Everything posted by Lock流
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Destiny is an online-only multiplayer first-person shooter video game developed by Bungie and published by Activision. It was released worldwide on September 9, 2014, for the PlayStation 3, PlayStation 4, Xbox 360, and Xbox One consoles. Destiny marked Bungie's first new console franchise since the Halo series, and it was the first game in a ten-year agreement between Bungie and Activision. Set in a "mythic science fiction" world, the game features a multiplayer "shared-world" environment with elements of role-playing games. Activities in Destiny are divided among player versus environment (PvE) and player versus player (PvP) game types. In addition to normal story missions, PvE features three-player "strikes" and six-player raids. A free roam patrol mode is also available for each planet and features public events. PvP features objective-based modes, as well as traditional deathmatch game modes. Players take on the role of a Guardian, protectors of Earth's last safe city as they wield a power called Light to protect the City from different alien races. Guardians are tasked with reviving a celestial being called the Traveler, while journeying to different planets to investigate and destroy the alien threats before humanity is completely wiped out. Bungie released four expansion packs, furthering the story, and adding new content, missions, and new PvP modes. Year One of Destiny featured two small expansions, The Dark Below in December 2014 and House of Wolves in May 2015. A third, larger expansion, The Taken King, was released in September 2015 and marked the beginning of Year Two, changing much of the core gameplay. The base game and the first three expansions were packaged into Destiny: The Taken King Legendary Edition. Another large expansion called Rise of Iron was released in September 2016, beginning Year Three. Rise of Iron was only released for the PlayStation 4 and Xbox One; PlayStation 3 and Xbox 360 clients subsequently stopped receiving content updates. The base game and all four expansions were packaged into Destiny: The Collection. A full sequel, Destiny 2, released in September 2017. Upon its release, Destiny received mixed to positive reviews with criticism centered mostly around the game's storyline and post-campaign content. The game was praised for maintaining lineage from the Halo franchise, particularly in regards to its competitive experiences. On day one of its release, it sold through over US$325 million at retail in its first five days, making it the biggest new franchise launch of all time. It was GamesRadar's 2014 Game of the Year and it received the BAFTA Award for Best Game at the 2014 British Academy Video Games Awards. Gameplay : Destiny's style has been described as a first-person shooter that incorporates role-playing and MMO elements, but Bungie has avoided describing Destiny as a traditional MMO game.[2] Instead, the game has been referred to as a "shared-world shooter",[3] as it lacks many of the characteristics of a traditional MMO game. For instance, rather than players being able to communicate with all other players in the game or on a particular server — as is the case in many conventional MMO games — Destiny includes on-the-fly matchmaking that allows players to communicate only with other players with whom they are "matched" by the game. To communicate with other players in the game world, players must use their respective console's messaging system.[2] Time-limited events and modes are also occasionally added or featured in-game.[4][5] Activities in Destiny are divided among player versus environment (PvE) and player versus player (PvP) game types across the Cosmodrome and the Plaguelands (added with Rise of Iron) on Earth, its Moon, Venus, and Mars. There are also PvP maps for Mars's moon Phobos and the planet Mercury. A social space on Mercury was added with the House of Wolves expansion, but requires players to go undefeated in the Trials of Osiris Crucible mode in order to access it. Another PvE area, a massive ship called the Dreadnaught that is situated in the rings of Saturn, and two PvE missions on Phobos were added with The Taken King expansion. Character progression and classes : Players are able to improve their characters, referred to as Guardians, by gaining experience points (EXP) — when a set number of experience points are accumulated, the player's character will "level up" and gain improved statistics which further enhance performance in battle. Quests, including the "main scenario" quest line, are specific tasks given to the player by non-player characters which reward items and EXP. Completing main scenario quests progresses the overarching plot of the game. Destiny features three character classes. Each class has their own specific upgrades, perks, special abilities, and two sub-classes that allow the player to finely tune their individual characters to provide a different play style. After choosing a class, players select one of three species for their character: Human, Awoken (bluish-gray-skinned descendants of Humans), or Exo (humanoid machines). They can then customize their character, such as changing its gender or skin color. A character's species is only cosmetic and does not affect gameplay. Players can create two more characters to have a character of each class. The Taken King added a third sub-class for each class, but requires the purchase of the DLC to access the new sub-classes.[6][7] Hunters are designed to be like a bounty hunter with a focus on agility and mobility. Its Solar-based "Gunslinger" sub-class tree includes stat boosts that award accurate play, a throwing knife attack, the ability to upgrade to a triple jump, and the "Golden Gun" super, a very powerful, flaming magnum with a base magazine of three shots. The Arc-based "Bladedancer" sub-class has a heavier focus on close combat, offering an extended-range "Blink Strike", and an "Arc Blade" super (which allows the player to quickly dart between and kill enemies) with a temporary invisibility option.[6][7] The Taken King added the Void-based "Nightstalker" sub-class that includes a bow-like super called "Shadowshot" that tethers enemies together, limiting movement and preventing enemies from using abilities for a short time.[8] Warlocks are designed as a mage, or a space wizard, with a larger focus on offensive abilities, recovery, and melee attacks that can reduce the cooldown time of its abilities. Its super in the "Voidwalker" sub-class, "Nova Bomb", is an explosively powerful sphere of Void energy capable of being thrown in different ways. Its "Sunsinger" sub-class features abilities based around the Solar element, with the "Radiance" super allowing the player to temporarily improve their statistics, or revive themselves if killed.[6][7] The Taken King added the Arc-based "Stormcaller" sub-class that includes the super "Stormtrance", which produces lightning bolts that chains between enemies.[8] Titans are designed to be "tanks", with a focus on withstanding large amounts of damage to allow close quarters combat. The Titan's super in the Arc-based "Striker" sub-class, "Fist of Havoc", is a ground slamming attack that destroys all enemies in its radius. Its Void-based "Defender" sub-class offers the ability to generate a shield with its "Ward of Dawn" super. The shield can also provide temporary stat bonuses to other players that step within it.[6][7] The Taken King added the "Sunbreaker" sub-class, which features a Solar-based super, the "Hammer of Sol", creating a flaming hammer that can be thrown at enemies, or used for close-quarters combat.[8] Upon reaching the character level cap, character progression shifts to improving their "Light" level by acquiring new and better equipment. This equipment can be gained through a variety of sources, including "strikes", raids, and in-game events. Prior to The Taken King, all legendary and exotic armor, and some rare, contained an attribute called Light. Once players reached level 20, they no longer earned experience to level up; EXP earned after level 20 went towards upgrading weapons and armor, and creating Motes of Light, an in-game currency. Players could only go beyond level 20 by obtaining armor with Light, and these levels were referred to as Light levels. The initial Light level cap was 30, which increased to 32 with The Dark Below and 34 with the House of Wolves. Update patch 2.0, released in preparation for The Taken King, made the character's experience level and Light level separate: level 34 is now the experience level cap for all players; level 40 for players who own The Taken King and Rise of Iron. A higher character level allows for better equipment to be equipped. A character's Light level is now an average of the attack and defense of all equipped gear. For example, if all equipped gear has 170 Light each, the character's Light level will be 170. A higher Light level improves damage output and defense. The highest obtainable Light level was 320 for players who owned The Taken King;[9][10] the expansion's April Update increased it to 335.[11] Rise of Iron increased the highest obtainable Light level to 400.[12] Players' equipment includes weapons and armor. Legendary and exotic items are the best items for players' characters, and only one exotic weapon and one exotic armor (excluding exotic class items) can be equipped at one time. There are several different classes of weapons that are categorized as either a primary, special (secondary), or heavy weapon. Several weapons have an elemental damage type. There is Arc (blue), Solar (orange), and Void (purple). All damage types will deplete enemy shields of that type faster, and the weapon will also do extra damage to enemies if the gameplay modifiers 'Arc Burn', 'Solar Burn' or 'Void Burn' are active. The original maximum attack damage for legendary and exotic weapons was 300. This increased to 331 with The Dark Below and 365 with the House of Wolves. Because of the change to the Light level system, The Taken King numerically changed weapons of 365 damage to 170, but with no loss in damage output (365 damage of Year 1 equals 170 damage of Year 2). As with armor, weapons' attack damage contributes to the Light level and all gear can be infused to increase their numbers.[6][7][10] There are six armor slots: helmet, gauntlets, chest, legs, class item, and artifact (artifacts were added with The Taken King). Each class has armor specific to them with exotic armor that complement a character's sub-class. Each piece of armor increases overall defense. Before The Taken King, class items were only cosmetic (such as the Hunter's cloak) and did not have any stat or defense boosts. With The Taken King update, class items were given defense that contributes to players' Light level. Players' Ghost companion was also given defense with The Taken King update that contributes to their Light level. In addition to earning gear from loot drops by playing missions and other activities, players can purchase gear from faction vendors. Players can pledge their allegiance to one of three factions — Dead Orbit, Future War Cult, or New Monarchy — and earning enough reputation with a faction allows players to earn and purchase that faction's legendary items. Players also earn reputation with other vendors, such as the Vanguard and Crucible, by doing playlists or bounties for that vendor, which also have their own set of legendary items. Player versus environment (PvE) : Player versus environment game types makes up the majority of the game. PvE story missions can be played either solo or as part of a "fireteam" of up to three players. Initially, although there was an order to the story missions, they could be played in any order as more missions became available. For example, after completing Earth's second story mission, three more became available, but did not have to be played in story order. The questing system introduced in House of Wolves and refined in The Taken King requires story missions to be played in order due to quest step progression. Every day, a random story mission is featured as the Daily Heroic Story Mission, featuring bonus rewards. Each playable area offers an open world "Patrol" mode, where players can travel freely around the area and perform small tasks gathered from beacons, and they can collect materials that are used for upgrading weapons and armor. Players travel around the areas on foot or with their vehicles called Sparrows (very similar to the speeder bikes of Star Wars). Public events happen periodically and any player in the same location can participate. These location-specific events include eliminating a target, defeating incoming waves of enemies, and defending a Warsat (a crashed satellite).[13][14][15] "Strikes" are cooperative missions played with a party of three players that culminate with a boss; most strikes are side missions that are not part of the main plot. Players can play much harder versions of the strikes in what are called the SIVA Crisis Strike (formerly Vanguard Heroic Playlist) and the Weekly Nightfall Strike, which grant bonus rewards. While the SIVA Crisis is a playlist of strikes from The Taken King and Rise of Iron (as well as older strikes updated with Taken and SIVA-infected enemies), the Weekly Nightfall Strike, which is harder than heroic, is only one strike that changes every week with a chance for greater rewards. The Daily Heroic Story Mission, SIVA Crisis Strike, and Weekly Nightfall Strike each feature game modifiers that increase difficulty. Game modifiers can be positive or negative for the player. For example, a positive modifier would be "Small Arms", where damage for the player's primary weapons are doubled, but a negative modifier would be "Chaff", where the player's radar is disabled. Raids are advanced cooperative missions designed to be played by a team of six players — the only PvE game type that allows more than three players in a fireteam. Raids culminate with the elimination of a major boss that relates to the story.[13][14][15] With the release of Rise of Iron, there are four raids in Destiny. From social spaces (the Tower on Earth, the Vestian Outpost added with House of Wolves, and the Iron Temple added with Rise of Iron), players can redeem "engrams" into items, buy items, and collect challenges known as bounties to complete during activities to earn experience, build their reputation among factions, and sometimes earn items. Beyond armor and weapons, items that players can obtain include ships that represent themselves during travel cutscenes, shaders for customizing the color scheme of their armor, emblems which are banners for players' names, emotes such as a dance or gesture, and shells for their Ghost companion.
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V2 text & blur
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v2 blur & text
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Welcome back man ! Have fun & remember to read Rules !
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British racer Lewis Hamilton secured his fifth Formula 1 World Championship title – and his fourth in the last five years – with a fourth place finish in the Mexican Grand Prix. The Mercedes-AMG driver went into the event knowing that seventh place would secure the title, while Ferrari rival Sebastian Vettel needed to win. Despite a strong start, Hamilton struggled with his tyres in the race and could only finish fourth. Verstappen took a comfortable race win, while Vettel battled hard to take second. Hamilton said he had mixed feelings taking the title after what he admitted was a “horrible” race where he was just “trying to hold on and bring the car home”. Feature: Autocar meets the racers who beat Lewis Hamilton But he added: “I don’t really allow myself to be too emotional in public, but I feel very, very humbled by the whole experience. It’s something that I dreamed of, but never in a million years did I think I’d be standing here today as a five-time world champion.” Hamilton, 33, has now tied Juan Manuel Fangio for second place on the all-time list with five championships, behind only seven-time title winner Michael Schumacher. Opinion: is Lewis Hamilton Britain's greatest F1 racer? (from 2016) Hamilton secured his first title driving for McLaren-Mercedes in 2008, in only his second season in the sport. He switched to the works Mercedes squad for 2013, taking his second title in 2014. He has won four of the last five titles, only narrowly missing out to team-mate Nico Rosberg in 2016. While Hamilton has benefitted from having a dominant car most years since 2014, he faced a strong challenge this year from Ferrari’s Sebastian Vettel. The four-time champion led Hamilton by eight points after ten races of this year’s 21 races, but Hamilton then put in a stunning run of form, including four wins in a row – while Vettel was involved in a number of incidents – to build a substantial points lead. OUR VERDICT Mercedes-AMG A45 Mercedes-Benz A45 AMG AMG pops its hot hatchback cherry in singular, inimitable fashion, but do less expensive rivals like the Honda Civic Type R and Golf R deliver greater thrills? Find an Autocar car review Driven this week Jaguar XE SV Project 8 2018 UK first drive review - hero front 26 OCTOBER 2018 FIRST DRIVE Jaguar XE SV Project 8 2018 UK review Jaguar's 592bhp super-saloon may be a Nürburgring record holder, but how... Mercedes-AMG CLS 53 2018 road test review - hero front 26 OCTOBER 2018 CAR REVIEW Mercedes-AMG CLS 53 4MATIC+ Coupé Third-generation four-door coupé is the first to get hybridised AMG powertrain Alfa Romeo Stelvio Quadrifoglio 2018 UK RHD first drive - hero front 25 OCTOBER 2018 FIRST DRIVE Alfa Romeo Stelvio Quadrifoglio 2018 UK review Alfa’s extreme SUV finally arrives in right-hand-drive form, with potent... Hamilton could have secured the title in last weekend’s United States Grand Prix, but a strategy error meant he finished third behind Ferrari’s Kimi Raikkonen and Red Bull’s Max Verstappen. Unusually, Hamilton has secured three of his five championships without finishing on the podium, and his fourth place in Mexico ended a run of nine consecutive podiums. With two races remaining, Hamilton has secured nine race wins this season, giving him a total of 71 for his career. That puts him second on the all-time winners list behind Schumacher, who has 91. Hamilton has also claimed 132 podium finishes and a record 81 pole positions. He has also secured a multi-year agreement to stay at the Mercedes F1 squad, giving him the opportunity to add to those totals in the years to come.
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Ginger salad : With pickled ginger as the key component, this refreshing salad makes a good counterpoint to any rich curry or stirfry. Japanese pickled ginger is not hard to find at well-stocked grocers – opt for white pickled ginger instead of pink, if possible. You can also make your own. It is especially good when made with young ginger, if you are lucky enough to come across it. Like all good Burmese salads, this recipe does not skimp on all the crunchy bits. Keep them on hand to make more of this salad; you may want to eat it all week. If you happen to have fresh ginger juice handy, add a splash to the bowl as you mix the salad. Serves 4 : 4 cups thinly sliced romaine lettuce (about 1 romaine head) 1½ cups shredded cabbage 3 heaped tbsp thinly sliced pickled ginger, chopped 2 tbsp fried garlic chips 3 tbsp fried yellow split peas 3 tbsp coarsely chopped cilantro 2 tbsp sunflower seeds 2 tbsp coarsely chopped toasted peanuts 2 tbsp minced jalapenos 1 tbsp toasted sesame seeds 1½ tbsp toasted chickpea flour 1½ tbsp onion oil or canola oil 2 tbsp juice from the ginger pickling liquid 2 tbsp fish sauce ¼ tbsp salt 1 lime or lemon, cut into wedges In a salad bowl, combine the lettuce, cabbage, pickled ginger, fried garlic, split peas, cilantro, sunflower seeds, peanuts, jalapenos, and sesame seeds. Sprinkle chickpea flour over the top and drizzle with oil and pickling liquid. Add the fish sauce and salt (use more salt if you are not using fish sauce). Squeeze 1 or 2 lime wedges over the top. Using your hands, mix well and taste, adding more salt or lime juice if needed. Pickled ginger : The best pickled ginger is made with young ginger, but even mature ginger can be pickled. Older ginger will likely be spicier, so you may want to use less of it. Peel a 3in piece of ginger (about 1½oz). Slice it very thinly into planks with a sharp knife or a mandoline and transfer to a heatproof container. In a small saucepan over medium heat, combine 2 tablespoons of sugar, 5 tablespoons of distilled white vinegar, and 2 tablespoons of water, stirring until the sugar dissolves. Pour the mixture over the ginger and let it cool to room temperature. Refrigerate until needed. Chicken with mint : Serves 3, or 4 as part of a larger meal Those who like laap will love this Burmese-Chinese version of the herby Thai minced meat dish. Here, minced chicken is stirfried with ground cumin and mustard seeds, ginger, garlic, and a spoonful of sambal oelek. Whole cloves of garlic are mixed in for texture, but they are fried ahead of time to reduce the pungency of eating them raw. Use the smaller cloves found on the inside of a head of garlic or slice large cloves in half. You can turn this into a vegetarian dish by dicing up a block of firm tofu, letting it drain on paper towels for a few minutes, and then stirfrying the tofu pieces in place of the chicken. 1 pound boneless, skinless chicken breasts (about 2 small) or 4 to 5 boneless, skinless chicken thighs 1⁄2 tsp cumin seeds 1⁄2 tsp black mustard seeds 2 tbsp sambal oelek (shop bought) 1 tbsp dark soy sauce or 1 teaspoon salt 1 tsp fish sauce 1⁄4 tsp sugar 2 tbsp canola oil 6 to 8 small garlic cloves 1 tsp minced garlic 1 tsp minced ginger 1⁄2 jalapeno, chopped, or 2 Thai chillis, sliced 1⁄4 cup chopped cilantro, plus extra sprigs for garnish 1⁄4 cup chopped mint Lime wedges, for garnish To mince the chicken, place the pieces on the cutting board so the smooth side is facing up. With a knife blade parallel to the cutting board, slice the chicken in half width-wise, opening it up into two thinner, even pieces. Cut the chicken against the grain into thin strips, then chop the strips finely. Run the knife over the meat until it looks evenly minced. (Cutting the chicken by hand results in a better texture than using ground chicken.) In a dry wok or skillet, toast the cumin seeds and mustard seeds until the cumin is fragrant and the mustard seeds start to pop, no more than 30 seconds. Transfer to a mortar with a pestle or a coffee grinder used for grinding spices and pulverise into a coarse powder. In a small bowl, mix together the sambal, soy sauce, fish sauce, and sugar. (If not using soy sauce, you may need a pinch more fish sauce.) In a wok or large skillet, heat the oil over medium heat. Tilt the wok so the oil pools to one side and add the garlic cloves. (This helps the garlic cloves stay submerged in oil so they fry more evenly.) Fry until light golden and softened, about 1 minute. Use a slotted spoon to remove the garlic cloves. Leave the oil in the wok. Heat the wok over high heat. When the oil is hot (but not smoking), add the minced garlic and ginger. Stirfry for a few seconds and add the chicken. Using a spatula or wooden spoon, stir-fry the chicken briefly, then press the meat against the sides of the wok to increase the surface area and decrease how much the chicken steams. (If using a skillet, spread the chicken evenly across its base.) Water will start to pool in the centre of the wok, but that’s okay – it will cook out. After a minute, give the wok a stir so the chicken pieces don’t stick together. Repeat this step until the chicken is light brown in places and pale in others, about 3 minutes depending on the wok and the burner strength. Stir in the mustard-cumin blend, sambal mixture, fried garlic cloves, and jalapeno. Stir constantly, until the liquid just lightly coats the meat. Mix in the chopped cilantro and mint. Serve with cilantro sprigs and lime wedges.
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the owner of Leicester City FC died when his helicopter crashed outside the stadium, the club has confirmed. Vichai Srivaddhanaprabha, two members of his staff, the pilot and a passenger were killed when the aircraft crashed at about 20:30 BST on Saturday. Witnesses said the helicopter just cleared the King Power Stadium before it spiralled out of control and crashed in a fireball. Thousands of bouquets and scarves have already been left outside the ground. Leicestershire Police said it believed the dead to be: Leicester owner Vichai Srivaddhanaprabha Two members of his staff Nursara Suknamai and Kaveporn Punpare Pilot Eric Swaffer Passenger Izabela Roza Lechowicz Ms Lechowicz, who moved to the UK from Poland in 1997, and Mr Swaffer were professional pilots who lived together in Camberley, Surrey. In a statement, the Polish embassy said: "With great sadness, we received the news about the death of Izabela Lechowicz in the Leicester catastrophe. "She was a great pilot, winner of the #Polka100 contest. It contributed to the creation of a positive image of Poland in the UK." Mr Swaffer had over 20 years' flying experience as a private jet and helicopter pilot. His career included flying helicopters for live media broadcasting including Channel 4's Thai billionaire Mr Srivaddhanaprabha, 60, who was married and had four children, bought Leicester City for £39m in 2010. Under his ownership the club won the Premier League in 2016, having started the season as 5,000/1 outsiders. In a statement, Leicester City said the club's thoughts were with "the Srivaddhanaprabha family and the families of all those on-board at this time of unspeakable loss". Leicester players pay tributes to owner Leicester helicopter crash: What we know The club described Mr Srivaddhanaprabha as "a man of kindness, of generosity and a man whose life was defined by the love he devoted to his family and those he so successfully led". "Leicester City was a family under his leadership. It is as a family that we will grieve his passing and maintain the pursuit of a vision for the club that is now his legacy," it added. A book of condolence will be opened at King Power Stadium from Tuesday morning. The team's next fixture against Southampton in the EFL Cup, scheduled for Tuesday evening, has been postponed. Leicester goalkeeper Kasper Schmeichel, who witnesses said ran out of the stadium towards the crash scene, said Mr Srivaddhanaprabha had "changed football forever". "I cannot believe this is happening. I am so totally devastated and heartbroken," he added. Club captain Wes Morgan tweeted: "Absolutely heartbroken and devastated regarding the news of our chairman. A man that was loved and adored by everyone here at lcfc." Premier League chief executive Richard Scudamore said: "Vichai was a gentleman who graced the game with his civility and charm and we will miss him enormously. "His impact on Leicester - the football club and the city - will be remembered forever." Paris Saint-Germain, Inter Milan, West Ham United, Tottenham Hotspur, Nottingham Forest and Swansea City were among the football clubs that passed on condolences to Leicester. Leicestershire Police confirmed no-one else had been injured and said the Air Accidents Investigation Branch had launched an investigation. The helicopter came down in a car park near the stadium just over an hour after Leicester had drawn 1-1 against West Ham United in the Premier League. Who was Leicester's billionaire owner? 'Probably the best owner in England' Supt Steve Potter said: "Emergency services were immediately on scene when the crash happened, working to put out the fire and gain access to the helicopter in attempts to reach those inside. "Despite those efforts, there were no survivors." Supt Potter said it was likely to take several days to complete the investigation at the crash site. Freelance photographer Ryan Brown, who was covering the game, saw the helicopter clear the King Power Stadium before it crashed. He told BBC Radio Leicester: "The engine stopped and I turned round and it made a bit of a whirring noise, like a grinding noise. "The helicopter just went silent, I turned round and it was just spinning, out of control. And then there was a big bang and then [a] big fireball."
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Spain's Marc Marquez wrapped up his third straight MotoGP championship with victory at the Japanese Grand Prix on Sunday after title rival Andrea Dovizioso fell on the penultimate lap while trying to find a way past the Honda rider. The 25-year-old is now tied with Australian Mick Doohan on five premier class world titles, with only Italian's Valentino Rossi (seven) and Giacomo Agostini (eight) having won more. Dovizioso started on pole and led for most of the race before Marquez made his move with four laps left. Dovizioso attempted to move back past Marquez on the penultimate lap but pushed it too far and came off his bike. He recovered but eventually finished 18th.
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AOC, A brand that is well known for their budget, but still high quality gaming monitors has introduced the V2 series of its framless monitors with a slim design and IPS, the V2 series has 3 monitor models, they have released, a 22 inch, a 24 inch and a 27 inch model which are all only 1080P but feature FreeSync technology with an IPS panel and AOC Releases New FreeSync IPS Monitors Under $100 The V2 Series offers great image quality at its full HD resolution; the monitor itself also features a gorgeous ultra slim design. The line uses an advanced IPS panel which produces brilliant colors and offers wide viewing angles. The monitor is perfect for home entertainment or professional tasks such as watching videos, editing photos or gaming. In addition to looking modern and attractive, the V2 Series’ frameless design enables seamless multi-monitor setups for professional or home use. Users won’t need to worry about large black bezels hampering their productivity. The line’s borderless display offers a detailed 1920×1080 resolution and fast 75Hz refresh rate. The panel has viewing angles of 178 degrees, allowing user to enjoy consistent color uniformity and accuracy at all angles. The V2 line also has a 20M:1 dynamic contrast with a 5ms response time, and features several different inputs, including one VGA and one HDMI for connectivity of all users’ high-quality digital video and audio devices. Additionally, the display uses AMD FreeSync technology for a seamless synchronization of GPU and monitor refresh rates, without sacrificing performance. This technology delivers a gaming experience with zero tearing or stuttering and no input lag when playing games or watching video.
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A computer built to mimic the brain's neural networks produces similar results to that of the best brain-simulation supercomputer software currently used for neural-signaling research, finds a new study published in the open-access journal Frontiers in Neuroscience. Tested for accuracy, speed and energy efficiency, this custom-built computer named SpiNNaker, has the potential to overcome the speed and power consumption problems of conventional supercomputers. The aim is to advance our knowledge of neural processing in the brain, to include learning and disorders such as epilepsy and Alzheimer's disease. "SpiNNaker can support detailed biological models of the cortex -- the outer layer of the brain that receives and processes information from the senses -- delivering results very similar to those from an equivalent supercomputer software simulation," says Dr. Sacha van Albada, lead author of this study and leader of the Theoretical Neuroanatomy group at the Jülich Research Centre, Germany. "The ability to run large-scale detailed neural networks quickly and at low power consumption will advance robotics research and facilitate studies on learning and brain disorders." The human brain is extremely complex, comprising 100 billion interconnected brain cells. We understand how individual neurons and their components behave and communicate with each other and on the larger scale, which areas of the brain are used for sensory perception, action and cognition. However, we know less about the translation of neural activity into behavior, such as turning thought into muscle movement. Supercomputer software has helped by simulating the exchange of signals between neurons, but even the best software run on the fastest supercomputers to date can only simulate 1% of the human brain. "It is presently unclear which computer architecture is best suited to study whole-brain networks efficiently. The European Human Brain Project and Jülich Research Centre have performed extensive research to identify the best strategy for this highly complex problem. Today's supercomputers require several minutes to simulate one second of real time, so studies on processes like learning, which take hours and days in real time are currently out of reach." explains Professor Markus Diesmann, co-author, head of the Computational and Systems Neuroscience department at the Jülich Research Centre. He continues, "There is a huge gap between the energy consumption of the brain and today's supercomputers. Neuromorphic (brain-inspired) computing allows us to investigate how close we can get to the energy efficiency of the brain using electronics." Developed over the past 15 years and based on the structure and function of the human brain, SpiNNaker -- part of the Neuromorphic Computing Platform of the Human Brain Project -- is a custom-built computer composed of half a million of simple computing elements controlled by its own software. The researchers compared the accuracy, speed and energy efficiency of SpiNNaker with that of NEST -- a specialist supercomputer software currently in use for brain neuron-signaling research. "The simulations run on NEST and SpiNNaker showed very similar results," reports Steve Furber, co-author and Professor of Computer Engineering at the University of Manchester, UK. "This is the first time such a detailed simulation of the cortex has been run on SpiNNaker, or on any neuromorphic platform. SpiNNaker comprises 600 circuit boards incorporating over 500,000 small processors in total. The simulation described in this study used just six boards -- 1% of the total capability of the machine. The findings from our research will improve the software to reduce this to a single board." Van Albada shares her future aspirations for SpiNNaker, "We hope for increasingly large real-time simulations with these neuromorphic computing systems. In the Human Brain Project, we already work with neuroroboticists who hope to use them for robotic control."
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Hello there & Have a nice day ! well try to download that map if it doesnt download and stuck in 1% try to download it be ur self here turturial : The server is too rotten. Or your connection. A choice. Often it's the server side that's right. The only way to solve this problem, which I know I had to apply on a Source server, is that administrators - in cardboard - install a mirror for the cards. Or that you download beforehand the cards in your corner on the site of the authors or on a site which groups them like FPSBanana. Choice again. Hope that Help u and hope ur problem will be solved !
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congra 1k points :V u have big terma thats why ❤️
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BattleTech is a turn-based strategy video game developed by Harebrained Schemes and published by Paradox Interactive. It was released on Windows and OS X on April 24, 2018, with a Linux release to follow. The developers set aside US$1 million to create the game, and turned to Kickstarter to secure funding for additional features, including a single player campaign, an expansion of that campaign, and a player versus player multiplayer mode. In the game, the player assumes the role of a mercenary commander leading a team of powerful combat vehicles called battlemechs. The player is responsible for selecting each mech's model, armor, pilot, armaments, and skills, and controls a team of four mechs (a 'lance') in combat. The world of BattleTech is dominated by powerful noble houses locked in a devastating war, and the player selects one or more houses to serve. The game shares a setting with the board game that launched the BattleTech franchise, Classic BattleTech, and many members of the development team have worked on previous games in the franchise. This includes both of the studio's co-founders; Jordan Weisman created the franchise while at FASA, and Mitch Gitelman was the producer for MechCommander and MechAssault. Gameplay : BattleTech is a turn-based strategy video game. Players assume the role of a mercenary commander leading a "mech lance", or group of four giant humanoid-shaped combat vehicles. The developers state that the game will have the spirit of the board game but will not use the board game's rules. The player selects each mech's chassis, the weapons and armor mounted on that chassis, as well as smaller details such as actuators and gyros that influence a mech's turning radius. In addition to choosing hardware, the player can also specialize the mech's pilots (called "mechwarriors") by selecting talents from a skill tree Setting : BattleTech shares a setting with the original board game, now called Classic BattleTech. The game takes place during the 3025 Succession Wars Era, in which powerful noble houses employ an ever-shrinking number of giant fighting vehicles called Battlemechs ('Mechs for short), piloted by individuals called MechWarriors, to fight for control of the Inner Sphere. The fighting has lasted for so long, and has been so intense, that it has caused technological regression. The small number of remaining 'Mechs makes them exceptionally valuable to the warring houses, and the player will have the opportunity to select which house or houses to serve.[3][4][5][6] In a map published by Harebrained Schemes during the Kickstarter campaign, the Inner Sphere is depicted as an area of space stretching between 400 and 600 Light-years away from Earth in every direction. It is divided between five major states, each tied to a noble house, and four minor states. Each major state borders Earth and expands outward, while the minor states occupy small areas on the outside edge of the map known as The Periphery.[7] The game takes place in the peripheral realm of the Aurigan Reach. The Reach is governed by the Aurigan Coalition which is made up of several independent systems led by noble houses in accordance with the standard Inner Sphere feudal system. The Reach lies between the peripheral realms of the Taurian Concordat and the Magistracy of Canopus, and bordering the Inner Sphere Successor State of the Capellan Confederation. Much of the Aurigan Reach is made up of former holdings from the Taurians, Magistracy, and Capellans, though the three realms abandoned many of the systems for defensibility reasons. After their abandonment, the Reach systems became unified under Arano family and began consolidating and expanding, incorporating not only the abandoned planets into the Aurigan Coalition, but even annexing border planets from their neighbors.[8] The Aurigan Reach was created by the HBS design team led by Kiva Maginn as a space where players could move through an original story line without infringing on the already set lore of Third Succession Wars BattleTech. "Our first priority was to find a way to coexist with BattleTech lore... We needed somewhere interesting, close but not too close, and basically empty. A blank slate where we could do whatever needed to be done to make our story work." The area of space chosen for a Reach was a blank space between the Magistracy of Canopus and the Taurian Concordat that had planets occupying it, but has little to no mention in sourcebooks, novels, or other media. Development : BattleTech was developed by Harebrained Schemes. The studio is led by Jordan Weisman, who created the BattleTech franchise while working at board game and wargaming publisher FASA.[1][9] Many members of the development team worked on another game in the franchise, MechCommander.[1] Along with Weisman, the development team will be led by Mitch Gitelman, the producer for MechCommander and MechAssault, and Mike McCain, who served as creative director for Harebrained Scheme's games in the Shadowrun franchise.[7] Harebrained Schemes is working with Catalyst Game Labs and Piranha Games, who also publish BattleTech works, to maintain continuity across the franchise. This includes using art from Piranha Games' MechWarrior Online.[2][10] Studio co-founders Weisman and Gitelman implied in a May 2015 interview that they might soon be announcing a game based on an intellectual property that they had previously created, with Game Informer speculating that they meant either BattleTech or Crimson Skies.[11] BattleTech was revealed in July 2015.[12] The Kickstarter campaign for the game launched on September 29, 2015, and received its funding goal of US$250,000 within an hour. The studio had already committed $1 million to the development of the game before launching the Kickstarter, which would fund a basic "skirmish mode". The Kickstarter campaign set stretch goals of $1 million, $1.85 million, and $2.5 million to fund a single player campaign, an expansion to the campaign, and an online player versus player multiplayer mode, respectively.[4][9][13] The $1.85 million level would add procedurally generated levels and would make the campaign open-ended, allowing for an indefinite campaign.[14] Harebrained Schemes planned to release the game in early 2017 for Microsoft Windows, OS X and Linux.[2] According to Weisman, fans of the franchise had been asking for a new BattleTech game for years, and the only thing holding his team back was that they did not own the rights to the game, which are held by Microsoft. Weisman was not interested in developing a spiritual successor, stating in an interview that the fantasy mech game Golem Arcana was as close as he was willing to get towards creating a BattleTech game without the license.[1][7] Harebrained Schemes chose the turn-based strategy genre because they wanted the game to play out at a slower, more methodical pace. Weisman emphasized that in a turn-based game, players could be presented with the chances of success or failure for each action, and have time to think through their decisions.[2] In an interview with PC Gamer, he explained that the idea was to make a game with "even more depth than we did in the old days as a pen-and-paper but make it fluid and fast playing so you're focusing on the strategy, not on the mechanics".[15] This depth is reflected in the number of options players have in customizing their mechs. Players that are only interested in combat, however, will be able to play the game without spending time on customization.[2] The studio wanted the game to feel realistic and believable, with Gitelman explaining "We're grounding BattleTech, so it doesn't just feel like this goofy sci-fi future".[1] Harebrained Schemes paid special attention to ensuring that the size of the mechs was apparent to players, despite the limitations of the top-down view in showing scale. This informed several of the team's decisions. The development team intentionally set the mechs to move at a slow pace, and the in-game camera shakes when they move. The mechs' movement also leaves cracks in the ground and causes damage to objects in the environment.[1] In May 2017, Paradox Interactive announced that they had partnered with Harebrained Schemes to publish the game, meaning that they will provide additional funds, as well as marketing and localization support.[16] In August 2017, Paradox announced that the game had been delayed to 2018 in order to give the development team more time to refine the game.
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You won't see much that you haven't already when you dive into The Heist, the first of three pieces of downloadable content for Marvel's Spider-Man on PlayStation 4. By and large, The Heist offers more of the same thing that Spider-Man did: a smattering of fun, quick open-world activities, coupled together with a more character-focused storyline. That's not to say you shouldn't play it, though, or even that The Heist reiterating what worked previously is much of a negative. It adds more of what made Spider-Man an engaging, reliable,, and very fun experience. Sure, it fills its open world with activities that are pretty much what you have seen already--almost all new crimes to stop in New York are just slight spins on offerings in the vanilla package. But after a break following Spider-Man's release, it's great to get back into Insomniac's beautiful rendition of New York and punch some bad guys, sling some webs, and uncover the first part of a new and affecting story. That story is what really makes The Heist interesting, as the rest is just open-world window dressing to take advantage of Spider-Man's solid systems. After being teased in the main game, Spider-Man's old friend-slash-former-lover-slash-semi-nemesis Black Cat is back in town. She's both up to no good and potentially in trouble, since her arrival coincides with the resurgence of a mafia crime family in the wake of Spidey's removal of the Kingpin at the start of the main game. Like the base game, what makes the story work is the personal connection of it all. Peter Parker and Black Cat have a deep and fraught history together, and it clouds his judgment from the jump.The relationship between Pete and MJ is already complicated--and that was before his ex showed up and started robbing museums. That Black Cat has seemingly thrown in with the mob, which makes her dangerous, might put her in danger, and messes with Peter's head even more. Mission by mission, the best part of The Heist is watching Peter grapple with how he feels about Black Cat and what exactly her return means for his life going forward. Apart from the story, it's not all a rehash of the main game's glories. The story missions offer some great, refreshing takes on elements that have shown up in Spider-Man before, like an opening museum heist in which Spidey has to save the art from grabby mafiosos, or a later tag-team scenario in which Spidey and Black Cat stealth-beat down a bunch of bad guys. Insomniac capitalizes on just how well-designed Spider-Man is, and these ideas are especially engaging when they're added to the unfolding story. The Heist won't keep seasoned spider-folk busy for long--it's easy to wrap up everything it has to offer in a handful of hours--but that's also part of the appeal of the game itself. Spider-Man does a good job of avoiding the feeling of your time being wasted, and the story campaign clips along so that it feels substantial without being an investment in busywork. Apart from the story, a new slate of challenges offer some tougher activities to master. This time, they're geared around one of the main game's better side activities, created by the online streaming psycho Screwball. Again, they're not terribly different from Taskmaster's challenges from the main game, but they carry some fun twists, like "photobomb areas" where Spidey can earn bonus points for performing cool moves, or requirements like only using a certain set of gadgets in a fight. Insomniac's strong character work and solid storytelling are combined with a few new fun activities in New York, making The Heist an engaging return and a meaningful addition to what is already an impressive open-world title. The biggest bummer of the whole thing is that it ends on a cliffhanger that leaves you wishing November, and the next chapter of The City That Never Sleeps, would hurry up and get here.
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Life Is Strange 2 is an episodic graphic adventure video game developed by Dontnod Entertainment and published by Square Enix. It is the second main entry of the Life Is Strange series. The first of five episodes was released on 27 September 2018 for Microsoft Windows, PlayStation 4, and Xbox One. Episodes from the series will be released for macOS and Linux by Feral Interactive in 2019 Gameplay : Life Is Strange 2 is a graphic adventure played from a third-person view. The player takes control of Sean Diaz, who is on the run from the police with his younger brother Daniel. Sean can interact with the environment, obtain objects, and talk with non-player characters via dialogue trees.[1] Decisions that were made in the game demo The Awesome Adventures of Captain Spirit will carry over into Life Is Strange 2;[2] choices in Life Is Strange 2 will lead to different branches in the storyline and affect Daniel's behaviour. Development : Prior to production, developer Dontnod Entertainment decided that Life Is Strange 2 would feature new characters and a new location to the original.[6][7] Led by Life Is Strange directors Michel Koch and Raoul Barbet,[8] development on the sequel began in early 2016, while the predecessor shipped its retail edition.[9][10][11] Life Is Strange lead writers Christian Divine and Jean-Luc Cano and composer Jonathan Morali also reprised their roles.[3][12][13] The concept was influenced by the photography of Mike Brodie, who would freighthop across the United States and take pictures of drifters.[14] The game is structured like a road movie, inspired by the film Into the Wild and novella Of Mice and Men. Dontnod conducted field research on the West Coast of the United States, meeting people and taking pictures there.[12][15] The two primary themes of the game are education and brotherhood.[16] Using the Unreal Engine 4, they upgraded the animation system, physics, and shaders.[15] According to Dontnod, one of the biggest challenges of development was the artificial intelligence of the character Daniel.[12] The music will contain both original and licensed tracks Release : The first of five total episodes, Roads (formerly called Seattle),[17][18] was released on 27 September 2018 for Microsoft Windows, PlayStation 4, and Xbox One.[19][20] Feral Interactive will publish the macOS and Linux versions in 2019.
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Overkill's The Walking Dead is an upcoming first-person shooter developed by Overkill Software and published by Starbreeze Studios and 505 Games. The title, based on the comics of The Walking Dead, has a strong emphasis on cooperative gameplay. The game is set to be released worldwide for Microsoft Windows in November 2018 and in February 2019 for the PlayStation 4 and Xbox One. Gameplay : Overkill’s The Walking Dead is a first-person shooter with an emphasis on cooperative gameplay. The game features four characters, namely Maya, Aiden, Grant, and Heather. Each has their own unique skills and abilities, and players must work together in order to complete their objectives. Set in Washington D.C., a post-apocalyptic environment which was overran by zombies, the game will also feature stealth, survival horror and role-playing elements.[1] Development : Overkill's The Walking Dead is developed by Overkill Software. According to brand director Almir Listo, although the game is a licensed title, Overkill was free to have their own interpretation on the source material and create the game with their own vision. Robert Kirkman, the creator of the comics, was involved in the game's production, providing advice and feedback. Listo added that the game was designed for "adults", and the story will explore "different things emotionally that aren't investigated much by the TV show".[2] Despite being set in the comic series' universe, the game's four playable characters are original.[3] According to Kirkman, the gameplay will be similar to Payday: The Heist.[4] Listo noted that the game's gameplay will be similar to the raids featured in Destiny.[2] The game was announced on August 14, 2014 by Overkill Software. To celebrate the collaboration, Overkill announced that Lucille, a weapon from The Walking Dead, will be available for players of Payday 2.[1] The game showed up at E3 2015 at a "proof of concept" for the virtual reality headset developed by Starbreeze Studios.[5] In 2016, the game was delayed to ensure that the game would be available in Asian markets during the game's initial launch. It was delayed again in 2017.[6] At E3 2018, the first gameplay footage was released.[7] Starbreeze Studios will release the game for Windows in November 2018 while 505 Games will release the PlayStation 4 and Xbox One versions in February 2019