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#Dobe~ClasSy!☠

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  1. Beautiful soup,” sang the Mock Turtle, “so rich, so green, waiting in a hot tureen.” Soup is simple, cheap and nourishing, of course, but it’s more than that. There is something about eating from a spoon that is infinitely pampering, mothering and soothing, and who couldn’t do with a bit more of that? Plus, if you make it right, soup is a great vehicle for packing in your five-a-day vegetable quotient. I know, we’re all fed up with being nagged to eat more veg. Adults should be beyond this sort of ­bullying, surely – who could forget the late George H W Bush declaring, “I’m president of the United States, and I’m not going to eat any more broccoli.’’
  2. oday, the state of Georgia passed a law banning abortion at the point a heartbeat can be detected - usually by six weeks. The move is, according to Renitta Shannon, Democratic member of the Georgia House of Representatives, “a death sentence for women”; those who undertake the procedure past the ordained point will be liable for criminal proceedings, as will the medical professionals who carry them out. Previously set at 20 weeks, House Bill 481 - nicknamed the Heart Beat bill - “effectively outlaws abortion in Georgia as most women will tell you by the time they know they are pregnant, a heartbeat can already be detectable,” Rep Shannon explains.
  3. An uncompromising open universe space survival game that takes place during the year 2078. Explore the Gliese 581 solar system and colonize its worlds of incredible wonders while braving the unforgiving dangers of space travel. We bring to you, Osiris: New Dawn. Available Now In Open Beta! Space travel, three new planets, huge graphics/performance improvements, and a lot more! NTERPLANETARY SPACE TRAVEL, WITHOUT THE LOAD SCREENS It’s finally here! Travel freely from one planet to the next in your spaceship and explore the entire solar system! Absolutely no load screens after initial load. Travel into underground hives, explore vast planetary surfaces, fly into low orbit, and now travel through the vast reaches of space. Go where you want - it’s totally up to you! THREE NEW PLANETS Now that we have space travel, we’re celebrating by adding three new planets - each a completely different biome modelled and created using scientific data. GEMINI - Gliese 581 G One of the “Holy Grail” planets, Gemini is considered to be a Super Earth by scientists, since it orbits in Gliese 581’s Goldilocks Zone. Gemini is a lush and beautiful planet with strange mysteries to discover SERAPH - Gliese 581 C - Coming Soon A hot Super Earth, Seraph has a dense, heated atmosphere and is steaming with life. LUTARI - Shepard Moon of Theseus Prime 581 B Sits directly at the edge of the gas giant’s rings. Much like Earth’s moon, Lutari has no atmosphere and it’s low gravity makes simple traversal relatively easy. COLONIZE GLIESE 581 The primary mode of Osiris: New Dawn is now considered “Colonize” mode where you must explore, discover, and colonize every planet and moon in the solar system. Set up drone mining lines, establish bases, and doc at each world in your space station, going planetside by using your space vehicles. Once on the surface harvest minerals, gasses, and plants in your bio farms, all while steering clear of the countless dangers of space in this new frontier. The Explorer Update marks the beginning of this mode, and will continually get more robust with further developments. HUGE PERFORMANCE AND GRAPHICS IMPROVEMENTS Massive FPS boost and complete graphics overhaul delivers a visual treat at super high frame rates, even with planets full of foliage, creatures, and trees. This is all possible due to refined shaders, materials, and Unity’s new Post Processing stack. We’ve refined the camera systems, lighting systems, and terrain to achieve the highest levels of detail possible, all with lightning fast speeds. UPDATED MAIN MENU AND PLAYER HUD SYSTEM Since we’re in the process of adding new Colonize and Mission modes, the Main Menu UI has been completely reworked to allow you to view and survey the solar system, as well as easily review your avatar and explore the available missions in Mission Mode. We’ve also updated the in game HUD and UI to allow for backpack review while traversing and while in vehicles, along with other countless improvements, fixes, and tweaks. CHANGES AND FEATURES ON HOLD We listen very closely to our players, and take into consideration all unique enquiries and feedback. Some features we’ve added during our time in Early Access did not resonate as much as others, causing these certain features to be currently on hold. - SKILL TREE - Will be replaced by a new system that fits the subject matter closer. - CLASSES - May come back in Creative Mode, but in order to make classes worthwhile would take the game in a very specific direction, relying much more on character advancement and specialized class abilities. We’re not confident that this would/has added to the game. - PUBLIC PVP SERVERS - This is tough one - but we found that trying to explore a new world while getting attacked and shot at by other explorers does not fit the spirit and subject matter of our game. We like PVP, and are looking at other ways of including a PVP mode, possibly in a custom server option. - MALE/FEMALE/SHAPE CUSTOMIZATIONS ON AVATARS - As much as we like these features, we chose to put them on hold in order to get the space travel and new Main Menu systems in. These will likely be added back in the coming updates. - MULTIPLE AVATARS - Having a variety of avatars makes the upcoming modes a bit muddy, so we’re exploring the idea of one astronaut avatar in the game - we’re hoping this adds more value to your avatar and player progression, while also allowing for flexibility in your private universe by allowing you to play your avatar in any Mission or Universe. Depending on how this goes, we may bring back multiple avatar banks in Creative/Custom Server mode, which we would like to keep on our roadmap. ROADMAP The following features are at the top of our development list, most of which are coming along very well and just need to be added to our main development branch. Craftable Spaceships, Rockets, Robotics, and Land Vehicles - The Laboratory will become a giant, fully functional crafting center which will create a variety of parts for high tech machinery. You’ll be able to fully customize different types of spacecraft, land vehicles, and drones, all with specific abilities and properties to help you colonize the solar system. AI/Combat Improvements - Creature grappling, smarter pathfinding, and stealth combat, have been explored and will be coming soon to make the combat in Osiris truly terrifying and visceral. Solar System Creator - Customize your very own solar system, along with stars and planets, to share and play with your friends! Decide what minerals, flora and fauna, atmosphere, and creatures you choose on each planet, provided it works scientifically.
  4. please Dear designers no put my name is the crumbs

     

    1. -TOXIC-

      -TOXIC-

      What happened bro?

    2. #Dobe~ClasSy!☠

      #Dobe~ClasSy!☠

      me not love girl 

  5. lol Walker me not love Girl XD !!!

    1. walker™

      walker™

      ? idk i put you in girls :v XD 

  6. Welcome To staff journalists ?

  7. Seven years. For seven years we have been waiting, hoping for some shred of Borderlands 3, and today that wait has ended. (…Okay, fine, Diablo and Kingdom Hearts players had it a lot worse — hats off to you! — but seven years is still a pretty long time.) Wait for it… Concrete evidence about Borderlands 3 has been slowly coming in bits in pieces over the years. The most well-established fan theory proposed that the new adventure is set after the events of Borderlands 2, on a planet called Promethea. Among other things, it also states that resident Vault expert, Dr. Patricia Tannis, is not what she appears to be. Yeah, I guess the crazy scientist does give off an odd vibe. When she’s not talking to chairs, that is. Anyway, the hype train departed after 2K released this “Mask of Mayhem” teaser yesterday. It’s still worth a look: It’s pretty short, but you should be able to make out some familiar silhouettes. There’s Brick, Mordecai, Sir Hammerlock, and the ever-prominent Psycho mascot, just to name a few. Then, at 2AM SGT this morning (Mar 29), they did it. Among the other bits of Borderlands news down below, we finally got confirmation for the big number three! It’s Borderlands 3! Oh man, am I crying? Aren’t we all? During a PAX East livestream, Gearbox Software rewarded our patience with a beautiful 4K trailer for Borderlands 3. Alongside a flurry of familiar faces, it shows off a ton of new stuff as well: the antagonists, Vault Hunters, environments, vehicles and most importantly, over a billion new guns! My word. We have a lot to discuss. However, most of them are going to be about how Maya looks absolutely gorgeous with long hair. On top of that, she’s rocking that whole Siren-wizard look too! Looking good, girl! Well then, let’s kick off with a look at our new antagonists. Meet Troy and Tyreen Calypso, leaders of the Children of the Vault bandit clan. We don’t know much about them or their intentions yet, but Tyreen is obviously a Siren. As for Troy, he just looks like your regular roughneck bandit, complete with ’80s hairdo and improvised cyborg arm. It’s also interesting to note that Tyreen’s Siren powers might be able to steal or cancel those of other Sirens. Check out this frame from the video! Hmm… Even when they’re not using their powers, Siren tattoos are still visible on their skin. However, Lilith’s tattoos have completely disappeared! Does that mean she’s lost them, or worse still, had them stolen from her? Oh, man. There are so many unanswered questions, but I guess we’ll just have to be patient here. In any case, let’s move on to our four new Vault Hunters! Over on the extreme left we have the new still-unnamed Siren, whose powers include an Asura form (multi-armed war deities). Next in line is the hulking robot dude. Flak the Beast Master controls one of three powerful pets in battle and is part of the Hunter class. The third Vault Hunter is Moze the Bot Jock. She’s in the Soldier class, specialising in drones, turrets and other tech-based toys. Last but not least we have the Zane the Operative. He appears to possess a decoy skill, making him similar to Zero from Borderlands 2. Naturally, he falls into the Assassin class. Who’s coming back? The new characters are cool for sure, but what fans cheered the most during the livestream were the return of existing characters. The trailer not only shows them decked out and ready to fight, it also mentions them joining the players in saving the world. Question is: will they be NPCs or will we actually get them as playable characters alongside the 4 new ones? I hope it’s the latter. As of now, some of returning characters we see include Brick, Mordecai, Lilith, Maya, Tiny Tina, Rhys, Sir Hammerlock, and of course, Claptrap, because obviously Borderlands isn’t Borderlands without him. Looking around Environment-wise, Borderlands 3 follows closely in its predecessors’ footsteps, in the distinctive cel-shading art style we all know and love. There’s a little bit of everything this time. We see the usual Pandora-style shacks and makeshift structures, alongside the flashy skyscrapers and hi-tech robots reminiscent of The Pre-Sequel. Maybe that’s because we’re travelling not just to different districts, but different worlds entirely! Additionally, new worlds means new enemies and transports. There are hovercrafts, traditional bandit technicals, pilotable mechs (I think) and the occasional dinosaur creature. Gotta love the variety. In other news… Borderlands 3 wasn’t the only thing Gearbox unveiled during the livestream. They announced three other things: a remastered Borderlands: Game of the Year for PC, PS4, and Xbox One on April 4; a free Ultra HD texture pack for The Handsome Collection (consoles only), and also free inclusion of all DLC packages for Borderlands 2 VR this summer! CEO Randy Pitchford also showed off his usual cheeky antics, plus an all-new upcoming board game based on the Borderlands franchise! Titled “Tiny Tina’s Robot Tea Party”, players have to complete their Claptrap robot before other players do. Heh. If only it was that straightforward. Using the various action cards within the 50-card deck, players can either expedite their Claptrap’s construction, or sabotage others. To add on to the mayhem, there are also different iterations of our beloved (or hated) yellow robot for players to construct, such as the monocle-sporting Gentleman Claptrap or the eyepatch-wearing Pirate Claptrap. The board game hasn’t been officially released, so for now it remains a PAX East exclusive product. Two lucky people even received free copies as a birthday gift from Randy himself! Okay, okay. Board games and remasters aside, there’s no doubt that Borderlands 3 will remain the talk of the town for a while. But as cool as the developer trailer is, we still don’t know the release date, story details, or price.
  8. Seattle has been under Kindred rule since the 1850s. While the city has changed, you can use the Bloodlines™ 2: First Blood Pack to go back to a darker, bloodier time. Pre-Purchase Vampire: The Masquerade® - Bloodlines™ 2 today for exclusive early access to the First Blood Pack, delivered at Day 1. PICK YOUR BLOODLINES™ 2 EDITION You are Unsanctioned Blood: A vampire created in an attack that violated every rule of the Masquerade. With the Bloodlines™ 2: Unsanctioned Blood Pack, call back to another, older Unsanctioned vampire's journey through the City of Angels. BLOODLINES™ 2: SEASON OF THE WOLF Strange beings have ventured into Seattle, and threaten the Masquerade. Expand your Vampire: The Masquerade® - Bloodlines™ 2 story into the Season of the Wolf. The Season of the Wolf includes • Two Story Packs which will take you deeper into the underbelly of Seattle and introduce some of the more fantastical denizens from the World of Darkness. • One major Expansion in which the vampires' greatest enemy enters Seattle. Also included is the "Bludgeon Weapon Skin", available at Day 1. À PROPOS DE CE JEU Engendrée dans un acte de terrorisme vampire, votre existence déclenche une guerre commerciale du sang à Seattle. Formez de fragiles alliances avec les créatures qui contrôlent la ville, et dévoilez la vaste conspiration plongeant Seattle dans une lutte sanglante entre ses puissantes factions de vampires. Devenez le vampire ultime Plongez dans le Monde des ténèbres et vivez pleinement vos rêves de vampire dans une ville débordant de personnages intrigants réagissant à vos choix. Puisez dans votre arsenal de disciplines uniques dans notre système de combat intuitif, au rythme haletant et qui donne la part belle au corps à corps. Votre puissance grandira en progressant, mais n'oubliez pas de faire respecter la Mascarade et de conserver votre humanité... ou vous en subirez les conséquences. Explorez la part d'ombre de Seattle et survivez à l'élite des vampires Seattle a toujours été contrôlé par les vampires. Chassez votre proie à travers une ville réinventée avec fidélité dans le Monde des ténèbres. Rencontrez les anciens fondateurs présents depuis la création de la ville, et le sang neuf qui cherche à la redéfinir grâce aux technologies et à leurs profits. Tout le monde a des intentions cachées, alors choisissez judicieusement vos alliés. Formez de fragiles alliances Choisissez votre camp parmi les factions en lice, chacune avec ses propres traits et histoires, dans la guerre commerciale du sang de Seattle. On vous jugera par vos fréquentations, mais n'oubliez pas que tout le monde se salit les mains un jour ou l'autre... Vivez une histoire palpitante Écrit par l'esprit créatif à l'origine de Bloodlines, Vampire: The Masquerade® - Bloodlines™ 2 donne vie aux ambitions du premier jeu et voit le retour de quelques personnages emblématiques. DESCRIPTION DU CONTENU POUR ADULTES Voici la description des développeurs sur le contenu : This title may contain content not appropriate for all ages, or may not be appropriate for viewing at work, like frequent violence or gore.
  9. Lots of grim, not too much dawn so far. Which is a shame. Dawn’s so pretty. Might lift the spirits after all that zombie-twatting in the gloom. Still, that is what we’ve signed up for: Grim Dawn, an action RPG created by much of the team (and the tech) behind Titan Quest, is here to be our alt-universe Diablo III. No fancy business models (other than Steam Early Access), no unorthodox DRM (other than Steam), no drowning in lore and cinematics, no slickness at the expense of all else: just getting on with the zombie-twatting. Spiders too, naturally. I’ve got to be honest, I find writing about action RPGs hard work. They don’t elicit tales of high adventure or great introspection, because their primary purpose is, even within a medium already broadly dedicated to that purpose, a boredom-killer, a way to make time disappear without feeling overwhelmingly guilty about it. A more technical mind than mine could, I’m sure, could find plenty to say about the feedback, the UI, the balance; me, I’m stuck with that nebulous concept of ‘feel.’ Does Grim Dawn, whose first ‘chapter’ has been out on Early Access for a little while now, ‘feel’ right? Does clicking upon a monster and having it recoil, strike back or die ‘feel’ satisfying and tactile? That is what an action RPG lives or dies on, the pinata concept of hitting something until it splits open and potentially showers candy about the place. Blizzard North defined that feel in the first Diablo decades ago, and any ARPG since cannot help but emulate it. Yes, Grim Dawn feels right. Perhaps not quite as right as Titan Quest did, but that may be because it’s gone for a grubbier, nastier feel, more of a sense of ruin and desperation in the art and which somehow affects the combat too. It feels dirty, and very physical. This is a matter of light and sound creating something that feels very different to the shiny tooniness of Diablo III, even though the essential actions are the same. Indeed, Grim Dawn’s sound is a big part of its snarling charm – sombre music and escalating sword-swipe beats, the muted thunder of kicking open a barrel, the dank sounds of the underground. None of this is new for an action RPG, but the attention to detail is here, and it makes me feel enough like I’m in a place rather than on a numbers hunt. Visually and it terms of written character it seems rather more lacklustre. As you can see, this means it takes an appalling screenshot. While it’s not quite so dully chaotic in practice, there’s too much emphasis on beyond-muted colours and excessive spikiness, which as well as making it actively difficult to work out who’s stabbing who half the time, sadly undermines the careful detail and slightly retro-tiled look of the environments. This approach is especially true when it comes to enemies. They all seem so forgettable, and so short on flavour. A Bone Rat is a rat with spiky bits. A zombie soldier is called a Zombie Soldier. A Giant Mosquito looks like a big mosquito and is described as ‘insectoid.’ No shit, Sherlock. A Giant Spitting Spider is a giant spider which spits at you. Hence, it’s called Giant Spitting Spider. Because it’s a giant spider which spits at you. So it’s called Giant Spitting Spider. Because it’s… well, I kinda worked it out for myself, thanks. Dull names for dull foes. Yeah, it’s Early Access and all that entails/excuses – though it’s one of the slicker, more complete feeling Early Access game I’ve played – but the armchair producer in me says it could really do with a second, more enthusiastic pass on beastie descriptions, even if the deflating, obvious creature design is undoubtedly locked down by this point. I might sound a little anal on this front, but this stuff matters – you want to feel like you’re adventuring in a strange land inhabited by strange beasts, not swiping at stuff that’s rolled right off the Fantasy Action Game production line. There’s no sense of wonder here. Quests feel a little too messy too, though the direction they’re aiming for is a noble one. I really appreciate that objective locations aren’t handed out on a plate, and often require paying some close attention to dialogue and maps – there’s no automaton-trudging to a distant icon, and careful spacing/randomising of quest-specific foes means farming isn’t viable. Against that is too much progress hangs around squinting at the minimap to ascertain the one passage or road that isn’t blocked off, or to find a path that was so narrow or visually obscured you walked right by it. I suppose avoiding that sort of thing is what a sky-high budget and a terrifying amount of QA and focusing grouping are for, and I’d rather imagine Grim Dawn hasn’t enjoyed those. So I won’t begrudge it too much, but it is worth accepting that completing quests can be something of a war of navigational attrition rather than a joyous tally-ho of boss-nobbling. It’s the combat and the skill tree that the Grim Dawn’s most grabbed me and refused to let me go, to the point that this piece is running two days later than intended due to the cheerful curse of Just One More Go. I suspect I’ll be proven wrong in this by more long-term devotees of the game, but I’m finding that levelling seems more geared towards building a character and skillset that I personally enjoy than it is unwavering fealty to specific builds. Clearly I’m referencing Diablo III again, and the constant comparison is a little rude to Grim Dawn, but I do think it’s appropriate rather than lazy. Torchlight 2 was one alternative, going full throttle for excess, whereas this seems like the other other option – more focused on tinkering and self-specialising than either of its rivals-apparent. I don’t want to rip all the fun out of the skilltree by painstakingly describing it, but I think it hits a complexity sweetspot, neither falling into exhausting overload of choice or essentially forcing you down one route or another if you mean to remain effective. My character’s a Witchblade, which, as well as meaning she looks like a member of a biker gang trying to do Warhammer cosplay, involves her having a few skills from the Occultist tree and a few skills from the Soldier tree, thanks to the option to dual-class come level 12. This in layman’s terms means she can twat stuff that with a big club that does mega-damage every third strike, while a summoned raven and a summoned hellhound perform crowd control and heal her. Also she can throw a giant poison eyeball at things. It’s probably a right old mess when it comes to efficiency, but it’s such a thrilling way to be a lazy bugger – all I really need to do is hit stuff over and over and over again, but the presence of my bestial chums and a few tricsky black magic spells means it never feels like a game in which one character hits stuff over and over and over again. I’ve got all kinds of scope to be more tactical or more specialised if I want, but as it is I am completely free from both the worry that I’m not building The Right Character and that I’m coasting through. Moreover, the aforementioned use of sound has all the right melodic thumps and squidgy noises that it feels so satisfyingly physical. The personality that’s a little lacking on the art and description side of things is unquestionably present and correct where it arguably most counts. I’ve also found myself helpessly obsessed with the socketing system, because it has such big effects – bigger even than equipping a whole new weapon or armour piece. You can equip a found magic component to almost any piece of gear, though some are only suited to weapons or armour, and have an immediate effect, but find three matching components, attach them all to the one item and you’ll get a mega-boost which makes a serious difference. In the case of weapons, it’ll often grant you a bonus ability, such as a poison bomb or ice spike. What this means is that there’s a steady flow of change: you’re not simply building to a fixed place on the skill tree, but irregularly mixing it up. Also, the Great Hunt that characterises aRPGs is now focused more on finding specific components than it is on praying for a random weapon to drop with roughly the right stats. It’s a minor deviation from the genre norm, but a meaningful one, enough to give what is, at its heart, the same experience we’ve had since the mid-1990s, a slightly different feel that doesn’t stem from graphics or cutscenes or auction houses. To put all this rather more simply, Grim Dawn’s the action RPG I’ve enjoyed most in quite some time, and I’m very keen to try the later chapters as they’re released. More so than Torchlight 2, which was a bit too much of a sugar rush experience for me, and certainly more so than Diablo III, which regardless of business model controversies seemed to these tired eyes so polished as to be almost ephemeral. Perhaps my enjoyment’s down to having had a lengthy break from games like this, as in recent months I’ve concentrated more on disappearing down the rabbit hole of introspective titles, and now I’m coming up for slap-happy air. Even so, while stylstically Grim Dawn lives up to its name a little too well, I do think it’s a truer heir to Diablo 1&2 than any of its recent rivals and in doing so it’s very adeptly filling a vacuum in our gaming lives.
  10. Good Morning guys ™✓

  11. Welcome bro do you can closed galleries me Clik

  12. In a blazing purple storm of energy, my capital ship emerges from the alternative universe that vessels use for faster-than-light travel in Battlefleet Gothic. To get anywhere fast in the 41st millennium, spaceships have to go to space-hell and back, risking eternal damnation with every jump. To use a jump to hop halfway across a map and nuke an enemy ship point-blank is audacious, even foolish, but it captures everything that’s good about Battlefleet Gothic: Armada 2. It’s an indulgent strategy game wrapped in preposterous, exciting space nonsense. Armada 2 is a real time tactics game about giant spaceships clashing in the Warhammer 40,000 universe. Battles take place on a 2D plane po[CENSORED]ted by capture points and asteroid fields. The ships handle like cruise liners, and each vessel has a whole dashboard of special abilities. Smaller escorts can scan the map and identify enemy vessels. Cruisers and larger battleships can unleash fighter and bomber squadrons, torpedo barrages, laser attacks, and boarding actions. In order to complete my bold jump attack I need to pause the fight. Then, after enjoying the spectacle for a moment and taking the screenshot at the top of this review, I give my flagship vessel some commands. You can give ships special manoeuvre orders like ‘all ahead full’ to burst forward quickly, but for this attack I need mobility. I select an order that essentially allows my city-sized capital ship to do a drifting turn. The Chaos ship fires boarding vessels directly into my flank as a last-ditch defensive measure, but it is certainly doomed. As the Chaos ship powers away I order my capital ship to fire a brace of torpedoes right up its tailpipe. The Chaos ship’s hull bar melts away. A series of small messages announce fires on board. Then the crew on board mutiny. As the enemy sails towards a nearby asteroid field I’m left to imagine the crew tearing itself apart, moments before a final catastrophic explosion ends them. Battles swing on these precise bursts of micromanagement, but Battlefleet Gothic 2 smartly blends directed automation and micromanagement to create a satisfying fleet commander simulator. An autopilot function orders ships to keep sensible range while firing. You can order enemy ships into a priority list that your fleet will strike ship-by-ship, and you can even target enemy subsystems to attack shields, crew, engines and weapons. That frees you up to manage special abilities and skillshot abilities like the plasma bomb, which procrastinates for ten seconds before erupting into a ball of deadly blue energy. I almost don’t need the three included campaigns to get the most out of the game, but they provide a fun framework for skirmishes. As the Imperium, the immortal robot Necrons, or the monstrous Tyranids you conquer sectors of the galaxy by shuffling fleets around turn-based sector maps. When you move into a sector occupied by the enemy, you launch a real time battle to decide who claims it. There are light building systems that let you develop planets to generate resources and buy more ships, but it isn’t too detailed. If you’re after a serious 4X game, this isn’t it, but there’s enough structure there to give battles context and create consequences for losing. There are some pretty good directed missions (and be sure not to miss out on the glorious spectacle of the prologue campaign), but you’re frequently playing set scenarios that are a bit of a let down. Capture points spread wide across a map can create scattered and messy battles. There are minor presentation issues too. The vivid backgrounds can make battlefields hard to read, and interface icons aren’t distinct enough to be quickly readable to me, even now I’ve learned what they all are. In spite of the niggles, it’s an absorbing space strategy game, and we don’t get enough of them. The many featured factions as varied and characterful as you would expect from the 40K universe. Tyranids infect enemy vessels with swarms of hungry monsters, and latch onto enemies with long space tentacles. The Eldar are fast and near-invisible at the start of a fight. The Orks, well, they crash into stuff. If you’re a fan of the universe there is even more to enjoy here. The voice acting sometimes goes full ham, but this is one of the most authentic attempts to capture the grandiosity of Warhammer 40,000. Emperor knows, many have tried.
  13. Pro For God admin back and next make good actvity G/L
  14. Contra!!! Bad activity go make good activty and come back G/L
  15. Contra!! No read Rules
  16. respect model https://csblackdevil.com/forums/topic/258111-¤-model-admin-request-en-¤/
  17. Contra!!! Low activty G/L
  18. Pro For Elder admin back and next make good actvity G/L
  19. Tu nick: Dobe Su ip ( www.iptest.ro41.143.61.101 Tu STEAMID:no La razón por la que ha sido prohibido: IDK El administrador que te prohibió:IDK El tiempo: IDK Tus pruebas (captura de pantalla o demo) :
  20. Contra!! Low actvity
  21. Welcome Back @Spring* Bro My best friend at Newlifezm

WHO WE ARE?

CsBlackDevil Community [www.csblackdevil.com], a virtual world from May 1, 2012, which continues to grow in the gaming world. CSBD has over 70k members in continuous expansion, coming from different parts of the world.

 

 

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