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2023.03.29 11:41 Captn_Thatch Celtic and Rochester: A WoWsL Tier 7 Review
HMS Celtic
- Super Heal
- Improved AP
- Radar Cruiser
USS Rochester (CA-124)
- Smoke Cruiser
- Excellent AA Suite
- Strong AP
Scope
These ships were given to me by Wargaming for review. Welcome back. Sure, it does seem rather apt to jump into the first published review in sometime with the addition of two new Baltimores…well, one Oregon-City Cruiser, and
another Baltimore. With both ships being so closely related, it seems fitting to tag them both together here. Per the norm, there will be lots of pretty charts, and a comprehensive breakdown of both ships; with the added benefit of showing exactly where these two wrap up into the bigger picture.
All stats are current to the best of my knowledge as of v5.1. Stats are subject to change in the future, and this review may not reflect those changes.
Celtic is a
GREAT ship, with a
MODERATE Skill Floor and a
HIGH Skill Ceiling.
Rochester is an
AVERAGE ship, with a
LOW Skill Floor and a
MODERATE Skill Ceiling.
Quite obviously, this review is going to be mostly centered on Celtic, with some Rochester slapped in there to show exactly how she stacks up to the competition. 2 for 1, or a freebie, you decide. Nothing could honestly make me happier than to be able to bring reviews and writing to you all full-time. If this interests you and you enjoy reading my work, please support me if you can, as every little bit helps. My goal is to keep my reviews free and public for all to read; and by supporting my Patreon you can help keep me at my desk. Matrix Rating
- [BAD, WEAK, AVERAGE, GOOD, GREAT]
- {LOW, MODERATE, HIGH, EXTREME}
History
The design was first commissioned in the late 1930's, which adapted lessons learned from the preceding Wichita-Class and the currently under construction, lighter Cleveland Class. Baltimore's design featured an orthodox A-B-X configuration of 3 triple turrets of (8") 203mm guns. Fast and well-armed for the era, the fate of the project ended by cancelling later ships construction in favor of the Cleveland Class which were both faster, lighter, and quicker to build which meant more ships out at sea protecting US Navy Carriers. Baltimore Class Cruisers were built from 1941-1945 with some serving in various sub-classes until the 1970's.
With 14 completed ships of the class, the Baltimore-Class had the most constructed heavy cruisers built of any one class from nation during the war-time period. Generally considered a success, the class was preceded by the USS Wichita, and succeeded by the Oregon-City Class. With attached sub-classes, the Boston Class featuring the world's first Guided Missile Cruiser in the early 1950's USS Boston (CAG-1) and Flagship variations. The design was most notable for incorporation of surveillance radar, gun control fire systems which allowed for calculation beyond the horizon, 5'' Anti-Air, and 8'' Main Battery. This design was focused in on the ships ability to be a Carrier Fleet Escort Ship, capable of both Anti-Air Screening, Shore Bombardment, eventually being modified to serve as the world's first guided missile cruiser.
USS Baltimore (CA-68) herself was laid down in 1941, by Bethlehem Shipbuilding Corporation at the Fore River Shipyard in Quincy, Massachusetts. The ship was launched in 1942 and served until 1956 when she was decommissioned, and eventually scrapped in 1971. The ship served primarily in the Asiatic-Pacific Campaign, earning 9 battle stars.
HMS Celtic is a made-up ship that never actually existed but rests on the concept that would have been if the Baltimore Class had been sent to the Royal Navy. This was not an entirely foreign concept of the era either, with the two allied nations cooperating heavily with some ships being used by the other’s navy. It would be this cooperation that ultimately played a decisive role in every major theatre of World War 2.
USS Rochester (CA-124) was laid down in the same shipyard as her predecessor, in May 1944. She would be launched in August the following year, then commissioned into the US Navy in 1946. Succeeding the Baltimore Class, the Oregon City Class featured many similarities, with changes to her exhaust, superstructure and Anti-Air Suite. Rochester would serve throughout Korea and Vietnam, being decommissioned in the 1960s, and scrapped in the 1970s. 10 Oregon City Cruisers were planned, with only 4 completed.
Strengths: Celtic
- 9.9km Radar
- Royal Navy Super Heal
- Solid Anti-Air
- Sonar
- Improved AP Ricochet Angles
Weaknesses: Celtic
- Poor Fire Chance
- Short Duration Radar
- Lacks SHAP
- Low Base HP
Strengths: Rochester
- Smoke Generator
- Excellent AA Suite
- Improved AP Angles with SHAP
Weaknesses: Rochester
- Poor Smoke Fire Concealment
- Radar-Less
- Heal-less with Smoke Generator
The Basics
A Baltimore with a Super Heal and longer-range radar?
Sign me up. Baltimore on her own is already one of the stronger ships in the game and in terms of utility, one of the stronger team players. Celtic takes an interesting concept and adds a new flair to an older line. She has her own strengths and weaknesses, all of which will be identified, some of which are likely to be seemingly splitting the finest of hairs. This ship has a bit less of a grudge against controlling caps than the traditional Baltimore but should be readily found in the same niche doing the same things,
just slightly different. Radar support, anti-destroyer, area control are all tags that apply. Celtic is strong, strong enough to be thrown in with the likes of AL Baltimore, Mainz CE and Wichita CE.
Trashchester is tough. I’ll honestly do my best to not shred this ship into a bajillion pieces while pouring out the salt, but I’m only human. She was painful on release, and since she’s had work done, fitting for her review to be finally finished and published for you all to use as a dash of seasoning for dinner. On release, Rochester had a smoke fire concealment on par with her sister’s base concealment, meaning, her smoke was essentially pointless and served only to blind herself, and not her opponents. Lacking radar, Rochester presented as a clumsy self-blinding target unable to deal the things that engage her. What’s worse, Rochester trades her heal for her smoke, meaning, players are left purchasing a regular old Baltimore, with some fancy AA, or a deaf-mute without a heal. Yes. She was that painful; a concept that bumps in the worst of ways, both theoretically and in practice. While her concealment has been buffed, it’s still an awful kit as her smoke fire concealment is still too weak to present much of a force upon the caps. If we’re stuck to smoke firing spam, there are better ships than Rochester; even making good old Belfast 43 seem like a knight in shining armor.
Both of these ships do sport improved AP performance, in the shape of improved ricochet angles. We’ll tear this apart in the ballistic section, as per the norm. Baltimore’s ballistic performance has been studied quite extensively in the past, which has set up an excellent point of comparison.
Offense
- Celtic: GOOD
- Rochester: AVERAGE
Let’s start with the prodigal child and then work towards the bought rented mule. Celtic does well here, in terms of heavy cruisers (203mm) she sits nearer the top of the lists dropping more midfield when included with the rest of the pack. Apart from some of those silly DPM small caliber ships, Celtic packs a noteworthy punch. Rochester starts more midfield and holds her placing through the pack. For a 203mm cruiser, a 2s difference in reload is often enough to bump a ship up or down a rank, entirely. This translates to roughly 20k between the two, and about a full salvo difference.
| HE Alpha | HE DPM |
AL Chapayev | 2850 | 256 500 |
Cleveland | 2300 | 254 769 |
Weimar | 1700 | 244 800 |
Suzuya | 2700 | 243 000 |
AL Montpelier | 2300 | 220 800 |
Bayard | 2200 | 221 200 |
Belfast 43 | 2450 | 207 529 |
Harbin | 1900 | 207 273 |
Chapayev | 2300 | 207 000 |
Mainz CE | 1700 | 204 000 |
Kutuzov | 2200 | 198 000 |
Mainz | 1600 | 192 000 |
Ochakov | 2200 | 182 069 |
Charles Martel | 2800 | 151 200 |
Wichita CE | 2800 | 151 200 |
Celtic | 2700 | 145 800 |
Albemarle | 3300 | 142 560 |
Wichita | 2600 | 140 400 |
AL Baltimore | 2800 | 137 454 |
Mogami | 3300 | 132 000 |
Baltimore | 2800 | 126 000 |
Rochester | 2800 | 126 000 |
Atago | 3300 | 123 750 |
Pyotr Bagration | 2500 | 122 727 |
Azuma | 5100 | 114 750 |
Hipper | 2700 | 112 696 |
Riga | 3050 | 106 625 |
Amalfi | 3100 | 104 625 |
Prinz Eugen | 2500 | 92 308 |
Sigfried | 4400 | 60 923 |
Edinburgh | - | - |
Perfect 10 | - | - |
Plymouth | - | - |
In terms of alpha punch, Celtic and Rochester are somewhat similar separated by the performance of firing different shells off different reloads from the same gunnery.
| AP Alpha | AP DPM |
Weimar | 3750 | 540 000 |
Mainz | 3900 | 468 000 |
Mainz CE | 3900 | 468 000 |
Plymouth | 3100 | 457 846 |
Cleveland | 3300 | 365 538 |
Perfect 10 | 2800 | 358 400 |
Bayard | 3300 | 316 800 |
AL Montpelier | 3200 | 307 200 |
Chapayev | 3400 | 306 000 |
Edinburgh | 3100 | 297 600 |
Kutuzov | 3300 | 297 000 |
Suzuya | 3300 | 297 000 |
AL Chapayev | 3100 | 279 000 |
Ochakov | 3300 | 273 103 |
Harbin | 2500 | 272 727 |
Charles Martel | 4900 | 264 600 |
Belfast 43 | 3100 | 282 570 |
Hipper | 6000 | 250 435 |
AL Baltimore | 5000 | 245 454 |
Celtic | 4500 | 243 000 |
Wichita CE | 4200 | 226 800 |
Baltimore | 5000 | 225 000 |
Rochester | 5000 | 225 000 |
Pyotr Bagration | 4550 | 223 364 |
Prinz Eugen | 5900 | 217 846 |
Wichita | 4000 | 216 000 |
Riga | 5750 | 200 323 |
Azuma | 8650 | 194 625 |
Albemarle | 4500 | 194 400 |
Mogami | 4700 | 188 000 |
Atago | 4700 | 176 250 |
Amalfi | 5100 | 172 125 |
Sigfried | 11 600 | 160 615 |
Celtic has among the better AP DPM values for a 203mm armed cruiser, only being outclassed by ships with meatier AP. In terms of overall, Celtic sits more midfield. Her overall AP ballistic performance allows her to unlock more of this actual number than many of her counterparts.
| Range (Km) | Reload (s) |
Weimar | 15.3 | 5.0 |
Harbin | 14.5 | 5.5 |
Ochakov | 15.5 | 5.8 |
Mainz | 15.8 | 6.0 |
Mainz CE | 15.8 | 6.0 |
Plymouth | 15.2 | 6.5 |
Cleveland | 15.3 | 6.5 |
AL Montpelier | 13.9 | 7.5 |
Perfect 10 | 15.2 | 7.5 |
Edinburgh | 15.3 | 7.5 |
Bayard | 15.8 | 7.5 |
Kutuzov | 16.0 | 8.0 |
AL Chapayev | 16.0 | 8.0 |
Chapayev | 16.0 | 8.0 |
Belfast 43 | 15.3 | 8.5 |
Celtic | 15.5 | 10.0 |
Suzuya | 15.3 | 10.0 |
Charles Martel | 15.8 | 10.0 |
Wichita | 15.5 | 10.0 |
Wichita CE | 15.5 | 10.0 |
Pytor Bagration | 16.0 | 11.0 |
AL Baltimore | 15.5 | 11.0 |
Hipper | 15.8 | 11.5 |
Baltimore | 15.5 | 12.0 |
Rochester | 15.4 | 12.0 |
Albemarle | 15.5 | 12.5 |
Prinz Eugen | 15.8 | 13.0 |
Mogami | 15.3 | 15.0 |
Riga | 16.1 | 15.5 |
Amalfi | 15.4 | 16.0 |
Atago | 14.7 | 16.0 |
Azuma | 15.8 | 24.0 |
Sigfried | 16.2 | 26.0 |
Overall, there’s not all that much to crow about here. Rochester sits a bit lower on the charts than Celtic due to reload. Both have improved ballistics to offer compensation for a lack of torpedoes. The DPM numbers are at their worst, workable, and at best, functional, neither being awful nor spectacular. Celtic takes the edge due to better numbers overall.
Ballistics
- Rochester: GREAT
- Celtic: GREAT
The tell-all ballistic chart. Royal Navy Cruisers and US Navy Cruisers sport among the best AP performance in their respective classes and tiers. Celtic has among the best HE DPM numbers of the Baltimores, but takes a hit on her fire chance percentage. Rochester SHAP hits like a truck, along with her Baltimore cousins. Things get interesting here the more you study this chart, captains. Celtic has arguably better HE, but worse AP. Rochester has SHAP and excellent AP performance, but poor shell count. AL Baltimore once again takes the cake with the best “happy medium” of the bunch, sporting a decent shell count, SHAP with excellent penetration and a lower muzzle velocity introducing slightly higher arcs yielding much more forgiving angles on the receiving end…
What I can say definitively, is Baltimore SHAP has much greater penetration than the standard AP. Wichita leans on HE at range, and she has the numbers to back it up, Baltimore hardly ever shoots HE in practice which is backed up by her AP performance and penetration values. Captains, it would not be entirely erroneous in terms of gunnery to compare Stock Baltimore to Celtic and Wichita or Elite Baltimore to Rochester and AL Baltimore.
| Ricochet (o) | Fuse Time (s) | Sigma | Velocity (m/s) | Projectile |
Albemarle | 45/60 | 0.033 | 2.0 | 814 | AP |
AL Baltimore | 60/67.5 | 0.033 | 1.8 | 762 | SHAP |
Balti-Stock | 60/67.5 | 0.033 | 1.9 | 853 | AP |
Balti-Elite | 60/67.5 | 0.033 | 1.9 | 782 | SHAP |
Celtic | 60/67.5 | 0.033 | 2.0 | 853 | AP |
Rochester | 60/67.5 | 0.033 | 2.0 | 762 | SHAP |
Wichita | 60/67.5 | 0.033 | 1.8 | 853 | AP |
Wichita CE | 60/75 | 0.01 | 2.0 | 853 | AP |
The major and palpable difference in performance here is between Celtic and the native Baltimores, is that Celtic lacks SHAP. This means Celtic’s AP shells weigh less, which translates to depleting velocity and thus penetration values faster than the Baltimores heavier shells. Fortunately, Baltimore has some of the best AP penetration in her class which means that Celtic can afford to lose some raw penetration value before she begins to suffer. Rochester wins the AP argument here, while Celtic takes the HE side. It’s almost literally splitting hairs, and Baltimore Mains will feel right at home in either ship.
| Fire Chance % | HE Pen (mm) | Shell Count | Velocity (m/s) | Projectile |
Albemarle | 17 | 33 | 43 | 814 | HE |
AL Baltimore | 14 | 33 | 49 | 823 | HE |
Baltimore | 14 | 33 | 45 | 823 | HE |
Celtic | 10 | 33 | 54 | 823 | HE |
Rochester | 14 | 33 | 45 | 823 | HE |
Wichita | 14 | 33 | 54 | 823 | HE |
Wichita CE | 14 | 33 | 54 | 823 | HE |
If you’re looking to start fires, grab Albemarle. However, this is about the only such category she takes. Celtic manages better with access to a shorter reload and better overall ballistic properties. Shell by shell, edge Rochester, overall, solidly in Celtic’s favor by a full 9 shells.
Torpedoes
Neither of these ships sport torpedoes, so this section is predicably blank.
Defense
- Celtic: GREAT
- Rochester: AVERAGE
Let’s jump into the major category of defense. Celtic arguably may be one of the best, Rochester, rather mediocre. From the top.
Celtic has among the best effective health pools, just edging out Edinburgh with a chunky 66k. It’s worth pointing out Albemarle tops both with a mighty 78k, though most Albemarle tend to be much more passive alluding to a different playstyle entirely. Baltimore is considered “tanky” at 56k, and Celtic adds in a super-heal. I wouldn’t chance to say Albemarle is particularly tanky, but she can heal quite well. A Baltimore is tanky enough to access that 66k EHP and is a scary thought. Baltimore can take a punch, where Edinburgh relies on defense by trickery, clever armor schemes and angling, Albemarle by range and angle. It’s also quite worth mentioning that Celtic rests with 36,7k base HP, meaning on par with most Cruiser Lights. Captains, you will feel getting hit in Celtic. Kit with 9.9km radar, sonar, a super heal, decent armor, excellent AA and workable concealment…captains, this is a literal no-brainer. Celtic is a slightly different twist off some of the most competitive ships in the game.
Rochester is rather tanky like most of her preceding Baltimore cousins. She has the same armor scheme essentially, and similar HP/EHP values. While this would normally be good on its own, Rochester has an Achilles’ Heel. Rochester must choose between having smoke or having a heal, and outright lacks Radar. While she has defensive AA, this is mostly a living meme rather than consistently as effective in combat as Radar. As said before, in terms of smoke cruisers there are just better options some of which don’t involve sacrificing your heal, or even radar. This relegates Rochester to just being a rather average 203mm CA, with very
slightly better AA and decent enough armor.
The ranking seems a bit harsh, but that’s generally the difference between the hunter (Celtic), and the hunted (Rochester). Rochester initially will feel getting hit less, due to a larger health pool however, the table quickly swings in favor of Celtic, which gets most of it back.
| Health | Effective Health |
Azuma | 52 500 | 78 960 |
Albemarle | 43 800 | 78 840 |
Sigfried | 55 000 | 70 400 |
Celtic | 36 700 | 66 020 |
Edinburgh | 36 400 | 65 520 |
Hipper | 43 800 | 58 517 |
Plymouth | 41 000 | 58 220 |
Prinz Eugen | 45 000 | 57 600 |
AL Baltimore | 42 400 | 56 646 |
Baltimore | 42 400 | 56 646 |
Mainz | 44 000 | 56 320 |
Riga | 42 000 | 56 112 |
Rochester | 41 900 | 55 978 |
Amalfi | 42 800 | 54 784 |
Mainz CE | 42 500 | 54 400 |
Kutuzov | 40 700 | 54 364 |
Pytor Bagration | 42 000 | 53 760 |
Atago | 40 100 | 53 574 |
Mogami | 39 100 | 52 238 |
Perfect 10 | 36 500 | 51 788 |
AL Chapayev | 37 000 | 51 504 |
Chapayev | 37 000 | 51 504 |
Belfast 43 | 38 400 | 51 302 |
Suzuya | 38 000 | 50 786 |
Wichita | 37 900 | 50 634 |
Wichita CE | 37 900 | 50 634 |
Charles Martel | 38 000 | 48 640 |
AL Montpelier | 36 900 | 47 232 |
Cleveland | 36 900 | 47 232 |
Ochakov | 34 750 | 46 426 |
Weimar | 32 000 | 42 752 |
Bayard | 34 700 | - |
Harbin | 26 500 | 33 892 |
Armor
- Celtic: GOOD
- Rochester: GOOD
This chart below sticks to the USN and RN CA/CLs for now... At some point, this chart will include overmatch and juicy other details for all the cruisers, but for now, it is simple enough to get the point across. Most Cruisers have their critical spaces directly abutting the hull, others don’t. Cruiser armor varies widely and is worth looking at because there are absolutely ships with specific advantages worth exploring and exploiting. For now, let’s keep it simple.
As summarized before, the Baltimore Class has relatively good armor, while it has its weaknesses, is generally functional enough to get by. They are neither needlessly weighed down by their armor, nor under-armored. It’s worth saying Rochester and Celtic have vaguely the same armor lay out and will handle 380mm Battleships.
| Extremity Plating (mm) | Belt Armor (mm) |
Albemarle | 25 | 152 |
AL Baltimore | 27 | 152 |
AL Montpelier | 25 | 127 |
Baltimore | 27 | 152 |
Belfast 43 | 16 | 114 |
Celtic | 27 | 152 |
Cleveland | 25 | 127 |
Edinburgh | 30 | 114 |
Perfect 10 | 16 | 114 |
Plymouth | 16 | 114 |
Rochester | 27 | 152 |
Wichita | 27 | 152 |
Wichita CE | 27 | 152 |
Anti-Air Suite
- Rochester: BEST
- Celtic: GREAT
Rochester takes the cake here, with better and larger AA guns she’s rather resistant to airborne pests. Celtic ties in with the close second, along with her sisters. The truly beautiful thing about either ship is that captains will not need to waste any energy into building this into making this sector a functional kit. Captains, you can save some defensive energy by focusing into Celtic’s Radar and by leaving Rochester in port. The magic number here is being north of that 350/s line, Azuma scrapes by with a bit of focus, where pretty much all the USN ships will laugh off aircraft. A major point of contention that is worth noting; Rochester is immune, Celtic is quite resistant to CVs, where Albemarle gets by here, and Edinburgh is rather hindered. I suspect this will be massively impactful for competitive players.
| Range (Km) | DPS |
Rochester | 5.0 | 370 |
AL Baltimore | 5.0 | 365 |
Baltimore | 5.0 | 365 |
Celtic | 5.0 | 365 |
AL Montpelier | 5.0 | 363 |
Cleveland | 5.0 | 363 |
Mainz | 5.0 | 357 |
Mainz CE | 5.0 | 357 |
Sigfried | 5.2 | 354 |
Azuma | 5.0 | 342 |
Hipper | 4.5 | 288 |
Pyotr Bagration | 5.0 | 280 |
Prinz Eugen | 4.5 | 279 |
Plymouth | 5.0 | 276 |
Perfect 10 | 5.0 | 276 |
Albemarle | 5.0 | 272 |
Kutuzov | 5.0 | 264 |
Amalfi | 4.0 | 225 |
Wichita | 5.0 | 217 |
Wichita CE | 5.0 | 217 |
Bayard | 5.0 | 212 |
Belfast 43 | 5.0 | 207 |
Al Chapayev | 5.0 | 207 |
Chapayev | 5.0 | 207 |
Charles Martel | 5.0 | 204 |
Ochakov | 5.0 | 196 |
Riga | 5.2 | 188 |
Weimar | 4.5 | 181 |
Edinburgh | 5.0 | 175 |
Harbin | 5.2 | 170 |
Mogami | 5.0 | 127 |
Atago | 5.0 | 90 |
Suzuya | 5.0 | 67 |
Rochester takes the cake here, because everyone deserves to be really good at something. However, with CVs it’s important to remember everything is relative.
Concealment
- Rochester: GOOD
- Celtic: GOOD
Technically these are the same values while stock, and their rating is the same. However, this is quite deceiving. Rochester is GOOD leaning on GREAT where Celtic is GOOD leaning on AVERAGE. The reason for this follows their available commanders, which Shelly Beapley offers a unique 4th row concealment skill unavailable to any other commander, or nation. The result of this, Rochester, like her cousins sits at a comfortable 9.3km, where Celtic sits at 9.9km. Rochester can do almost nothing with this concealment, as she lacks radar, and her smoke fire window is just a pale 1.7km below her surface concealment. However, that .6km is a palpable difference and can open huge strategic windows; particularly once south of that magic 10km line.
The obvious connotation here is that hiding a radar cruiser inside 10km is far scarier than hiding a smoke cruiser inside 9.5, provocatively when that same smoke cruiser can be spotted inside her smoke at 7.6km. Captains, this 7.6km is on par with her sisters, however, this is a very narrow margin even for a support cruiser. Smoke is infinitely easier to use than radar, however, infinitely less forgiving.
| Stock Concealment |
Amalfi | 11.4 |
Atago | 11.7 |
Harbi | 11.8 |
Belfast 43 | 11.9 |
Plymouth | 12.0 |
Edinburgh | 12.0 |
Albemarle | 12.1 |
Mogami | 12.3 |
Suzuya | 12.3 |
Cleveland | 12.5 |
AL Montpelier | 12.5 |
Celtic | 12.6 |
AL Baltimore | 12.6 |
Baltimore | 12.6 |
Rochester | 12.6 |
Wichita | 12.6 |
Azuma | 12.7 |
Weimar | 13.0 |
Sigfried | 13.0 |
Perfect 10 | 13.2 |
Bayard | 13.2 |
Pyotr Bagration | 13.3 |
Charles Martel | 13.4 |
Hipper | 13.5 |
Prinz Eugen | 13.6 |
Mainz | 13.7 |
Mainz CE | 13.7 |
Kutuzov | 13.8 |
Ochakov | 13.8 |
Riga | 14.2 |
AL Chapayev | 14.3 |
Chapayev | 14.3 |
Maneuverability
- Celtic: GOOD
- Rochester: WEAK
Celtic sits almost smack dab of the upper midfield pack of heavy cruisers where Rochester sits more towards the end of the pack. Rochester feels clunky and handles like it, where Celtic feels more “native” to her respective class sharing the same stats. While this is rated good overall, its more average in the face of Lighter Cruisers, representing more of a bang-for-the-buck scenario.
| Rudder Shift (s) | Turn Radius (m) |
Weimar | 6.4 | 660 |
AL Montpelier | 6.9 | 660 |
Harbin | 7.2 | 660 |
Cleveland | 6.0 | 680 |
Wichita | 6.0 | 680 |
Wichita CE | 6.0 | 680 |
Perfect 10 | 8.0 | 680 |
Edinburgh | 8.6 | 680 |
Belfast 43 | 9.9 | 680 |
Plymouth | 10.1 | 680 |
Amalfi | 11.0 | 680 |
Charles Martel | 8.9 | 690 |
Mainz | 10.5 | 720 |
Mainz CE | 10.5 | 720 |
Albemarle | 10.7 | 720 |
AL Baltimore | 7.0 | 730 |
Baltimore | 7.0 | 730 |
Celtic | 7.0 | 730 |
Bayard | 9.3 | 730 |
Hipper | 9.7 | 740 |
Suzuya | 5.6 | 750 |
Mogami | 6.4 | 750 |
Ochakov | 7.4 | 750 |
Rochester | 10.5 | 750 |
Kutuzov | 6.5 | 760 |
Prinz Eugen | 9.8 | 770 |
Atago | 8.1 | 790 |
Sigfried | 14.0 | 880 |
AL Chapayev | 8.7 | 890 |
Chapayev | 8.7 | 890 |
Pyotr Bagration | 10.5 | 890 |
Azuma | 12.3 | 920 |
Riga | 11.5 | 920 |
Commanders
Celtic: Celtic essentially has one commander that is head and shoulders ahead of the rest, while the rest kind of just work. HotRod offers the best fit here inarguably, along with Radar Edinburgh and Radar Minotaur. This sets Celtic up to be a near par build with the USN CA Queen Shelly Beapley. While her 4th row skill’s absence here is certainly felt and results in a 9.9km concealment, the build is largely similar and works well for any radar focused cruiser. While there are other builds out there, this is the gem of the lot and helps unlock that sacred mantra of utility that surrounds the Baltimore Class. Inspirations should focus on concealment, Mikawa and Swirski, to bring Celtic’s detection to pair with her Radar.
HotRod - Cognizant: -10% Radar Cooldown Time
- Ingenious: -7% Incoming Splash Damage, +1.6o/s Gun Traverse
- Full Speed Ahead: +5% Speed, -10% Rudder Shift
- Prescience: -20% Air Detection, +10% Radar Duration
- Acoustic Chamber: -25% Sonar Cooldown, +5% Sonar Duration, +1 Sonar Charge
- Fully Packed: -5% Consumable Reload, +1 Consumable Charge
Rochester: Nothing can be easy with Rochester, and naturally, building her was to the same effect. Essentially there are two trains of thought for this ship, build into dispersion or build into utility.
AL Montpelier seemed to mesh the best, which then turns Rochester into a little flamethrower capable of merging all her shells into a single pixel. However, this build is rather finicky to use and has a fair number of weaknesses. The build heavily relies on team spotting and is itself a second-line cruiser. Something like a 19-20% fire chance and a nasty dispersion circle. Rochester already has excellent gunnery performance as discussed; Montpelier really sharpens the sword. Pair with AL Scharnhorst and Scott to reduce dispersion and sigma, respectively, even further.
AL Montpelier - Anti-Air Mode: +10% AA Range
- Burn it Down XXL: +2% Fire Chance
- Igniter: +3% Fire Chance
- All-Out Assault: +4% Sigma, +10% Incoming Fire Dispersion, +5% Incoming Damage
- Fixated: +5% Sigma, -5% Dispersion
- Fully Packed: -5% Consumable Reload, +1 Consumable Charge
It's a rare day when Shelly gets sat down in favor of another commander in the USN CA tree, but I kept falling into the same pitfalls using the same build for similar ships often being able to use radar. Shelly will help bring out Rochester’s utility, but she’s arguably not as well fit in on Rochester as AL Montpelier is. Pair Beapley with concealment inspirations from Mikawa and Swirski and enjoy a very beautiful 9.3km concealment. Rochester has SHAP and excellent penetration values, meaning she can readily ambush and critically strike ships quite larger than her, all without torpedoes.
Shelly Beapley - Refractory: -8% Chance of catching fire
- Ingenious: -7% Incoming Splash Damage, +1.6o/s Gun Traverse
- Full Speed Ahead: +5% Speed, -10% Rudder Shift
- Velocious: +5% Speed
- Private Zone: -8% Detectability
- Fully Packed: -5% Consumable Reload, +1 Consumable Charge
Consumables
Ok, rather than spell out
everything, everywhere, all at once; I’m going to keep it simple here.
Celtic: - Damage Control: Standard, unlimited uses. 60s cooldown.
- Sonar: 3km Torp, 4.2km Ship detection. Lasts around 98s when kit with Hot Rod and reloads in 132.
- Radar: 9.9km range and lasts about 28s when built.
- Heal: 733/s over 20s. Yep, that’s over 14k HP. Reloads in less than a minute too.
Celtic has a near ideal consumable suite. There are some differences off the mainstream, such as slightly less sonar range or shorter radar duration. Glossing over the minor differences, the bigger picture reveals something better. Built, Celtic can regenerate a LOT of health.
Rochester: - Damage Control: Standard, unlimited. 60s cooldown.
- Defensive AA: +200% average AA damage. This is memes, it's sort of like a bug zapper for planes.
- Sonar: Standard 3.3km/4.4km detection over 96s. The average sonar found on everything.
- Smoke/Heal: 30s duration, 104s dissipation time for the smoke. 251/s over 28s for the heal.
Rochester is rather standard in her access to her consumables, with the killer choice between smoke or a heal. I’ve gone back and forth, generally landing on the heal. Rochester is essentially a decent cruiser hampered by her rather average consumable suite.
Modifications
- Aiming Systems Mod 1: -7% Dispersion
- Steering Gears Mod 2: -20% Rudder Shift
- Concealment Mod 1: -10% Detectability
- Main Battery Mod 3: -15% Gun Reload
Ok, so the modifications section is super easy because both ships share the same builds. Aiming Systems mod 1 for the dispersion, player’s choice on slot 2 with either propulsion mod 2 or steering gears mod 2. Concealment Mod 1 for slot 3 and finishing off slot 4 by increasing DPM with main battery mod 3.
Upgrades
- Both Celtic and Rochester are premium ships without any researchable upgrades.
Research
- Neither of these ships are currently used in Research Projects. Look out though, one of those random reward or anniversary projects in the future might literally scream having one of these two tucked inside.
Summary
- Celtic: GREAT
- Rochester: AVERAGE
Celtic is a joy. Rochester is work.
I can see Celtic becoming a popular contestant in competitive play with the access to that 9.9km radar and her super heal. I rather lamented her HE performance, more due to her lower fire chance then her DPM or ballistic performance. While it would be nice to see her have ¼ pen HE, she doesn’t need it. I find her nicely balanced and well measured to take on Tier 7. She is just unique enough to warrant her own review, whilst similar enough to stay nearer the beaten path. While she may not comfortably and outright usurp Wichita CE and AL Baltimore from their spots, she’s worth mentioning with the group. That’s saying something.
Rochester, well, let’s just say that not everyone can be the best. This ship is tough but can be rewarding in a sense of overcoming the demands of a challenging ships. My issue with Rochester is 2-fold, her smoke and her heal. She ideally needs both to function in this current meta, and running the ship’s gimmick leaves her with abysmal EHP in a plummet from pretty good to 3rd worst overall, which only trumps Harbin and Bayard while being out-healed by Weimar. With a smoke-fire penalty in the mid 7’s km, smoke is hard to use effectively that is not relegated to back line, HE spam. As said before, if we’re really going to be stuck to this, there are ships which do this better. While I love the perspective of a USN CA without radar just to offer something more unique, a USN CA without Radar is like a cart without a horse. Hilariously enough, Rochester seems to avoid CV games like the actual plague, so I suppose that’s one strong point. Otherwise, and largely, captains are left with a rather average 203mm CA.
- Be sure to follow me so that you don't miss any new content or reviews.
- You can find all my reviews published to wowsbuilds.com courteously hosted by Father Mundy.
- Opinions reflected in the review are the writers' own, and do not necessarily reflect the opinions of the editor(s), collaborator(s), publisher(s), Wargaming, or World of Warships: Legends.
- Inspirational Credit to LittleWhiteMouse
Written By: Capt Thatch submitted by
Captn_Thatch to
WoWs_Legends [link] [comments]
2023.03.29 11:34 SeriousWelcome1317 Shiri Spear Boston Fox 25 weather post 3/29/23
2023.03.29 11:31 StepwiseUndrape574 Alledged GTA 6 Beta Tester Dishes A Ton Of Details In Latest Leak
Time sure flies, doesn't it? We are about to ring in a brand new year, and as we do so, the release of Grand Theft Auto V is now more than six years old (and is fast approaching five years on PC). Given the time that has elapsed, it is certainly possible (maybe even plausible) that Rockstar Games is deep in development on Grand Theft Auto VI. To that end, a supposed QA tester claims to have the skinny on the next installment.
We should preface this information with a disclaimer. There is no way of knowing if the supposed QA tester is what the person claims to be, or if any of the leaked details are accurate. All we know is that it's been a long time since the last Grand Theft Auto gaming (though Grand Theft Auto Online has been receiving continued updates and support).
What is interesting about the situation, though, is the anonymous source first posted the leak on Reddit, and it was removed by the moderators. It's not clear if perhaps Rockstar Games pressured the mods to take down the content. All that said, let's jump into it.
The folks at Dexerto managed to preserve the post. According to the original poster, the map in GTA VI is "huge" and covers to major cities, those being Carcer City and Vice City. Carcer City is based on Boston, and Vice City is based on Miami.
According to the leaker, GTA V is a "schoolyard playground" compared to the massive map in GTA VI. The leakers says Rockstar Games improved the weather effects and polished things up, borrowing from its experience on Red Dead Redemption 2.
"The map is huge, like stupendously huge, hence the game's emphasis on air travel. It makes GTA 5 look like a schoolyard playground. There is an array of atmospheric effects that bring out the life in everything. Light pollution, hurricane winds, morning fog, etc. I've never seen an open world game this realistic before," the leaker wrote.
Grand Theft Auto V Plane and Traine
Assuming all that is accurate, it would be a good opportunity to inject real-time ray tracing into the mix, though there is no mention of that. Instead, the focus is on the size of the map. The leaker says it's so big that it's "a little awkward traveling from Boston to Miami," in part because there are no other major cities in between them, in the game. Expect a lot of air travel, if that's the case.
The leaker also says GTA VI will again put players in control of multiple characters, just like in GTA V. One of the protagonists is said to be "an undercover cop or something," and other might possibly be a sibling. In addition, the leaker says Rockstar Games "complete revamped" the mission design.
"You can permanently abandon some missions or take different routes that sprout different consequences," the leaker says.
For more supposed details, you can check out this screen capture on Imgur, uploaded by another Reddit user (Colonize-Mars).
submitted by
StepwiseUndrape574 to
gta5moddingcommunity [link] [comments]
2023.03.29 11:30 allChickensFearRice 🇺🇸 🏴 📺 WHDH 7News Boston News, Weather, Sports
submitted by allChickensFearRice to N_E_W_S [link] [comments]
2023.03.29 10:28 StepwiseUndrape574 Alledged GTA 6 Beta Tester Dishes A Ton Of Details In Latest Leak
Time sure flies, doesn't it? We are about to ring in a brand new year, and as we do so, the release of Grand Theft Auto V is now more than six years old (and is fast approaching five years on PC). Given the time that has elapsed, it is certainly possible (maybe even plausible) that Rockstar Games is deep in development on Grand Theft Auto VI. To that end, a supposed QA tester claims to have the skinny on the next installment.
We should preface this information with a disclaimer. There is no way of knowing if the supposed QA tester is what the person claims to be, or if any of the leaked details are accurate. All we know is that it's been a long time since the last Grand Theft Auto gaming (though Grand Theft Auto Online has been receiving continued updates and support).
What is interesting about the situation, though, is the anonymous source first posted the leak on Reddit, and it was removed by the moderators. It's not clear if perhaps Rockstar Games pressured the mods to take down the content. All that said, let's jump into it.
The folks at Dexerto managed to preserve the post. According to the original poster, the map in GTA VI is "huge" and covers to major cities, those being Carcer City and Vice City. Carcer City is based on Boston, and Vice City is based on Miami.
According to the leaker, GTA V is a "schoolyard playground" compared to the massive map in GTA VI. The leakers says Rockstar Games improved the weather effects and polished things up, borrowing from its experience on Red Dead Redemption 2.
"The map is huge, like stupendously huge, hence the game's emphasis on air travel. It makes GTA 5 look like a schoolyard playground. There is an array of atmospheric effects that bring out the life in everything. Light pollution, hurricane winds, morning fog, etc. I've never seen an open world game this realistic before," the leaker wrote.
Grand Theft Auto V Plane and Traine
Assuming all that is accurate, it would be a good opportunity to inject real-time ray tracing into the mix, though there is no mention of that. Instead, the focus is on the size of the map. The leaker says it's so big that it's "a little awkward traveling from Boston to Miami," in part because there are no other major cities in between them, in the game. Expect a lot of air travel, if that's the case.
The leaker also says GTA VI will again put players in control of multiple characters, just like in GTA V. One of the protagonists is said to be "an undercover cop or something," and other might possibly be a sibling. In addition, the leaker says Rockstar Games "complete revamped" the mission design.
"You can permanently abandon some missions or take different routes that sprout different consequences," the leaker says.
For more supposed details, you can check out this screen capture on Imgur, uploaded by another Reddit user (Colonize-Mars).
submitted by
StepwiseUndrape574 to
gta5moneydrops_ [link] [comments]
2023.03.29 10:00 LongjumpingSpite3342 The A-10 isn't bad (in terms of desert storm)
It has astounded me how people have failed to take into doctrinal considerations when speaking about aircraft weapons systems. This is especially a problem for the A-10 as most of the reason for its "poor" service record was not so much due to the airframe but the tactical and strategic employment of the A-10.
NOTE: I may be the idiot here because i have not checked for other posts defending the A-10. Please do NOT notify me if I'm just repeating stuff (just let me be dumb).
Sources:
https://info.publicintelligence.net/MTTP-JFIRE.pdf (JTAC stuff)
https://irp.fas.org/doddidod/jp3_09_3.pdf https://media.defense.gov/2010/Sep/27/2001329817/-1/-1/0/AFD-100927-066.pdf(main source)
https://www.govinfo.gov/content/pkg/GAOREPORTS-NSIAD-97-134/html/GAOREPORTS-NSIAD-97-134.htm https://www.ausairpower.net/TE-PGM-ODS-92.html https://www.aftc.af.mil/News/On-This-Day-in-Test-History/Article-Display-Test-History/Article/2482833/february-26-1974-live-firing-tests-of-a-30mm-gau-8-cannon-mounted-in-a-10/ https://www.airuniversity.af.edu/Portals/10/ASPJ/journals/Volume-06_Issue-1-4/1992_Vol6_No3.pdf https://apps.dtic.mil/sti/pdfs/ADA251803.pdf https://gulflink.health.mil/du_ii/du_ii_tabh.htm (friendly fire incidents)
https://www.af.mil/News/Article-Display/Article/126323/training-communication-key-to-success-for-a-10-pilots/ A MK82 500lb bomb, the smallest in common US inventory at the time of desert storm has a minimum 100% kill radius of
32 METERS. This only counting the 100% lethality radius, the actual danger radius can extend out to 100 meters. Factoring bombing accuracy issues (for the MK84 1000lb) could result in a deviation of up to 200ft (49 meters). These factors were known to Command from pre war exercises and testing. Bombs would most often be dropped from high altitude either from dives, CCRP using the ground radar. Note this ground radar (on the f-16) could Not distinguish the Vehicle type or had any sort of IFF.
Visual spotting was completely the norm back in the 1990s. Pilots were expect to train with visual spotting and were more than expected to regularly use visual spotting as a final means of target recognition and PID if at all possible. It has been a thing for the past century. However due to the ground fire threat of desert storm only the A-10 is mentioned as having the specific mission type of "Look and See" Given the rest of the more vulnerable aircraft that were less suited for low altitude flight remained at high altitude. This wasn't just of out ground fire concerns either, With the F-16s and F-15s having significantly lower efficiency at lower altitude compared to the A-10 which did not suffer as much at low altitude. Weather you think "Look and see" missions were a tactical error or not has little do with the aircraft flying the sortie. The fact is if an F-15 or F-16 flew similar missions regularly would have likely had similar if not worse performance or not than the A-10.
LGBs in desert storm were relatively rare being only 6.7 percent of weapons employed in desert storm. Only the F-111 and F-117 were configured to carry LGBs at the start of the war. A trivial amount of F-15Es were equipped with pods for LGBs (only 6 pods were available for F-15Es). The F-16s in desert storm were only equipped with the AAQ-13 Nav pod and not the AAQ-14 targeting pod.
A small side note A-10s ended up firing the most AGM-65 mavericks out of any aircraft in desert storm. firing 4,801 AGM-65s of all variety. This accounts to about 90% of all maverick's fired in DS and overall with pretty decent effectiveness. High explosive variants were not widely in service at the time of DS with only 35 of the AGM-65Es being supplied to the USMC. I'm not sure why flying fast=better platform for CAS but in this case i can guess that flying at lower altitudes at slower speeds helped A-10s find and target better than faster F-16s.
So if you aren't familiar with USAF doctrine, Ground troops don't willy nilly call in CAS missions. This is a job for JTACs or Joint Air tactical air controllers. These men are more than familiar with an aircrafts weapons systems and capabilities. They require specific parameters in order to employ and direct aircraft onto targets. One of these key parameters is the danger close range.
JTACS typpicaly dont call in stikes that may violate mission parameters. The 500lb bomb has a danger close radius of
230 meters, A gbu-12 has a danger close radius of
170 meters, And the "inaccurate" "friendly killer" "dangerous" GAU-8 has a danger close of
65 meters. Hell even the apache's and cobras 20mm and 30mm had limits of 75 meters (300M increasing to 85 at 1000M) and 70 meters (at 500m increasing to 75m at 1000m). The M-151 unguided rocket (launched from helicopter) having a danger close zone of 140m (300m) up to 405M (3 kilometers). the M-229 (launched from helicopter) having an accuracy of 145M-410M (300M-3 kilometers respectively). For aircraft launched rockets this was 365m at med alt and 225m at low alt (individual rocket types not given). Funny enough the "less accurate" M61 Vulcan only has a danger close radius of
60m. However it is to be noted that the M61 is less effective than all above listed weapons and is significantly less capable against armor than the GAU-8. The GAU-8 30mm DU having reportedly 14 times more kinetic energy than an 20mm M61 Vulcan round and more explosive mass (for HE rounds).
So where does this leave us? What do i mean?
Wham am i trying to say? The A-10 In desert storm was one of the most capable CAS aircraft in theater. It is unfair to compare the A-10 to F-111, F-16, and F-15 because The A-10 was often tasked with missions these other aircraft simply did not do. These missions being inherently more hazardous and more prone to human error than other more "planned" missions assigned to strike aircraft. The A-10 is a fundamentally different aircraft than the F-16 and F-15 and should not be judged by the same standard.
The Strike fighters (F-15,F-16, and F-111) could not do The A-10's job of CAS better than it can, on the contrary the A-10 can perform strike missions just as well as the strike fighters can. The A-10s use in close in CAS missions throughout its service life brought it
closer to friendly troops than the strike fighters were allowed to go. The nature of its mission set being inherently more prone to blue on blue and blue on green incidents than other mission types. Most of its friendly fire incidents in desert storm weren't even due to the inaccuracy of its weapons system but more due to misinformation and lack of coordination with command. The most notable Blue on blue incidents occurred in "Kill boxes" where the A10s were more or less allowed to shoot on sight. Again tactical error or not, The A-10 is not responsible for the inherent weaknesses of the mission assignment/type.
But why not the helicopter? Apparently the helicopter is supposed to be better than the A-10. Helicopters for a number of reasons are significantly more vulnerable than the A-10. Helicopters are slow enough to be vulnerable to SACLOS ATGMs and AAMs given the right circumstances. Helicopters generally fly pretty low to the ground exposing them to ground fire and non radar AAA fire for the duration of the mission. These were well known issues with the employment of helicopters and led to the underusage of helicopters (the AH-64 specifically). AH-64s were only assigned 88 missions during desert storm and only flew 652 flights. The A-10 on the other hand is only really vulnerable to automatically guided MANPADs (IR) leading to the A-10 taking over a fair portion of AH-64 duties. The A-10 was more than capable of flying at medium altitude and was considerably faster and more responsive than attack helicopters while retaining loiter time. The A-10 ended up flying over 8000 sorties so comparing the two kind of doesn't make sense.
The issue of cost for the A-10 is also kind of irrelevant in the case of the gulf war. Being cheaper is a nice bonus to have but as the A-10 was more or less the only fixed wing aircraft designed for close in CAS missions it made sense to optimize the A-10 for its role in the future.
I will probably making a similar post responding to Lazerpig's video on the A-10 and for specifically detailing the A-10s in Afghanistan.
submitted by
LongjumpingSpite3342 to
NonCredibleDefense [link] [comments]
2023.03.29 10:00 AutoModerator Boston Daily Discussion Thread, Wednesday March 29
Hey
Boston This thread is for chatting about what is going on in Boston today. This includes the news about today's commute, what is going on around Boston, commonly asked questions, as well as a general free chat throughout the day.
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Here are some useful links as well:
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Please be civil and keep things SFW.
Self promotion of Boston related events, activities, and news is allowed so long as the event is happening within the next 5 days and not a regularly occurring event.
If there is something you'd like to see here please
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2023.03.29 07:45 im_da_nice_guy Given the amount of clear and obvious eyewitness encounters, why is there so few, if any, photographs of objects described?
I can't, and won't try, to make judgment on the more famous and well known photographs/videos frequently presented here, but even assuming those photographs are legitimate representations of the exotic objects as claimed, there is still a massive disparity in the expected photographic evidence available, given the thousands and thousands of reputable witnesses over the decades. With the proliferation of inexpensive camera technology even before cell phones became ubiquitous, why is it that we don't see more clear photos and videos?
It has been claimed that radar technology frequently captures anomalous craft, and if thats true, and the eyewitnesses are true, then what is it about photography that would be so particularly ineffective? Are there many claims from eyewitnesses of cameras failing? Even if witnesses are too in awe and unable to or too distracted to get out or find a camera, what about security cams, doorbell cameras, weather and news static cameras? Dashboard cameras? Is it possible that whatever the source of these UFOs are has some sort of counter-photographic, in particular, technology? Would this point toward eyewitness encounters being primarily in people own minds, like a manipulation of consciousness directly rather than a physical object? And if that's the case, why would they show up on radar?
submitted by
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2023.03.29 07:01 AutoModerator 🇺🇸 🏴 Boston Herald - Boston news, sports, politics, opinion, entertainment, weather and obituaries
2023.03.29 06:53 StepwiseUndrape574 Alledged GTA 6 Beta Tester Dishes A Ton Of Details In Latest Leak
Time sure flies, doesn't it? We are about to ring in a brand new year, and as we do so, the release of Grand Theft Auto V is now more than six years old (and is fast approaching five years on PC). Given the time that has elapsed, it is certainly possible (maybe even plausible) that Rockstar Games is deep in development on Grand Theft Auto VI. To that end, a supposed QA tester claims to have the skinny on the next installment.
We should preface this information with a disclaimer. There is no way of knowing if the supposed QA tester is what the person claims to be, or if any of the leaked details are accurate. All we know is that it's been a long time since the last Grand Theft Auto gaming (though Grand Theft Auto Online has been receiving continued updates and support).
What is interesting about the situation, though, is the anonymous source first posted the leak on Reddit, and it was removed by the moderators. It's not clear if perhaps Rockstar Games pressured the mods to take down the content. All that said, let's jump into it.
The folks at Dexerto managed to preserve the post. According to the original poster, the map in GTA VI is "huge" and covers to major cities, those being Carcer City and Vice City. Carcer City is based on Boston, and Vice City is based on Miami.
According to the leaker, GTA V is a "schoolyard playground" compared to the massive map in GTA VI. The leakers says Rockstar Games improved the weather effects and polished things up, borrowing from its experience on Red Dead Redemption 2.
"The map is huge, like stupendously huge, hence the game's emphasis on air travel. It makes GTA 5 look like a schoolyard playground. There is an array of atmospheric effects that bring out the life in everything. Light pollution, hurricane winds, morning fog, etc. I've never seen an open world game this realistic before," the leaker wrote.
Grand Theft Auto V Plane and Traine
Assuming all that is accurate, it would be a good opportunity to inject real-time ray tracing into the mix, though there is no mention of that. Instead, the focus is on the size of the map. The leaker says it's so big that it's "a little awkward traveling from Boston to Miami," in part because there are no other major cities in between them, in the game. Expect a lot of air travel, if that's the case.
The leaker also says GTA VI will again put players in control of multiple characters, just like in GTA V. One of the protagonists is said to be "an undercover cop or something," and other might possibly be a sibling. In addition, the leaker says Rockstar Games "complete revamped" the mission design.
"You can permanently abandon some missions or take different routes that sprout different consequences," the leaker says.
For more supposed details, you can check out this screen capture on Imgur, uploaded by another Reddit user (Colonize-Mars).
submitted by
StepwiseUndrape574 to
gta5moddedvehicles_ [link] [comments]
2023.03.29 05:27 StepwiseUndrape574 Alledged GTA 6 Beta Tester Dishes A Ton Of Details In Latest Leak
Time sure flies, doesn't it? We are about to ring in a brand new year, and as we do so, the release of Grand Theft Auto V is now more than six years old (and is fast approaching five years on PC). Given the time that has elapsed, it is certainly possible (maybe even plausible) that Rockstar Games is deep in development on Grand Theft Auto VI. To that end, a supposed QA tester claims to have the skinny on the next installment.
We should preface this information with a disclaimer. There is no way of knowing if the supposed QA tester is what the person claims to be, or if any of the leaked details are accurate. All we know is that it's been a long time since the last Grand Theft Auto gaming (though Grand Theft Auto Online has been receiving continued updates and support).
What is interesting about the situation, though, is the anonymous source first posted the leak on Reddit, and it was removed by the moderators. It's not clear if perhaps Rockstar Games pressured the mods to take down the content. All that said, let's jump into it.
The folks at Dexerto managed to preserve the post. According to the original poster, the map in GTA VI is "huge" and covers to major cities, those being Carcer City and Vice City. Carcer City is based on Boston, and Vice City is based on Miami.
According to the leaker, GTA V is a "schoolyard playground" compared to the massive map in GTA VI. The leakers says Rockstar Games improved the weather effects and polished things up, borrowing from its experience on Red Dead Redemption 2.
"The map is huge, like stupendously huge, hence the game's emphasis on air travel. It makes GTA 5 look like a schoolyard playground. There is an array of atmospheric effects that bring out the life in everything. Light pollution, hurricane winds, morning fog, etc. I've never seen an open world game this realistic before," the leaker wrote.
Grand Theft Auto V Plane and Traine
Assuming all that is accurate, it would be a good opportunity to inject real-time ray tracing into the mix, though there is no mention of that. Instead, the focus is on the size of the map. The leaker says it's so big that it's "a little awkward traveling from Boston to Miami," in part because there are no other major cities in between them, in the game. Expect a lot of air travel, if that's the case.
The leaker also says GTA VI will again put players in control of multiple characters, just like in GTA V. One of the protagonists is said to be "an undercover cop or something," and other might possibly be a sibling. In addition, the leaker says Rockstar Games "complete revamped" the mission design.
"You can permanently abandon some missions or take different routes that sprout different consequences," the leaker says.
For more supposed details, you can check out this screen capture on Imgur, uploaded by another Reddit user (Colonize-Mars).
submitted by
StepwiseUndrape574 to
gta5moddedoutfits_ [link] [comments]
2023.03.29 05:21 StepwiseUndrape574 Alledged GTA 6 Beta Tester Dishes A Ton Of Details In Latest Leak
Time sure flies, doesn't it? We are about to ring in a brand new year, and as we do so, the release of Grand Theft Auto V is now more than six years old (and is fast approaching five years on PC). Given the time that has elapsed, it is certainly possible (maybe even plausible) that Rockstar Games is deep in development on Grand Theft Auto VI. To that end, a supposed QA tester claims to have the skinny on the next installment.
We should preface this information with a disclaimer. There is no way of knowing if the supposed QA tester is what the person claims to be, or if any of the leaked details are accurate. All we know is that it's been a long time since the last Grand Theft Auto gaming (though Grand Theft Auto Online has been receiving continued updates and support).
What is interesting about the situation, though, is the anonymous source first posted the leak on Reddit, and it was removed by the moderators. It's not clear if perhaps Rockstar Games pressured the mods to take down the content. All that said, let's jump into it.
The folks at Dexerto managed to preserve the post. According to the original poster, the map in GTA VI is "huge" and covers to major cities, those being Carcer City and Vice City. Carcer City is based on Boston, and Vice City is based on Miami.
According to the leaker, GTA V is a "schoolyard playground" compared to the massive map in GTA VI. The leakers says Rockstar Games improved the weather effects and polished things up, borrowing from its experience on Red Dead Redemption 2.
"The map is huge, like stupendously huge, hence the game's emphasis on air travel. It makes GTA 5 look like a schoolyard playground. There is an array of atmospheric effects that bring out the life in everything. Light pollution, hurricane winds, morning fog, etc. I've never seen an open world game this realistic before," the leaker wrote.
Grand Theft Auto V Plane and Traine
Assuming all that is accurate, it would be a good opportunity to inject real-time ray tracing into the mix, though there is no mention of that. Instead, the focus is on the size of the map. The leaker says it's so big that it's "a little awkward traveling from Boston to Miami," in part because there are no other major cities in between them, in the game. Expect a lot of air travel, if that's the case.
The leaker also says GTA VI will again put players in control of multiple characters, just like in GTA V. One of the protagonists is said to be "an undercover cop or something," and other might possibly be a sibling. In addition, the leaker says Rockstar Games "complete revamped" the mission design.
"You can permanently abandon some missions or take different routes that sprout different consequences," the leaker says.
For more supposed details, you can check out this screen capture on Imgur, uploaded by another Reddit user (Colonize-Mars).
submitted by
StepwiseUndrape574 to
gta5moddedoutfits_ [link] [comments]
2023.03.29 04:11 StepwiseUndrape574 Alledged GTA 6 Beta Tester Dishes A Ton Of Details In Latest Leak
Time sure flies, doesn't it? We are about to ring in a brand new year, and as we do so, the release of Grand Theft Auto V is now more than six years old (and is fast approaching five years on PC). Given the time that has elapsed, it is certainly possible (maybe even plausible) that Rockstar Games is deep in development on Grand Theft Auto VI. To that end, a supposed QA tester claims to have the skinny on the next installment.
We should preface this information with a disclaimer. There is no way of knowing if the supposed QA tester is what the person claims to be, or if any of the leaked details are accurate. All we know is that it's been a long time since the last Grand Theft Auto gaming (though Grand Theft Auto Online has been receiving continued updates and support).
What is interesting about the situation, though, is the anonymous source first posted the leak on Reddit, and it was removed by the moderators. It's not clear if perhaps Rockstar Games pressured the mods to take down the content. All that said, let's jump into it.
The folks at Dexerto managed to preserve the post. According to the original poster, the map in GTA VI is "huge" and covers to major cities, those being Carcer City and Vice City. Carcer City is based on Boston, and Vice City is based on Miami.
According to the leaker, GTA V is a "schoolyard playground" compared to the massive map in GTA VI. The leakers says Rockstar Games improved the weather effects and polished things up, borrowing from its experience on Red Dead Redemption 2.
"The map is huge, like stupendously huge, hence the game's emphasis on air travel. It makes GTA 5 look like a schoolyard playground. There is an array of atmospheric effects that bring out the life in everything. Light pollution, hurricane winds, morning fog, etc. I've never seen an open world game this realistic before," the leaker wrote.
Grand Theft Auto V Plane and Traine
Assuming all that is accurate, it would be a good opportunity to inject real-time ray tracing into the mix, though there is no mention of that. Instead, the focus is on the size of the map. The leaker says it's so big that it's "a little awkward traveling from Boston to Miami," in part because there are no other major cities in between them, in the game. Expect a lot of air travel, if that's the case.
The leaker also says GTA VI will again put players in control of multiple characters, just like in GTA V. One of the protagonists is said to be "an undercover cop or something," and other might possibly be a sibling. In addition, the leaker says Rockstar Games "complete revamped" the mission design.
"You can permanently abandon some missions or take different routes that sprout different consequences," the leaker says.
For more supposed details, you can check out this screen capture on Imgur, uploaded by another Reddit user (Colonize-Mars).
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2023.03.29 03:30 allChickensFearRice 🇺🇸 🏴 📺 WHDH 7News Boston News, Weather, Sports
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2023.03.29 03:09 StepwiseUndrape574 Alledged GTA 6 Beta Tester Dishes A Ton Of Details In Latest Leak
Time sure flies, doesn't it? We are about to ring in a brand new year, and as we do so, the release of Grand Theft Auto V is now more than six years old (and is fast approaching five years on PC). Given the time that has elapsed, it is certainly possible (maybe even plausible) that Rockstar Games is deep in development on Grand Theft Auto VI. To that end, a supposed QA tester claims to have the skinny on the next installment.
We should preface this information with a disclaimer. There is no way of knowing if the supposed QA tester is what the person claims to be, or if any of the leaked details are accurate. All we know is that it's been a long time since the last Grand Theft Auto gaming (though Grand Theft Auto Online has been receiving continued updates and support).
What is interesting about the situation, though, is the anonymous source first posted the leak on Reddit, and it was removed by the moderators. It's not clear if perhaps Rockstar Games pressured the mods to take down the content. All that said, let's jump into it.
The folks at Dexerto managed to preserve the post. According to the original poster, the map in GTA VI is "huge" and covers to major cities, those being Carcer City and Vice City. Carcer City is based on Boston, and Vice City is based on Miami.
According to the leaker, GTA V is a "schoolyard playground" compared to the massive map in GTA VI. The leakers says Rockstar Games improved the weather effects and polished things up, borrowing from its experience on Red Dead Redemption 2.
"The map is huge, like stupendously huge, hence the game's emphasis on air travel. It makes GTA 5 look like a schoolyard playground. There is an array of atmospheric effects that bring out the life in everything. Light pollution, hurricane winds, morning fog, etc. I've never seen an open world game this realistic before," the leaker wrote.
Grand Theft Auto V Plane and Traine
Assuming all that is accurate, it would be a good opportunity to inject real-time ray tracing into the mix, though there is no mention of that. Instead, the focus is on the size of the map. The leaker says it's so big that it's "a little awkward traveling from Boston to Miami," in part because there are no other major cities in between them, in the game. Expect a lot of air travel, if that's the case.
The leaker also says GTA VI will again put players in control of multiple characters, just like in GTA V. One of the protagonists is said to be "an undercover cop or something," and other might possibly be a sibling. In addition, the leaker says Rockstar Games "complete revamped" the mission design.
"You can permanently abandon some missions or take different routes that sprout different consequences," the leaker says.
For more supposed details, you can check out this screen capture on Imgur, uploaded by another Reddit user (Colonize-Mars).
submitted by
StepwiseUndrape574 to
gta5_moddedaccounts_ [link] [comments]
2023.03.29 02:38 MoonCobbler Far From Perfect - The mod list from my Stable Boston Videos. Please be Nice.
This is not a fully tested load order. There is still bound to be errors or possible mods being in the wrong space. But I’m mostly just sharing this so that other people can take notes on my set up. As I’m rather happy at how I have implemented all the changes I’ve done to all the enemies, weapons, encounters, as well as setting a sense of atmosphere for my play through. I just hope that I have this all set up correctly.
I have many more light sources throughout the game. Some of the members of factions will have flashlights, while some items have glow mapped textures to make them easy to see in the dark. NAC X is also used to take out the HUD in the game and instead replaces health and radiation warning with visual effects. Also hiding the hud and all its pop up and animations means its not taking up processing power on my xbox. While I use other texture mods to make the moon bigger while the stars are more pronounced in the sky. All around I am proud of how visually I’ve improved the game while giving all the enemies more variety through very vanilla means of script mods.
MASTER FILES
Settlement Framework
Far - Faraway area reform
Better Coastal Waves - Wilder Water
Distributed DLC Leveled Lists – I have it set to unhinged. Love what it does to all the enemies!
Retro Radio Replacer
Gatorclaws revamped
FRAMEWORKS
SKK Fast Start
NAC X - Nuka World
NAC X - Far Harbor
Faction and AI Overhauls
Randomized Weapon Templates
Deleveled World
Friendly Radroaches - Makes them an ambient creature. Don’t activated tell after saving in Root Cellar.
Mirelurk Eggs Never Hatch
Deathwings
NEW LANDMASSES
NEW FACTIONS
VANILLA QUESTS MODIFICATIONS/COMMUNITY FIXES
SETTLEMENT AND WORKSHOP MENU ITEMS
Wave Spawner
OCDecorator - Static Loot
OCDecorator - DLC
Home Decoration Daisy Rugs
Fusebox Generator Plus
The Zap Gun, a Makeshift Laser Weapon - I put this here because it adds turrets under defense,
Graf’s Security Fences
You Can Crash on the Couch
Guard Posts and Towers With Spotlights
SETTLEMENT AND WORKSHOP MENU ITEMS
SETTLEMENT AND WORKSHOP MENU OVERHAULS
JunkWalls_More_Snaps
ConcreteWalls_More_Snaps
Improved Shack Bridges
GAME-PLAY CHANGES AND TWEAKS
More Legendary Enemies
Non-Lethal Radiation
Please note that the two mods above are xbox exclusives and that they may not work for everyone. So far they’ve not given me any trouble.
Radiation Overhaul
Effective Melee Blocking
Economical Sprinting
SolarPowered Perk Alternative
Realistic Death Physics - No Animation
Realistic Ragdoll Force
Drinking In the Zone
Lunchboxes - More Food, Less Junk
Valuable Robot Models + Buttercup
NEW COMPANIONS AND PETS
WRVR - New Companion and radio station
NPC AND COMPANION CHANGES
Follower Stealth Distance Fix
Ball - A Fetching Mod - Can be handy and fun to play fetch!
Legendary Kellogg - Also makes changes to all Coursers.
Protected Unique Brahmin
Enemy Workshop Turrets - I think this is another xbox exclusive mod. I haven’t gotten it to work tell I put it in this spot. Tell me if it gives you all any trouble.
RADIO AND AUDIO MODS
(UI ONLY) ScreamingLake Soundscapes - Horror
Classic Fallout Ambient Music Non-Replacer
Not Great Not Terrible - Scarier Geiger Counter sounds
Real Heartbeat Sound
PipBoy Flashlight Sounds - Metro
Existence 2.0 Radio
Visual, Texture, Atmospheric Improvements
Bye Bye Clouds - Removes the clouds in the distance. But helps with FPS. IT JUST WORKS!
Fallout Texture Overhaul - Stars
Vanilla Moon (4X)
Clarity - A Visual Overhaul
NAC X LITE
Clarity + NAC X Patch
Vivid Fallout (HD) - Trees
Vivid Fallout (HD) - Roads and Bridges
Optimized Vanilla Textures - Main
Wooden Shacks Re-Done
Jester’s Better Destroyed Vehicles
Valius’s High Quality Textures
No Ugly Plants and More
Wetness Shader Fix by Ablaze666
Remove Ugly Flat Trash - Helps a little with FPS. But also just cleans the environment up just a little.
Gritty Subway Stations
Redder Rocket
Retextured Chems - Ephla’s
Glowing Children of Atom Armor
Nugs instead of Rad Rabbits
Fallout 3 NV Feral Ghoul Replacer - This is a good performance ghoul texture.
Glowing Animals Emit Light - All DLC
Pre-War Food Classic Volume 1 - We don’t have the second one sorry!
Resident Evil Ammo Boxes (Clean)
The M38 Gas Mask - A ‘Gas Mask Replacer’
ETSGS - Easy To See Glowing Stuff
Immersive Mouth And Teeth - It always bothered me how people’s mouths looked in the game.
Glowing SuperMutant Eyes
Gibs of Glory - Head Explosions and More (Gore)
Limited Blood Decals
Power Line Physics
Swinging Animated Meat Bags - For some reason these have a light on them. But it kind of helps when it’s night out.
Immersive Candles
LIGHTING AND WATER CHANGES
Water Enhancement Textures
Forest Fungus De-Lit
Live Action Handy
Neon Lights
Dynamic Lights for Glowing Drinks
Shadow resolution 2048 > 512
VANILLA SETTLEMENT CHANGES AND TWEAKS
SORTING MODS
HUD AND DEF_UI MODS
HudFramwork
PIP-BOY MAP MODS
Pip_Boy Dual Colors - Green Ghoul
Pip-Boy Flashlight - Large
CHARACTER MODEL REPLACERS, ENHANCERS
NEW WEAPONS, ARMOR, CLOTHING, ECT. NON CRAFTABLE
Dogmeat Helmets and Hats - DLC - It also adds to the Rader dogs level lists!
The Charger Pistol - A Gauss
Reanimator
Dak’s Ballistic Mask
CRAFT YOUR OWN
Scavver’s backpacks
TNR Shoulder Lamp - These can be found on both Gunners and BOS. You will see enemies using flashlights in the dark.
CROSS_Jetpack
K-9 Harness - Tactical Body Armor
Stealth Boy Classic
A Simple Sleeping Bag
NEW SETTLEMENTS, WORLD EDITS
Mogomra’s Home Plate Overhaul
Settlement Salvage Bot - Still Can’t find other spots for it could possibly go to.
NEW QUESTS
Flirty Commonwealth(Female Player)
Flirty Commonwealth(Same Gender) - What I love about these two mods is that they make everyone say more things. All of it uses Vanilla voice lines and some maybe choppy at times. But I’ll never forget having and old lady comlement my but in Good Neighbor.
WEAPONS AND ARMOR MODIFICATIONS
Tactical Weapon Mods - Mounted Lasers, flashlights, bayenets
See Through Scopes - GOTY
RE4 Ammo Pickup Sounds - Moved it here because it does the sound when you pickup a gun. Thought I’d put it here just in case.
Hollywood Laser Bolts
Hollywood Bullet Tracers - What I love about this mod isn’t just that they make the bullets and bolts more pretty. But they Also slow down their velocity. Making it possible for you or enemies to dodge.
Realistic Recoil - look up KupoKinz if your not finding this.
Automatically Lower Weapons - Up loaded by KupoKinz
Free Weapon Downgrades - DLC
Unique Explosives [Season Pass] - Note that this is an xbox exclusive and that it maybe different for everyone as we can’t look deeper into it on Nexus. Still having it here seems to stop the troubles I’ve had with it before.
CROSS Crit Gore-verhaul
Restored Radium Rifle
Perforation - Automatic Weapons - the more you land your hits with automatic weapons the bigger the damage you cause to enemies. Works by scripts to put an invisible gun mod on. May cause you to go unarmed for a little while if your console is being slow. Also does this if you pick up the same kind of gun you're holding.
VAFS - Vaultec Accelerated Focus System - Bullet time!
VAFS Patches
NOTE ON VAFS WITH PERFORATION: These two mods basically work the same way. They both add an invisible mod to your gun. Having just one means their scripts will run faster. While having them both it will be slower to switch to your gun and you may be unarmed while the scripts work. This can also happen when you pick up the same kind of gun that you're holding. So be careful.
SCRAPPING, WORLD EDITS, LANDSCAPE, AND TERRAIN
Notes of the Commonwealth
Advanced Stealth Ring - Another xbox Exclusive mod. So who knows if it will always work for you!
Dead Financial District
Boston - Less Enemies
Fallout 4 AI Overhaul - I’ve not tested this mod. But I think it shouldn’t be activated tell you save in the Root Cellar.
FRAMEWORK BOTTOM
Cheat Terminal
—-------------------------Keep these unactivated until you save in the Root Cellar —----------------
English Full Dialogue Interface
No Combat boundaries
Search and Destroy - Extended combat range and stealth searches
Ferals Can’t Open Doors!
—-----------------------------------------------------------------------------------------------------------
Unlimited Combat Followers
Quick Step
Combat Settlers
Ammo-o-Matic
Hack Protectrons as Settlers
SKK Companion Weapon auto upgrade
SKK Dynamic Damage Manager
Dynamic Loot reduction
Flashy(Joer) - Feral Infestations
SCDC Subjective Cinematic Dialogue
Silent Protagonist by StupidDunmer - This may not work for things like WRVR or may have trouble in DLC areas. As I’ve found it to not work in Far Harbor. But I love what it does with the cut scenes and makes dialogue a lot quicker and better.
—-------------------------------- INI Changes mods that shouldn’t be active tell in the Root Cellar—----
Longer Power Lines
Disable Tutorials
Faster Enemy Respawns - Diamond City Security just got a lot more busy.
Fast Corpse Despawn
Please note that the faster respawn and despawn mods work by time on the wall. Not by waiting or sleeping. If Bodies don’t disappear it's possibly because your to close for them to despawn and should leave.
So here is what your gonna have to do when you first leave the vault. Your gonna head on over to the Root Cellar. Go in there and hot the clothing you get for NAC. Your going to go through and turn off all of it’s features except for just a few. You’ll want to keep the Comlex hit FX, chem FX, weather fx and radiation FX. You can now fully hide your hud if you wanted to and make it a modern FPS. Best of all this will help with performance to get rid of those pesky Pop ups.
Everything else should be turned off as it will eat up the processor in terms of what it will be needing for everything else. Then you save your game and go to the main menu.
When on the main menu you’ll go in and activate the rest of the mods. Then back out and let the xbox load all the new mods you activated. Then you’ll want to restart your xbox. When it comes back on you’ll load the save. Don’t leave the Root Cellar just yet as you’ll want to do another save. Maybe look at the beautiful retro Radio when you save so you’ll know which save is the right one.
Then after the second save you’ll want to fully close Fallout 4 by quitting and fully turning the game off. Only then is it safe to load that save game in.
Now there are a few problems that I’ve noticed and can’t seem to find. For the most part my game runs great. I do have crashes still in Boston. But they’re not as often. But it’s when I’m in the workshop and I’ll get screen tears. They are not often and it’s usually when I’m weapon crafting or building new things. If anyone has advice for me on what it could be. Please let me know.
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2023.03.29 01:01 allChickensFearRice 🇺🇸 🏴 📺 7NEWS Live – Boston News, Weather, Sports
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2023.03.29 01:00 AutoModerator 🇺🇸 🏴 Boston Herald - Boston news, sports, politics, opinion, entertainment, weather and obituaries
2023.03.28 22:27 jjangramyeon Need advice on choosing grad school
Hello. I have BS in Biology and recently got admitted into UC Berkeley MEng in Bioengineering with concentration in Bioinformatics and Computational Biology and Northeastern University MS in Bioinformatics.
The MEng program is 1-year long and we would be doing a capstone project with either a faculty or industry member. They focus a lot on leadership skills. I got scholarship for this program which makes it cheaper than the MS program.
The MS program is 2-years long and offers co-op so I would have some experience. However, this program would be more expensive. Also, I am honestly worried about the weather in Boston since I’m not used to the snow/cold.
I would like to work in industry after graduation and maybe get a PhD after a few years. I appreciate any advice on which one would be a better option to study.
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2023.03.28 22:15 jjangramyeon Need advice on choosing grad school
Hello. I have BS in Biology and recently got admitted into UC Berkeley MEng in Bioengineering with concentration in Bioinformatics and Computational Biology and Northeastern University MS in Bioinformatics.
The MEng program is 1-year long and we would be doing a capstone project with either a faculty or industry member. They focus a lot on leadership skills. I got scholarship for this program which makes it cheaper than the MS program.
The MS program is 2-years long and offers co-op so I would have some experience. However, this program would be more expensive. Also, I am honestly worried about the weather in Boston since I’m not used to the snow/cold.
I would like to work in industry after graduation and maybe get a PhD after a few years. I appreciate any advice on which one would be a better option to study.
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2023.03.28 20:38 Seeyouon_otherside The Isolationists - Chapter 22: Predator vs Predator
Memory Transcription Subject: High Captain Ferlinn, Secessionist Fleet Command I stared grimly out at the darkness of subspace. I had just doomed a colony of thousands to be atomized. The glassing wouldn’t be as quick as the Feds or Arxur would have done it. Our antimatter arsenal was small due to the weapons being an offensive weapon, needlessly expensive to produce, and all our military being primarily focused on defense. The only reason Operation Hailstorm succeeded so well was because of the Federation’s incompetence and cowardice. Looking back at the battles, our attack strategies were quite sloppy, relying only on the overwhelming force of our dreadnaughts to constrict and crush our enemies.
Vajo would likely expend whatever antimatter, nukes, and Class-3 seismic charges he had before switching to standard bombardment. If that wasn't enough, he'd send down death squads to clear the survivors. I looked at the coordinates Overseer Noctif had given me. Sot Lovin, a planet heavily scarred by centuries of weapons testing and one that was well out of the Unity’s way. Large portions of its surface had been rendered uninhabitable by radiation and toxins and a seismic charge test gone wrong had gouged a deep scar visible from space called Odorala’s Folly after the long-dead woman who’d designed and tested it. Although it was still occasionally used for more testing, fresher planets had been acquired for similar and Sot Lovin had been more-or-less reduced to a hazardous, historical wasteland barely worth notice. It was a perfect rendezvous point.
As I relayed the coordinates to Faznik, who had yet to receive them, I ordered our subspace trail be hidden. The Federation had no such technology to accomplish that but we weren’t able to secretly keep tabs on the xenos for so long without learning how to hide our footsteps. I leaned back into the Captain’s Chair and rubbed my organic eye. Everything had gone to shit - more than usual at least - because of one person. I still couldn’t fathom as to why Edo had done this. He was a die-hard Isolationist and should have withdrawn the Guardian Fleet and hunkered down like he originally wanted to. Instead, he’d escalated the war and I had a suspicion that the Arxur weren’t going to be very happy. After witnessing their power at Earth, I had concluded that the reptiles could easily destroy the Federation but they didn’t because the xenos were their food supply.
With Edo vaporizing that food supply, he was drawing the Arxur’s ire.
----------------------------------------
Memory Transcription Subject: Captain Drozo, Arxur Dominion Sector Fleet This Zeyzell Unity was quickly drawing the Dominion’s ire. Their hatred of the animals was commendable but destroying our food source was unacceptable. Betterment had been attempting diplomacy with them for a week now only to be completely ignored. My target was a colony they had yet to glass and seize it from the pitiful predators. I chuckled as I recalled the first time I came face-to-face with one. The tiny carnivore had growled threats at me when I drew too close and spat the word "xeno" the same way a prey animal would call me a "gray." Despite the xenophobia, it seemed that a predator alliance with them and the Humans was entirely plausible as they continued to pledge more and more support.
And then they left. Every ship and troop battalion packed their bags and went back to Zeyzell-10 without any explanation. Rumors began to leak through about some sort of attack on the Zeyzell ruling council and then the canines suddenly turned and began glassing every Federation planet under their control down to the last city, using weapons that nobody had ever seen: bombs that cracked planet's crusts, satellites that sent the weather into pure chaos, among others. It was obvious that whoever took control after the attack, they wouldn't stop there so, against our better instincts, we attempted to talk them down. Every transmission was ignored and every vessel was turned away at gunpoint at best and blown up at worst.
So here we were. We'd give whoever this was one last chance to stand down before we attacked.
"Exiting subspace nowng subspace now, Captain.”
The sudden shift from darkness to light dazzled my eyes for a second. Blinking the afterimage away, I stared at the scene before me. The wreckage of a battle lay scattered in orbit while a large Zeyzell fleet turned the planet to glass. The way the fleet instantly fell into a defensive formation instead of panicking and running like the prey usually did was oddly refreshing. Bombers continued to skate through the atmosphere while the larger ships trained their weapons on us. Those boxy and vulnerable Carriers of theirs opened their bay doors and allowed clouds of swarmfighters to spill out.
“Hail them,” I snarled.
The hail transmitted for a few seconds before it was picked up. A Zeyzell appeared with disgust evident in his eyes.
“What do you want, xeno?”
“I am Captain Drozo of the Arxur Dominion. I have been sent here to relieve this colony from your control. This is non-negotiable.”
The canine laughed.
“Overseer Edo wants those things down there dead and who am I to disobey him? I would have thought that our goals would have aligned right here.”
“We agree that the prey are lesser than us, but the fact of the matter is that we need them. The animals exterminated our livestock and so we have been forced to turn to eating them to survive.”
“So what? There are plenty more planets throughout the Federation. This isn’t even a blip on your radar.”
“I think we both know that this Edo will not stop here. And what’s stopping him from turning on us once the Federation is destroyed? We are putting an end to things right here and now, one way or another. I will give you one last chance. Stand. Down.”
The Zeyzell bared his teeth in a laughable threat display.
“May Maa scorch your soul.”
With that, his image dissipated and target-lock warnings began blaring. Opening volleys from railguns on both sides lanced through the void. More of theirs struck a target than did ours. Oh, what I would give for some of those metal balls the Zyezell were fond of using. The Zeyzell hastened their glassing campaign as we closed in.
“Incoming swarmers!”
The clouds of swarmfighters launched forwards when the railgun strikes lessened and began tearing our front ships apart. The Zeyzell fleet spread out into a defensive blockade with the Carriers in the middle of formations of a few dozen ships. Giant gaps were opened up in the formation. Of course. The goal wasn’t the defense of the planet. It was holding us off until the glassing was finished. Who cared if we landed on the surface? We didn't have time to besiege them. We had to find a way to kill them or drive them off as soon as possible.
Many other captains saw the openings and allowed themselves to be overtaken by their bloodlust and sped forward.
“Wait! They’re baiting you! Turn back!”
Some heeded my warning and pulled back. Those that didn’t met a swift end to a second wave of swarmers. This was going to be difficult. We surrounded them, but they held all the cards. Anyone who got too close was vaporized and all the canines had to do was sit and wait until their job was finished. The Zeyzell held remarkable control over both their fear and aggression, not a single one breaking formation to fight or flee. I growled. I didn’t see a way to get through them.
Railguns continued to fire and some were able to hit a target but most were intercepted by a swarm. I sighed. There was no brilliant strategy that came to mind. The Zeyzell obviously weren’t worried about the populace so there was no need for them to spread themselves thin to cover more of the planet and the small groupings were well defended, only breaking formation to fire a railgun shot before falling back behind the curtain of swarmfighters. I recalled a few Zeyzell once bragging about how they were the masters of defense. At the time, I couldn’t fathom as to why they thought such cowardice was worthy of recognition. I know now. The Zeyzell had been hiding from the Federation for centuries. That gave them plenty of time to learn how to turn cowardly defenses into fleet-killing formations just in case they were attacked.
I thanked the Prophet that this fleet had no Weapons Platforms. That would probably put an end to this battle real quick. I watched the battle for a few more minutes before resigning myself to the fact that we were going to take heavy casualties no matter whether we won or lost. We might as well throw everything we still had at once. Otherwise, we might as well be bashing a titanium shield with our bare hands.
“All ships surge forward on my command. We will overwhelm them with brute force. We will not allow these pitiful predators to hold us off!”
Growls of anticipation answered me over the comms.
“Ready… Now!”
Every remaining warship burned their sublight thrusters and flung ammunition wildly at the blockade. I could practically feel the Zeyzell’s eagerness as they pounced. Warships fell in droves as the blockade tore them apart. But then they began to fall off as well. A cloud of swarmers that had been on the verge of tearing my own ship apart suddenly stopped as their Carrier was destroyed. We were doing it! We-
Suddenly, the Zeyzell broke their formation and began retreating around the planet. Swaths of bombers rose up out of the atmosphere and joined them.
"Sir, they're hailing us."
Perhaps they were surrending.
"Accept it."
The Zeyzell from earlier appeared before me again with a smug look on his face.
"Congratulations, xeno. You win. Here, have the ball of glass and carbonized corpses. Maybe you can clear out any survivors for us."
I growled with hatred. We'd been too late.
"What was the point of all this? You know what we would have done to the population. They might as well have been killed. We would have done your job for you!"
"Orders are orders, xeno. I follow them to the fine print. Have a good day."
With that, they jumped out of the system and left us with a useless, dead colony. All that food just wasted!
The Dominion would get our retribution eventually.
----------------------------------------
Memory Transcription Subject: Chief Nikonus of the Kolshain Commonwealth I was in a bit of a pinch, that was for certain. The Zeyzell had gone from yet another problem to deal with to perhaps the greatest threat to the Federation except for maybe the Humans. We and the Arxur both used each other for our own purposes. The Arxur needed us for food and we needed them to keep the population under our control. The Humans had thrown a wrench into that balance but I was certain that they could be dealt with in time. The Zeyzell at first posed a similar problem as the Humans until a week ago.
No matter what the predators claimed, I hadn't blown up their Council Chamber. I didn't even know where Zeyzell-10 was. But whoever did it, they had royally pissed the canines off. They had turned full genocidal on us and they didn't have the same needs as the Arxur did. Normally, I would just let the veil of our cowardice fall and wipe out the predators but I had no idea of their true defensive capabilities. Their offensive abilities left something to be desired but there were plenty of rumors abound of their impossible defenses such as energy shields that covered entire planets and gigantic turrets that could take out orbital targets from the surface. For all I knew, any Extermination Fleet would be ripped to shreds within days. Not to mention that they were almost certainly spread out over many worlds. Glassing Zeyzell-10 would complete the amazing accomplishment of killing a portion of their population and pissing the rest off even more.
I had to hope that they would stop where they are now.
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2023.03.28 19:41 rthao2 HELP PlEASE!
My 11 months old Boston Terrier has small patches of bald spots on his tails. It’s been 3 weeks since noticing and it hasn’t grown back. I feed him Taste of the Wild-salmon, we give him probiotics once a week, fish oil daily, and lots of treats. His energy is normal. We live in the Bay Area and the current weather is cold. I’m not sure if I should take him to vet. I’m afraid they’re going to tell me they’re 100% not sure (which seems to be the case with all his past vet visit). Any one had experience or advice you can share?
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