να φορτισεις το balance σου μεσω "λαμιας" με τον γνωστο-αγνωστο τροπο που ανεφερες 

     

     

    εγω ητανε να προσφατα δωσω 38 για το raiden xsoft και μου εφαγε η ολη διαδικασια + 4 ευρω  

     

     

    εννοειται πως παλιοτερα οι καρτες μας περναγανε κανονικα ( εχω  παρει διαφορα  απo αυτους μεσα στα τελευταια 5 χρονια ) 

     

    με EMS θελει καπου 6 εργασιμες, απλα ειναι λιγο ρισκο μηπως πεσεις σε λακαμαδες ταχυδρομους !

     

     παρολο που εχει ο φακελος  πανω την σταμπα " do not bend" το τελευταιο δεμα ηρθε σε αρκετα κακη κατασταση αλλα ευτυχως δεν επαθε καποια ζημια το ιδιο το mousepad απο μεσα. 

     

    εχω παιξει σε hien soft/hard/Value Edition, raiden xsoft, hayate + hayate otsu soft και shiden Kai Red xsoft 

     

    zero δεν ετυχε να παρω ποτε αλλα φαινεται απο το guide εδω οτι ειναι το πιο κοντινο στα γουστα σου 

     

    https://dl.dropboxusercontent.com/u/32172733/review/Artisan_2012_review-by-tubby.pdf

     

    στην ουσια πληρωνεις τα τσιμπημενα μεταφορικα, το "made in japan" το υφασμα που δεν επηρεαζεται ευκολα απο  υγρασια και  τελος, την βαση που ειναι ισως η καλυτερη στην αγορα.

     

    μην περιμενεις θαυματα δηλαδη ουτε να γινεις global elite στο  10ωρο :p 

     

    απλα δινει ενα ωραιο "premium"  feel κατα την χρηση.

     

    ΥΓ : καλυτερα να παρεις mid και οχι xsoft, το αδικοχαμενο qck+ ητανε με 2mm και ειχε πολυ λιγο "give" οταν το πιεζες 

     

    αυτο εδω ειναι στα 4mm και με το xsoft layer  απο κατω θα βουλιαζει η επιφανεια με την παραμικρη πιεση, με το mid θα το νιωθεις πιο ομοιομορφο  αμα πιεζεις το ποντικι προς τα κατω αθελα σου και φυσικα λιγο πιο γρηγορο στο glide :) 

     

     

    • Like 2
  14. πριν 8 ώρες, το μέλος sotiris έγραψε:

    Ρε τους αλήτες, τόση φιλοξενία κι αυτοί εκεί, να μη θελουν να φιλοξενηθούνε!

    Ελπίζω να ομαλοποιηθεί η κατάσταση γιατί πώς θα φάνε ψωμί οι αλληλέγγυοι? Κλέφτες θα γίνουν?

     

    On 10/12/2015 at 11:56 ΠΜ, το μέλος sotiris έγραψε:

    Αποθέωση Μουζάλα για την αστυνομία και άγνοια για το μέλλον των μεταναστών - Πολιτική - Ειδήσεις NewsIt.gr

    Για κάποιο περίεργο λόγο μου είναι συμπαθής ο Μουζάλας, μάλλον γιατί μου θυμίζει το δημόσιο που θα ήθελα να δουλέψω κι εγώ, το χαλαρό!

    οι περιεργες συμπαθειες   και τα ονειρα για δημοσιουπαλληλικι πληρωνονται :p  ( απο ολους μας :wall: )

  15. ^ το performance εχει στρωσει πανω απο 1 χρονο τωρα 

     

    http://imgur.com/a/wFFtJ 

     

    http://www.overclock.net/lists/display/view/id/6334452

     

    σε παρομοιο cpu ( 2500k στα 4.5 ghz )  οταν ειχε πρωτο βγει ολο 40αρια εβλεπα 

     

    τωρα αμα δεν εχει καποιος i5 εστω και πρωτης γεννιας στα 4ghz + ας παει να κοψει τον λαιμο του :p 

  16. ΗΡΘΕ :p 

     

    The Construction System and a Revamped Indar are Here!

    27 ΑΠΡΙΛΊΟΥ - DBG_RADARX

    The Planetside 2 PC servers will be coming down at 6am (Pacific) / 13:00 (UTC) for an update. The estimated downtime is 1.5 hours and will require a client download. 

    Below is a list of the additions/changes in the publish: 

    The Construction System has been released! 

    The battlefields of Auraxis are changing. Cortium, a powerful new mineral, allows for the near instantaneous deployment of player-built fortifications. This limited resource has prompted the deployment of Advanced Nanite Transports (ANTs), which harvest Cortium and convert it into battle-ready building material. 

    New Rescource: Cortium 
    Appearing across the wilder areas of Auraxis, Cortium crystals can be harvested and used to create and power player-constructed objects, defenses, and fortifications. 

    New Vehicle: The ANT 
    ANTs are 4 man transports that have mining lasers for harvesting Cortium nodes. They can store Cortium in an on-board tank or drop it off at constructed Cortium Silos. The ANT can be deployed at any time, which will reveal access to a building terminal, from which you can equip and then place fortifications, at cost to Cortium. 
    • With the right upgrades and a tank full of Cortium, the ANT has some other interesting abilities as well…
    • C300 Turbo Engine: The Cortium Turbo Engine grants powerful thrust by converting stored minerals into fuel.
    • Transport Cloak: While active, the Transport Cloak drains the ANT's stored Cortium in exchange for limited invisibility.
    • C-Barrier: While active, a barrier forms around the ANT, absorbing incoming damage at the cost of stored Cortium.
      

    New Construction Objects 
    • In order to place a construction object, you’ll need to first have access to its schematic. Once you own the schematic, you’ll be able to use the terminals on the ANT or Silo to deploy those items with Cortium.
    • These schematics can be obtained from either the Depot’s new Construction section, or directly from an ANT or Silo terminal.
    • Each item has a limited number that can be active at once, so keep an eye on the counter or you’ll end up deconstructing earlier objects.
    All players are granted the following schematics/items for free with the release of the new system: 

    Cortium Silo 
    • The heart of any large base, this silo stores large quantities of Cortium. ANTs can offload Cortium to Silos using the same method as harvesting minerals; just approach the Silo and hold the firing button.
    • Many objects require a nearby Silo (with stored Cortium!) to remain active, as the Silo acts as a fuel source for their abilities. Modules, for example, are constructs that can improve surrounding fortifications, but go offline if the Silo runs out of Cortium. While a module is near a Silo, Cortium will be drained automatically. The more objects that require power, the faster your Cortium Silo will drain.
    • They can store up to 50,000 Cortium at a time.
    • Claims the nearby area for you and your squad, which allows you to deconstruct (see Decon Tool) the fortifications of un-squadded allies near your Silo.
    HIVE 
    • Hardline Interference Volume Emitters or “HIVEs” are structures which can generate Victory Points over time.
    • The “chassis” is vulnerable when unpowered, but while housing a Victory Core, the chassis becomes indestructible, and a small, shielded area becomes the only point where it can receive damage.
    • Active HIVEs generate Victory Points based on their proximity to the enemy Warp Gate, and require Cortium from a nearby Silo to operate.
    • Players must be BR 15 or higher to place a HIVE
    Rampart Walls 

    Long, horizontal wall with high health, and firing areas for infantry. 

    Bunkers 

    Small, durable fortification with firing areas for infantry, and an open area on the top. 

    Xiphos (Anti-Infantry) Phalanx Turret 

    Mannable turret which excels at taking down enemy infantry. 

    Decon Tool 

    Can be used to deconstruct misplaced structures. 

    Other available schematics include: 

    Sunderer Garage 

    Small garage with enough cover to house a single Sunderer, ANT, or perhaps some other things you’d want to keep safe. 

    Repair Module 

    Cortium-powered module which quickly repairs nearby structures. This is an extremely important component of any base, especially for keeping hard targets like walls and bunkers alive 

    Structure Shield Module 

    Cortium-powered module that creates one-way shields for most of the openings on Bunkers, Rampart Walls, and Sunderer Garages. 

    Skywall Shield Emitter 

    Cortium-powered module which projects a shield above, protecting from aerial bombardment and severely injuring enemy infantry which drop through it. 

    Turret AI Module 

    Cortium-powered module which provides nearby deployed turrets with automated tracking abilities, allowing them to fire on enemies who stray too close. 

    Spear (Anti-Vehicle) Phalanx Turret 

    Mannable turret which excels at destroying enemy vehicles. 

    Aspis (Anti-Air Phalanx) Turret 

    Mannable turret which excels at destroying enemy aircraft. 

    Construction Placement 

    Added a new system to help with construction object placement. 

    A series of highlights and rings that appear when you are holding a construction item should help you determine what objects are affecting/being affected by other construction objects. 
    • Red highlights/rings show no deploy areas and objects that are creating that conflict for deployment
    • Blue highlights/rings show active repair modules and their radius of effect
    • Green highlights/rings show the things in the radius of effect of the object you are currently trying to place and/or objects other than the repair mod that will affect what you’re placing
    • Orange ring shows the range of what can be powered by a placed Cortium Silo
    These effects should only appear when relevant to keep the display from becoming overly cluttered. 

    Victory Cores 

    With the HIVE, we’re introducing the concept of Victory Cores. These cores are shared across each faction and can be viewed in the VP UI. 

    When a continent unlocks, each faction has a certain amount of cores available. By default, each faction gets 2 cores, with an additional core given to whichever faction unlocked the current continent. Cores are automatically placed in HIVEs the system thinks are the most viable every 180 seconds, with the following rules: 
    • The closer the HIVE is to an enemy Warp Gate, the faster it will generate Victory Points. HIVEs that can generate more VP are prioritized over those generating less
    • If your active HIVE is in a contested area, your core can not be relocated.
    • If you overextend into enemy territory without enough support, the system will determine your HIVE to be too dangerous to provide a core too. If you’re setting up in enemy territory, bring some significant backup or you won’t get a core.
    When an active HIVE is destroyed, the faction who destroyed it will steal that core for their faction, and it will then automatically activate the most ideal HIVE, provided another empty HIVE exists. 

    It’s worth noting that Silos must be restocked with Cortium constantly, as HIVEs, like modules, require an active power source to function. If a Silo runs out of Cortium, an active HIVE will no longer generate Victory Points. 

    VP Scoring Changes 

    Additionally, the overall VP scoring has been updated as follows: 
    • All continents now require 15 Victory points to capture (including Indar)
    • Indar alerts are now worth 5 VP
    • Linking a single warpgate VP reward has been increased to 2, from 1
    • Linking both warpgate simultaneously VP reward has been increased to 4, from 3
    • Capturing all of any facility type VP reward has been increased to 3, from 2
    • Capturing all facilities VP reward has been increased to 15, from 10
    • VP reward has been increased to 2, from 1
    Continent Faction Population Queue 

    Any player trying to zone into a continent where their faction has 10% more population than the lowest populated faction will be placed into a queue. 
    • At least one continent must have over 150 players on it for the queue to be active
    • The target continent must have at least 50 players on for the queue to be active
    • If the player’s faction is severely overpopulated on all unlocked continents, they will be able to play on the continent where their faction has the least population advantage

    New Weapon: NS-20 Gorgon 

    Developed as a more mobile version of the M20 Basilisk, the NS-20 Gorgon provides MAX units with a balanced mix of anti-infantry and anti-vehicle firepower. Gold and Black variants are also available. 


    Welcome to New Indar 

     

     

     


    Massive changes have been made to the continent of Indar. The terrain, lattice, and bases have all received revisions to facilitate better gameplay and a fresh experience. 

    Warpgates: 

    All warpgates are now updated using the newer updated Koltyr style layout. 
    Moved ocean WG over to the west slightly, added bridge crossing chasm that leads to the Ocean WG’s next lattice base, Indar Waste Treatment 

    Small Outposts: 

    NS Salvage Yard 

    • Removed outpost from the Lattice

    Indar Waste Treatment 

    • Added additional sunderer cover
    • Added larger CyA bldg on south side
    • Added hackable equipment terminal to CyA building
    • Redirected flow from warpgate, now uses a bridge going over the oceanbed chasm

    Briggs Labs 

    • Added additional sunderer cover
    • Replaced Mini Spawn with Main Spawn
    • Adjusted cap point area, cover

    Indar Comm Array 

    • Lowered top of mesa approximately 20-30m~
    • Added small Sunderer garage
    • Added better cover for attackers coming from Dahaka Southern Post
    • Increase pain field size on spawn
    • Moved vehicle spawn to front of base (goodbye ridiculous vehicle pads!)

    West Highlands Checkpoint 

    • Removed outpost from the Lattice
    • Replaced with Large Sunderer Garage

    East Canyon Checkpoint 

    • Removed outpost from the Lattice
    • Replaced with Large Sunderer Garage

    Sandstone Gulch 

    • Removed outpost from the Lattice
    • Replaced with Large Sunderer Garage

    Blackshard Iridium Mine 

    • Removed outpost from the Lattice

    Abandoned NS Offices 

    • Removed outpost from the Lattice.
    • Moved the buildings about 200m east and added an additional road around it.

    NS Secure Datalab 

    • Added Sunderer Garage
    • Increased spawn room area defensibility
    • Severed Vanu Archives link.

    NS Research Labs 

    • Removed outpost from Lattice
    • Peris Field tower will now link to Vanu Archives with an Outpost Garage replacing NS Research Labs approximately 200m to the northwest.

    Galaxy Solar Plant 

    • Upgraded spawn room to Barracks.
    • Replaced CyA cap point building with new BldgP.
    • Added a Sunderer Garage for attackers, as well as an extra road that properly reflects the lattice connection with Ceres Hydroponics.

    The Palisade 

    • Lowered height of the Palisade’s plateau as well as its static AV turrets
    • Added Sunderer Garages.
    • Upgraded spawn room to Barracks and removed the SCU.
    • Added 1-way jump-down platform allowing defenders to better access to cap point from pedestrian bridge.
    • Lowered height of high road leading to Crimson Bluff.

    Red Ridge Communications 

    • Removed outpost from Lattice.
    • Added Outpost Garage on opposite side of road.
    • Reduced grade of road from Tawrich Recycling to Scarred Mesa slightly.

    The Old Stockpile 

    • Upgraded spawn room to Barracks + aligned it with lattice.
    • Added Sunderer Garages
    • Improved the attacker’s approach from Feldspar Canyon.

    NS Refinery 

    • Upgraded spawn room to barracks.
    • Replaced CyA cap point building with BldgP.
    • Added Sunderer Garage and adjusted flow in core of base.
    • Removed teleporter in Med-Wing building.

    Scarred Mesa Skydock 

    • Upgraded spawn room to barracks.
    • Lowered height of mesa significantly.
    • Entrances are now accessible primarily by foot.
    • Moved Veh Term up onto Scarred Mesa.
    • Added Sunderer Garages and battlefield cover.

    Highlands Solar Station 

    • Upgraded spawnroom to barracks, moved to ‘rear’ of base
    • Added sundy garage
    • Adjusted capture point area cover

    Ayani Labs 

    • Added sundy garage, bridge for attacker path
    • Upgraded spawn to Barracks
    • Replaced large building with a non-roof accessible variant

    Vanu Archives 

    • Readjusted cap point locations
    • Added grav lifts to ease attacking the base
    • Added a sunderer garage, footpaths to attacker launch pads

    Howling Pass Checkpoint 

    • Added additional sundy cover on the eastern side to support attackers

    NS Material Storage 
    Revamped base to be more defensible + align with a lattice better 


    Large Outposts: 

    Camp Connery 

    • Moved Cap Point out of Tower into nearby building
    • Added additional road on north side
    • Added additional cover + sunderer spots

    Indar Excav 

    • Moved Cap Point out of Tower into nearby CyA building
    • Added additional road on north side
    • Added additional cover + sunderer spots
    • Redid B Cap point to be covered
    • Added equip term in J Building

    Indar Bay Point 

    • Moved cap Point out of Tower into newly designed BldgO
    • Moved cap point into CyA building near Tower
    • Added extra roads to reduce chokepoints
    • Made it easier for attackers to progress over the vehicle bridge
    • Added under-truss maintenance bridge under vehicle bridge
    • Added additional roads to reduce chokepoints around base

    Quartz Ridge Camp 

    • Removed teleporter building
    • Replaced MiniSpawn with Barracks
    • Added stairs to allow Infiltrators to hack vehicle terms, but not up to spawn plateau

    Camp Waterson 

    • Aligned spawn room with Lattice and moved it to the back.
    • Moved shooting range cap point to old spawn location.
    • Reduced number of AV turrets.
    • Added Sunderer Garage and additional cover in battlefield.

    Regent Rock Garrison 

    • Moved Cap Point out of Tower into nearby BldgP.
    • Added Sunderer Garages.
    • Added additional road + routes when attacking base.

    Facilities & Facility Satellites: 

    Hvar Tech Plant 

    • Greater Hvar Region – Lowered the height of Hvar plateau significantly
    • Disabled AV turrets from the flight deck
    • Moved superstructure farther back on plateau, opening up more space for fights between the Tech Plant and its satellite bases

    Hvar Northgate 

    • Renamed to Hvar Databank.
    • Complete redesign
    • Pulled much of the fortification (walls, gate shield) out of the base to better balance its defensibility (still has a big height advantage)
    • Added sundy garages out front to allow fights to stick better

    Hvar Southgate 

    • Renamed to Hvar Physics Lab
    • Complete redesign
    • Added sundy garage

    Hvar West Post 

    • Complete redesign
    • Added sundy garage

    Tawrich Tech Plant 

    • Removed unintuitive road between Tawrich Depot and Tawrich Tower
    • Disabled AV turrets from the flight deck

    Tawrich Depot 

    • Readjusted base to better fit Lattice
    • Moved gate shield gen building in front of gate
    • Changed cap point building from CyA to BldgP
    • Widened road that leads to Tawrich tech plant
    • Adjusted spawn room platform and vehicle spawn
    • Added additional cover; should be easier to defend the base now.

    Tawrich Tower 

    • Can now attack Stronghold and Gravel Pass directly from Tawrich Tower
    • Added additional buildings and cover leading to Tawrich tech plant

    Tawrich Recycling 

    • Switched positions of spawn room and generator building.
    • Added better Sunderer cover at entrances to outpost from both sides.

    Mao Southwest 

    • Switched spawn + cap point locations
    • Increased size of base
    • Added extra gate shield facing Tech Plant Mao
    • Moved Gate Gen outside of base

    Mao Watchtower 

    • Aligned base with lattice & roads
    • New cap point BldgO, Sunderer
    • Added Garages
    • Added extra roads.
    • Peris Amp Station
    • Added Sunderer Garage to eastern side of base.

    Peris Eastern Grove 

    • Revamped base entirely expanding on original concept/feel.
    • Moved spawn room to back side of base
    • Added Sunderer Garages
    • Improved under-truss service bridge to Peris.

    Peris Field Tower 

    • Added Sunderer cover
    • Added additional cover and buildings.

    Allatum & Rashnu 

    • Added Sundy Garages next to the lift platforms

    Allatum Botany Wing 

    • Adjusted vehicle pad road to not be part of the main route when attacking the base
    • Closed off the road leading to Snake Ravine, players will need to route around the rock to get there
    • Added better cover for defenders to exit spawn

    Rashnu Watchtower 

    • Redid layout to be less funnely for attackers. Tower & cap point swapped, added an extra route from Rashnu to its watchtower

    Battlefields: 


    Quartz Ridge Hvar Databank 

    • Should now be much easier to fight from Quartz Ridge up to Hvar now due to the hill being less steep.
    • Added additional road to the east.

    Hvar Hvar Satellites 

    • Much more room between all of its satellites now, should be better fights here as a result

    Quartz Ridge Indar Comm Array 

    • Added road that was missing to better reflect its lattice connectivity

    Mao Southwest Briggs Labs 

    • Added additional roads + cover between these bases

    Howling Pass NS Material 

    • Redid roads leading to base, now has one road that splits, but does not surround the base as before

    Snake Ravine Vanu Archives Allatum Botany 

    • Area received a road to better direct players/vehicles into the fight

    Ti Alloys The Crown 

    • Added vehicle and infantry cover on the bridge between Ti Alloys and The Crown
    • Added additional rock cover on the rock arch between Ti Alloys and The Crown
    • Added a few extra trees to deter the west AV turret on the Crown from shelling Ti Alloys

    Ti Alloys Ceres Hydroponics 

    • Added a low road under the rock arch to Ceres
    • Added additional cover to the field between Ceres & Ti

    Ti Alloys Allatum Botany Wing 

    • Redirected road to Botany Wing to not pass by the veh pad

     

     

    Even More Updates! 

    • The Squad browser now shows a squad’s “cohesion” level. Higher cohesion means squad members are playing more closely to one another; squad leaders are weighted more heavily than other squad members.
    • Annihilator, Decimator, and Kraken have received updated models and textures.
    • Map tactical overlays (map drawing) are now available for personal use
    • Map tactical overlays are now visible at the highest map zoom level but at a higher transparency
    • Hold CTRL when viewing map to disable indicator interactions. This will allow players to click through to place waypoints without the indicators getting in the way.
    • Vehicles/MAX at low health will see nearby engineer callouts on the minimap / HUD indicators
    • Outfit “invite all to group” functionality now will only send invite to outfit members who are not in a squad already or if they are a squad leader
    • Squad center of mass distance metric shown in the squad browser. The leader is weighted higher than other squad members.
    • Squad cohesion metric (average inter-member distance) shown in the squad browser.
    • Deployable status indication on the HUD
    • Green IFF on main weapon reticles
    • HUD loadout UI polish and update: equipment slots with timers on them ( e.g. squad beacon ) now persist on the HUD until the timer is complete.
    • Fix for vehicle turbo bars not functioning when first entering vehicles
    • Fix for overlapping deploy ability indicator with implant icon on the HUD vitals
    • Fix for deployment spawn indicators intermittently appearing on the wrong continent and becoming stuck
    • Fix for damaged squad vehicles not showing up on minimap at close distances to the vehicle
    • Speculative fix for the “spawning at wrong location than what I clicked on” bug
    • Speculative fix for bug where minimap indicators, esp. vehicles, intermittently do not appear
    • Hydroponics Lettuce Shelf Prop can no longer be seen through or shot through to fix occlusion issues related to the small opening.
    • Change wield knife hotkey to “-” from “8”
    • Like 3
  17. ^  " συριζα θα ψηφισωω, τοσα ειπε  θα κανει ! μονο να βγαλει τον ενφια και να ανεβασει το αφορολογητο !! αυτα τα 2 να κανει και θα ειμαστε ενταξει ! "

     

    γκουγκλαρα λιγο και αυτο με τα "εκλογικα κεντρα" 

     

    %CE%A3%CF%84%CE%B9%CE%B3%CE%BC%CE%B9%CE%

     

    giphy.gif

     

    "ενα γαιδαρος φορτωμενος με ιερα βιβλια, δεν παυει να ειναι γαιδαρος"

×
×
  • Δημιουργία...

Important Information

Ο ιστότοπος theLab.gr χρησιμοποιεί cookies για να διασφαλίσει την καλύτερη εμπειρία σας κατά την περιήγηση. Μπορείτε να προσαρμόσετε τις ρυθμίσεις των cookies σας , διαφορετικά θα υποθέσουμε ότι είστε εντάξει για να συνεχίσετε.