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  1. New Alpina XB7 revealed with 613bhp and 180mph top speed German firm's take on the BMW X7 weighs 2665kg but can reach 62mph in just over four seconds German performance brand Alpina has revealed the new XB7 as an upgraded version of BMW's flagship SUV, the X7. Powered by an uprated version of the twin-turbocharged 4.4-litre petrol V8 found in the top-rung BMW X7 M50i, the new Alpina XB7 produces 613bhp - 90bhp more than the standard car - and 590lb ft of torque, making it the most powerful model in Alpina’s line-up. The power boost means the XB7, weighing in at 2655kg, can cover the 0-62mph sprint in just 4.2sec and reach an electronically limited top speed of 180mph - both improvements over the X7 M50i. Alpina also claims its new car offers "unrivalled agility" courtesy of its rear-wheel steering system and a bespoke suspension set-up comprising dual-axle air suspension, active roll stabilisation functionality and retuned damper settings. The XB7 also gains reinforced torsion struts and a new dome-bulkhead strut for enhanced rigidity through corners. The air suspension system allows for different ride heights and wheel camber settings to suit different driving scenarios. In Sport mode and at speeds above 100mph, the ride height is lowered 20mm, with Sport+ taking the car down a full 40mm from its standard setting. The XB7 is told apart from the X7 by its new front splitter with larger-than-standard air intakes and a reshaped rear bumper that houses four exhaust outlets and a subtle new diffuser. Alpina badges to the front and rear, blue Brembo brake callipers and bespoke wheel centre caps finish off the package. As standard, the XB7 sits atop a set of 21in five-spoke alloy wheels, but an optional set of 23in forged alloy wheels, designed in Alpina’s characteristic 20-spoke pattern, are available and can be optionally finished in Anthracite Grey. The wheels shave 12.7kg from the SUV’s kerb weight and come wrapped in tyres developed specifically for the car by Pirelli. The interior - which can be specified in six- or seven-seat formats - is largely identical to that of the standard X7, save for subtle details such as a glass iDrive rotary controller, a sports-style steering wheel and Alpina logos throughout. A three-part panoramic sunroof, soft-close doors, and an Alcantara headliner are equipped as standard, although a range of optional upgrades - including an LED ceiling display offering more than 15,000 light patterns - will be available. UK pricing and specifications are yet to be revealed, but the XB7 is available to order in Germany now from €155,000, suggesting it will likely cost upwards of £140,000 when it arrives here later this year.
  2. Millions of people in coastal areas are at risk from sea surges metres high India and Bangladesh is evacuating millions of people from coastal areas ahead of a super cyclone which is approaching from the Bay of Bengal. Cyclone Amphan is expected to make landfall in an area near the border of the two countries later on Wednesday. More than 20 relief teams have already been deployed, and several more are on standby, Indian officials say. The coronavirus outbreak is making it harder for officials in both countries to evacuate people in these regions. "We have just about six hours left to evacuate people form their homes, and we also have to maintain social distancing norms," Indian disaster management official SG Rai told Reuters news agency. Amphan is one of the biggest storms in a decade, meteorologists warn. It is expected to hit the coast with winds gusting up to 185km/h (115mph) - the equivalent of a category five hurricane. Louise Lear reports on the progress of Cyclone Amphan Officials in Bangladesh fear it will be the most powerful storm since Cyclone Sidr killed about 3,500 people in 2007. Most died as a result of sea water surging in. While the storm's current wind speed is likely to reduce slightly before it makes landfall, India's weather department is predicting the surge of water caused could be as high as 10-16 feet (more than 3-5 metres). The cyclone comes as ten of thousands of migrant workers flee cities for their villages during India's lockdown to curb the spread of coronavirus. West Bengal and Orissa (Odisha) are among the Indian states that are seeing a larger number of them return. Orissa has now cancelled trains that were due to arrive with thousands of migrants between 18 and 20 May. Bay of Bengal - world hotbed of tropical cyclones How cyclones get their names What is a cyclone The lost fishermen of India's Cyclone Ockhi And some district officials have barred entry into their areas and requested the state government to accommodate the migrants - many of whom are walking home - elsewhere until the storm passes. Bangladesh's disaster management minister told the BBC that they planned to evacuate about two million people to safety - an operation they expected to continue into Wednesday morning. Extra shelters have been prepared to allow for social distancing, while masks are also being distributed. But state officials in India are struggling to find shelters for evacuees. In Orissa, for instance, 250 of the more than 800 existing shelters are being used as coronavirus quarantine centres. A number of trains carrying people who'd lost their jobs in New Delhi have been diverted away from the area Both states have asked for schools and other buildings in the areas likely to be hit by the super cyclone to be turned into temporary shelters - they need more than the usual numbers in order to house people while maintaining social distancing. Around 50,000 people have also been evacuated from areas near the Sunderban islands in India. This would be the first super cyclonic storm in the Bay of Bengal since the 1999 super cyclone that hit the Orissa coast and killed more than 9,000 people. India's meteorological department has issued a "yellow alert" for the region, advising fishermen not to "venture into the south Bay of Bengal during the next 24 hours, and north Bay of Bengal from 18-20 May". The weather department said the storm is likely to move across the north-west Bay of Bengal and cross West Bengal and Bangladesh coasts from noon local time on 20 May as a "very severe cyclonic storm". It also warned of rough seas, with storm surges that could inundate coastal areas. India's weather department is predicting that the surge of water due to the storm could be as high as 10-16 feet.
  3. Game Informations : Developer: Blizzard Entertainment , Iron Galaxy Studios Publishers : Blizzard Entertainment Platforms : Microsoft Windows , Nitendo Switch , Xbox one , PS4 Initial release date: 27 octobre 2015 After four years and one IGN Game of the Year Award, Overwatch has evolved into a multiplayer shooter that remains at the top of the class. It’s a dizzying amalgam of unique character design, stunningly realised style, and compellingly dynamic action. Minutes turn into hours as you’re caught up in round after magically exciting round, surrounded by gorgeously crafted maps packed with detail and charm. Overwatch, simply put, is the most fun I’ve ever had playing a video game. We originally reviewed Overwatch in 2016, here’s what we had to say about Blizzard’s hero shooter back then: Original Overwatch Verdict Overwatch is an incredible achievement in multiplayer shooter design. It bobs and weaves almost perfectly between being the quick-fix adrenaline hit you might want after a long day of work, and the thoughtful, strategic multiplayer experience that becomes the center of evening-long binges with friends. It might not have the most exhaustive list of maps and modes, but it provides nearly endless opportunities for exhilarating, coordinated play, and when you’re the one at the center of it, it feels like nothing else. – Vince Ingenito, May 28, 2016 Score: 9.4 Overwatch’s gameplay has remained almost entirely unchanged since launch and centres around taking and controlling points on the map or escorting payloads from one end of them to the other, all at the expense of the enemy team’s health bars. It’s a simple setup and not an altogether original one, but it’s the nuance found in how you go about winning each match that makes Overwatch so brilliant. Each team of six can be stitched together from the current pool of 32 heroes. Not only does each play differently and bring their own tricks to the party, but they also affect the other heroes on the ever-expanding roster with each new addition. Overwatch is a game bursting with character, not least displayed in the characters themselves. Blizzard has created a world where anything goes and everything flourishes. The robust Reinhardt harks from a high fantasy setting familiar from past Blizzard titles. The cyber-drenched Sombra is science-fiction incarnate and wouldn’t look out of place on the streets of Night City. Then there’s the wise and occasionally wild Winston, who could pass as a gorilla cosplaying as beast from X-Men. The beauty of Overwatch is that all of these different characters feel right at home and not simply copy and pasted from other media. They’re lovingly designed as both individuals and a unit, their interactions between each other before and during matches providing entertainment aside from the combat unfurling. Most recently, Echo, Overwatch’s final hero (until Overwatch 2), has joined the party. She’s an airborne AI that darts through the sky, dealing damage with her powerful arsenal of advanced weaponry. She’s a really fun character to play, but not without a level of risk attached as she is vulnerable to accurate hitscan heroes like McCree or Soldier: 76, and can lose all of her 200HP in the blink of an eye. Her ultimate, Duplicate, is a real game-changer though. It allows her to take the form of any member of the opposite team and use all of their abilities, and can even charge up their ultimate at a far speedier rate. Being able to clone an enemy Mercy, thus having two powerful healers on your side, can turn the tide in a game and harkens back to the very early days where multiples of the same hero were allowed on a team. It’s somewhat fitting that the last addition to the roster echoes back to how Overwatch was originally played. Penultimate addition Sigma, an eccentric Dutch astrophysicist tank, proved difficult to counter at first, especially when paired with Orisa to create a double-barrier hellscape. His persistently moving shield can be a problem to anyone looking to deal damage at range with blasts of Ashe’s rifle or rain fire from above as the rocket launcher-wielding Pharah. This is just another puzzle to solve, though, and his introduction saw a noticeable rise in the amount of closer-quarter specialists, such as Doomfist and Reaper, appearing on the battlefield. As a result, I found myself enjoying stringing together combos as Doomfist, a character I had hardly touched before Sigma’s arrival, and unleashing a rocket punch into the side of an unsuspecting enemy. It just feels so much better than when you’re on the end of one. A Role to Play This is in essence the beauty of Overwatch. It offers choice in abundance, and if it ever approaches becoming stale I try out another hero and everything feels completely fresh again. I’ve put an amount of time that would disgust many into mastering Hanzo’s bow and arrow skill set, but when I found myself tiring of him slightly I decided to transfer my sniping skills over to Ana and healed my teammates instead, providing a different form of satisfaction. Even after 700 hours played, there are still characters that I’m not overly familiar with and some that I look forward to losing time with in the future, even if I’ve resigned myself to never being able to pull off a mildly successful Dragon Blade as Genji. Not every character is for everyone though, and that’s absolutely fine and, to an extent, the point of Overwatch. Not every character is for everyone though, and that’s absolutely fine and, to an extent, the point of Overwatch. To call Overwatch a “shooter” almost seems reductive at this point. Yes, it’s firmly grounded in solid first-person shooting mechanics, but there’s a vast arsenal of weaponry on display, ranging from the clunkingly medieval to the clinically futuristic and even beyond science, stepping into the fantastical. At times these worlds combine to create heroes that feel like they could only be conceived in the Overwatch arena. This is exemplified best in some of the characters introduced since launch. Brigitte, with her centuries-old mace that’s partnered with an energy shield that feels airlifted from a different era of existence. The geneticist, Moira, who can summon biotic orbs from her palms and then evade all incoming damage by fading onto an ethereal plane. Then there’s Wrecking Ball, a maniacal hamster that rolls around in a spherical mech of death flanked by two chattering machine guns. Crucially, the full roster of heroes – including those that’ve been added since launch – are available to all from the get go and not hidden behind any form of pay wall or gated by progression, meaning it doesn’t fall foul to systems that other games such as Rainbow Six Siege and Apex Legends do by making you pay to unlock more. Microtransaction Reaction While Overwatch does use the loot box system for rewards and sells them for roughly $1 a piece, they are for cosmetic items only and entirely optional. There’s an avenue for any type of player to find an accessible hero. Soldier: 76 is as close to a standard character you’ll see in any other shooter as any of them, while Mercy – although not as essential a healer as she once was – is also a great jumping in point for rookies because she can hang back out of danger and support allies. Yes, some will take longer to learn and, until you do, will be much less effective when you jump into a match. Zarya’s seemingly straightforward combo of particle beam cannon and barriers can seem inviting at first due to the comparative lack of abilities at her disposal, but using her well takes a lot of match awareness and knowledge of teammate positioning. Her ultimate ability, Graviton Surge, can be devastating once mastered and provides optimal synergy opportunities as you watch a Tracer clean up with a pulse bomb and inevitably steal your Play of The Game – the automatically chosen moment of a match that’s replayed for everybody at the end. Watching back these game-changing moments still offers a unique sense of satisfaction even after the hundreds I must have been awarded by now, and never fails to put a smile on my face, even to this day. Watching back these game-changing moments still offers a unique sense of satisfaction. By far the biggest fundamental change to happen to Overwatch during its four year lifespan, however, is the recently introduced role-lock system – something that had been long in demand. In standard Quick Play and Competitive modes, you are now forced to select which role you’d like to play in the team – damage, support, or tank – before starting the match. Each team is composed of two players of each class and what you may lose in flexibility during the match (there are still well over 50,000 team composition permutations available), you gain in a more satisfying all-around experience. For all of those moments you may spend wishing you could quickly switch off of support to dislodge a troublesome Widowmaker sniper with D.Va, you get so many more moments of gratifying team play. Gone are the days of being stuck on quintuple-stacked DPS squads as you scramble around a map looking for a health pack and your jealous eyes gaze over to the opposition's fully formed comp. By far the biggest fundamental change to happen to Overwatch during its four year lifespan, however, is the recently introduced role-lock system – something that had been long in demand. In standard Quick Play and Competitive modes, you are now forced to select which role you’d like to play in the team – damage, support, or tank – before starting the match. Each team is composed of two players of each class and what you may lose in flexibility during the match (there are still well over 50,000 team composition permutations available), you gain in a more satisfying all-around experience. For all of those moments you may spend wishing you could quickly switch off of support to dislodge a troublesome Widowmaker sniper with D.Va, you get so many more moments of gratifying team play. Gone are the days of being stuck on quintuple-stacked DPS squads as you scramble around a map looking for a health pack and your jealous eyes gaze over to the opposition's fully formed comp. Magical Mystery Tour In every mode, moment-to-moment gameplay is enhanced by phenomenal sound design that functions in both incidental and informative ways. Each piece of damage you receive has its own subtle noise attached: I can tell instantly if a Genji is near me flinging shuriken into my side, or if it’s the wasp-like Tracer needling fire into my back. It works both ways as well. There’s a distinct satisfaction to the thwomp of Reinhardt’s hammer making contact with anyone daring to stand in its way. Similarly, the metallic plonk of landing a headshot as Hanzo may be my single favourite sound effect in any game. Overwatch doesn’t stop pumping useful information into your ears there, because the contextual voice lines that echo across the plethora of maps go a long way toward giving you the info you need. The way turrets are pointed out by teammates is chief among these, as well as passive-aggressive nudges reminding you to push the payload rather than chase down a scampering Lucio for a selfish kill. It says a lot about how good these audio cues are that Overwatch doesn’t feel like it’s missing a ping system to communicate with teammates if you don’t have a mic, and although being on voice chat will definitely aid in coordinating attacks, you can play alone happily without much detriment to the overall experience. Steps have also been taken by Blizzard to counter the toxicity seen early on in its lifespan. While never being able to eradicate it completely, systems such as the endorsement initiative, enhanced reporting options and the choice to now avoid other players as teammates have all been welcome additions to the community. Music cues also play a big part in signaling what you’re supposed to be doing. The tense, crescendoing score that accompanies the end of a match sets the scene for epic tussles. Get into overtime - as the clock runs down to zero your team is making a desperate push to capture a point - and the stakes are heightened once more; the music matching it step for step. The memorable refrains are burned into my mind, and I often know what location I’m about to battle in next by hearing the first few bars chime in before the loading screen. Each perfectly fits the setting without venturing into caricature, from the weaving didgeridoos soundtracking Junkertown to the all-too-catchy beats signifying that Temple of Anubis is incoming. The iridescent universe that Overwatch inhabits is clear to see within seconds of booting up. The iridescent universe that Overwatch inhabits is clear to see within seconds of booting up. Each map has its own colourful twist on a real-world(ish) locale that varies from moonlit London streets to a man-made colony on the moon. You must navigate the town of Eichenwalde, encompassed by the littered, rusted kin of Bastion the tank strewn across the map. On Watchpoint: Gibraltar, a brief sojourn upstairs in one of the spawn rooms reveals the monitor used by Winston to instigate the fabled recall displayed in the opening cinematic. It’s these embellishments that set Overwatch’s map pool apart from other multiplayer games. They add lashings of style while also providing informative ornamentation for anyone willing to look a little closer. Not only are they breathtaking to look at but they’re also brilliantly designed on a gameplay level. All of the new additions to the pool since launch have been a roaring success: from the beautiful Blizzard World that is laden with references to the studio’s other titles to the sun-drenched Oasis that provides some of Overwatch’s best close-quarters firefights. The lone exception, in my judgement, is the recently introduced Paris map, which has suffered from the same quarms that many had with Eichenwalde in times gone by: a single choke point can be less than fun to make your way through, especially when the dreaded Bunker composition is deployed, consisting of a whole team taking safe-haven within Orisa’s shield and Baptiste’s Immortality Field. Each location provides its own challenge and learning them intricately is mandatory for success. Each location provides its own challenge and learning them intricately is mandatory for success. Knowing that using Symmetra to create a teleporter across the left hand side of Volskaya Industries to bypass an intimidating defensive setup can lead to an accelerated point capture. Similarly, knowing where to pull off a devastating ultimate ability can turn a game in your favor in an instant. Getting the high ground on point B of Hanumara’s Dojo and unleashing McCree’s High Noon has won me and my team many a match. It’s these moments that ultimately make Overwatch so special. The ability to work as a team to win is a wholly satisfying experience, and when all the gears are in motion there’s nothing quite like it. But it also offers those special moments where an individual play can win the match for your team and a rush of adrenaline makes its way through your body that very few other games can replicate. Verdict Overwatch is a one-of-a-kind hero shooter that is far and away the best of its genre. It offers variety, depth, and style that very few come close to matching. Its four-year-old foundation has been lovingly crafted into the unparalleled multiplayer experience that it offers today. From its now-cherished characters and expertly crafted maps to outstanding sound design and dynamic action, it's a masterpiece of competitive gameplay. Most importantly of all though, it’s never stopped being ridiculously fun after all these years. All of these factors combine to make Overwatch a singularly special shooter, and one that I would recommend to anyone without hesitation Overwatch Recommended Requirements CPU: Intel Core i5 or AMD Phenom II X3, 2.8 GHz CPU SPEED: Info RAM: 6 GB OS: Windows Vista/7/ 8/10 64-bit (latest Service Pack) VIDEO CARD: Nvidia GeForce GTX 660 or ATI Radeon HD 7950 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 FREE DISK SPACE: 30 GB DEDICATED VIDEO RAM: 2 GB
  4. No one :

    Vector woke up 

    Vector joined ts3 , server and stayed AFK

    Vector has posted a topic that requires approval 

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    See you next 24 hours ! 

    I like the way you pass the time ...

     

    1. Show previous comments  3 more
    2. Vector-

      Vector-

      well there were days that i used to check forum every night before i went to sleep, i would even check forum while taking a shower ?, or even on a road trip, and there are days where i would be so lazy to even open the browser ?

    3. . PREDATOR

      . PREDATOR

      Well i feel that 2 sometimes ?? Well waiting your back then 

    4. Vector-

      Vector-

      i'm Waiting my back too XD

  5. Peugeot e-208 review Peugeot has been quick to develop an electric supermini, but has it cut any corners? The electric powertrain revolution is now beginning to transform one of Europe’s biggest car market segments. Battery power has been gaining traction in other market niches over the past decade, but increasingly tough legislation and the rapid reduction in technology costs mean that electric power is no longer purely the preserve of bigger, faster and more expensive machines. One of the latest electrified superminis to join the fold is the Peugeot e-208, which aims to deliver zero-tailpipe-emissions running without compromising the style, practicality and driving dynamics of its combustion-engined cousin. Closely related to the Vauxhall Corsa-e, the e-208 has been designed from the outset to be electrified and, as a result, packaging and space are unaffected. Factor in a powerful lithium ion battery and class-leading rapid-charge option and the e-208 promises the range and usability to convert those buyers who have thus far been EV sceptics. The 208 line-up at a glance The Peugeot 208 starts with Active trim and progresses upwards through four intermediate levels before culminating, for now, with the range-topping GT version (which is only offered on the e-208). Mid-level Allure and GT Line trims are expected to dominate the sales mix. Both include a wireless smartphone charging pad and 3D instruments, but only on the latter do you get a reversing camera, black body trim and full LED headlights. The e-208’s CMP (Compact Modular Platform) underpinnings have been carefully conceived to accommodate an electric motor and substantial battery pack without significant re-engineering. The car’s lithium ion battery pack is housed beneath the floor in what is effectively an ‘H’ pattern, the 18 cells located widthways under the front and rear seats and offering a total gross storage capacity of 50kWh. At 217 miles on the WLTP test cycle, the e-208’s range is at the upper end among cars of its type and should serve as a strong selling point. Overall, the battery pack adds an extra 300kg to the 208 compared with a typical piston-engined model for an all-in weight of 1455kg, but efforts have been made to locate the extra mass as low as possible and to keep it within the wheelbase. In line with the original design philosophy, mechanical modifications are limited, with the biggest change being the adoption of a 12mm-wider rear axle to accommodate the rear cells. As on the standard car, this is a fairly simple torsion beam and coil-sprung affair, while at the front, there are MacPherson struts. Driving the Peugeot’s front wheels is a 134bhp permanent-magnet synchronous electric motor, making this the most powerful of all 208s for now, with a very healthy 192lb ft of torque available from zero revs. The car’s single-speed transmission features both standard Drive and Brake modes, the latter instantly reversing the polarity of the motor for a powerful regenerative braking effect when you lift off the accelerator. A further neat touch is the addition of a heat pump for the air conditioning and heating system, which helps reduce energy use by up to one-third over a traditional resistive set-up. In a further effort to minimise potential buyers’ shock at making the jump from internal combustion, designers have made sure the e-208 looks almost identical to the standard car. The most obvious differences are the gloss black wheel-arch extensions that are required to cover the wider track; e-208 badges set into the C-pillars and on the front grille; and a dichromic lion logo that changes colour depending on the light falling on it. Overall, it’s a handsome and well-proportioned machine – arguably the French firm’s best small car effort for years. Peugeot has been on a premium push over the past few years, challenging established upmarket brands for both finish and eye-catching design, and with the 208 it has certainly succeeded in the latter, the slick dashboard design being a particular highlight. Featuring the latest evolution of the now familiar i-Cockpit layout, the e-208 gets a high-set instrument cluster that sits above a small diameter steering wheel – although, as with other similarly equipped Peugeots, some drivers might find that the wheel rim still obscures some of the dials. That’s a shame because, in this Allure Premium model, the TFT display ahead of the driver is enhanced by 3D graphics, the main information such as the digital speed readout effectively ‘floating’ just above the screen. It’s another conspicuously novel touch, but some testers liked it. The Premium upgrade on our test car means the addition of a 10.0in infotainment screen that sits centrally and is angled towards the driver. Below this is a line of neatly arranged and easy-to-reach piano keys that provide shortcuts for the various audio, nav and climate controls. Yet while soft plastics are used for the major touchpoints and the switchgear features a pleasing mix of gloss black and brushed metal finishes, there are still too many low-rent materials in evidence around the cabin for the car to strike a consistently high impression of perceived quality. Peugeot’s commitment to packaging the EV running gear as unobtrusively as possible has made the most of what’s available when it comes to space and practicality but, in some areas, that’s still not a great deal. Low-set front seating provides reasonable leg and head room, although passenger space in the rear isn’t as good as in other superminis. There are plenty of handy stowage spaces around the car plus no fewer than four USB (including USB-C) ports. The boot is also unchanged over the standard car, which means the same highish load lip but also a useful 311-litre capacity, which stretches to 1106 litres with the rear bench folded. Peugeot e-208 infotainment and sat-nav A 7.0in capacitive touchscreen infotainment system is standard on most 208 models, but the Premium (£650) upgrade of our car swaps it for a 10.0in set-up that adds sat-nav (including a three-year subscription to TomTom Live) to the existing Apple CarPlay, Android Auto and DAB radio. It also links to your smartphone using Peugeot MyApp, which lets you remotely check on the car’s range, plus schedule charging and pre-programme the climate control. That familiar EV calling card of instant, torque-rich acceleration is present and correct in the e-208, its smart step-off making it a particularly effective performer in town driving. And with just a single-speed reduction gear transmission, acceleration is delivered in a seamless surge, with no pause for clutch take-up from standstill or for any gearchanges. The Peugeot’s ability to zap away from traffic lights has the potential to leave its driver, and those of other, piston-engined cars in the vicinity, a little bamboozled. Like similarly powerful electrified rivals, the e-208 is at its best at low to medium speeds, where the car feels almost hot hatch quick. Above 50mph or so, acceleration tails off fairly sharply, at which point it feels no more potent than a mid-range naturally aspirated petrol equivalent. The Peugeot will cruise comfortably at the motorway limit, but it requires surprisingly large throttle openings to do so and that has the expected negative knock-on effect on the range. Engaging Sport mode (there’s also Normal and Eco) increases the sensitivity of the throttle pedal for greater responsiveness. Pull the stubby gearlever back from the ‘D’ position into ‘B’ and you engage that more aggressive regenerative braking mode, with full off-throttle delivering enough retardation to trigger the brake lights and allow true ‘one-pedal’ driving. Get your anticipation right and you should only need to touch the brake pedal in the last few metres before slowing to a stop. This is doubly useful because there’s still some tuning of brake pedal progression and feel needed. Smooth stops in the e-208 require delicate footwork. One area where the Peugeot scores against rivals is in its refined performance, helping it to take full advantage of the near-silent power delivery of electric motors. Often these hushed mechanicals highlight other noises in the car, but not so with the e-208, which does a fine job of isolating occupants from wind and road noise. (There’s an acoustically tuned windscreen as standard.)
  6. The real number may be far higher in Brazil due to a lack of testing, health experts say Brazil has overtaken Spain and Italy to become the country with the fourth largest number of confirmed coronavirus infections in the world. Officials on Saturday reported 14,919 new cases in the past 24 hours, taking the total to 233,142. Only the US, Russia and the UK have higher numbers. The daily death toll in the Latin American nation rose by 816 to 15,633 - the world's fifth highest. Experts warn that the real figure may be far higher due to a lack of testing. 'Undocumented virus explosion' sweeps Brazil Brazil records highest daily rise in virus deaths "Brazil is only testing people who end up in the hospital," Domingo Alves from the University of Säo Paulo Medical School told AFP news agency last week. "It's hard to know what's really happening based on the available data. We don't have a real policy to manage the outbreak," he said. Mr Alves is one of the authors of a study that estimated the real number of infections was 15 times higher than the official figure. Brazil's far-right president Jair Bolsonaro has been strongly criticised both at home and abroad for his handling of the country's escalating coronavirus crisis. Mr Bolsonaro continues to oppose lockdown measures. He has downplayed the virus as "a little flu" and has said the spread of Covid-19 is inevitable. The BBC's South America correspondent Katy Watson looks at how Bolsonaro has responded to the virus in Brazil In April, Mr Bolsonaro joined protesters demanding that lockdown restrictions be lifted. He says the restrictions are damaging the country's economy, bringing unemployment and hunger. Last week, Brazilian Health Minister Nelson Teich resigned after less than a month in the job. Mr Teich stepped down after he had publicly criticised a decree by Mr Bolsonaro allowing gyms and beauty parlours to reopen. Mr Teich's predecessor was sacked after disagreeing with Mr Bolsonaro. In the face of mixed messages, and with little government help at hand, not enough Brazilians are staying at home to slow the spread of the virus, the BBC's Americas editor Candace Piette says. What's the latest in the wider region? Brazil, by far the largest country in Latin America, has for several weeks been at the centre of the coronavirus outbreak. Latin America and the Caribbean have recorded more than 500,000 infections, with Brazil accounting for nearly 50% of the cases. Coronavirus: Disease meets deforestation at heart of Brazil's Amazon Coronavirus pandemic: Tracking the global outbreak Mexico has recently seen a spike in new infections, while Ecuador saw its health system collapse in April. Aerial footage of Latin America's biggest graveyard The sharp rise in cases in Latin America has led the World Health Organization (WHO) to say the Americas are currently at the centre of the pandemic. In March, the WHO had labelled Europe the "epicentre of the pandemic" but the region is now slowly beginning to ease restrictions brought in to slow the spread of the virus.
  7. Game Informations : Developer: Three Fields Entertainment Publishers : Three Fields Entertainment Platforms : Microsoft Windows, PlayStation 4, Xbox One Initial release date: 30 May 2017 On paper, Danger Zone looked set to be a Burnout fan’s dream come true. In it, Burnout’s original creators would take a fresh crack at the gameplay that defined their careers – all while the actual Burnout IP collects dust on EA’s shelf. And while it does perfectly recreate the memorable Crash mode from a gameplay mechanics perspective, it omits almost all of Burnout’s summer-y, tongue-in-cheek personality, and alternate modes. The result is a bare-bones game that’s good for a few hours of fun, but lacks staying power.Danger Zone does indeed only consist of one mode: Crash Testing, which includes 20 Crash Test Junctions. Each Junction is an intersection you launch your car into at high speed, and they have to be approached strategically to inflict maximum damage and collect as many power-ups as possible. Who should you hit first? Where should you fling your car using the mid-air Aftertouch controls after triggering your Smashbreaker explosive? All that experimentation makes it feel more like a puzzle game than a racer. Know too that you’ll fail, and fail often; the Retry button will get a workout. And though loading times aren’t too bad on PS4, they’re just not quite quick enough to be painless. When you get a good run, medals ranging from bronze to platinum are awarded based on your score, with built-in leaderboards serving as a passive nudge to keep you playing for a higher cash total. And that’s...about it. There are no new cars to earn. Plus, there’s no summary screen to give you a big-picture look at how you’re doing across the three Test Phases that make up the campaign, there’s no soundtrack to speak of, and every junction is set inside the same drab, gray concrete virtual simulator. With no sunshine, no busy, realistic metropolitan intersections, and (I can’t believe I’m saying this) no DJ Stryker, Danger Zone just comes across as lifeless. Furthermore, the lack of car deformation is disappointing. Sure, your ride will get scuffed, scraped, and scarred to Hell and back, but the lack of proper damage modelling – in a game purpose-built for crashing cars into other cars – is quite unfortunate. Though, to be clear, it nevertheless remains fun to smash into cars and cause giant explosive pile-ups. It’s as if Danger Zone, taken as a whole, simply reanimates Burnout’s body but can’t bring back its soul. Verdict Danger Zone is a simple and barebones game that manages to recapture some of the car-smashing action of the classic Burnout series, but not enough of the joy. Though Burnout’s Crash mode was always the star of the show in those games, it turns out that Road Rage, Burning Lap, etc. defined Burnout just as much as Crash did, as well as its personality. Their absence here is felt deeply, though to Danger Zone’s credit it’s priced accordingly at just $13. As such, it’s worth a look for Burnout veterans, as long as you calibrate your expectations appropriately. Danger Zone Recommended Requirements CPU: Intel i7 3.5GHz / AMD FX 9590 CPU SPEED: Info RAM: 8 GB OS: Windows 10 64 bit VIDEO CARD: GTX970 / AMD Radeon R9 290 PIXEL SHADER: 5.1 VERTEX SHADER: 5.1 FREE DISK SPACE: 15 GB DEDICATED VIDEO RAM: 4096 MB
  8. You started your work in the project about 3 days ago i will not judge your activities in this short period although your topics aren't so perfect but you're kinda interested about our project ! let's be positive you have a chance to be part of us but unfortunately Contra : Try to be more creative / active and last but not least improve yourself as one of journalist members more than posting some topics Good luck !
  9. Live as if you were to die tomorrow. Learn as if you were to live forever. 

  10. Land Rover's fifth-generation Range Rover hits the road again in disguise, this time with a Mercedes-Maybach GLS for benchmark testing Next-gen Range Rover spied up close ahead of 2021 debut Jaguar Land Rover's flagship SUV will move to a new generation next year, with the latest spy shots giving us the best look yet at the upcoming Range Rover. The fifth-gen model has been seen in disguise before, but this prototype gives us a more detailed view. Featuring a wider stance aided by what looks like a more pronounced shoulder line, wider wheel arches and an imposing front end, the new SUV appears to balance a styling evolution with the tradition that customers expect We can also see that Land Rover has chosen to stick with classic-style door handles rather than the flush-fitting items used on the Velar. At the rear, the shape of the bootlid appears to show that the beloved split-tailgate design is retained. Underneath that, quad tailpipes indicate this is a more powerful variant, although we’re unable to verify the specific engine used. JLR is also apparently benchmarking the new model against a Mercedes-Maybach GLS, one of its prime competitors along with the BMW X7. The company’s new flagship will replace the current Range Rover, which was launched in 2012, and should give JLR a much-needed high-profit-margin boost just as the global economy is expected to begin to emerge from the effects of the current lockdown. It’s based on the latest-generation MLA platform, which offers the flexibility of accommodating internal combustion engines, plug-in hybrid systems and full battery electric powertrains. You can read our full 2021 Range Rover scoop for more information.
  11. Coronavirus: What is a vaccine and how is one made? President Donald Trump has promised the US will reopen "vaccine or no vaccine", as he announced an objective to deliver a coronavirus jab by year end. He likened the vaccine project, dubbed "Operation Warp Speed", to the World War Two effort to produce the world's first nuclear weapons. But Mr Trump made clear that even without a vaccine, Americans must begin to return to their lives as normal. Many experts doubt that a coronavirus jab can be developed within a year. What is Operation Warp Speed? Speaking at a White House Rose Garden news conference on Friday, Mr Trump said the project would begin with studies on 14 promising vaccine candidates for accelerated research and approval. Trump outlines plans for coronavirus vaccine "That means big and it means fast," he said of Operation Warp Speed. "A massive scientific, industrial and logistical endeavour unlike anything our country has seen since the Manhattan Project." Mr Trump named an Army general and a former healthcare executive to lead the operation, a partnership between the government and private sector to find and distribute a vaccine. Moncef Slaoui, who previously led the vaccines division at pharmaceutical giant GlaxoSmithKline, will lead the mission, while Gen Gustave Perna, who oversees distribution for the US Army, is to serve as chief operating officer. Speaking after Mr Trump, Mr Slaoui said he was "confident" that a "few hundred million doses of vaccine" will be delivered by the end of 2020. He acknowledged in an earlier interview with the New York Times that the timeline was ambitious, but said he "would not have committed unless I thought it was achievable". Many experts say a vaccine is the only thing that will give Americans confidence in fully reopening the economy in the absence of widespread testing. How close to developing a vaccine are we? What else did President Trump say? "I don't want people to think this is all dependent on a vaccine," he said. "Vaccine or no vaccine, we're back. And we're starting the process." "In many cases they don't have vaccines and a virus or a flu comes and you fight through it," he added. "Other things have never had a vaccine and they go away." "I think the schools should be back in the fall," Mr Trump continued. Elisa Granato was the first volunteer to be injected in a human trial Earlier this week Dr Anthony Fauci, who serves on the coronavirus taskforce and appeared wearing a mask at the Rose Garden conference, testified to the Senate that it would be a "bridge too far" for schools to reopen in the autumn. As Mr Trump spoke on Friday, lorry drivers who have parked around the White House for several weeks blared their horns in protest against low wages, neither for nor against the president. "Those are friendly truckers. They're on our side," Mr Trump said. "It's almost a celebration in a way." At one point, the president - who wore no mask - instructed a reporter to remove hers so she could be better heard over the noise of honking as she addressed him. Is end of 2020 a realistic timeframe? Dr Fauci and other experts have strongly suggested that a jab will take at least a year to develop. When the Ebola outbreak struck between 2014-16, it was not until December 2019 that the US Food and Drug Administration approved its first vaccine. Some health experts have remained sceptical about the rapid timeline for development and distribution proposed by the White House. WATCH: '2020 could be the darkest winter in modern history' I don't understand how that happens," said Dr Peter Hotez, co-director of the Medicine Coronavirus Vaccine Team at Baylor College, on CNN after Mr Trump's announcement. "I don't see a path by which any vaccine is licensed for emergency use or otherwise till the third quarter of 2021," he added. Dr Rick Bright, an ousted US vaccines director who has accused the White House of exerting political pressure around coronavirus treatments, testified to Congress on Thursday that such jabs often take up to a decade to develop. Things the US has got right - and got wrong What other US coronavirus efforts are there? 'Warp Speed' is the latest of several Covid response projects Washington has undertaken. In March, the White House launched a testing initiative, enlisting major pharmacy retailers like CVS, Walgreens and Rite Aid to set up drive-through testing sites throughout the country. Such partnerships have stalled, however, and the US has faced continued criticism for its lags in testing. The lost six weeks when the US failed to control the virus In recent weeks, the White House announced further efforts and has helped ramp up testing to nearly 10 million as of 15 May, according to the Our World in Data database. Besides the new White House jab initiative, the Food and Drug Administration is also evaluating vaccine candidates for possible human trials. On Friday, the US House of Representatives will vote on a coronavirus rescue package worth more than $3tn (£2.5) that allocates funds to local governments, expanded testing and another round of direct payments to Americans. But the bill is highly unlikely to pass the Republican-controlled Senate.
  12. Game Informations : Developer: Riot games Publishers : Riot Games Platforms : Android, iOS, Microsoft Windows Initial release date: 2020 League of Legends has been around for more than 10 years now and, with Legends of Runeterra, Riot Games is hoping to capitalise on that heritage to propel its world and characters into a whole new genre: digital collectible card games (CCGs). The result is stylish, exciting, cleverly designed, and full of nods to League – whether that’s through iconic Champions like Yasuo, Jinx, Ashe, Garen, and Teemo, or the many adorable Poros that po[CENSORED]te the game. Importantly, while Legends of Runeterra is firmly rooted in an established world, it in no way excludes newcomers who may be picking it up because of its genre instead of its MOBA pedigree. It’s very much like Blizzard’s Hearthstone in that way; I personally came to Hearthstone without any real knowledge of Warcraft, and six years later I’m still playing. Legends of Runeterra is no doubt hoping to also bottle that lightning. That said, when Hearthstone burst onto the scene, it upended the gameplay of other collectible card games like Magic: The Gathering by being more straightforward and thus more accessible. Legends of Runeterra, on the other hand, sits somewhere in the middle, with some mechanics that streamline gameplay and others that ambitiously add layers of depth and complexity other games haven’t attempted. The overall goal of a match, however, is much the same; each player brings a deck of 40 pre-selected cards and faces off against an opponent, to the death. Initiative is passed back and forth, allowing each person to play units to the board, cast spells, and choose how to attack or defend. The match is won or lost when one combatant reduces the health of their opponent’s Nexus from 20 down to zero. Like Hearthstone, your mana reserve – which dictates the cards you’re able to play – increases by one each round, as opposed to using a Land-style system similar to Magic. Unlike Hearthstone, however – and like Magic – you’re able to choose how your units will block enemy attackers, creating an entirely different style of gameplay that sits between the two. The ability to respond immediately is foundational in Legends of Runeterra; its gameplay is intended to be like a conversation between the players, full of exchanges and interjections, as opposed to a debate of dueling speeches. Control can go back and forth many times within a single round as each player gets the chance to counter their opponent’s actions. The ability to respond is foundational in Legends of Runeterra; its gameplay is intended to be like a conversation between the players. To give you an idea of how this works in practice, let’s say my opponent plays a unit late in a match. Doing that takes up an action and passes control over to me. I decide I want to kill it, so I target it with a spell that deals just enough damage to be lethal. That spell, however, isn’t a Burst spell, so doesn’t instantly cast. Instead, control goes back to my opponent and offers a chance to respond. He or she may then play a Burst spell to instantly buff the unit’s health out of mortal range. My spell still doesn’t cast, though; I then have another opportunity to cast an additional spell to increase my damage output and take out the unit. When both players have run out of options or passed, the spell (or spells) finally casts and the results become clear. This action-and-reaction gameplay opens up a lot of strategy that other games in the genre don’t have. I could have gambled, for instance, by not lining up the spell initially and simply passed the turn back, in the hope that my opponent might spend enough mana doing something else that I could then cast my spell later, preventing them from being able to answer it. Of course, once I pass, my opponent could also pass, ending the round entirely before I get a chance to do anything. Attacking with units adds another layer to all this. Between each round, an attack token is passed from one player to the other. As the name suggests, whoever has this is able to initiate an attack and can do so at any point during a round. If a round starts and I have the attack token, I can choose to “open attack,” or start my turn by attacking. I might do this if I have a full back row (the area between my hand and the battlefield, which is where units go when played) that could trade favourably with the units my opponent has. Once I choose which units are going to attack, my opponent is only able to respond by choosing where – or if – the units that are already in their back row will be positioned to block, and/or by responding with Burst or Fast spells. Again, this is all about predicting what my opponent might do. If I choose to play a follower instead of open attacking my opponent can do the same, potentially putting down a strong blocker that ruins my attack, or he or she could simply cast a Slow spell that can clear my board. The fact that you can attack with a unit on the same turn you play it – provided you have an attack token – really helps make Legends of Runeterra feel tactically distinct from its peers. By ditching the concept of “summoning sickness,” units have a very dynamic feel – often functioning a lot like spells on your attack turns. That gives matches an interesting rhythm where the evaluation of what to play on turns with an attack token are really different to turns when you’re defending. The fact that you can attack with a unit the turn you play it really helps make Legends of Runeterra feel tactically distinct. A simple example of this would be units with the “Scout” keyword. Once each attacking round, a unit with Scout can attack on its own (or alongside other Scout units) without using up your attack token. Their value, then, is largely in their ability to let you attack twice, so they’re not units you want to play at the start of your opponent’s attack turn, when they may be forced to block and be killed. Playing them after your opponent has attacked and is out of resources, however, makes total sense, as you could then open attack at the start of the next round, preventing your opponent from playing any more units to the board first, and still leaving you with the ability to attack again after playing more units or spending mana throughout the round. It’s genuinely compelling trying to work out what the optimal way to play each round might be. Your strategy typically extends across multiple rounds, of course, as you set up for certain combos or clears – and in another clever twist that gives you more flexibility, you can even bank mana. Yes, up to three unspent mana units can be saved from one round into the next as spell mana. As you’d expect, this mana can only be spent on spells, and means that you can do things like pass on turns one and two, then play a three-cost unit on turn three and still have three mana leftover to spend on spells. It’s a clever system, as floating mana can become a strategic decision rather than a missed opportunity. Legends of Runeterra really is designed to give you ample opportunity to outplay your opponents. The fact that initiative is passed back and forth allows you to bluff and bait opponents into overextending, and really rewards those who know how to get the most out of their resources and anticipate what their opponent might do with theirs. Buffs, in particular, typically only last the round they’re played, so working out the counters your opponent could have when using a buff (or committing additional resources in general) is key. Importantly, while actions go back and forth repeatedly, Legends of Runeterra’s gameplay still feels remarkably snappy. Part of this is because players have a short duration to make any one decision and part of it is because your turn will simply pass automatically if you have no available options. (This can be turned off if you’re worried the system is giving your opponent information about what’s in your hand.) It’s also worth pointing out that Legends of Runeterra has only minimal randomness in its card designs compared to a game like Hearthstone. There’s merit in both approaches, of course, as randomness can be really fun when implemented well, and can even help you come back in heavily unfavoured match-ups, but at the same time there’s something to be said for feeling that you can showcase your knowledge in a contest where the rules are largely fixed. If you’re facing off against a well-known meta deck in Legends of Runeterra, for instance, you have a very good idea what your opponent’s capabilities are, and those won’t change to anywhere near the extent they can in Hearthstone. This also means that there’s value in playing something off-meta in this game. An opponent used to facing the same lists may have a hard time making reads or playing around cards if he or she has little idea what’s in your deck. Decked out Legends of Runeterra gives players a pretty incredible suite of tools to build decks with. The exciting idea underpinning deckbuilding is that any card can be paired with any other card. To make that possible, the card pool is divided up into regions based on the geography of Runeterra, with players able to combine any two regions together to make a deck. Each region has a very specific flavour in terms of both design and aesthetic, and as you’d expect from a League of Legends game, each has a set of Champions that represent it. Noxus, for instance, is an overtly aggressive region. Its cards are all about doing and capitalising on damage and much of the art is obsessed with war or arena-based combat. Noxian Champions include Draven, Katarina and Darius. Ionia, on the other hand, has units that prefer to strike from the shadows, stunning opponents or utilising Elusive, which means they can only be blocked by other Elusive units. Ionian fighters are ninjas, samurai and wielders of mystical power, and Ionian Champions include Lee Sin, Yasuo and Zed. I absolutely love the flavour of each of the seven regions currently in Legends of Runeterra, and the interplay of mechanics, keywords, and Champions opens up a vast array of potential strategies. You might want to combine the control tools of the Shadow Isles with Bilgewater’s ability to summon spell damage boosting Powder Kegs to try and outlast opponents. Or you might be excited about the idea of a deck that utilises a combination of Champions with spell synergy, such as Karma (who generates spells) and Ezreal (who benefits from playing spells), or Heimerdinger (who generates zero cost units by playing spells) and Vi (who gains attack power whenever you play a card). Each region currently has five Champions and they really do stand above normal units. You can include up to three copies of a Champion in your 40-card deck (with six Champion cards in total), but unlike other cards, Champions can level up mid-match. Meeting this condition is different for each, and can be anything from attacking a certain number of times or seeing a certain number of units die through to emptying your hand or having 15 cards or less left in your deck. There’s a stack of variety. Tryndamere levels up if he’s going to die, for instance. When a Champion levels up it typically gets a small stat increase, but it often gains entirely new abilities too. Ezreal, for instance, has to target enemy units with spells and abilities eight or more times to level up, and once that happens every spell he casts also deals two damage to the enemy Nexus. He turns into a win condition, in other words, so if you can ramp him up you can burst opponents down. Champions also behave differently in that they’re unique entities when it comes to the board. If you have two copies of Ezreal in hand, for instance, then play one to your back row, the other Ezreal transforms into “Ezreal’s Mystic Shot,” an alternate version of a collectible spell from his region. Each Champion has a spell associated with them, and these typically help progress them towards leveling up, or at least tie in thematically. Playing the spell then shuffles a copy of the Champion back into your deck. And if you choose not to use the spell, and the Champion in play is killed, the spell then transforms back into the Champion card and can be played as such. From a lore and worldbuilding perspective, the idea that each Champion is a unique fighter underlines their status, and it has also allowed the designers to run with some pretty powerful designs, as they know their effects can’t (easily) be stacked. Vault breakers When it comes to building your collection, Legends of Runeterra has a robust progression and reward structure in place. Playing games and completing daily quests earns you XP, which is then funneled into two rewards systems – a vault that unlocks once a week, and a region-based unlock road. Want cards from Freljord? Choose that region and you’ll steadily unlock rewards that will help flesh out that part of your collection. Legends of Runeterra has no traditional card packs, so the rewards you’ll get are cards, an in-game currency called shards, and Wildcards, which can be spent on any card of a corresponding rarity. So yes, if you get a Champion Wildcard you can simply swap it for one copy of the Champion that you want. Shards can also be spent directly on cards. The rewards are pretty generous, but if you want to build your collection quickly without spending, consistency is key. Legends of Runeterra gives players bonus XP for their first three wins each day, so playing daily is important to maximise how quickly you get down each region road. And if you want to speed things along, you can spend real-world money on coins and simply buy the specific cards you want. Legends of Runeterra puts a definitive price on how much cards cost. The whole system makes for a refreshing change from most games in this genre, although newcomers may find it hard to decide which region road to activate and how to spend their Wildcards initially. After all, if you’re just learning the basic mechanics, how can you know what you’re going to want to play until you’ve truly got a feel for all the different archetypes and their strengths and weaknesses? My approach when I had a small collection was to spend a small amount of money so that I could build a cheap but competitive deck that only had three Champion cards in it. I then used that deck to learn the ropes and earn XP to expand my collection further. Playing every day, the rewards flew thick and fast, but I still wanted to be able to hop between regions and decks more often, so eventually I spent more. Microtransaction Reaction Most of the CCGs I’ve played over the years require players to open a lot of card packs to build a decent collection, and even then you’re not guaranteed to get what you want. Instead, you open your packs and hope for the best, then trade in your duplicates and craft the cards you want. Legends of Runeterra dispenses with card packs altogether and lets you simply buy the cards you want. It’s hard to overstate how big a change this is, as it puts a definitive price on how much cards cost. You can actually work out how much you need to spend to buy the cards you want, and thus decide if you think it’s good value. I’ve been happy with my purchases so far, but importantly, I also feel like my collection is growing at a more than decent rate through the in-game rewards systems. Of modes and men I’ve spent most of my time in Legends of Runeterra playing ranked mode, in which you work your way from Iron IV up through to Diamond I, and then on to Masters. It’s a familiar and entirely reasonable system, and the current season will last for around two months, which gives people a good amount of time to climb. There’s also a “normal” PVP option for those that are learning a deck and aren’t ready for ladder, as well as the option to tackle a series of challenges or play practice games against AI. The other main mode is Expeditions, in which you draft a deck of cards then try and win seven games. Its archetype-based drafting mechanics are pretty interesting, presenting you with sets of cards from defined buckets, and then changing what you’re offered as the draft progresses based on your choices. To give you an idea, one archetype you might get offered from is “Terrors From the Deep,” which spans Bilgewater and Shadow Isles and is about reducing your deck to 15 cards or less to boost units with the “Deep” keyword by +3/+3. Naturally, the cards in the archetype bucket include Sea Monsters with Deep, ways to reduce your deck size, and two Champions – Nautilus and Maokai – who fit the theme perfectly. Not all archetypes are this deliberately synergistic, so there’s a lot of room to go for your own homebrewed strategy. Sometimes you might wind up with a single region deck, and other times you might have cards from three regions. Overall, though, the archetype system means the variance between the best decks and the worst decks isn’t super large, so you’ll generally stand a chance in each match, particularly if you’ve played enough to understand how to draft effectively. You’re able to add to and refine your deck as you progress too, but lose two games in a row and your run is over. Thankfully, each expedition is comprised of two attempts, or “trials,” with the prize based on your best run. Expeditions cost 2000 shards or 200 coins to compete in, which is two thirds the purchase price of a Champion. The rewards if you do well make this worthwhile, but I’d definitely recommend waiting until you’re very comfortable with Legends of Runeterra in general before spending in-game currency on an expedition. That said, after you’ve done three expeditions in a week, any future runs are free. You don’t get rewards beyond the expected XP for completing games, but it’s a good way to get practice in. Full disclosure Legends of Runeterra breaks new ground with its interface and presentation too. Key information is always at your fingertips: you can quickly scroll through the cards that have been played, for instance, or bring up the Champions in your opponent’s deck. I also love that if you know what a card in your opponent’s hand is, it will remain face up. While I’d have liked to know how many cards my opponent mulliganed at the start of each match, I’m rarely in the dark about anything else. If I line up a sequence of spells or attacks and am unsure how it will resolve, I can hover over the “Oracle’s Eye,” to see what will happen, assuming nothing changes. I imagine the top players would prefer that this feature didn’t exist, as a deep understanding of the game systems and the ability to do maths on the fly helps give them an edge, but for someone like myself it’s a great option for quickly double-checking what you think’s going to happen, and is also no substitute for understanding the core mechanics. My favourite part of the interface, however, is being able to see every card that’s associated with a card you’re interested in. Say my opponent plays Heimerdinger, but I want to check how he actually works; I can right-click on him and bring up an overlay showing his base card, his leveled-up card, his spell card, and every card he’s able to create. Each keyword or term has a pop-up explanation, too. That’s great design. From the card overlay you can also click through to the full widescreen art for each and every card. It’s all gorgeous, and really helps flesh out the world: the people, creatures, landscapes, cultures, and tone of each region. The impressive amount of in-match VO doubles down on this, giving a sense of the relationships between characters. Legends of Runeterra’s presentation is just so polished, whether it’s the smoky trails of spells waiting to fire, or the epic full screen level up animations for each Champion. And a range of cosmetics – pets, backdrops and emotes – let you customise your half of the board. The mobile client retains all of this, and in terms of gameplay, interface and presentation is essentially the same as the PC version, just with less screen real estate to work with. Legends of Runeterra was designed with both platforms in mind, and you can tell. Verdict Legends of Runeterra is a whole new breed of CCG. While it builds on the foundations of those that have come before it, it has discarded many of the genre’s conventions to create deep and dynamic conversational gameplay. Along with its incredibly polished look and feel, Legends of Runeterra represents a new high-watermark for the digital card game genre. Legends of Runeterra System Requirements (minimum) CPU: Info CPU SPEED: 3 GHz processor RAM: 4 GB OS: 64-bit Windows 7, 8.1, or 10 VIDEO CARD: GPU with 512MB+ VRAM DEDICATED VIDEO RAM: 512 MB
  13. Ferrari says first EV will pioneer new technology Italian marque's highly anticipated electric supercar will only arrive once technology is sophisticated enough The first electric Ferrari, which is tipped to arrive after 2025, will utilise new technology to ensure it can deliver on the brand’s heritage, commercial boss Enrico Galliera has said. The Italian firm has yet to confirm any plans or a timeline for its first EV, although leaked patents earlier this year hint that it’s working on a four-wheel-drive two-seater with a motor mounted to each wheel. Galliera ruled out an electric Ferrari for at least five years and was adamant that this plan wouldn’t be accelerated by the arrival of new luxury super-EV makers such as Pininfarina. “There are some competitors entering the market with new technology that we will look at, but will that be a problem to Ferrari? I think not, because of the specific niche Ferrari targets,” Galliera told Autocar. “And will that trigger interest in that market for Ferrari? No. We firmly believe that battery technology is not yet developed enough to meet the needs of a supercar. In the next five years, we do not believe the technology will be able to meet the needs of a Ferrari.” However, when asked if the company would be able to continue to operate in the UK if the planned sales ban on non-electric cars is introduced in 2032, Galliera said: “We will meet all the regulations that will come into force to compete in a market, and we don’t believe that such regulations will force us to make special plans.” Galliera didn’t rule out a Ferrari EV but said the timeline for one is purely dependent on technical developments. He said: “As soon as electrified technology is developed, that will allow us to produce a car that fits with our position. Then why not? But the key is the technology: we will not just make a Ferrari that’s electric for the sake of it. “If we bring in new technology, then we need to bring something new to the market. That’s how Ferrari has always worked with new technology. The evolution of new technology is 100% in the DNA of Ferrari.” Galliera added that the new SF90 Stradale plug-in hybrid has shown that Ferrari buyers are open to electrified technology, saying: “We have clients who love using EV mode early in the morning to leave the house silently, then can use the engine and hear the Ferrari sound on the road.” Engine noise has long been a key part of Ferrari’s ‘emotional’ offering. When asked how the firm will deal with this for an EV, Galliera said: “That is a very interesting question. We are working hard on this, but I will not say if we have yet found the solution or not. “But when the time comes for Ferrari to do, it will have an answer – and I promise you it will be an elegant answer.”
  14. Youtube Shutted Down ... 

    No more music boys ! 
    Those who are using Spotify premium ( Do Not Leave a comment please ) 

  15. Rick Bright told the hearing he had raised issues as early as January A former top US health official has told Congress "lives were lost" because of government "inaction" in the early stages of the coronavirus outbreak. Rick Bright led the US government agency trying to develop a vaccine for the coronavirus, but was removed from his role last month. He has previously said he was ousted from his post for raising concerns over a treatment touted by President Trump. The US leader dismissed him as a "disgruntled" employee Mr Bright told Congress he first spoke out about a medical equipment shortage in January, but "got no response". Testifying before a House of Representatives panel on readiness for the outbreak, he also warned the US's "window of opportunity" to deal with the coronavirus was "closing". 'Ousted' US vaccine expert to file complaint Senate intelligence chief steps down for FBI probe How the pandemic is relaxing US drinking laws "If we fail to improve our response now, based on science, I fear the pandemic will get worse and be prolonged," he said. "Without better planning, 2020 could be the darkest winter in modern history." What did Rick Bright say? Mr Bright told the subcommittee on health that in January he received an email he would "never forget" - it was from a supplier of medical-grade face masks, who was warning of a severe shortage. "He said... we need to act. And I pushed that forward to the highest level that I could of [the Department of Health and Human Services] - and got no response." Mr Bright also said his removal from his post was the result of his insisting that money allocated by Congress to deal with the virus should be put "into safe and scientifically vetted solutions, and not in drugs, vaccines and other technologies that lack scientific merit". "I spoke out then, and I am testifying today, because science - not politics or cronyism - must lead the way to combat this deadly virus," he added.
  16. Game Informations : Developer: EA Vancouver Publishers : Electronic Arts , EA Sports Platforms : PlayStation 4, Xbox One Initial release date: 26 juillet 2019 Time is everything in fast-paced sports like hockey. A split second can determine whether a goalie makes a game-changing save, a player scores a career-altering goal, or a defender locks up that threat before they have a chance to get off the shot. For many years, EA’s NHL series felt too slow and unresponsive to be a difference maker, but that’s starting to change. Last year’s dramatically overhauled skating made the players feel dangerous on their skates again, and NHL 20 adds stick speed, making one-timers as effective as they were when first introduced in way back in NHL ‘94. This innovation takes the on-ice action forward, but at the same time, EA’s stubborn refusal to improve and refresh some of its most po[CENSORED]r modes keeps NHL 20 from really breaking away from the pack. For the past several years, even the most skilled hockey superstars had a hard time executing one-timers in NHL unless the passes were perfectly placed at their feet and their sticks were perfectly aligned. Even then, the lumbering shot animation often resulted in a groan-inducing whiff. NHL 20 fixes this with a welcome assortment of new animations that allow skaters in scoring positions to unleash shots from a wider degree of angles. The change had its intended effect; competitors in early matches seem more interested in trying to score goals with one-timers than fishing for goal-scoring exploits. Simply put, NHL 20 looks and plays a little more like real hockey. Goalies may not always make it across the crease for the save, but they are much more aware of the threats on the ice on the higher difficulty settings and do a better job of deflecting pucks into corners away from danger (and not into the crowd like we saw way too frequently during the beta). Sudden shots that require quick reactions often leave juicy rebounds at the crease, creating frantic scrambles for possession. Occasionally, pucks drop right beneath the goalie and they don’t have the awareness to cover it in a timely fashion, resulting in weak goals that go off their skates. EA, if you’re listening, please clean this up with the first patch. EA also needs to address physicality, an area of NHL 20 that currently has no nuance. Too often when players collide, a giant check leaves the recipient on the ice – or they just glance off. NHL would benefit greatly from a FIFA-style jostling system that allowed stronger players to dislodge the puck from smaller and weaker players without completely knocking them off their skates. NHL would benefit greatly from a FIFA-style jostling system. If one-timers are the signature feature of NHL 20, the assist goes to the reworked presentation. Doc Emrick and Eddie Olczyk may be a legendary broadcast team in real life, but their commentary in previous NHLs never captured their dynamism. This year, EA replaces them with the energetic play-by-play voice James Cybulski and Ray Ferraro, who moves from between the benches into the color commentary role. The duo delivers much livelier vibeole, though Ferraro doesn’t feel as integrated into the broadcast as he should be. And while EA says it captured many more hours of play-by-play than it typically does, the duo has way too many dead-mic moments, like when a rookie is sent out for a warm-up skate on his own or a player heads down the tunnel with a serious injury. Some Ferraro lines are repurposed from last year as well; in one instance he even references being down on the ice instead of in the booth. The commentary pairs well with the reworked broadcast package. Each period ends with a highlight showcasing a smartly chosen big moment, and the slo-mo dynamic cameras do a much better job of capturing the play than the previous system. I hope EA adds some variety soon, though, because even though these highlights look much better, the sound effect and panning camera get tiresome after repetition. Showing player photos after goals is a nice touch as well, though it further drives home the long-held complaint that EA doesn’t do enough to improve player likenesses. Seeing what a player looks like in real life next to his clearly inadequate in-game model highlights how little work has gone into making this part of NHL 20 feel authentic. Speaking of inadequacy, EA also made the questionable decision to leave the po[CENSORED]r EASHL competitive online mode largely untouched. Little has been done to enhance the loadout system after it was introduced last year, and the terrible A.I. makes the mode downright unenjoyable when you don’t have enough friends online to fill out an entire roster. The defenders still join the rush with wild abandon, leaving your goalie exposed to breakaways at every turn. Instead, EA invested in fleshing out the arcade-focused World of Chel modes like Ones and Threes modes, which now feature new outdoor rinks, longer-form tournaments, and a wider selection of cosmetic rewards. The new weekly challenges tease enticing items like rare jerseys, but the rigid system forces you to play uninteresting modes like Pro Am rather than playing those that interest you the most. Placing the hardcore EASHL in the same space as with the arcade-focused modes is a curious decision in this regard. Microtransaction Reaction Like the other EA Sports games, NHL 20 features a microtransaction-driven mode in Hockey Ultimate Team (HUT). You earn currency by completing challenges and competing online, and it doesn’t take long to acquire a roster comprised primarily of players rated in the low 80s by making smart buys in the auction house. From here, the grind begins. At the high end, HUT is clearly driven by people who either play hundreds of hours to earn elite player cards or those who take the shortcut and pay for them. If you’re not interested in competing in the pay-to-win pool, you can avoid this mode and instead play Franchise mode, World of Chel, Be A Pro, Threes, or Online Versus. NHL 20 may not offer EASHL fans much to chew on, but it continues the long-overdue franchise mode revamp with a new coaching system that affects team building in a big way by giving each organization eight coaches whom you can hire and fire at will. Like in real life, each coach has his or her own philosophy of how the team should play, and this affects which players fit into their scheme, how their careers progress, and the line chemistry among teammates. The complex system takes time to wrap your head around and has the potential to be something special, but right now it’s still a confusing work in progress. Strangely, you can’t hire coaches from other teams, which is the primary way the coaching carousel works in the NHL. You also need to overpay way too frequently to get coaches to sign on, and once you bring them in all your information about how players fit into your scheme is out of date. Having to re-scout every free agent to see how they mesh with your new coach robs you of that critical early window where a new coach brings in players. The coaching system needs work, but franchise mode also benefits from many nice quality-of-life improvements. Player ratings and contract demands fluctuate based on their performance, you can trade expiring contracts, and the sim engine is much faster this year. The new trade finder helps find takers for players you plan to shop. Teams seem much more interesting in trading overall, though the trade finder rarely works when you want to know what assets it will take to pry a desired player from another team. The trade deadline also isn’t as active as it is in the real NHL, though offseason movement feels on par. The scouting system introduced last year is also harder to exploit this year, too Those who prefer to build their teams in Hockey Ultimate Team won’t find much new in NHL 20 outside of a new card-opening animation, new legendary players, and the Squad Battles mode first introduced in FIFA that lets you compete against other people’s teams in offline matches for unique rewards. The improvements are nice, but HUT still lacks depth found in Madden and FIFA. The same can be said for Be A Pro, NHL’s career mode. EA added nothing of note, even though it’s desperately begging for a revamp. Online Versus fans have alumni teams for each current franchise and a few defunct ones like the North Stars, though these rosters seem hastily thrown together without much forethought. Many great players are missing due to licensing, which is an unfortunate reality, but the rosters have bigger issues. Jason Spezza was an elite player for the Ottawa Senators, but only has his current 80 overall rating. The Minnesota Wild roster curiously lacks franchise leading scorers Marian Gaborik and Mikko Koivu, even though both are in the game. Ron Hextall is on the Nordiques alumni team, but he wears his Flyers helmet in games. These seem like easy fixes. Verdict Depending on the mode you like to play, NHL 20 is a winner or a loser. The on-ice action improves thanks to the reworked shooting system, and the World of Chel arcade modes gain a little more depth. However, the frustrating lack of changes for EASHL and Be A Pro undermine the po[CENSORED]r modes. System requiremnts unavailable ( Game do not support Microsoft Platform )
  17. What is it? Of all the Land Rover Defender variants, the D240 seems the best-positioned for UK residents. It uses a 2.0-litre turbodiesel with 237bhp and 317lb ft, and while these modest outputs don’t quite translate to sparkling fuel economy, in S form the Defender’s pre-option price is reasonable. It’s also worth remembering that this is one of the world’s most capable cars – maybe even in the top one. To recap, the new Defender arrives in five-door ‘110’ form first, with the short-wheelbase 90 to follow. Both are based on the most rugged derivative to date of Land Rover’s longitudinal-engined architecture. This largely aluminium car comes with 2.0-litre diesel and 2.0 and 3.0-litre petrol engines, can tow 3500kg, and on air springs (steel coils come later) wades 900mm of water. It has remarkable off-road credentials. Here, though, we drive it on the road, at length, for the first time. A British road at that. And a narrow one, which was my biggest concern for this 2105mm-wide car when I first drove it in Namibia – a country nearly four times the size of Britain but with fewer than 4% of the people. So while the place has fewer surfaced roads, they’re plenty wide enough. What's it like? I needn’t have worried. The Defender has a tall, upright driving position, a large steering wheel and a low window line. The body’s edges are also easily gauged, so it’s simple to accurately guide the thing along even tight village roads. The ride’s remarkably good while you do it, too. Land Rover has opted to give the Defender a relaxed gait, with noticeable lean but a controlled roll-rate and effective body control, even when the chassis is loaded up. Too many manufacturers seek to tie down an SUV to achieve a ‘sporty’ ride, but eschewing that tag (Land Rover insists the Defender is ‘a 4x4’) has allowed the Defender’s ride to breathe, and yet this is combined with really exceptional composure. The dynamics are engaging without trying to be too sharp. The 2.0-litre Ingenium diesel is also quiet. When this engine family first rolled out, the diesel was a grumbly thing, but now refinement is first rate – as good here as in any of the cars in which we’ve tried it, and quieter than its counterparts in the Ford Ranger Raptor or Toyota Land Cruiser. A muted thrum is typically as noisy as it gets, and the smooth eight-speed transmission (with low-range ratios) is the only option. The electronically locking centre differential is standard, though an e-diff at the rear is a £1000 option. Inside, all Defenders feel good. This S is just one step up from the base trim (available only with the 197bhp diesel) and here we have part-electric, part-leather, heated front seats, digital displays and smartphone integration. That every model gets body-colour trim and exposed screw-heads means all get a dose of functionality, too, so none feels the poor relation, and the classic Defender cues make this a special cabin. Mind, at £52,110, it should be. Only diesel Defenders fitted with the lightest set of options – those that don’t add too much to the 2248kg kerb weight – offer a WLTP fuel consumption above 30mpg. Dependent on options, you’re looking at a 29.6-31.7mpg car, though this betters a Toyota Land Cruiser and is about comparable to a Jeep Wrangler. A plug-in hybrid Defender comes later, as does a shorter variant, and a commercial version with a 900kg payload, but a pick-up is unlikely. Should I buy one? This new Defender steps off where the last one bade us farewell: as a premium vehicle ripe for individualisation, rather than where the Land Rover story started, as a basic utility and agricultural vehicle. What’s unchanged is how capable it is away from roads. Where it differs is just what a fine, refined and comfortable car it now is on them. Land Rover Defender 110 D240 S specification Where Warwickshire, UK Price £52,110 On sale after lockdown Engine 4 cyls, 1999cc, turbocharged, diesel Power 237bhp at 4000rpm Torque 317lb ft at 1400rpm Gearbox 8-spd automatic Kerb weight 2248kg Top speed 117mph 0-62mph 9.1sec Fuel economy 29.6mpg CO2 251g/km Rivals Jeep Wrangler, Toyota Land Cruiser
  18. The University of Washington immunology labs have been looking for coronavirus antibodies in their work to control the virus China-linked hackers are targeting organisations researching the Covid-19 pandemic, US officials say. The FBI said it had seen hacking attempts on US groups researching vaccines, treatments and testing. The US has long accused the Chinese government of cyber-espionage, something Beijing denies. The pandemic has worsened tensions between the two countries, which have both accused each other of failing to contain the outbreak. More than 4.3m people around the world have been infected by Covid-19, with over 83,000 US deaths and 4,600 deaths in China, according to Johns Hopkins University. The Federal Bureau of Investigation and Cybersecurity and Infrastructure Security Agency (Cisa), a division of the homeland security department, issued a rare joint warning on Wednesday. In what was billed as a public service announcement, they said "healthcare, pharmaceutical and research sectors working on Covid-19 response should all be aware they are prime targets" of hackers. US-China contagion: The battle behind the scenes The cyber-thieves had "been observed attempting to identify and illicitly obtain valuable intellectual property and public health data" on treating the coronavirus, the statement added. China has repeatedly denied US accusations of cyber-espionage. Earlier this week, foreign affairs ministry spokesman Zhao Lijian said: "We are leading the world in Covid-19 treatment and vaccine research. It is immoral to target China with rumours and slanders in the absence of any evidence." At a press briefing on Monday, President Donald Trump referred to China's alleged cyber-activities. "What else is new with China? I'm not happy with China, could have stopped it at the source, should have," he said. "Now you're telling me they're hacking. What else is new? We're watching very closely." US officials have long accused China of hacking and intellectual property theft. In 2009, the US alleged that China-linked hackers managed to infiltrate the sensitive data from the Lockheed Martin F-35 fighter jet. Shortly afterwards, China announced it was developing a similar jet, the Shenyang J-31. Intelligence officials have also in the past accused China of using "non-traditional collectors", who steal technology from US firms. Bill Evanina, director of the US National Counterintelligence and Security Centre, has said China's theft of US intellectual property amounts to about $400bn a year. Analysis By Gordon Corera : The UK and US had already issued a detailed joint warning about other countries targeting research back on 5 May. On that occasion, they did not officially name names but sources indicated China, Russia and Iran were among those responsible. Now, in a widely trailed move, the US has decided to single out China specifically with this new advisory. So far they have not been joined by the UK and the new alert does not contain any new details of what has taken place. That means this may well be interpreted as a means of both playing to a domestic audience and of raising the pressure on China as part of the growing tension between Washington and Beijing.
  19. Game Informations : Developer: Yuke's, Visual Concepts Publishers : 2K Games Platforms : PlayStation 4, Xbox One, PlayStation 3, Microsoft Windows, Xbox 360 Initial release date: 27 octobre 2015 Wrestling games have been lost in a foggy region between arcade and simulation for well over a decade, but last year, WWE 2K15 took a big risk by pushing further into simulation territory than ever before. Despite how divisive this decision proved to be, WWE 2K16 doubles down on that, and it’s all the better for it. I’m used to thinking about resource management and move spacing when I play fighting games, but not in a wrestling game. 2K16 has me thinking that way, and it rewards me for it, and despite the fact that it’s still missing some features I love, that kept me coming back bout after bout. Developers Yukes and Visual Concepts were on the right track last year when they added a stamina system and a chain wrestling system to create a greater sense of pace, and they’ve built on those successes beautifully. Educated Feet At the center is the reworked reversal system, which makes reversals a limited, slowly regenerating resource. Managing it correctly means you’ve got the ace in the hole you need to escape scary late-match situations, where a less frugal opponent might find themselves forced to absorb a beating. Not only does this create a welcome layer of decision-making previously absent from the series, it adds an extremely meaningful differentiation between characters, as some have more reversal stocks than others. Working in tandem with the excellent reversal system are the new Working Holds. Wrestling smarks know these are holds that performers use to catch their breath mid-match, and WWE 2K16 smartly incorporates them in a competitive context here. Successful working holds restore your stamina while sapping your opponent’s - effectively allowing you to stall out their offense until you can get some reversal stocks back. That’s just one possible tactic you might employ. The pressure to stall or scrape by until you have the resources you need, and the incentive to force your opponent to waste theirs opens the fighting up tremendously. The net result is matches that have a greater sense of variety and ring psychology. Options I used to never care about, like escape-rolling out of the ring, or having a manager distract my opponent suddenly become totally valid choices, since it buys me time to catch my breath. I’ll lay on the ground and let my opponent land a few kicks if I see them getting close to having a finisher, since that’s the bullet that needs dodging. I even started learning which moves, when reversed, give me a big enough window of opportunity to get an attack in, letting those that don’t slide. The net result is matches that have a greater sense of variety and ring psychology; blurring the line between playing to win and putting on a show. Holes in the Show Most wrestling fans agree that showmanship is at least as important as technical, in-ring ability, and WWE 2K16 doesn’t quite nail all its big spots in this regard. Technically, it’s kind of all over the place: there are no load times between ring entrances, lending a seamless, TV-broadcast feel to match openings, but the loads between other modes, and even just to preview a costume piece in create-a-wrestler can be painful. Sometimes the AI behaves uncannily like the wrestler you know and love, like when Seth Rollins tries to DQ himself to retain the belt, and other times, they quizzically zone out and sort of stare off into space. This same inconsistency spills over into other areas. Visually, some character models and effects look terrific, like during Randy Orton’s ring entrance, while guys like Chris Jerico seem to be holdovers from the last-gen days. WWE 2K16 doesn’t quite nail all its big spots Finally, the commentary has improved greatly, with far fewer repeated phrases, and more specific insight into many wrestlers’ fighting style and history, but it’s not all the way there yet. There are still a few too many general move callouts, making the play-by-play a bit flat at times. No one issue is big enough to ruin the fun, but together they can periodically undercut the tension and excitement the in-ring action builds so effectively. Feed. Me. More. The biggest criticism leveled at last year’s game was the anemic roster, and the overall lack of modes and features compared to prior years. WWE 2K16 largely rectifies this, but its bag of tricks hasn’t quite gotten back to the point of overflowing yet. The one exception is in the roster which is, quite frankly, nuts. In terms of separate individual wrestlers, you’re looking at over 120, including many NXT-born stars, who fans were clamoring for last year. Not only are they a joy to play in their own right, but they add some much-needed diversity to the roster. In terms of match types, much of what we lost last year is back. There are exceptions: no backstage brawl, no 2 out of 3 falls, no inferno etc. Honestly, very little that I cared about hasn’t returned, but it would be nice to see these modes come back in future iterations. Still this represents a huge improvement over last year’s sparse match offerings. The roster is, quite frankly, nuts. Core modes like create-a-wrestler and MyCareer have been expanded considerably, with the latter spanning multiple years instead of ending with a single Wrestlemania appearance. Diva, belt, and arena creation are thankfully restored. Universe has even more ways to customize your WWE sandbox, including detailed personality sliders that affect in ring behavior.As has become expected, 2K Showcase is back, and is still a great mix of history and fantasy recreation. I miss create-a-story and create-a-move, but even without them, there’s still plenty you can do with this toolset. Verdict WWE 2K16 takes a big step back towards being the exhaustive suite of wrestling wish-fulfillment it’s expected to be, but that, for me, is not the reason I’ll keep playing. I’ll keep defying gravity as Adrian Neville, and defying expectations as Dolph Ziggler, because WWE 2K16 is as close to a fusion of performance and competition as a wrestling game has ever gotten. That’s what I come to wrestling for, and that’s what 2K16 delivers. WWE 2K16 Recommended Requirements CPU: Intel Core i5-3550, 3.30 GHz CPU SPEED: Info RAM: 8 GB OS: 64-bit: Windows 7 / Windows 8 VIDEO CARD: nVidia GeForce GTX 570 or AMD Radeon HD 6970 PIXEL SHADER: 5.0 VERTEX SHADER: 5.0 SOUND CARD: Yes FREE DISK SPACE: 44 GB DEDICATED VIDEO RAM: 1 GB
  20. Well , i have seen your previous requests for journalist and how far you're trying to get it ! Well this improves how much you're interested and loyal for our project ! But having bad attitude ( Spamming ) won't help you to reach your target , moreover can lead you to permanent kick from project and you will not be able to request for it anymore ! As i see , your activities in ts3 based on our channel and this is a good thing ! But not enough ! Every time you make request you get rejected for the same reason , isn't the time to make a change ? Your chance to be part of us is higher more than you think but you always lose it with some prohibited things ... I will not say Pro / Contra but i think you deserve to be in Pending List and make sure to avoid any kind of spamming in ts3 / forum and for sure you will have a place with us ! Wish you the best of luck !
  21. Hello ! Your reviews are well done as i see But you still need to make more activities in our TeamSpeak channel I think you deserve a chance ! #PRO from me !
  22. Come on profile cover and avatar ! 

    This too much , but thanks man ! 

    I feel high when i update my profile with my brothers arts ?

    @Meh Rez vM ! ♫ , @Naser DZ

  23. ZOMBIE.CSBLACKDEVIL.COM [ ZP 7.0 RELOADED ] 

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    Looking for some serious Admins who can stay spec At night ! 
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  24. i need you in ts3 ...

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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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