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Everything posted by Lunix I
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The only thing that’s constant in the Nexus is change. As mentioned at BlizzCon 2018, in the coming months we’re bringing you gameplay and matchmaking changes, feature updates, and a whole new way to earn experience with Boosts! Read on for more information. The objectives of this update : One of our major goals with the 2019 updates is to implement gameplay changes that encourage closer matches and avoid the dreaded “snowball” effect. After careful design, implementation, and iteration, we felt that this best way to accomplish this goal was to slow down the “snowball effect” just as it starts to come into play. In short, we’re changing the way we reward players who prioritize push strategies to gain experience and power advantages. While we still want to reward players for pushing, we’re focused on removing the direct power advantage we give to these teams and will instead reward them with a strategic advantage. To accomplish this, we’re making the following changes: Structure Adjustments: Previously, we granted a great deal of experience to players for destroying structures. In order to help us accomplish the goals we described above, we’ve redistributed how Experience is earned across a few parts of a match, as detailed here: Removed all Experience earned from destroying a Fort or Keep Decreased Experience earned from destroying Towers by 50% Passive Experience gain increased by 15% Increased Experience gained by defeating defending Mercenaries by 100% Defeating Laning Mercenaries will now grant 100% of Defending Mercenaries Experience To ensure that teams were still rewarded and encouraged to take down key structu re s, we are also changing how catapults (and their Battleground-specific equivalents) are awarded. Here’s how: when a team destroys a Fort, they’ll now gain a Catapult in every 3rd Minion wave. This allows consistent (but not constant) pressure in a lane that enemies will have a hard time ignoring. This change also introduces a secondary form of snowball prevention that is not as obvious—a team that’s ahead will have more pressure in lanes, pushing Minions (and Experience) towards their opponents, allowing them easier and safer ways to regain a foothold in the match. As a note, killing a Keep will result in Catapults with every wave, which is identical to the current live functionality.
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Welcome !
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Howdy ! In this topic, i'm gonna show you how you can reset your warning points. Just Follow These Steps: Above all, to complete this process successfully ✅ you must have 250 Csbd Points. Click on this icon (POINTS) as you see in the picture 2.It will show you an interface like this, Click on (Profile Editing) 3. Click on (Buy now), then (Buy & Use), then click ok You can now go back to your profile, and you will see your warning points have been reset to 0 (Zero). Regards !
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Total War: Three Kingdoms is a turn-based strategy real-time tactics video game developed by Creative Assembly and published by Sega. As the 12th mainline entry (the 13th entry) in the Total War series, the game was released for Microsoft Windows on May 23, 2019. Feral Interactive released a macOS and Linux version of the game on the same day. Like its predecessors, Total War: Three Kingdoms is a turn-based strategy real-time tactics game. Set in the Three Kingdoms period (220–280), players control one of the game's twelve factions, who must eliminate other factions, unify China and become its ultimate ruler. These factions are led by warlords, including Cao Cao, Liu Bei, and Sun Jian. In siege battles, players command both infantry and cavalry units. All the units featured in the game are divided into different retinues, with each led by a powerful general. The player can deploy up to three generals into the battlefield at once along with three in reserve, and players will only have access to the units that said generals can recruit. The player wins a siege battle when all hostile generals are killed or the central point of the city is captured. These generals, which can be commanded separately from their troops, have possession of unique ancillaries, which can be looted once they are killed. For instance, Lü Bu's Red Hare can be captured and used by other generals. Generals can engage in a one-versus-one dueling, which ends when one of them dies or flees. Each general has different classes and specialties, granting their units with both active and passive buffs. The team introduces the concept of "guanxi" to the game, in which each general will form social connections and relationships with other characters. Viewing concepts like "obligations, reciprocity, and trust" as important virtues, these generals have unique personalities and desires that players need to cater to. If their demands are not met, their happiness rating will drop and this may lead to various repercussions for players.[6] Unlike previous Total War games in which characters seldom interact with each other, the generals featured in the game are actively forming relationships with the characters they meet throughout the campaign. This adds a strategic layer to the game in which players need to understand these generals before making any decision. The game features two game modes. The first mode, "Romance", is based on the novel Romance of the Three Kingdoms, in which generals are gifted with nearly superhuman strength. Another mode, "Records", based on Records of the Three Kingdoms, presents a more historically authentic version. In Records, the generals have their powers removed and they can no longer be commanded separately, in addition to changing certain equipment in-game to be more historically authentic. The game begins in 190 AD, in which the once glorious Han dynasty is on the verge of collapse. The new emperor, Emperor Xian, enthroned at the age of eight, was mani[CENSORED]ted by the warlord Dong Zhuo, whose oppressive rule leads to chaos. New warlords rise and form alliances to start the campaign against Dong Zhuo. With each warlord having personal ambitions and allegiances constantly shifting, the champions that emerge from the ever lasting wars will shape the future of China. The game was developed by Creative Assembly. Creative Assembly had refined many elements of the game, bringing changes to both the artificial intelligence and the user interface. The team introduced the system of "guanxi" in order to make the characters and generals more important in the game, as Records and Romances, two of the team's most prominent source materials, have a huge focus on characters. When the game was still in preproduction in November 2016, Creative Assembly announced that the next historical Total War title would explore a new era instead of being a sequel to any previous game. Three Kingdoms was revealed by publisher Sega on January 11, 2018 with a cinematic trailer. Originally set to be released in the second half of 2018, the game was delayed to early 2019 so that the team had additional development time to complete the game's production. Later on, a new release date of March 7, 2019 was announced, which was then delayed to May 23, 2019. Total War: Three Kingdoms received positive reviews from critics, with many specifically praised the character-driven gameplay mechanics and storytelling elements. Chris Wray of wccftech describes the game is "as close to flawless, with a fantastic balance of 4X strategy and character-focused development and emergent storytelling." IGN's TJ Hafer stated that Three Kingdoms should serve as the example for all games of its genre going forward. Edwin Evans-Thirlwell of The Guardian stated the game "...is a wonderfully torrid period epic that understands the greatest stories are written about people, not empires."[20] Jody Macgregor of PCGamer praised the campaign elements, but found the game still couldn't break off from longstanding problems the series has always faced, claiming Three Kingdoms "is not the best Total War game but not the worst by a long shot. The Romance mode has also been praised as bringing fascinating additions to the game, with many reviewers comparing it to Total War: Warhammer. Preston Dozsa of CGMagazine stated the game "represents the best of both the historical and fantasy sides of the franchise." Sean Martin from Hooked Gamers stated the game "is the most divergent Total War I’ve seen since Total War: Warhammer... taking what is good in fantasy and using it to complement the historical components of the game."[24] Denis Ryan of Rock, Paper, Shotgun stated the game draws inspiration from many games that Creative Assembly created in the past, and "despite the resemblance there really is no game which has quite the same combination of elements, nor is there any strategy game that looks this good.
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Within days Iran will exceed the limit on its stockpile of uranium under a 2015 nuclear deal, according to a spokesman for the country's atomic energy agency, who also said Tehran would increase uranium enrichment levels in violation of the agreement, "based on the country's needs." The remarks come amid increased tension between the U.S. and Iran, particularly after last week's attack on two tankers in the Gulf of Oman that Washington has blamed on Tehran. Iran has denied any involvement. Under the multilateral Joint Comprehensive Plan of Action that the U.S. withdrew from a year ago, Iran can keep no more than 300 kilograms (661 pounds) of uranium enriched no higher than 3.67% — far below the 90% level considered suitable for building nuclear weapons. At a news conference at the Arak Nuclear Complex that was carried live Monday on Iranian television, Behrouz Kamalvandi, a spokesman for the Atomic Energy Organization of Iran, said that stockpile limit could be exceeded within 10 days. "We have quadrupled the rate of enrichment and even increased it more recently, so that in 10 days it will bypass the 300 kg limit," Kamalvandi said. He added that his country needs uranium enriched to 5% for its Bushehr Nuclear Power Plant, built in the 1990s with Russian help and uranium of 20% purity to be used as fuel for the Tehran Research Reactor, which the U.S. supplied to Iran in 1967.
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