Everything posted by NANO
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Hello Staff/Members. I see many members Asking me that if someone create a topic/reply so how we get it's notification. So i made this tutorial [How to follow any topic/Content in Csbd].Just follow these steps. Step 1. Go to csbd home page ----> Go to that Content/topic you want to follow.Like I selected Proposals. Step 2.Now you can see this Follow button so click on it. Step 3. A dropbox menu will appear.Read it and select the options and click on Follow. Step 4. As you can see I'm now following it. So now if anyone create a topic here I will get notification. Tutorial Made By: @NANO.
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Not to mention BattleCry. Gigantic. Paladins. These are all games slated to release this year (many are out already, in some form) that share some striking similarities in terms of design. Each places a heavy emphasis on multiplayer team-based combat, in either first- or third-person, and asks players to select from a motley crew of characters (heroes, even!) with preset abilities. For expediency, it’s become common for many in the game industry to lump these games together as “hero shooters,” though that’s not always how the people making them refer to their work. It’s not often we see such a diverse array of studios releasing so many games of seemingly similar design in such a short span of time. It’s very reminiscent of the MMORPG boom that swept through the industry in the wake of Blizzard’s remarkable success with World of Warcraft, or the rash of “Doom clones” that broke out after id released the first game in 1993. Intriguingly, this year’s slate of “hero shooters” don’t all share, at least on their surface, a clear progenitor or singular source of inspiration. So let's interrogate the genre a bit: if "hero shooters" are a thing this year, where did they come from, and why? In talking to developers on Battleborn, Overwatch and Paragon it’s become clear that there are some common points of reference, most notably the remarkable recent success of MOBAs like Dota 2 or League of Legends and the enduring appeal of characters in shooters like Team Fortress 2 and Gearbox Borderlands games. In fact, when I brought this up to Gearbox chief Randy Pitchford at GDC this year, he claimed Battleborn was built to both satisfy a latent desire among Gearbox devs to get back into multiplayer competitive game design and give them an opportunity to revisit an aspect of Borderlands development they really enjoyed: writing and designing characters. “If you go back to what got us into Battleborn, it was all about the playable heroes," said Pitchford. "'Hero shooter’ was really easy to say, and said so much about what our priorities are, that we just started using that as our way to talk about this game. What's fascinating to me though is that when we started on Battleborn, there wasn't anyone else doing anything like this. And we thought we might be insane. But as everything started to happen, the angle that we came at it from, as it started to congeal, I guess, we thought [CENSORED]...how do we describe this thing?” What he's getting at there is that while Gearbox didn't invent the “hero shooter”, it did help po[CENSORED]rize the term as a genre descriptor -- in part due to an aggressive marketing campaign around Battleborn's announcement in 2014. Pitchford leaned into it on Twitter too, at one point describing a "race towards the new hero shooter genre" in the game industry. But even now, two years later, Pitchford remains cagey (or perhaps open-minded) about what, exactly, defines a hero shooter -- or where the genre really got its start. "For us, the focus is on the champions. The playable characters. And the idea that there's a lot of them, and you can choose between them, and mix them up," he told me. "Of course if you go by that definition, Team Fortress 2 might have been one of the earliest hero shooters." So in a sense, what's happening this year isn't the birth of a new genre but a rebirth -- one deeply influenced by the rampant po[CENSORED]rity of MOBAs. “I was trying to say that [Battleborn] has Borderlands in it, it has first-person shooter in it, but it also has some MOBA in it," Pitchford told me, referring to an even earlier tweet in which he tried to describe (without using the term "hero shooter") what, exactly, Battleborn is. "But I don't want to say MOBA, because that's misleading; if you think about what a MOBA is, it's not this. They're free-to-play, top-down RTS games.” It's true that the most po[CENSORED]r MOBAs are free-to-play games with a top-down perspective. But MOBAs are also competitive team-based games with weak AI-controlled enemies, and objectives, and characters sporting unique abilities that level up in the course of a match. Battleborn has all those elements, and they're elements of game design that many developers seem excited to play with and build upon -- including some of the folks at Epic tasked with making what's become Paragon. “We love MOBAs,” Paragon creative director Steve Superville told me in a recent phone conversation. “We wanted to take all of the things that are great about MOBAs: the different heroes, the different abilities you have, the teamwork and the strategy that comes along with a big map, where it's not just run around and kill something as the only mechanism for success. And combine that with what we love to do, which is make action.” According to Superville, the Paragon team started out with roughly 10-12 people aiming to make a multiplayer game that was...well, they weren’t sure what it was going to be, other than emphatically not like Unreal Tournament. “It's been a long time since we've tried to make a truly new PvP game at Epic,” said Superville. “We set about going, we haven't done this for a decade, let's not assume that we know anything. Let's go and figure out what other people have done really well, and learn from the best.” During pre-production they spent a significant amount of time playing a variety of competitive games together (“wW probably spent a good two or three months doing what my mom still thinks I do, playing games at work all day. Which I don’t!”) and settled on MOBAs as the most enticing arena of game design to explore. “The things that felt right took us closer to the traditional MOBA, where there's progression in a match and that sort of thing. So we said let's just go for that,” said Superville. We'll start with something that's familiar but different, and see if we can bring something new. So we changed the battlefield up by bringing the camera down to third-person, and it gives it a really different feel.” Thus, Paragon is borne from the synthesis of MOBA design and an almost Gears of War-esque perspective -- something Superville alludes to in our conversation, noting that there are some Gears of War vets on the Paragon team. So what's so enticing about MOBA design? According to Superville, it's that "dance" that often happens between players during a match as they react to their opponents, their teammates and the shifting nature of battlefields rife with AI enemies and towers. "That's something we didn't feel like you got with a lot of the games we traditionally worked on," said Superville. "In those games it's more like you round a corner and if something moves, you shoot it. And if you shoot it, it falls over right away, and there's not really a dance that happens between players. And we were looking to capture that, that dance that happens in MOBAs, but with our camera perspective." Superville acknowledges that the game is often lumped in with other "hero shooters" because it doesn't look like a traditional MOBA, but remains optimistic that Paragon (and presumably similar, extant games like Hi-Rez's over-the-shoulder MOBA Smite) will help expand public perceptions of what a MOBA can be. "We want to get away from the idea that a MOBA has to be a top-down, RTS input experience," Superville said. "We're trying to do something new in the MOBA space." It's worth pointing out that in all the games he reels off as having played to prep for making Paragon -- Halo, Call of Duty, Blacklight: Retribution, League of Legends, Dota 2 -- Superville doesn’t happen to mention Team Fortress 2, which both Gearbox and Blizzard cite as a big inspiration on Battleborn and Overwatch. “Team Fortress 2 was a huge influence on Overwatch,” Blizzard’s Jeffrey Kaplan told me recently, via phone. “You can see that in a lot of the gameplay. We sort of revere not only what Team Fortress 2 did, but also Team Fortress Classic and the original Team Fortress as well.” Kaplan, who now serves as game director on Overwatch, says the game got its start when he and his fellow Blizzard developers started looking at both MOBAs and class-based shooters as they were casting about for what to do after the fall of the Titan project. “There was this genre of first-person shooter that people love so much, and then there was the MOBA genre, which many of us had fallen in love with at the same time,” said Kaplan. “ We were kind of asking ourselves how come nobody's done this yet. Nobody's put the chocolate and the peanut butter together, so to speak. I think that's why, obviously, we weren't the only people to have that idea, but I think that's why you saw such a proliferation at the time that you did.” So in broad strokes, we can trace the rising tide of hero shooters to the enduring po[CENSORED]rity of class-based competitive shooters (mostly Team Fortress) and the widespread appeal of MOBA games. Paragon is more of a straight MOBA, Overwatch is more of a straight character-based team shooter, and Battleborn is somewhere in the middle. So far, so good. But what is it about MOBAs and character-based shooters, specifically, that enthralls so many modern game makers? “I think there are a few things about MOBAs that work. One is, the ability to very quickly feel the full capability of your character,” said Pitchford.“If you can play the character, feel the full progression, understand the performance of that progression, in a 20-30 minute session, then play another session, that becomes a really compelling and engaging loop. That's unique to MOBAs.” The Gearbox frontman also seems genuinely excited by the prospect of creating characters, something he shares in common with Kaplan at Blizzard (as well as countless tabletop RPG players.) Both describe a process that tends to involve artists and designers bouncing ideas back and forth about what kind of movement or abilities a given character would have, and how those mechanics are balanced in a competitive arena, that almost sounds like kids trying to create their own comic books. “When you steer in the hero direction, it's a lot of fun, I think for both players and developers, because now each expression of gameplay...has a personality built into it,” said Kaplan. “It was a lot of fun to sort of shift in that direction, and when we did, when we started to talk about that wide cast of heroes instead of focusing in on a small collection of generic classes, it actually shifted the game we were working on. Because the game we were initially working on, it wouldn't have worked with 20+ classes or whatever. So it actually made us switch our game concept...that's how we came to work on Overwatch.” And while Kaplan prefers to pitch Overwatch as a "team-based shooter", he says he's happy to have people branding it a hero shooter. Moreover, he cautions fellow developers (and me) against worrying too much about pigeon-holing games into a particular genre. Kaplan says he actually got started down the path of game development by designing homemade Duke Nukem 3D levels, and the process of working on Blizzard's first competitive shooter has helped him appreciate the value of blending disparate influences -- like say, MOBAs and first-person shooters. "There's all these things that have come to be accepted as the way that it has to be in an FPS. And I think a lot of times, it's very creatively limiting to sort of limit your mind all the time to the rules of what we've decided the FPS is going to be," said Kaplan. "I think FPS, as a genre, has proven that it can reinvent itself over the years, and any perceived rule that's there doesn't have to be there at all," he continued. "When new and exciting evolutions have happened in the FPS genre, it's because there's been this sort of courage from various developers to challenge the status quo, and to really try new and fun things. So you know, my one bit of advice for fellow devs in this space would be: break the rules."
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There is no game that better shows off the cooperative possibilities of VR than Ubisoft and Red Storm's Star Trek: Bridge Crew. You and a group of friends get together to command a ship that's run into some trouble. You'll battle with Klingons and boldly explore the final frontier. $39.99, Steam Star Trek: Bridge Crew is a virtual reality action-adventure video game developed by Red Storm Entertainment and published by Ubisoft for Microsoft Windows and PlayStation 4. Star Trek: Bridge Crew takes place in the alternate reality established in the 2009 Star Trek film and sees the Starfleet ship USS Aegis searching for a new homeworld for the Vulcans after the destruction of their planet. The ship heads for a region of space called 'The Trench', which is being occupied by Klingons. The game is played through four roles: captain, tactical officer, engineer and helm officer. The captain is the only role to which mission objectives are directly displayed; they are responsible for communicating these to the crew and issuing orders to accomplish them. The helm officer controls the ship's course and travel between regions through impulse or warp drive. The tactical officer is in charge of sensors and weapons. The engineer manages the ship's power distribution and supervises repairs. Each role except the captain may be occupied by a human player or by an NPC indirectly controlled by the captain. Both story and randomly generated missions exist.In December 2017, the game developers modified the game so that it can be played without a virtual-reality headset. Prior to that, the game could only be played using a headset. It was developed by Red Storm Entertainment and published by Ubisoft. Series actors Karl Urban, LeVar Burton and Jeri Ryan appeared at E3 2016 to promote the game during Ubisoft's press conference.A new trailer was showcased at CES 2017.The game was released on May 30, 2017.
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Mortal Kombat is a video game franchise originally developed by Midway Games' Chicago studio in 1992. The development of the first game was originally based on an idea that Ed Boon and John Tobias had of making a video game starring Jean-Claude Van Damme, but as that idea fell through, a horror-fantasy themed fighting game titled Mortal Kombat was created instead. The original game has spawned many sequels and spin-offs consisting of several action-adventure games, films (animated and live-action with its own sequel), and television series (animated and live-action), as well as a comic book series, a card game and a live-action tour. Along with Street Fighter and Tekken, Mortal Kombat has become one of the most successful fighting franchises in the history of video games and one of the highest-grossing media franchises of all time. The series has a reputation for high levels of violent content, including, most notably, its Fatalities (finishing moves, requiring a sequence of button inputs to perform). Controversies surrounding Mortal Kombat, in part, led to the creation of the ESRB video game rating system. Early games in this series were also noted for their realistic digitized sprites and an extensive use of palette swapping to create new characters. Following Midway's bankruptcy, the Mortal Kombat development team was acquired by Warner Bros. and turned into NetherRealm Studios. Warner Bros. Interactive Entertainment currently owns the rights to the franchise which it rebooted in 2011. The original three games and their updates, Mortal Kombat (1992), Mortal Kombat II (1993), Mortal Kombat 3 (1995), Ultimate Mortal Kombat 3 (1995), and Mortal Kombat Trilogy (1996), were styled in a 2D fighting fashion. The first two of them were played in the arcades with a joystick and five buttons: high punch, low punch, high kick, low kick, and block. Mortal Kombat 3 and its updates added a sixth "run" button. Characters in the early Mortal Kombat games play virtually identically to one another, with the only major differences being their special moves. Through the 1990s, the developer and publisher Midway Games would keep their single styled fighting moves with four attack buttons for a different array of punches and kicks and blocks. Mortal Kombat: Deadly Alliance changed this by differentiating characters normal moves and even giving them multiple fighting styles. Beginning in Deadly Alliance and until Mortal Kombat: Deception, the characters would have three fighting styles per character: two unarmed styles, and one weapon style.Few exceptions to this arose in Mortal Kombat: Armageddon, such as monster-like boss characters like Moloch and Onaga who would have only one fighting style. While most of the styles used in the series are based on real martial arts, some are entirely fictitious.Goro's fighting styles, for example, are designed to take advantage of the fact that he has four arms. For Armageddon, fighting styles were reduced to a maximum of two per character (generally one hand-to-hand combat style and one weapon style) due to the sheer number of playable characters.Mortal Kombat vs. DC Universe dropped the multiple fighting style trend altogether in favor of giving each character a much wider variety of special moves,but some characters still use multiple fighting styles.2011's Mortal Kombat returned to a single 2D fighting plane although characters are rendered in 3D;unlike previous MK games, each of the controller's four attack buttons corresponds to one of the character's limbs, the buttons thus becoming front punch, back punch, front kick and back kick (front and back indicating the limb closer to and farther from the opponent, respectively). Mortal Kombat: Deception and Mortal Kombat: Armageddon feature "Konquest", a free-roaming action-adventure mode that significantly expanded on the single-player experience. Both games also include distinct mini game modes such "Chess Kombat", an action-strategy game similar to Archon. Two other bonus minigames, "Puzzle Kombat" inspired by Puzzle Fighter and "Mortal Kombat" inspired by Mario Kart, feature super deformed versions of Mortal Kombat characters.The games also contain various unlockable content and hidden "cheats".
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By : usmanalitoo
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Lexus is the luxury vehicle division of the Japanese automaker Toyota. The Lexus brand is marketed in more than 70 countries and territories worldwide and has become Japan's largest-selling make of premium cars. It has ranked among the 10 largest Japanese global brands in market value.Lexus is headquartered in Nagoya, Japan. Operational centers are located in Brussels, Belgium and the U.S. in Plano, Texas. Lexus originated from a corporate project to develop a new premium sedan, code-named F1, which began in 1983 and culminated in the launch of the Lexus LS in 1989. Subsequently, the division added sedan, coupé, convertible and SUV models. Lexus did not exist as a brand in its home market until 2005, and all vehicles marketed internationally as Lexus from 1989 to 2005 were released in Japan under the Toyota marque and an equivalent model name. In 2005, a hybrid version of the RX crossover debuted and additional hybrid models later joined the division's lineup. Lexus launched its own F marque performance division in 2007 with the debut of the IS F sport sedan, followed by the LFA supercar in 2009. Lexus vehicles are largely produced in Japan, with manufacturing centered in the Chūbu and Kyūshū regions, and in particular at Toyota's Tahara, Aichi, Chūbu and Miyata, Fukuoka, Kyūshū plants. Assembly of the first Lexus built outside the country, the Ontario, Canada-produced RX 330, began in 2003. Following a corporate reorganization from 2001 to 2005, Lexus began operation of its own design, engineering and manufacturing centers. Since the 2000s, Lexus has increased sales outside its largest market, the United States. The division inaugurated dealerships in the Japanese domestic market in 2005, becoming the first Japanese premium car marque to launch in its country of origin.The brand was introduced in Southeast Asia, Latin America, Europe and other regions.
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Sahibzada Mohammad Shahid Khan Afridi po[CENSORED]rly known as Boom Boom, is a former Pakistani cricketer and former captain of the Pakistan national cricket team.As a successful all-rounder, Afridi was respected for his consistent bowling that relies on change of pace rather than spin, but drew greater attention for his aggressive batting style.Afridi was the world record holder for the fastest ODI century in 37 deliveries andand holds the distinction of having hit the most number of sixes in the history of ODI cricket.Afridi considers himself a better bowler than batsman, and has taken 48 Test wickets and over 350 in ODIs. Currently Afridi is leading the chart of most T20I wickets with 98 wickets from 99 matches. He also holds a record of taking most wickets and most player-of-the match awards in Twenty20 International cricket.On 19 February 2017, Afridi announced his retirement from international cricket.However, he made a brief return to international cricket after being selected to represent and captain the World XI against West Indies in the 2018 Hurricane Relief T20 Challenge charity match.Following the conclusion of the match, Afridi announced his retirement from international cricket at the Lord's cricket stadium on 31 May 2018. Afridi was born on 1 March 1980 in Khyber Agency of the Federally Administered Tribal Areas, Pakistan. He is from the Afridi tribe of Pashtuns.Afridi is married to his maternal cousin Nadia Afridi and has four daughters: Aqsa, Ansha, Ajwa and Asmara.Afridi was drafted to the Pakistan senior national team after fine performances at the under-19 championship circuit starting the 1994–95 season. Playing for the Karachi Whites, he helped his team win the title the following season picking 42 wickets in five matches at an impressive average of 9.59. Later that season, Afridi had played against the visiting England A and West Indies Youth teams and a few first-class games for Karachi Whites in the senior National Championship. In October 1996 at age 16, Afridi was drafted into the ODI team during the four-nation Sameer Cup 1996–97 as a leg spinner as a replacement for the injured Mushtaq Ahmed.He made his debut on 2 October against Kenya; however, he didn't bat and went wicketless.In the next match against Sri Lanka, Afridi batted at number three in the role of a pinch-hitter. In his first international innings, Afridi broke the record for fastest century in ODI cricket, reaching his hundred from 37 balls. The eleven sixes he struck also equaled the record for most in an ODI innings.Aged 16 years and 217 days, Afridi became the youngest player to score an ODI century.Pakistan posted a total of 371, at the time the second-highest in ODIs, and won by 82 runs; Afridi was named man of the match.The record for fastest century in ODI was broken by New Zealand cricketer Corey Anderson on 1 January 2014 who hit 131* runs from 36 balls and is now held by South-African cricketer AB de Villiers who made a century from 31 balls on 18 January 2015 against West Indies.Afridi with his teammates during the 2009 World Twenty20 in June 2009 Afridi with Shoaib Malik after winning the 2009 World Twenty20 Two years after appearing on the international scene, Afridi made his Test debut in the third game of a three-match series against Australia on 22 October 1998.By this point he had already played 66 ODIs, at the time a record before playing Tests.He opened the batting, making scores of 10 and 6, and took five wickets in the first innings.He played his second Test the following January during Pakistan's tour of India; it was the first Test between the two countries since 1990.Again opening the batting, Afridi scored his maiden Test century, scoring 141 runs from 191 balls. In the same match he also claimed three wickets for 54 runs.After winning the first match by 12 runs, Pakistan lost the second to draw the series.In 2001, Afridi signed a contract to represent Leicestershire. In five first-class matches he scored 295 runs at an average of 42.14, including a highest score of 164 , and took 11 wickets at an average of 46.45;Afridi also played 11 one day matches for the club, scoring 481 runs at an average of 40.08 and taking 18 wickets at 24.04.His highest score of 95 came from 58 balls in a semi-final of the C&G Trophy to help Leicestershire beat Lancashire by seven wickets. Derbyshire County Cricket Club signed Afridi to play for them in the first two months of the 2003 English cricket season.In June 2004 Afridi signed with English countryside Kent to play for them in three Twenty20 matches and one Totesport League match.An innings-by-innings breakdown of Afridi's Test match batting career up to 30 December 2007, showing runs scored (red bars) and the average of the last ten innings (blue line) Afridi made his presence felt in the third Test against India in March 2005, scoring a quick-fire second-innings half-century and taking five wickets in the match (including Tendulkar twice) to help Pakistan to win the game and register a series draw.In April Afridi struck what at the time was the equal second-fastest century in ODIs; he reached 100 off 45 deliveries against India, sharing the record with West Indian Brian Lara.Afridi was more consistent with his batting and bowling throughout 2005, starting with the tours of India and West Indies and through to the England tour. The Pakistani coach Bob Woolmer helped Afridi to reach a fuller potential by improving his shot selection and giving him free rein over his batting attitude. On 21 November 2005, Shahid Afridi was banned for a Test match and two ODIs for deliberately damaging the pitch in the second match of the three-Test series against England. Television cameras pictured him scraping his boots on the pitch scuffing the surface when play was held up after a gas canister exploded. Afridi later pleaded guilty to a level three breach of the ICC code of conduct relating to the spirit of the game. Match referee Roshan Mahanama said: "This ban should serve as a message to players that this type of behaviour is not allowed."On 12 April 2006, Afridi announced a temporary retirement from Test cricket so that he could concentrate on ODIs, with a particular focus on the 2007 World Cup, and to spend more time with his family. He said he would consider reversing his decision after the World Cup. Afridi had played ten Tests since being recalled to the side in January 2005, averaging 47.44 with the bat including four centuries.However, on 27 April he reversed his decision, saying that "[Woolmer] told me that I am one of the main players in the team and squad and that Pakistan really needed me".Before Pakistan toured England in July to September, Afridi played for Ireland as an overseas player in the C&G Trophy.In six matches, he scored 128 runs and took seven wickets.England won the four-match Test series 3–0;Afridi played two matches, scoring 49 runs[and took three wickets.It was the last Test cricket Afridi played until 2010.Afridi was charged on 8 February 2007 of bringing the game into disrepute after he was seen on camera thrusting his bat at a spectator who swore at him on his way up the steps after being dismissed. Afridi was given a four-game ODI suspension, the minimum possible ban for such an offence, meaning that he would miss Pakistan's first two 2007 World Cup matches. The PCB and Afridi chose not to appeal the ban, despite feeling that the punishment was excessively harsh.In the 2007 World Twenty20, he performed poorly with the bat but brilliantly with the ball, earning the Man of the Series award, though he failed to take a wicket in the final and was out for a golden duck. He also became the first person to receive the Player of the Tournament award in T20 World Cup history. But in the next ICC Twenty20 World Cup, held in 2009 Afridi performed brilliantly in the series scoring 50 runs in the semi-final and 54 in the final and leading his team to victory. During the ICC World T20 final in 2009 versus Sri Lanka at Lord's, he set some all-round records. He became the first player to score a fifty in a successful runchase in a World T20 final. Afridi became the first player to score a fifty and to take at least a single wicket in a World T20 final.He also became the only player to win both the Player of the Final(2009) and the Player of the tournament awards in ICC World T20 history.
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A suicide bomber killed more than 40 paramilitary police in Indian-administered Kashmir last week in what was the deadliest attack on Indian forces in the region for decades. Pakistan denies any role in the attack by militant group Jaish-e-Mohammad, which is based on its soil. With Indian general elections around the corner, the government is under pressure to respond, or at least demonstrate that such actions are not without consequences. Dhruva Jaishankar weighs in with the options before India - diplomatic, economic and military. What are the diplomatic options? Political relations between India and Pakistan have been frozen for almost three years. In his first two years in office after coming to power in 2014, Indian Prime Minister Narendra Modi invited his Pakistani counterpart Nawaz Sharif to his inauguration, resumed talks between national security advisers, made an unscheduled visit to Lahore, and approved a much-criticised effort at collaborative counter-terrorism investigations. Pakistan responded to these efforts with firing across the Line of Control separating the two sides, insisting on meeting with Kashmiri separatists in India, and arresting and sentencing to death an alleged Indian spy. Days after Mr Modi and Mr Sharif met in Lahore to launch a peace initiative, six soldiers were killed in an attack on an Indian air force base in Pathankot. Indian officials blamed the attack on the Pakistan-based Jaish-e-Mohammed (JeM), a militant group close to Pakistani intelligence. By July 2016, Delhi's patience dried up and its position on a number of issues hardened. What is militant group Jaish-e-Mohammad? How far might India go to 'punish' Pakistan? Despite a new government in Pakistan under Imran Khan, a meeting between the two countries' foreign ministers at last year's UN General Assembly was cancelled. Normal diplomatic channels have, however, continued. After the attack in Pulwama on Thursday, India has renewed its diplomatic efforts to make the case against what it says is Pakistan's state support for terrorism. This builds upon many years of India condemning Pakistan in diplomatic pronouncements made with friendly countries. In India's joint statements with the US and others, they now name specific Pakistan-based terrorist groups such as JeM, Lashkar-e-Taiba and D-Company, a criminal syndicate led by the Pakistan-based Indian fugitive Dawood Ibrahim. India has also linked Pakistan to the primary security challenges of its partners: for example, Japan's concerns about North Korea. Such moves have sensitised others to India's concerns about Pakistan, facilitated intelligence cooperation on Pakistan-based terrorist groups and encouraged crackdowns on their financing in many countries. Delhi's continued efforts also increase acceptability for any economic or military costs that India might impose at a later date. The challenge facing India is that other countries, however sympathetic, will continue to see value in retaining their ties with Pakistan. Although the US has become increasingly frustrated with Pakistan "tolerating and encouraging groups which use violence against Pakistan's neighbours", China remains Pakistan's closest ally, as it has for decades. It has provided Pakistan with nuclear and missile technology and equipment, conventional arms and - under the China-Pakistan Economic Corridor - billions of dollars of investment in strategic projects. Saudi Arabia and the United Arab Emirates too have continuing economic and security ties with Pakistan, although both have also been warming their relations with India over the past few years. The US and European Union continue to offer Pakistan preferential trading benefits, in some cases resulting in lower tariffs on imports compared to India. Some EU officials have privately blamed the United Kingdom for Brussels' accommodative approach towards Pakistan - and have suggested that they may take sterner measures after Brexit. Can India hurt Pakistan economically? The day after the Pulwama attack, India revoked Pakistan's Most Favoured Nation (MFN) trading status, raised customs duties to 200% and vowed to isolate it in the international community. The absence of MFN will significantly raise customs duties on Pakistani exports to India, effectively resulting in unilateral Indian sanctions. Given that direct trade between the two countries is negligible, this move is largely symbolic. In some ways, India has been implementing punitive measures against Pakistan for years. For instance, India has not played Pakistan in a bilateral Test cricket series since late 2007, in part because such a series would result in a financial windfall for the Pakistan Cricket Board. The funerals driving youth to militancy Injured baby refuels India pellet gun row Other, more severe, measures such as abrogating the 1960 Indus Waters Treatyhave been suggested. Such a step would have significant costs, including eroding India's relations with other countries - China, Nepal, and Bangladesh - with which it has water-sharing arrangements. India will also likely continue to apply diplomatic pressure to raise the costs of economic ties with Pakistan.
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Publisher/Developer: Handy Games/Cliffhanger Productions Purchase: Steam A controversial inclusion, given the game's 43% approval rating on Steam, but Martynas was able to look past the legacy Rage is struggling against and appreciate the latest Jagged Alliance game for what it was - a tight, simple tactical strategy game with replayability in the form of mixing up the combination of your two-man squad. Rage forgoes the detail and 'hardcore' element of the original Jagged Alliance games in an attempt to capture the spirit - of mercenaries struggling against better armed and better reinforced opponents, of the connections you make with your soldiers as you guide them from mission to mission. Jagged Alliance: Rage! can't hold up to the glory of its hallowed predecessor, but for once we have a JA game that's not really trying to do that in the first place. From where we're sitting, that's a good thing. Much like XCOM of yore, Jagged Alliance 2 raised the bar so high that no imitator managed to top it... or even reach it. However, no official title after JA2 could even hold a candle to the predecessor either. Jagged Alliance: Rage! however, comes close.Maybe it helps that you're not trying to take over Arulco all over again. This time, your mercs are rescuing a friend who crashed on some tropical island. However, there's only enough money to hire two mercenaries. But it's OK; these guys are the ones that you know from your adventures in Arulco. They're battered and beaten down by life, plagued by loss and hounded by substance abuse, but there's still fight in them. Also, there might be rage zombies! Rage! takes a much more casual approach to the campaign system. You don't have to worry about silver mines, paying your mercs or tracking travel time. You have a map of nodes to travel between – most of them are just resting spots, but some contain missions. You need to stop for rest to restore your health points, fix your various conditions (like pulling out shrapnel or treating illnesses) and maintain your gear. However, the enemy doesn't sleep and will send out patrols to hunt you! Unfortunately, when it comes to tactical maps, everything is turn based. This wouldn't seem like such a big complaint, but Mutant Year Zero: Road to Eden has also released recently. That game made exploration real time, with play switching to turn based-action once you went loud. Rage! is similar to MYZ with the priority that it gives to stealth, but it’s funny how easily it can seem outdated now that we’ve seen another way. Your mercs can snap necks of enemies that haven't been alerted yet. They can switch between running and sneaking so as not to alert sentries with the sound of their footsteps. Some mercs have different abilities (replacing the ability and stat-based system of JA2) that allow them to carry out stealth kills even better. You can pick up and carry corpses out of sight of patrolling foes. Basically every map encourages you to be the wolf and cull the outliers of the herd before pouncing for slaughter. Raising alarm is not just about poking the beehive. Many times, going loud will result in additional complications. Sometimes, it's as simple as reinforcements arriving on the map. Other times, the effects will be tied more closely to the scenario: for example, the enemy will try to poison the water reservoirs that your mercs are trying to take. In any case, it really pays off to go in slow and be careful with your approach. Of course, once you get the crossbow, it starts to feel a little like cheating. Unlike many tactical games of the day, Rage! does not embrace the two-actions approach of the new XCOM games. It still holds love for action points, with each character (or enemy) generally having enough for two shots or some combination of other actions. And yes, spending APs to aim is still in the game. Curiously – or maybe realistically enough – when enemies take cover (just like in XCOM), it mostly affects your chances to hit their legs and body. This means that you are often tempted with those sweet, sweet, headshots. Heads no longer burst like melons as they used to do in JA2, but it's still very satisfying. Aside from action points, your characters will accumulate adrenalin, which will then be transformed into rage points. They can increase damage resistance, but also be spent on powering the “super” abilities of each character. For example, Dr. Q can use it for either chi channeling (which gives him more AP) or Chi Healing (which works like Lay On Hands). Grunty, on the other hand, can spend rage to rally his comrades (giving them AP) or to fire a full auto burst at an area. Also, he has to be careful with his rage levels, as his weak heart might give out. Every merc has their own sad story to tell – Shadow is even more of a stealthy killer now, but also a paranoid wreck; Ivan has become a functioning alcoholic after the death of his nephew Igor – and a combination of powers and draw backs. Q has spent so much time on martial arts that his aim suffers. Ivan is so massive that he can only get concealment (for stealth purposes) when prone. Every combination of mercenaries plays differently, though I'd argue that Q and Grunty make for one very easy combo, especially due to former having a magical, never ending TCM surgery kit. On the more technical side, the game looks... passable from the visual side. It's not a looker, not by a long shot, but it doesn't overwhelm you with ugliness. As long as you don't have chat windows giving you an uncomfortably close look at the faces of the models, you're good. Unfortunately, the voice acting part suffers, partially from terrible acting, partially from repetition. You can only hear your mercs' canned reaction to drinking water or finding alcohol so many times before it becomes really grating. Jagged Alliance: Rage! Is the closest thing we have to the greatness of Jagged Alliance 2. It's a very trimmed game, delivering the experience rather than a carbon copy of the series. You still have to care for your mercs' health and gear, as well as carrying capacity, but at a much less grognardy level. I dunno if 1.13 mod fanatics will be pleased, but for the others, it's a good introduction to what Jagged Alliance used to represent.
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Borderlands 2 was officially announced on August 3rd, 2011. The game was released on September 18, 2012 in the United States, September 20, 2012 in the Australasia region and September 21, 2012 internationally. Borderlands 2 was built in Unreal Engine 3 and uses PhysX technology. It was announced by Randy Pitchford, Gearbox CEO, that the game sold over 12 millions units by March 2015 on all platforms. Set five years after the events of Borderlands; Handsome Jack, the game's main antagonist, has taken over the Hyperion Corporation, declared himself Dictator of Pandora and taken all of the credit for finding the Vault -- going so far as to claim responsibility for killing the Destroyer. Jack has also blotted out much of the light on the planet by having a giant orbiting H-shaped base set in front of Pandora's stationary moon, creating a 'big brother' atmosphere throughout the planet. The new group of Vault Hunters in Borderlands 2 are tasked with killing Jack and returning peace to Pandora. Borderlands 2 begins with the protagonists on a train to an unspecified location to begin their search for the vault. The train turns out to be a trap set by Handsome Jack, to kill all who search for the Vault. The Vault Hunters defend themselves long enough to reach a train car filled with explosives and a 'dummy' Handsome Jack look-a-like. The detonation causes the train to crash in the Arctic Wasteland, with our new team strewn across the wreckage. The game picks up with the Vault Hunters waking up to Claptrap digging through the remains. The mysterious Guardian Angel then contacts them and explains that Handsome Jack must be killed, directing players to rescue the four original Vault hunters from Hyperion's clutches to accomplish this. All four of the original Vault Hunters reappear in the sequel as NPCs, taking a pivotal role during the main storyline and offering optional missions that continue their personal story.
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A central processing unit (CPU), also called a central processor or main processor, is the electronic circuitry within a computer that carries out the instructions of a computer program by performing the basic arithmetic, logic, controlling, and input/output (I/O) operations specified by the instructions. The computer industry has used the term "central processing unit" at least since the early 1960s.Traditionally, the term "CPU" refers to a processor, more specifically to its processing unit and control unit (CU), distinguishing these core elements of a computer from external components such as main memory and I/O circuitry.The form, design, and implementation of CPUs have changed over the course of their history, but their fundamental operation remains almost unchanged. Principal components of a CPU include the arithmetic logic unit (ALU) that performs arithmetic and logic operations. Processor registers that supply operands to the ALU and store the results of ALU operations and a control unit that orchestrates the fetching (from memory) and execution of instructions by directing the coordinated operations of the ALU, registers and other components. Most modern CPUs are microprocessors, meaning they are contained on a single integrated circuit (IC) chip. An IC that contains a CPU may also contain memory, peripheral interfaces, and other components of a computer; such integrated devices are variously called microcontrollers or systems on a chip (SoC). Some computers employ a multi-core processor, which is a single chip containing two or more CPUs called "cores"; in that context, one can speak of such single chips as "sockets".Array processors or vector processors have multiple processors that operate in parallel, with no unit considered central. There also exists the concept of virtual CPUs which are an abstraction of dynamical aggregated computational resources.
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The Cadillac CTS is a executive car manufactured and marketed by General Motors, and now in its third generation. Historically, it was priced similar to cars on the compact luxury spectrum; but it has always been sized closely to its mid-size rivals. The third generation competes directly with the mid-size luxury cars. Production on the model will be ended on June 1, 2019.Initially available only as a 4-door sedan on the GM Sigma platform, GM had offered the second generation CTS in three body styles: 4-door sedan, 2-door coupe, and 5-door sport wagon also using the Sigma platform — and the third generation in coupe and sedan configurations, using a stretched version of the GM Alpha platform. Wayne Cherry and Kip Wasenko designed the exterior of the first generation CTS, marking the production debut of a design language (marketed as "Art and Science") first seen on the Evoq concept car. Bob Boniface and Robin Krieg designed the exterior fof the third generation CTS.GM revealed the all-new 2008 CTS at the North American International Auto Show in January 2007. The 2008–2009 base model featured a 3.6 L LY7 V6 with 263 hp (196 kW) and 253 lb⋅ft (343 N⋅m) of torque carried over from the previous generation. A second engine, a new 3.6 L direct-injection V6 VVT engine with 304 hp (227 kW) and 273 lb⋅ft (370 N⋅m) of torque was also offered.For 2010, the base engine changed to a 3.0L variable valve timing (VVT) V6 with 270 hp (201 kW) and 224 lb⋅ft (304 N⋅m) of torque. A 6-speed manual transmission was standard equipment on the second generation CTS and GM's 6-speed Hydra-matic 6L50 automatic transmission was available as an option on all variants. On-demand all-wheel drive was offered with both engines when equipped with an automatic transmission.Suspension, braking, and steering improvements from the previous generation CTS-V were designed into the new standard CTS.The second generation CTS was wider and longer than the original, measuring 191.6 in (4,867 mm) long, 72.5 in (1,841 mm) wide and 58 in (1,473 mm) in height. Wheelbase remained unchanged at 113.4 in (2,880 mm), but with a wider front/rear track of 61.8 / 62.0 inches (1575 / 1585 mm), donated by the larger STS. Other changes included a revamped exterior, with a new, larger grille, slimmer headlights and taillights, side air extractor vents located forward of the front doors, and new nine-spoke 18-inch wheels, surrounding larger high-performance brake calipers and rotors. Available features on the second-gen CTS included a Bose 5.1 surround sound system, GM's Stabilitrak ESC system, a tire pressure monitoring system, a navigation system with real-time traffic and weather data, an integrated 40 GB hard drive for music storage, swiveling headlights, and remote starting. In 2008, the General Motors chose the CTS to re-launch the Cadillac brand in Australia and New Zealand.However, in early 2009, amidst the global financial crisis, a last-minute decision was made not to go ahead with the launch. As a result, a small batch of cars which had already been shipped to Australia had to be returned to the factory. During the 2010 model year, the GM badges were dropped, although early 2010 models still had GM badges. 2012 Cadillac CTS sedan For the 2012 CTS, the front grille used higher quality materials to give a more vertical design, and the Cadillac logo was being subtly changed to give a more vibrant appearance. The biggest change was to the engine. Although kept the same 3.6-liter displacement, the V6 was able to produce 323 horsepower while dropping weight thanks to some modified engine internals. For 2012, GM also offered some new technology and option packages with the Cadillac CTS.
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A monk is a person who practices religious asceticism by monastic living, either alone or with any number of other monks. A monk may be a person who decides to dedicate his life to serving all other living beings, or to be an ascetic who voluntarily chooses to leave mainstream society and live his or her life in prayer and contemplation. The concept is ancient and can be seen in many religions and in philosophy. In the Greek language the term can apply to women, but in modern English it is mainly in use for men. The word nun is typically used for female monastics. Although the term monachos is of Christian origin, in the English language monk tends to be used loosely also for both male and female ascetics from other religious or philosophical backgrounds. However, being generic, it is not interchangeable with terms that denote particular kinds of monk, such as cenobite, hermit, anchorite, hesychast, or solitary.
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Indonesian police have apologised for using a snake to terrify a suspected thief after footage appeared online. Officers in the video laugh as an interrogator drapes the animal on a screaming, handcuffed man in the eastern Papua region.The suspect was believed to have stolen mobile phones.The local police chief said it was unprofessional but defended the practice, saying the snake was tame and non-venomous."We have taken stern action against the personnel," Tonny Ananda Swadaya reportedly said in a statement, adding that the officers had not physically beaten the man.They had acted on their own initiative to try to draw a confession from the suspect, he said.Human rights lawyer Veronica Koman tweeted footage of the event, claiming officers had recently put a pro-Papua independence activist in a cell with a snake.A voice in the video reportedly threatens to put the snake in the man's mouth and down his trousers.Reports of human rights abuses are common from Papua, where separatists have long sought independence from Indonesia.The resource-rich area borders Papua New Guinea and became part of Indonesia in 1969. In December Poupon Governor amid a crackdown on rebels fighting for independence.Troops sought members of the armed wing of the Free Papua Movement, who killed a number of construction workers earlier in the month.
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