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#quad 7s
midnightmoonbeams · 6 months
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You have seen the lucky quad 7s. Today will be a good day for you. You do not need to do anything. Just by seeing this post I wish good things for you today!
From March 31st, 2022
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seconddoubt · 1 month
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the problem is as always the judging, I enjoy Bock (not Evan's costumes tho someone burn them pls), and I really like Ilia, he jumps that quad axel with the same ease I throw myself on the sofa, and his gala skate was excellent, I just wished the judges didn't have a different set of criteria for them.
Bock would not have podiumed hadn't they been usfed, and Ilia, well maybe he'd have pcs in the 9s without usfed bc they tend to do that with great jumpers no matter what, but they're not supposed to do that. Just to put in perspective, his skating skills got a 9.07 where Shoma got 8.96, his presentation got 9.14 where Deniss got 8.93.
and another thing, for some reason they tend to stick to around the same numbers for all the components for a skater even though that doesn't make sense, like no one can argue Josefin's or Donovan's skating skills are super strong, however their presentation definitely is, there's a reason the audience goes wild for them, yet both of those components are scored in the 7s for both skaters?
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hello there! not a troll, but quadranted with one on earth C.
i (15y human F) and my kismesis (7s bronze 2S) have been together for about two years now, and we are relatively happy. but i dont...hate her. i actually really love her. she was hatched near me in the nation over, and we are in opposite clans! its perfect, like we were meant to be together. but she never leaves her hive and...she already has her redrom quadrants filled (<>7s lime MtF)(<3 7s burgandy NB). I'm actually quite close with those two, but i do not want to intrude, because quadrants are quite important to trolls.
tl;dr: i have a huge red crush on my kismesis but she already has her quadrants filled
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raincloudlatte · 13 days
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Nerdle Results 4/17/24
nerdlegame 819 2/6
⬛🟩🟪🟪⬛🟪⬛🟩 🟩🟩🟩🟩🟩🟩🟩🟩
binerdle 706 3&5/7
🟪⬛🟪⬛🟩🟩⬛⬛ 🟩🟩⬛⬛🟩🟩🟪⬛ 🟩🟩🟩🟩🟩🟩🟩🟩
🟪⬛🟩⬛🟪🟪⬛🟪 🟪🟪⬛⬛🟪🟪🟪⬛ 🟪🟪⬛⬛🟪🟪⬛🟪 🟩🟪🟩🟪🟩🟩🟩🟩 🟩🟩🟩🟩🟩🟩🟩🟩
4x🟪🟩⬛️ quad nerdle #706 solved in 9/10 (9, 3, 6 & 5 guesses)
mini nerdlegame 819 3/6
🟪⬛⬛🟪🟪⬛ 🟩🟪⬛⬛🟩🟪 🟩🟩🟩🟩🟩🟩
mini binerdle 706 3&4/7
⬛⬛⬛🟩🟩⬛ ⬛🟩⬛🟩🟩🟪 🟩🟩🟩🟩🟩🟩
🟩⬛⬛🟩🟩⬛ ⬛🟩⬛🟩🟩⬛ 🟪🟩⬛🟩🟩⬛ 🟩🟩🟩��🟩🟩
micro nerdlegame 592 3/6
⬛⬛🟩🟩⬛ ⬛🟩🟩🟩⬛ 🟩🟩🟩🟩🟩
midi nerdlegame 819 4/6
⬛🟪⬛⬛🟩⬛⬛ 🟪⬛⬛⬛🟩⬛⬛ ⬛🟩🟩🟩🟩⬛🟩 🟩🟩🟩🟩🟩🟩🟩
speed nerdlegame 819 solved in 0m 7s!
⬛🟪🟪🟪🟩🟩🟩🟪 🟩🟩🟩🟩🟩🟩🟩🟩⏱️
🟩 🟪 ⬛️ Instant Nerdle 805 solved in 0m 6s!
cross nerdle #325 ⬛🟩🔲🔲🟩🟩🟩⬛⬛ ⬛⬛🟩⬛🔲⬛⬛⬛🟩 🟩⬛🟩⬛🟩🔲🔲🔲🟩 🔲⬛🟩⬛🟩⬛⬛⬛🟩 🟩🟩🔲🔲🔲🟩🟩🟩🔲 🟩⬛⬛⬛🔲⬛🟩⬛🔲 🟩🔲🟩🟩🔲⬛🟩⬛🟩 🔲⬛⬛⬛🟩⬛🟩⬛⬛ ⬛⬛🔲🟩🟩🟩🔲🔲⬛ Perfect solve - no 🎁 or 👀. @nerdlegame points: 6/6
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reallyclearfire · 6 months
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Mastering the Game: A Deep Dive into Poker Hands
Poker is a thrilling card game that combines strategy, psychology, and a bit of luck. One of the essential aspects of poker is understanding the different poker hands and their rankings. In this article, we'll take a closer look at the world of poker hands, from the basic rules to the top-ranked hands that can help you master the game.
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Understanding the Basics
In poker, a standard deck of 52 cards is used. The game is typically played with two to ten players. Each player is dealt a set of cards, and the goal is to create the best possible hand, or combination of cards, to win chips or money.
The Hierarchy of Poker Hands
Different types of poker hands are ranked from the highest to the lowest. Knowing this hierarchy is crucial to your success in the game. Here's a breakdown of the most common poker hands, from best to worst:
Royal Flush: The ultimate hand. It consists of the Ace, King, Queen, Jack, and Ten of the same suit. This is the rarest and most powerful hand in poker.
Straight Flush: A straight flush is five consecutive cards of the same suit. For example, 5, 6, 7, 8, and 9 of hearts. The highest straight flush wins if two or more players have one.
Four of a Kind (Quads): This hand contains four cards of the same rank, like four Kings. If two players have four of a kind, the one with the higher set of four wins.
Full House: A full house is made up of three of a kind (like three Aces) and a pair (like two Kings). When comparing full houses, the higher three of a kind wins.
Flush: A flush consists of five cards of the same suit, but they don't need to be in sequence. If two players have a flush, the one with the highest card wins.
Straight: A straight is made up of five consecutive cards of different suits. The highest card in the straight determines the winner if there's a tie.
Three of a Kind (Trips): This hand contains three cards of the same rank, such as three Queens. In case of a tie, the highest set of three cards wins.
Two Pair: A two-pair hand consists of two sets of pairs, like two 8s and two 4s. The higher pair in a two-pair showdown wins.
One Pair: This is a single pair of cards with the same rank. When comparing one pair hands, the pair with the higher rank wins.
High Card: When no player has a winning hand, the highest card in their five-card combination determines the winner.
Poker Hands in Action
Let's look at some examples to see these poker hands in action:
Example 1: Player 1 has a Royal Flush (A, K, Q, J, 10 of spades), the highest hand possible. Player 2 has a Straight Flush (8, 9, 10, J, Q of hearts). Player 1 wins with the Royal Flush.
Example 2: Player 1 has Four of a Kind (four 7s), and Player 2 has Four of a Kind (four 5s). Player 1 wins because their set of 7s is higher than the set of 5s.
Example 3: Player 1 has a Full House (three Kings and two 4s), and Player 2 has a Full House (three Queens and two 6s). Player 1 wins with the higher set of three Kings.
Strategies for Success
While knowing the ranking of poker hands is essential, winning in poker involves much more than that. Here are some tips to improve your game:
Bluff Smartly: Don't bluff too often. Use your bluffs strategically to keep your opponents guessing.
Pay Attention: Observe your opponents and their tendencies. This can help you make better decisions.
Position Matters: Your seating position at the table can affect your strategy. Play more aggressively when you're in a later position.
Be Patient: Don't rush to play every hand. Wait for strong hands to increase your chances of success.
Manage Your Bankroll: Set a budget for each game, and stick to it. Don't gamble more than you can afford to lose.
Conclusion
Mastering poker hands is a fundamental step in becoming a successful poker player. Understanding the hierarchy of hands is just the beginning. To truly excel in the game, you'll need to develop your strategy, observation skills, and the ability to read your opponents. So, the next time you're at the poker table, you'll be ready to play your cards right and take your game to the next level. Good luck!
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playpokermoney101 · 6 months
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Mastering Poker Hand Rankings
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Poker hand rankings are the foundation of the game, serving as a universal language that all poker players must understand. Whether you're new to poker or an experienced player looking to reinforce your knowledge, mastering hand rankings is essential. This guide will walk you through the various poker hands, from the lowest to the highest, and explain their significance in the game.
The Basic Hierarchy
Poker hand rankings are a way to determine the strength of a player's hand in comparison to their opponents. Here's the basic hierarchy, from the lowest to the highest:
High Card: When no other hand is made, the highest card in your hand determines the winner. If two players have the same highest card, the next highest card is compared, and so on.
One Pair: This consists of two cards of the same rank and three unrelated cards. For instance, a hand with two 7s and three unrelated cards would be a "One Pair."
Two Pair: Two Pair is when you have two sets of pairs in your hand, such as two 8s and two 4s, with one unrelated card.
Three of a Kind (Trips or Set): This hand contains three cards of the same rank and two unrelated cards. For example, three 9s and two unrelated cards.
Straight: A Straight consists of five consecutive cards of any suit. For instance, 5-6-7-8-9.
Flush: A Flush involves five cards of the same suit, but they do not need to be in a sequence. For example, five hearts of any rank.
Full House: A Full House consists of three cards of one rank and two cards of another rank. For example, three Kings and two 5s.
Four of a Kind (Quads): Four of a Kind contains four cards of the same rank and one unrelated card. For example, four 3s and one unrelated card.
Straight Flush: A Straight Flush combines both a Straight and a Flush. It includes five consecutive cards of the same suit, such as 9-10-Jack-Queen-King, all of hearts.
Royal Flush: The Royal Flush is the highest possible hand in 플레이포커 슬롯. It's a Straight Flush from 10 to Ace, all of the same suit. For example, 10-Jack-Queen-King-Ace of spades.
Strategies for Mastering Poker Hand Rankings
Study and Memorize: The first step to mastering hand rankings is to study and memorize them. Create flashcards or use online resources to help reinforce your knowledge.
Practice, Practice, Practice: Play poker regularly to apply what you've learned. This practical experience will help you become more familiar with recognizing hand strengths during a game.
Analyze Other Players: When you're not in a hand, pay attention to the hands of your opponents. Try to guess their hands and compare them with the actual outcome. This exercise will sharpen your ability to assess the strength of other players' hands.
Use Hand Ranking Charts: Hand ranking charts are readily available online. Keep one handy during games, especially when you're still learning. It can serve as a quick reference point.
Understand the Odds: Learn the odds of different hands appearing, as this knowledge can help you make better decisions during a game. Some hands are rare and worth more when they do occur.
Consider Position: Your position at the table is crucial. A hand that's strong in an early position may not be as strong in a late position. Understand how your position affects your hand's strength.
Poker Books and Tutorials: There are numerous books and video tutorials available that delve deep into hand rankings and strategies. Consider investing in these resources to enhance your poker knowledge.
Remember that while hand rankings are essential, successful poker play requires a combination of factors, including reading opponents, psychology, and strategic betting. By mastering poker hand rankings, you'll have a solid foundation to build upon as you continue to improve your poker skills and understanding of the game.
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sahraeyll · 1 year
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S.F. 287 (Murphy) Prescription contraceptives supply requirements facility; health insurance protection of contraceptive techniques, sanitation, associated medical services, client education and therapy requirement; lodgings for qualified companies facility. S.F. 329 (Mann) No-cost diagnostic services and screening requirement following a mammogram. S.F. 1704 (Maye Quade) Coverage requirement for infertility treatment. S.F. 2105 (Boldon) Coverage spec for…
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anantradingpvtltd · 1 year
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Price: [price_with_discount] (as of [price_update_date] - Details) [ad_1] The phone comes with a 4.00-inch touchscreen display offering a resolution of 480x800 pixels. Lyf Flame 7s is powered by a 1.5GHz quad-core Spreadtrum SC9830A processor. It comes with 1GB of RAM. The Lyf Flame 7s runs Android 5.1 and is powered by a 1800mAh non-removable battery. As far as the cameras are concerned, the Lyf Flame 7s on the rear packs 5-megapixel camera. It sports a 0.3-megapixel camera on the front for selfies. Lyf Flame 7s is based on Android 5.1 and packs 8GB of inbuilt storage that can be expanded via microSD card (up to 32GB). The Lyf Flame 7s is a dual-SIM (GSM and GSM) mobile that accepts Regular and Micro-SIM cards. It was launched in Red and Black colours. Connectivity options on the Lyf Flame 7s include Wi-Fi, GPS, Bluetooth v4.00, FM radio, and 4G (with support for Band 40 used by some LTE networks in India). Sensors on the phone include accelerometer, ambient light sensor, and proximity sensor. DUAL SIM-ANDROID LOLLIPOP 5.1 WIFI-BLUETOOTH -HOTSPOT DUAL CAMERA FACEBOOK -WHATTSP-INSTGRAM-GAME ALL WORKING [ad_2]
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gilicegote · 2 years
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Yaesu ft 7900 bedienungsanleitung kindle
  YAESU FT 7900 BEDIENUNGSANLEITUNG KINDLE >> DOWNLOAD LINK vk.cc/c7jKeU
  YAESU FT 7900 BEDIENUNGSANLEITUNG KINDLE >> READ ONLINE bit.do/fSmfG
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  Siehe Details Amazon. Akku für Huawei Nova | Honor 6A Pro 6C Pro 7A 7S 8S 8A Pro | Ersatz fuer foende Batterie-Modelle YAESU FBA-39 Batteriefach.KINDLEKINDLE - 2ND EDITIONKindle 6 Inch E Ink Display 23-000466-01Kindle Fire HD B00CU0NSCUKindle Fire HDX B00BHJRYYSKindle KNDWIFIKindle Manual Allerdings finde ich die Empfangsleistung für ein Gerät dieser Größe nicht ganz so gut, also verglichen mit einem Yaesu-Handfunkgerät FT-70De mit der 1 x Bedienungsanleitung (evtl. nicht in deutscher Sprache). Lautsprecher Funklautsprecher Ersatz für YAESU FT-7800R FT-7900R FT-8800R FT-8900R. FAN (FTM-400,FT-8900,8800,7900) xbstelecom.eu/shop/en/hf50mhz/148-yaesu-ft-991a-base-hf50144430mhz-analogiquec4fm.html 0.9 gefunden bei Amazon Marketplace Hopcd Autoradio-Mikrofonkabel, 6-poliges Mikrofonkabel Kabel Kabel für YAESU FT-7900R FT-8900R Autoradio MH-48- FT-991A Yaesu HF/50/ 144/430MHz Alle Modi Transceiver Ssb Cw Am Fm C4FM Neu HH-9000 Quad-Band-Mobilfunkantennen-Transceiver für TYT TH-9800 QYT KT-7900D. 20gb 01789 0)115 amazon.co.uk transplanting teasers subdistricts keio juarez h.j. happen. gri ghoul g-8 ft/ fie fabia electricals dulled drudge
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hammondcast · 2 years
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Hammond Report May 11 2022 From Jon Hammond
#WATCHMOVIE HERE: Hammond Report May 11 2022 From Jon Hammond 
Jon's archive https://archive.org/details/hammond-report-may-11-2022-from-jon-hammond 
Youtube https://www.youtube.com/watch?v=ljCDWaeaFQI&t=7s 
FB https://fb.watch/cY72U9Paz6/ 
Hammond Report May 11 2022 From Jon Hammond
by
 Jon Hammond 
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Today 11th of May, wishing a very happy healthy birthday / geburtstag to Frank Delle!! Big hero of mine and one of my all-time favorite tenor saxophonists - Jon Hammond
Photo credit: © Photographer Sebastian Bergmann
#tenorsaxophone
#photography
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Publication date
 2022-05-11
Usage
 Attribution-NonCommercial-NoDerivs 4.0 International
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Topics
 Hammond Report, 11 May, podcast, Party Forbidden, Wednesday, Music Stories, Hammond Organ, saxophone, Quad Recording, Hammond B3, Jon Hammond, bye bye now
Language
 English
Hammond Report May 11 2022 From Jon Hammond - Daily Music and Stories from the organ player & accordionist Jon Hammond, today's music story is about my original composition here "Party is Forbidden Here" we recorded at Quad Recording Studios NYC in Times Square, New York City - recent photographs of mine from the road - today I'm playing a morning gig, happy Wednesday everybody! I'm a Tuesday & Wednesday specialist,
Jon Hammond
#HammondReport
#11May
#Podcast
#wednesday
#music
#stories
#hammondb3
#photography
#JonHammond
#byebyenow
Addeddate
 2022-05-12 00:29:36
Color
 color
Identifier
 hammond-report-may-11-2022-from-jon-hammond 
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Hammond Report, 11 May, podcast, Party Forbidden, Wednesday, Music Stories, Hammond Organ, saxophone, Quad Recording, Hammond B3, Jon Hammond, bye bye now 
Hammond Report, 11 May, podcast, Party Forbidden, Wednesday, Music Stories, Hammond Organ, saxophone, Quad Recording, Hammond B3, Jon Hammond, bye bye now
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illyria-and-her-pet · 3 years
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I feel like saying 'FIG loves Israel' does great injustice to Artem and Linoy, which are both exceptionally hardworking, talented athletes. Dolgopyat finished first in both qualifications and finals. was his final routine perfect? No, but it was good enough in terms of the competition. Also, both athletes won because they pushed themselves and went for higher difficulty scores, as the proverb says - (s)he who dares, wins.
I don't think it's rude to the athletes. I think it is just clear FIG loves and favors some countries more than others lol. Like everyone has said FIG hates China which is true or that FIG for some reason really loves Belgium this quad which is also true. And FIG has loved USA and Russia for a very long time.
Re Linoy she had 1.3 difficulty advantage and her drop + steps seems to be only 0.7 deduction, so while result could go either way in case of separation by 0.15, there is definitely a great case for her winning according to the COP. And 8.3 E for ribbon with drop seems high, but Harnasko also got 8.3 E with drop, the deductions for drops only range from 0.5, 0.7, 1.0, and well RG still gives extremely high E scores this quad despite execution getting worse with unlimited difficulty. It reminds me of AG 2006-2008 quad with scores so huge cause e scores were so high and 10 elements were counted lol.
Re Artem his difficultly advantage was only 0.1, the tie breaker when execution is tied favoring who has more neutral deductions basically is very flawed, and I don't think he should have been tied in the first place with Zapata. His routine in quals was excellent! Very deserving of 15.2. But his finals routine I see no justification for the 14.933 with 8.433 e score, which was the same as Zapata, so close to the 8.6 he got in quals, and so close to XRT 8.566 in finals. Not just the OOB on the front 2/1 but the very low landed triple double with several steps (and in MAG it is 0.3 for step larger than one foot too), it seems impossible to get 8.433 E with how scoring is this quad. Plus again baffling to me that with those errors his e score was the same as Zapata who's only sizable error was the 0.3 step back on front double pike. RG may have very inflated e scores, but AG has or is supposed to be getting stricter every quad so. I honestly was expecting e score in the high 7s. Plus if we go by difficulty there is bigger case for RSH in Tokyo or especially Kenzo in Rio than Artem. I think Artem should have gotten bronze behind Zapata and XRT in finals, but yes a routine like quals would have been very deserving of gold.
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gymfanconfessions · 3 years
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“ this has got to be the weirdest quad ever. someone could have a 6.5 d score and score in the mid 7s for execution and STILL be able to get up on the podium cause their total would be in the early 14s, which is considered a medal-worthy score now. bring back the london quad cop pls “
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raincloudlatte · 16 days
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Nerdle Results 4/15/24
nerdlegame 817 3/6
⬛⬛⬛⬛🟪🟪⬛🟪 ⬛⬛🟩🟪🟩🟪🟩🟪 🟩🟩🟩🟩🟩🟩🟩🟩
binerdle 704 5&4/7
⬛⬛⬛🟪⬛🟩⬛⬛ 🟪🟪⬛⬛⬛🟩🟩⬛ ⬛⬛⬛⬛🟩🟩⬛⬛ 🟪⬛⬛⬛⬛🟩⬛⬛ 🟩🟩🟩🟩🟩🟩🟩🟩
🟪⬛⬛⬛⬛🟩🟪⬛ 🟩⬛🟪🟪⬛🟩⬛⬛ 🟩🟩🟩🟩🟪🟩🟩🟪 🟩🟩🟩🟩🟩🟩🟩🟩
4x🟪🟩⬛️ quad nerdle #704 solved in 8/10 (8, 4, 5 & 6 guesses)
mini nerdlegame 817 3/6
⬛⬛🟪🟪⬛⬛ ⬛🟪⬛🟩🟩🟩 🟩🟩🟩🟩🟩🟩
mini binerdle 704 4&5/7
⬛⬛⬛🟩🟩🟩 ⬛🟩⬛🟩🟩🟩 ⬛🟩⬛🟩🟩🟩 🟩🟩🟩🟩🟩🟩
⬛🟩🟩🟩⬛⬛ ⬛⬛⬛🟩⬛⬛ 🟪⬛⬛🟩⬛⬛ ⬛⬛🟪🟩⬛⬛ 🟩🟩🟩🟩🟩🟩
micro nerdlegame 590 4/6
⬛⬛⬛🟩⬛ 🟩🟩⬛🟩⬛ 🟩🟩⬛🟩⬛ 🟩🟩🟩🟩🟩
midi nerdlegame 817 2/6
🟪🟩⬛⬛🟪🟪⬛ 🟩🟩🟩🟩🟩🟩🟩
speed nerdlegame 817 solved in 0m 29s!
⬛🟩🟪⬛⬛🟩🟩⬛ 🟪🟩⬛🟩⬛🟩🟩⬛ 🟩🟩🟩🟩🟪🟩🟩🟪 🟩🟩🟩🟩🟩🟩🟩🟩⏱️
🟩 🟪 ⬛️ Instant Nerdle 803 solved in 0m 7s!
cross nerdle #323 🟩🔲🟩🔲🟩🟩🔲 🔲⬛⬛🔲⬛⬛🔲 🔲⬛⬛🔲⬛⬛🟩 🟩🟩🔲🟩🟩🟩🔲 🟩⬛⬛🟩⬛⬛🔲 🔲⬛⬛����⬛⬛🟩 🔲🔲🟩🔲🟩🔲🟩 Perfect solve - no 🎁 or 👀. @nerdlegame points: 6/6
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Realme 5 Review
In India, it's hard to not have heard of smartphone maker Realme by now. Even though it's a relatively new company, it started life within Oppo, and thanks to aggressive marketing and pricing, it has managed tremendous growth over the past year. With the budget smartphone war constantly escalating, the company wants to disrupt the market once more with its new Realme 5 series and Realme is making the leap from dual to quad cameras on the backs of its phones, across the board, including models which are priced below Rs. 10,000.
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The Realme 5 is a big upgrade over the Realme 3 (Review) across the board, including its processing power, cameras, and battery capacity — which the company hopes will set a new bar for what buyers can expect from a phone in this segment. Armed with an impressive resume of features, it's time to see if the Realme 5 can deliver an equally impressive Android experience.
Realme 5 design Realme has updated its design language a bit with the Realme 5. The phone still uses a polycarbonate body with a laminated plastic back, but it's taller than the Realme 3 and features a larger display. The design of the diamond pattern on the back has been updated to a more crystalline pattern, which looks neat and helps the phone stand out. The Crystal Blue finish that we have is very striking, but if you're looking for subtlety, the Crystal Purple option would be a better pick. Also, minor scuffs from everyday use are going to be less visible on the purple version than they will be on the blue Realme 5.
The size of this phone does make one-handed use quite cumbersome, and even with large hands, we struggled to tap anywhere near the top of the display. Thankfully, ColorOS offers a one-handed mode to help tackle this issue. The Realme 5 is a bit heavy too, at nearly 200g. Button placement and tactile feedback of the volume and power buttons are good and at the bottom, we have the single speaker, headphone socket, and a Micro-USB charging port.
The front has a 6.5-inch HD+ (720x1600 pixels) resolution display, with a small dewdrop notch and fairly slim bezels all around. The notch is slightly smaller on the Realme 5, although it's not easily noticeable at first glance. There's scratch protection in the form of Corning's Gorilla Glass 3 as well. The display also has a pre-applied screen guard, which got annoying for us pretty quickly but your mileage will likely vary. We found the brightness to be more than adequate, and colours had good saturation. The sharpness of text and icons isn't the best but this is only noticeable if you use this phone side-by-side with one that has a full-HD (or higher) screen.
The Realme 5 is among the first set of Realme phones to pack in four cameras at the back, but we'll get into the details of this later on. There's a fingerprint sensor in the middle of the rear, which works well, and there's face recognition too. Just like previous Realme offerings, face recognition is very quick. In low light, the screen compensates for the lack of light so you can unlock your phone even in the dark.
Last but not least, Realme says that this phone features multi-layer humidity protection for the SIM slots, gaps, battery cover, etc, and says it should be able to survive light splashes of water. In the box, the Realme 5 ships with a silicone case, a 10W adapter, a Micro-USB cable, an extra screen guard, a SIM eject tool, and the usual quick start and warranty booklets.
Realme 5 specifications and software The Realme 5 is the first phone to be announced in India with the Qualcomm Snapdragon 665 SoC. As its name indicates, this processor sits between the Snapdragon 660 and Snapdragon 675. This SoC is built on an 11nm fabrication process, so it's more power efficient than the Snapdragon 660 and it even uses the same Kryo 260 cores. The integrated GPU has been upgraded to the Adreno 610, which should enable better gaming performance.
The Realme 5 is available in three variants — 3GB of RAM with 32GB of storage (Rs. 9,999); 4GB of RAM with 64GB of storage (Rs. 10,999); and the one we have, which has 4GB RAM with 128GB of storage (Rs. 11,999). Other Realme 5 specifications include dual-band Wi-Fi, Bluetooth 5, slots for two Nano-SIMs plus a microSD card of up to 256GB in capacity, support for four satellite navigation systems, USB-OTG, FM radio, and the usual suite of sensors.
The Realme 5 ships with ColorOS 6.0.1, which is the latest version of it. Realme has added a few cosmetic refinements to the interface, compared to what we recently saw in the Realme X (Review). Our unit also had the July 2019 Android security patch at the time of our review.Realme says it has refined the look and feel of some of its app icons and UI elements based on user feedback. The company's own apps, such as ORoaming, Calculator, etc, have a flatter, cleaner look.
ColorOS has gotten rid of the oversized bubbles around notification toggles switches, for a flatter and cleaner look too. The battery section in the Settings app is also a lot easier to read compared to the previous version, although we're still waiting on that battery level graph.
We didn't have any issues with spammy notifications from apps on this phone. You still get the same plethora of preinstalled apps as always, including DailyHunt, Helo, etc, but all of these can be uninstalled.
Realme 5 performance and battery life We generally had a good experience using the Realme 5 on a daily basis. We got used to the thickness and weight of this phone after a couple of days, even though we found it top-heavy and one-handed use continued to be a challenge. The bundled phone case doesn't add much bulk, and provides a layer of protection to the back. The display offers very good sunlight legibility and its size makes it great for media consumption. There's no Widevine L1 support, though, which means video streaming apps won't be able to play content at HD or higher resolutions.
The AnTuTu benchmark refused to run completely, but in all our other standard tests, we got fairly good numbers. In PCMark, we got a score of 7,719 points, while the T-Rex graphics test in GFXbench managed 50fps. Compared to the Helio P70 in the Realme 3 and even the recent Oppo A9 (Review), the Snapdragon 665 generally has slightly better scores in gaming benchmarks but for CPU, its pretty neck and neck.
Realme 5 cameras This is where things get really interesting. The Realme 5 is the first phone with four cameras to be priced under Rs. 10,000 in India, and the company is really driving this point home. Other than the primary 12-megapixel primary sensor and 2-megapixel depth sensor, Realme has given this phone an 8-megapixel wide-angle camera with a 119 degree field of view, and a 2-megapixel macro camera for closeup shots. The primary camera has an f/1.8 aperture and PDAF, so focusing is quick. The ultra-wide-angle camera lacks autofocus but you can use Nightscape with it. The macro lens has a very narrow aperture of f/2.8, so it's not useful in low light. During the day however, you can get some really detailed closeups.
Verdict The Realme 5 is a significant upgrade over the Realme 3 (Review), and the fact that its pricing starts just below Rs. 10,000 is commendable. Compared to the Realme 3, you get a slightly better processor, nearly two-day long battery life, and improved cameras. Plus, the addition of the wide-angle and macro cameras definitely gives you more creative freedom to capture different types of shots.
Some things to keep in mind are the weight and size of this phone. The bigger battery has made it heavy, and the tall display might not suit everyone, especially if your routine involves a lot of one-handed use. The cameras also struggle in low light, for both stills and video.
Considering you get a dedicated slot for storage expansion, the base variant of the Realme 5 offers better value compared to the 128GB version, which feels a little expensive considering there are phones in the sub-Rs. 15,000 segment that offers higher resolution displays, fast charging and equal or better processors such as the the Redmi Note 7S (Review) and the Realme 3 Pro (Review). If you don't mind the HD display, then the Realme 5 is still worth getting for its big battery and versatile wide and macro cameras.
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kerbaldevteam · 5 years
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Kerbal Space Program 1.6: “To Vee or not To Vee” is now available!
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Hello everyone!
Kerbal Space Program 1.6: To Vee or not To Vee has launched and unlike Hamlet we know the answer - it is definitely to ΔVee...
This update has a great deal of awesome things for you, including new features, beautiful revamps, a number of navigation tools, and a whole lot of bug fixes. We also have added some fun new idle animations for Kerbals, dynamic cube maps that will make shiny parts reflect their environment. We rebalanced and fined tuned various Making History parts, and much more!
With Kerbal Space Program 1.6: To Vee or not To Vee we continue the endeavor of optimizing resources, improving performance, and making KSP the best game it can be through continuous support and meaningful updates.
Let’s go through some of this update’s highlights:
Delta-v per Stage and Delta-v Tool App
Plan missions better and find flaws in your ship staging setup with this long requested feature that will let you visualize the Delta-v values along with a range of other technical data for each stage and the vessel overall. Plus, a Delta-v App that will allow you to see a vessels Delta-v information while you’re building it in different situations. No Kerbal will be left stranded now… or so we hope.
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Part revamps
To Vee or not to Vee includes 20 fully revamped parts that have been optimized, re-shaped and re-textured, plus more than 40 color variants to make your craft look sleek and beautiful!
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Navigation Icons to Launch Sites
A quality of life feature that will help stray pilots find their way back to any Launch Site or Runway. From the Map View players will now be able to activate navigation waypoints to get direction towards the KSC or any other launch sites.
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Click here to see an animated gif showcasing this feature.
Helmets Off!
You can now remove Kerbals’ Helmets, as well as their neck rings! But be careful, there is a reason why Astronauts wear Helmets for space travel…
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Click here to see an animated gif showcasing this feature.
And much more!
To learn more you can read the full Changelog here:
========================= v1.6.0 ===========================
1.6 Changelog - BaseGame ONLY (see below for MH changelog)
+++ Improvements
* DeltaV Readouts added to Stage Icons/Groups as well as DeltaV App. DeltaV available in Editor (VAB/SPH) and Flight scenes as well as a more detailed Debug menu option.
* Stock and mobile launch sites are now navigable in all game modes.
* Performance improvements for DV calculations that are used by Burn Indicator.
* Recommended UI Scale for the current resolution is now checked on the Settings Screen, working the same as the mini settings where a not recommended UI scale will turn the text red.
* Performance improvements for craft browser menus.
* Craft browser menus now check for craft compatibility.
* Added keyboard arrows navigation for main dialogs and menus. Highlight items with the directional arrows, Accept with the Enter and Space keys, and Cancel is Escape key.
* Generate reflections of the environment to be displayed on shiny parts.
* Improved part search in the editors to give more relevant results with short search terms.
* Adjusted shadows from The Sun to be more precise.
* Add new idle animations when the kerbal is standing in the ground.
* The command parts now have an option to change their 'forward' direction in the PAW.
* Kerbals helmet and neck ring can now be removed by right clicking the Kerbal while on EVA if it’s in a breathable atmosphere.
* Automatic warp to next maneuver node now takes the player to a margin before the start burn time rather than the node itself. Said margin can now be overridden from the default 1 minute via GameSettings.WARP_TO_MANNODE_MARGIN.
* Allow wheel spring and damper advanced tweakables to be set up to a value of 3.
+++ Localization
* Localize the phrase “Advanced Message App:” in the Mini-Settings dialog.
* Some Community feedback for localization strings applied.
+++ Parts
Updated Parts (reskinned):
* Mk2 Lander Can
* 48-7S Spark
* RE-L10 Poodle
* LV-909 Terrier
* FL-A10
* FL-A5
* ADTP-2-3
* Rockomax Brand Adapter
* Rockomax Brand Adapter 02
* TVR-200 Stack Bi-Coupler
* TVR-1180C MK1 Stack Tri-Coupler
* TVR-2160C Mk2 Stack Quad-Coupler
* TVR-200L Stack Bi-Adapter
* TVR-300L Stack Tri-Adapter
* TVR-400L Stack Quad-Adapter
* Small Nose Cone
* Aerodynamic Nose Cone
* Advanced Nose Cone - Type B
* Advanced Nose Cone - Type A
* Protective Rocket Nose Cone MK7
Color Variants:
* Mk2 Lander Can (New “Lander” and “Rover” color variants)
* 48-7S Spark (New “Shroud”, “Truss Mount” and “Bare” color variants)
* LV-909 Terrier (New “Shroud”, “Truss Mount” and “Bare” color variants)
* FL-A10 (New “White” and “Orange” color variants)
* FL-A5 (New “White” and “Orange” color variants)
* ADTP-2-3 (New “White”, “Black and White” and “Orange” color variants)
* Rockomax Brand Adapter (New “Black and White” and “Orange” color variants)
* Rockomax Brand Adapter 02 (New “Black and White” and “Orange” color variants)
* TVR-200 Stack Bi-Coupler (New “Black and White” and “Orange” color variants)
* TVR-1180C MK1 Stack Tri-Coupler (New “White”, “Dark” and “Orange” color variants)
* TVR-2160C Mk2 Stack Quad-Coupler (New “Black and White” and “Orange” color variants)
* TVR-200L Stack Bi-Adapter (New “Black and White” and “Orange” color variants)
* TVR-300L Stack Tri-Adapter (New “Black and White” and “Orange” color variants)
* TVR-400L Stack Quad-Adapter (New “Black and White” and “Orange” color variants)
* Aerodynamic Nose Cone (New “Black and White”, “Dark” and “White”  color variants)
* Advanced Nose Cone - Type B (New “Black and White” and “White” and “Orange” color variants)
* Advanced Nose Cone - Type A (New “Black and White” and “White” and “Orange” color variants)
* Protective Rocket Nose Cone MK7 (New “Black and White”, “Orange” and “White”  color variants)
Other Part changes:
* Fixed the normals maps on the Stayputnik.
* Fixed the normals maps on the Okto. * Fixed the visible texture seams on the Rockomax X series fuel tanks orange variant.
+++ Bugfixes
* Fix  SAS on all probes in Sandbox and Science game modes to operate as per their config files. Game setting allows player to toggle SAS functionality on probes in these game modes.
* Fix handling of docking ports and multiple nuclear or ion engines for DV calculation used in Burn Indicator.
* Fix handling of stages with multiple engines and asparagus staging for DV calculation used in Burn Indicator.
* Fix flashing Burn Indicator and display of DV when vessel are prelaunch.
* Fix Vernor Engines now correctly use Liquid Fuel and Oxidizer on the Engineering report.
* Fix all engines now say "Engine stops under: xx%", instead of "Flameout under: xx%" on their part extended info tooltips.
* Fix Tutorials unable to proceed when the player has a part selected (attached to the mouse) in the editor scenes (VAB/SPH).
* Fix fuel being drained from tanks when fuel availability icon is double-clicked.
* Fix partially executed maneuver nodes gets the closest approach to the same orbit parameters.
* Fix double quotes in stock craft descriptions.
* Fix Contract/Parameters not updating for vessel ownership (such as rescue kerbal) when not in flight mode.
* Fix Drills can operate and generate ore only when deployed and proper surface contact.
* Fix Kerbal IVA crew mass calculation on crewable parts where user/mods have changed IVA crew mass to be > 0 (the default).
* Kerbal IVA crew mass now reported in DV and Engineers report mass totals in editor (VAB/SPH).
* Fix TVR-300, TVR-300L, Moving parts in symmetry works correctly.
* Removed unnecessary horizontal slider in the mini settings UI.
* Fix Summary window no longer appears empty when recovering a vessel with the UI scale at more than 150%, when in a non recommended UI Scale range.
* Fix flickering of fairings in editor scene.
* Further tweaked the sun behavior to stop it from dimming unnecessarily in the Jool Airbreak scenario.
* Fix Intermediate Construction tutorial does not require confirmation when loading the required vessel.
* Fix NRE is no longer generated when rockets crash on the Launchpad.
* Fixed a shader issue that caused the Mk16 parachute to become transparent when within Aero FX.
* Fix cost of fairings shells now is included with initial vessel load.
* Landing gear LY-01, LY-05, LY-10, LY-35, LY-60 and LY-99 can no longer be the first part when you are building a ship.
* Fix last part of interstage fairings not having correct variant applied when vessel is loaded.
* Assigned the correct category to the cfg of all engines.
* Limited the amount of undo/redo steps in the editors to prevent excessive use of memory while building large, complex vehicles. The amount of steps can be adjusted via GameSettings.EDITOR_UNDO_REDO_LIMIT
* Fix Vessel without name cannot be saved in the editor and no longer generates an error.
* Fix part hover highlighting no longers shows from inside IVA or Internal camera.
* Fix inverted interstage fairings not being able to activate when a decoupler below them has activated.
* Fix KSC building upgrade text padding on KSC Building marker UI for scroll bars.
* Fix potential NRE when completing an orbital survey.
* Fix Words no longer duplicate on contracts.
* Fix Burn Bar and Orbit stays the same when a new target is selected.
* Fix An NRE is no longer generated when trying to select the last save game in the save game menu after deleting previous saves.
+++ Mods
* Call OnWillBeCopied and OnWasCopied for children parts when their parent is copied in the editor scene.
* Variants can now disable animations and events.
* Alternative control point orientations can be configured on ModuleCommand.
* Kerbal Helmet check values are controllable via cfg using stock rules or an extra step by overriding code methods: CanSafelyRemoveHelmet, WillDieWithoutHelmet, CanEVAWithoutHelmet
* Kerbals now EVA with a set initial temperature equal to “room temperature” - I mean they were inside with no helmets  - can be reverted via GameSettings.EVA_INHERIT_PART_TEMPERATURE
+++Miscellaneous
* Personal parachute kerbal unlock level requirement is accessible for modders in the traits.cfg file and the requirements have been updated to: 0xp for pilots, and 1 xp point for Engineers and Scientists.
* Stock craft have been revised so that they no longer use deprecated parts. The revised vessels are: Aeroequus , ComSat LX , Dynawing , GDLV3 , Ion-Powered Space Probe , Jumping Flea , Kerbal 1 , Kerbal 1.5 , Kerbal 2 , Kerbal X , Learstar A1 , Orbiter 1A , Orbiter One , PT Series Munsplorer , Rover + Skycrane , Science Jr , Slim Shuttle , Space Station Core , Super-Heavy Lander , Two-Stage Lander , Z-MAP Satellite Launch Kit ,Rocket-power VTOL , Satellite Launcher , Stratolauncher.
* Kerbals who board a command seat will make the command seat the vessel reference point only when no other part has control of the vessel.
* The flight camera near clip pane is automatically adjusted when in IVA to correctly display external visuals.
1.6 Changelog - Making History DLC ONLY
+++ Improvements
* Open mission menus now check for craft file compatibility.
+++ Localization
+++ Parts
* The following LFO engines were rebalanced : Wolfhound, Cheetah, Kodiak, Mastodon, Cub, Skiff, Bobcat.
* The following Engine Thrust Plates were rebalanced:  EP-25, EP-37, EP-50
* The following Structural Tubes were rebalanced: T-25, T-37, T-50
+++ Bugfixes
* Removed the text “Not played yet” from the tutorial missions buttons in play missions dialog.
* Fix to remove the add button in the Modify Score and Change Score nodes if there are no more options left.
* Fix Kerbals now appear swimming in the correct position on the water when spawning.
* Fix undo function will no longer ignore copied nodes in mission builder.
* Fix handling of engine plates and self-decoupling parts for DV calculation used in Burn Indicator.
* Fix NRE in Mission builder : Changing the "Location" settings in the "Spawn Vessel" node with the described procedure does not generate an NRE.
* Fix Localization description of craft Valkshod 2 on trouble in the Void mission.
* Fix Localization name and description of craft Soy-Ooze 10 on Sally-Hut 1 mission.
* Fix Localization name and description of craft SWM-94 Communications Satellite on Trouble in the void mission.
* Fix Copying Spawn vessel nodes with specific crew creates nodes without crew so they are not cloned.
+++ Missions
+++Miscellaneous
==========================================================
Kerbal Space Program 1.6: To Vee or not To Vee is now available on Steam and will soon be available on GOG and other third party resellers. You will also be able to download it from the KSP Store if you already own the game.
Click here to enter the Grand Discussion Thread for this release.
Happy launchings!
PS: Ask and you shall receive xD
Oh... and if you like, you can download wallpapers of the To Vee or not To Vee art here:
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the-noodle-king · 5 years
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So here’s a hero concept I’ve wanted to work on for a while - A 2-in-1 hero.
A lot of stats and bio under the cut.
Real Names:  Marino Rodrìguez & Noah Fieldman
Alias:  Grunt & Muscle
Role:  Tank  /  Job:  Versatile and Self-Sufficient Tanking and Damage Dealing Duo
Special:  Grunt & Muscle have separate HP pools but either dying takes them both out of the fight.  /  Buffs applied to one will not be transferred to the other on Switch Out, but the same is also true of Debuffs.  /  Their cooldowns are separate (except for “Switch Out”) but they share Ultimate charge, so when one uses their ult, the other loses theirs.  /  Grunt is the Spawn Hero of the pair, but using Switch Out in an active spawn room does not start it’s Cooldown.
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Grunt  /  Marino
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Hit Points:  300  /  Health:  275  /  Armour:  25 
Primary Weapon:  Light Repeater Rifle
Ammo:  30  /  Reload Speed:  1.4 Seconds  /  Rate of Fire:  6 Shots per Second
Damage:  15 - 30  /  DPS:  90 - 180  /  Falloff Range:  22 - 44M  /  Attack Type:  Hitscan
Primary Fire, Repeater Fire:  Fire bullets 1 at a time or in up-to-6 shot bursts with medium spread. After 1s of continuous fire, there is a 0.3s delay before fire can resume.
Ability 1, Switch Out:  Change places with, and switch control over to Muscle. Grunt leaves the field, where he cannot be damaged or healed but his abilities continue to cooldown.  /  Cooldown: 16s
Ability 2, Evasive Maneuvers:  Perform a dive roll in the direction you are moving, taking less damage as you do.  /  Distance: ~10M  /  Movement Speed: 12 Meters per second  /  Damage Reduction: -35%  /  Cooldown: 6s
Ability 3, Arced Grenade:  Throw a grenade in an overhead arch, which detonates after a short delay. Can be held for up to 3s to reduce the delay before throwing, which also shows it’s travel path and an aiming reticule. The grenade bounces off of walls, and bounces on the floor once before settling.  /  Delay Before Detonation: 4.5s minus hold & travel times  /  Projectile Travel Speed: 21Mps  /  Explosion Damage: 85  /  Explosion AoE: 5.5M  /  Cooldown: 8s from being thrown
Ultimate, Triage:  Fully heal both Grunt & Muscle, and apply a minor Heal Boost effect to both for 8 seconds after, which persists after a Switch Out. Triage has a 2.25s cast time during which Grunt is heavily slowed and no healing occurs, if Grunt is Anti-Healed at the end of the cast time his healing is affected by it, but Muscle’s is not.  /  Slow Effect: -50%  /  Heal Boost: +20%  /  Required Charge: 2250
Passive, Hustle:  Grunt moves from operation to operation with efficiency and speed, gaining a speed boost when Out Of Combat. Must have not taken or dealt damage for 1.75s to trigger Out Of Combat status (Damage caused by Arced Grenade does not affect this). While Hustle is active crouching does not incur a speed penalty.  /  Speed Boost: +80%
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Muscle  /  Noah
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Hit Points:  550  /  Health:  300  /  Armour:  125  /  Shields:  125
Primary Weapon:  Heavy Pulse Shotgun
Ammo:  4  /  Reload Speed:  1.85 Seconds  /  Rate of Fire:  1.5 Shots per Second  /  Pellets per Shot:  16
Damage Per Pellet:  4 - 8  /  Damage Per Shot:  64 - 128  /  Falloff Range: 18 - 36M  /  Attack Type:  Shotgun
Primary Fire, Pulse Rounds:  Weighty, slow-firing shotgun blasts with medium-high spread, but which are still effective at decent range.
Ability 1, Switch Out:  Change places with, and switch control over to Grunt. Muscle leaves the field, where he cannot be damaged or healed but his abilities continue to cooldown.  /  Cooldown: 16s
Ability 2, Shove Kick:  Perform a solid kick directly in front of yourself to knock an enemy back. If a hit enemy connects with a wall, or falls more than 4M off a ledge following the kick, they are also stunned for 0.45s. Deals an additional 30% of max barrier health as damage to barriers, but causes no knockback to them.  /  Knockback Distance: ~9.5M  /  Damage: 35  /  Cooldown: 7s
Ability 3, Explosive Shells:  Load a quad of special shotgun shells which ignore all forms of damage reduction, including armour, and which deal double damage to barriers. Reloading, either after expending all ammo or before, ends the effect. Base damage, spread, rate of fire and reload speed all remain unchanged during use.  /  Cooldown: 12s from end of effect
Ultimate, Intimidation:  Project a medium sized aura around Muscle which terrifies enemies within it, reducing their speed, increasing the damage they take, and preventing the activation of damage dealing abilities (Not including primary/secondary weapons fire).  /  Duration: 6s  /  AoE: 12M  /  Speed Reduction: -30%  /  Damage Taken Increase: +30%  /  Required Charge: 2250
Passive, Stonewall:  During Combat, Muscle shows no fear and gives no quarter, taking less damage as long as he is doling it out. Must have dealt 10 or more damage in the last 1.75s to maintain In Combat status.  /  Damage Reduction: -20%
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Grunt’s Ultimate Voiceline (Self & Enemies):  I’m Healing Up!
Grunt’s Ultimate Voiceline (Allies):  Cover Me!
Muscle’s Ultimate Voiceline (Self & Enemies):  (Guttural Roar)
Muscle’s Ultimate Voiceline (Allies):  Let’s Finish Them Off!
Hero Select Voiceline (Said by Grunt): Another Day, Another Job
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Home / Base of Operations:  N/A
Nationality (Grunt):  Mexican-American  /   Nationality (Muscle):  American
Sexuality (Both):  Gay  /  Gender (Both):  Cis Men  /  Pronouns (Both):  He/Him 
Grunt’s Age:  29  /  Date of Birth: 30th of May
Muscle’s Age:  32  /  Date of Birth: 23rd of July
Height (Grunt):  5ft 6in  /  Height (Muscle):  6ft 1in
Affiliation / Allegiance:  The Highest Bidder
Backstory:  Mercenaries through and through, Marino and Noah have done their time working for every shady para-military organisation, corrupt private army, and ludicrous security firm the average mobster can put a name to: Blackwatch, Talon, Helix, they’ve been there and done it all, from guarding suspect shipments to storming fortresses. They’ve worked the odd legit job, or at least, less illegitimate ones, like being bouncers and debt collectors for still less-than-savoury folk, but what can they say, they know the work they’re good at.
The world keeps changing but the work stays the same, so they just keep working and let the world do it’s own thing. No matter how crazy things get, Omnics and uprisings, bombings and conflicts, they still have their work and each other, and so long as they have each other, they don’t really mind what the world does.
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