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Ranking the P5R Palaces!

Howdhee-ho everyone!
So the other day I did a ranking of all the Showtime attacks. I’d said that if it got a bit of attention and people seemed interested in this kind of stuff, I’d do rankings for other Persona 5 bits.
So today I thought I’d explore Palaces. Now, this one is going to be a bit lengthy because Palaces have a lot to talk about.
And for the usual disclaimer; Spoilers ahead! And everything from here is just my own take on it. If you feel differently, awesome! I’d love to hear your thoughts as well!
So, here are the main criteria I’m basing this stuff on.
“Story” - Now, this isn’t a plot review, but rather a review of how the Palace feels in relation to the story. Essentially, how well does this Palace fit, and does it make sense for the ruler?
“Creativeness” - How creative does the Palace feel?
“Gimmicks” - Puzzles, areas, things like that. Are they good? Do they fit thematically?
“Atmosphere” - From design, to enemies, to music. How does it feel? Does it match the tone of the current arc?
“Length” - This is not necessarily “how long is the Palace” but rather “How long does it FEEL”. Does it drag on? Does it feel too short?
Also, I will NOT be including major bosses as part of the Palace. I’ll be covering bosses another day!
So without further ado… let’s dive right in with what I feel is the worst Palace. And I don’t think this one will be a very hot take.
#9 - Okumura’s Big Bang Death Star
Yikes
Alright. I’m gonna tackle this one at a time, just going down the criteria list.
So to start with the story, I don’t think that a space station makes sense, because thematically it’s a bit… odd. Realistically, the whole “point” of Okumura’s arc is that he wants to “Ascend to the political world”. And you uh… can’t ascend much further than outer space. I think they could have gotten the same general idea with the Palace being something like a NASA Headquarters. Then you still get the space feeling, and the concept of “escaping to Utopia”. I’ll admit this one is a bit of a nitpick. But it’s always been a nagging issue for me.
Now, this is a pretty creative design for a Palace. A giant space station with faceless, robotic drones sacrificing themselves for their leader. It screams of Star Wars with the Stormtroopers just letting themselves get ripped apart for Palpy and Vader. And honestly I remember feeling this sort of overwhelming sense of wonder as I walked into the Palace for the first time and saw SPACE sprawled out in front of me. It’s cool.
Now, here’s where the problems come in. The gimmicks. Not only are they not good, but GODS ABOVE they are repetitive. First there’s the “robot interrogation” section. Try to find the highest ranking robot. But first you need to go through all the ranks below him. If I wanted to be sent up a chain of command until I talked to someone who is actually useful, I’d call up tech support. And fun fact, calling tech support is awful and nobody does it for fun. Well, except apparently the person who designed this “puzzle”. Then we have the breaking arms and lunchtime puzzles which are just… build a bridge here, hit the button, sprint across to the new bridge, make another bridge, run back to the third bridge. I dunno. It’s very uninspired. And then we have the airlocks. Or as I like to call it, wasted potential. This puzzle COULD HAVE BEEN great. But they made it so overly complex and so long that it gets grating.
Now, for the atmosphere. Honestly, I think this Palace does atmosphere very well (which is ironic since it’s in space). But it really gives the idea of a ruthless, corporate conglomerate. And while I think the music is one of the worst tracks in the game, it really does fit here. It’s tedious, repetitive, and droning. Just like working in fast food (and being in this Palace).
And length. Yeah. It’s long. Probably the longest Palace. It definitely feels like it.
So yeah. This Palace is kind of not great.
#8 - Kaneshiro in the House from Disney/Pixar’s Up
Now, I don’t want people to think I hate this Palace. Because I don’t. But I do find it to be one of the more bland ones. It’s just kind of… uninspired. Eh. I’ll get more into it below.
So as far as the story goes it makes sense but… there isn’t a lot TO Kaneshiro. Like, he’s a guy who likes robbing people. We never get to know him beyond that. So a bank is kind of the only option. So it makes sense because well… nothing else would as far as we know.
And unfortunately, this impacts how creative the Palace is. It’s cool that it’s flying, but the flight part is a little… irrelevant. Once you’re in the bank it’s just kind of… a bank. Like, there’s nothing really unique or cool about it. It’s a bank. All of it. The whole thing is just a normal, run of the mill bank once you’re inside. Well… except the money pit. Which is a full like 5 minutes of the Palace so ya’know.
Now, for the Gimmicks. There is one. One singular gimmick. And I don’t really like it. Kaneshiro’s bank has the “letter math”. Basically he has a bunch of notes with things like D=1, U=2, M=3, and B=4. Then you go to a panel with the word DUMB on it and put in the code 1234 (sounds like something an idiot would put on his luggage). So yeah. It… certainly exists.
Now I will say, I do like the atmosphere. And the BGM is, as the kids say, “A bop”. I’d say it’s the… fourth best Palace track. And the Palace DOES really feel like a bank. It’s heavily guarded, and you really get the feeling of “I don’t belong here” after you pass the main room. This is the only Palace that really made me feel like I was trespassing somewhere I wasn’t welcomed. And if you’ve ever been anywhere in a bank that isn’t the main hall, I’m sure you get the feeling. And the basement level does give me that sort of “bank heist” vibe.
Now, I don’t know how long this Palace is. But it certainly feels long. I think most of this is the basement level. Once you get to the lettenumber puzzle it feels kind of like it starts dragging.
So yeah. This Palace is… it’s okay. It’s not good. It’s not bad. It just kinda exists.
#7 - S.S. Shido
I don’t know how controversial this one will be. But I don’t really enjoy this Palace all that much. It gets REALLY old REALLY quickly. But it does have some merits.
Firstly, the Ship idea makes a lot of sense. Especially after Haru just goes “Here’s the metaphor!” in case the player doesn’t get it. Yeah, it makes sense that Shido has a giant cruise liner filled with only the elite as the country around him collapses. Plus, he does talk about “steering the country” more often than Ryuji says “FOR REAL?!” … okay. Maybe that’s not factual. But you get my point.
Now I will say, this Palace is very creative. The idea of a giant Ship cutting through buildings is cool. And I like how it’s treated as a cruise liner because it allows for a lot of additional areas, like the pool restaurant, and obviously the usual ship bits.
Now for the gimmicks… there is one. It’s the rat puzzle. And it can go fuck itself. Thank you for coming to my TED talk.
Now for the atmosphere. It feels perfect. The Palace itself feels grand, powerful, and intimidating, and the score accompanying it amplifies that feeling by quite a lot. I think it’s a bit of a step down from other Palaces, but it certainly makes sense and really works in regards to Shido.
As for length… holy hell this Palace is long. Both literally and mentally. It has basically 5 mini levels, really annoying and long puzzles, and a whole game’s worth of dialogue. I get that they have a lot of loose ends to wrap up but ye gods this Palace feels like it takes an eternity to beat.
This Palace is the textbook definition of wasted potential. It could have been amazing. It has all the pieces it needed to be. But they squander them by diluting the palace with annoying puzzles and WAY too much tangentially-related plot stuff.
#6 - King Kamoshida’s Crazy Castle
Now, I know that I have this one at 6th. But that isn’t a bad thing. I personally think this is the first “good” palace. It’s nothing amazing or crazy, but for the first Palace it’s nice and fun.
Obviously the Castle aesthetic works with Kamoshida. It makes a lot of sense seeing how he lords his power over everyone in the school. Even Principal Eggman gives in to him. So an idea of him lording over everyone obviously makes a lot of sense. And a bit of a fun fact, the guards in his Palace have the same voices as the other teachers.
And the big Castle is actually pretty creative. For a first Palace it really sets a tone, and standard for other Palaces to follow. It’s grand, absurd, and completely disgusting. Makes sense for something formed from distorted desires. There are also some really cool areas like the chandelier hopping, and the crazy, distorted upper floors.
Now for gimmicks. They’re kind of simple. The two present are the book ones, where you need to place the proper book in the proper section, and the one where you need to kill enemies to get the eyes for the statue. Neither are particularly hard, or particularly inspired. They aren’t bad though. And they aren’t overly-long. They’re standard RPG trope puzzles.
Now the atmosphere is kind of… strange. Honestly, I find it hard to take this Palace seriously. The BGM sounds like something out of a 70’s porno, and the Palace itself honestly feels like 70’s porn meets Dungeons and Dragons. It doesn’t really fit the story content of the outside world. It doesn’t reflect Kamoshida’s abuse or Shiho’s suicide. It feels a little too silly. I still like the aesthetic, but I don’t think it really fits with the plot. It needed to be more serious.
And this Palace, unfortunately, does start to drag. By the time you reach the messed up, hyper distorted floors where the floor tiles are floating around, the Palace is getting a bit old. Though this could be due to the fact that you don’t really get to make any progress during your first like… four visits.
Overall, it’s a solid Palace, and a great starting point.
#5 - Madarame’s Museum (I couldn’t think of a creative name for this one. I’m sorry.)
I really like this one. It’s fantastic. And I realize saying that for the 5th ranked Palace is kind of weird, but honestly I think that’s just a testament to how great the next four are.
Starting off like normal, this Palace makes a lot of sense… but I always found it odd that his distortion is a Museum. Because like… that isn’t exactly unusual. He’s a renowned artist with a ton of very famous works. I feel like he has art in museums. I mean, we’re introduced to him at an exhibit. I dunno. It’s a nitpicky issue that I don’t want to press. Regardless, it obviously makes sense. And I love how all the paintings in here are sort of distorted in their own way to show how Madarame has to change his own cognition to accept his art as his own.
And uh… yeah. This Palace is creative as hell. Sure, at first it feels like a normal museum. But stuff like the weird golden staircase abyss, the awesome courtyard, and the painting puzzles are so cool.
Speaking of the painting puzzles. There are two major puzzles here. The painting ones where you enter paintings Mario 64 style, and the Sayuri puzzle.
The one where you enter the paintings is kind of cool, because ultimately it’s about remembering the path that works, while also unlocking other paths to take and figuring out which path will let you escape. It’s cool, and brief, but a little TOO easy. Then there’s the Sayuri puzzle which I love. Basically you are presented with a few different paintings. All the Sayuri, but with slightly different modifications. And you need to pick the “real” one. I like this because it tests how well you were paying attention. They start off obvious, but the differences get more and more subtle as it goes on. It’s a great gimmick.
As far as the atmosphere goes, this place is great. Not only does it match the overall feeling of an art museum, but it honestly has this sort of tenseness to it. I can’t really describe it, but it almost feels ominous. And I think that fits given that Madarame himself is a rather ominous figure. We know he’s bad, but we can’t really prove it for most of the arc.
And I think this Palace has a perfect length. It doesn’t feel rushed or like it’s dragging, and I think that’s more because of the physical length. It isn’t an overly long Palace as far as playtime goes.
So yeah. This one is pretty damn good. I like it.
#4 - Sae’s Controversial Casino
Yeah. This one is going to piss people off. I know that a LOT of people have this as their favorite Palace. And I can understand why. But it has a few issues that sort of drag it down for me. They don’t drag it down MUCH, but they keep it from getting any higher on my list.
Obviously, the Palace makes sense as far as the story is concerned. Sae sees her job as essentially rigged gambling. Anyone outside “the system” thinks they can win, but in reality it’s not possible. As such, everything in her Palace is rigged to make it unwinnable. Or it SHOULD be. But we have a Futaba. So we get to cheat too. “Mwehehe”.
Honestly, the casino and premise is very creative. The concept of a Casino full of rigged games that you need to unrig is awesome, and the layout and mission is great. Also, I love how they have it set up so Sae actively wants you to try to reach her. It’s incredibly unique as far as that goes.
Now for gimmicks. There’s really only one, because most of the time you’re either walking around or killing things. And this gimmick… kind of sucks to be honest. I’m talking about the House of Darkness. It’s the only part that is more than a cutscene, standard area, or standart fight. But all it is is a standard area you can’t see. And it sort of sucks. It’s really… boring. And kind of lengthy. It’s pretty bad.
As far as the atmosphere goes it uh… well, it certainly feels like a Casino. And Sae’s presence throughout makes it feel much like how the plot does outside. Sae and the SIU are closing in, rigging the game and challenging you to take the fight to them. It’s great, and I love the plot elements here.
And now onto my major gripe. The length. This is definitely the shortest Palace. And it feels short half of the time. The problem is that the parts that DON’T feel short are painfully bad, and feel painfully long. I’m talking mostly about the Dice Game, and the House of Darkness. As I just said, the House of Darkness is little more than some dark corridors. And unfortunately, the Dice Game is the same, but without the darkness. There’s no real “Game” to this Casino. It’s just a bunch of drab, grey hallways that feel like a nuisance to traverse. It sucks when what you WANT is to get to the good Casino shenanigans (like the Arena) but instead have… this stuff. It makes the Palace feel like it drags, even though it’s probably the shortest one.
So yeah. I still love this Palace but it has some glaring issues that I can’t overlook.
#3 - Lil Sister’s Big Pyramid
God I love this Palace. Much like with my Showtime list, I honestly think I could lump my top 3 all in as my “Favorite Palace” but for the sake of this I did want to try to dive into this on a deeper level. I’ll admit, too, that from here on a lot of these placements are more on gut feeling.
Anyway, to start off, this one works incredibly well as far as story. Throughout the entire Palace we see Futaba go back and forth between wanting help and rejecting help. Her shadow knows we’re busting in from day one and follows us around just like Sae does. But due to her desire to push people away, we are constantly fighting an uphill battle against her to save her, even though she wants us to save her. And the fact that her Palace is a pyramid out in the middle of the desert is awesome symbolism for how Futaba’s position is. She hates the idea of being near other people, so she locks herself away.
Now, I personally think this Palace is super creative. It has a nice blend of ancient Egypt with the pyramid, but also ultra-modern tech stuff. Random flecks of data appearing all around, mechanical traps, and the room before the boss which is basically a massive data stream with floating hunks of pyramid floor in it. It’s just so cool. It’s a combination of ancient and modern that shouldn’t work, but does.
As for gimmicks, there are three major ones here and I think they’re all great. Firstly are the Anubis puzzles. These are pretty simple, but the gist is you grab an orb from one statue and need to put it in another. However taking them blocks off certain paths. It’s not super hard. But I like it.
Next, there is the binary puzzle. Again, fairly simple. There’s a red column and a blue one, and you need to put in certain binary codes in these columns to unlock certain doors.
Finally, there’re the picture puzzles. And honestly I love these. You come to a mural of something important to Futaba’s life and you need to rearrange them to make the picture “correct”. I love it because the scrambled appearance is symbolic of Futaba’s distorted view of these events. And they get harder as you do more, but never overly hard. It’s just a quick, fun mini-game.
As for atmosphere, I think it does a great job of showing the isolation, desperation, and mistrust Futaba feels. The music score (my 3rd favorite Palace theme) is absolutely amazing and the wailing guitar helps to show the pain in Futaba’s heart.
And while this one is lengthy, it never feels overly long or overly short. It changes up the pace enough to feel fresh, and doesn’t overuse the elements it has.
So as you can see, I have no problems with this Palace. Only things I like. Which is why Placing these top three was so hard for me. But I think the things I like in the other two I happen to like more.
#2 - The Public’s Prison. Memes and Mentos.
Now, Mementos itself is kinda bleh. We all know this. But the Depths of Mementos, the Prison of Regression, is absolutely incredible. And I KNOW this one is going to be controversial as hell. But I can’t help it. I love this Palace. It’s so good.
To start with, obviously this one works with the story outside because… well… it’s the one most linked to the outside plot. This is about every single person in the world being unwilling to commit and plot their own lives. And this place thematically matches. It’s a prison, because every person sees themselves as a prisoner.
And the creativeness levels are off the charts. Sure, they could have gone with a stereotypical “hell” level but they didn’t. It’s a prison of almost alien design. It’s the kind of weird, off the wall evil that I’d expect to see in Mass Effect. Like I could see the Reapers living in the Prison of Regression while they wait for the next cycle. It’s just so damn cool looking. I love this place. It’s so menacingly malevolent without beating you over the head with the horror it holds. Plus the post-fusion part in the second half is so wild and insane looking. It looks like something I’d expect to see in Doom.
The Gimmicks are also great. While there’s only one real Gimmick, it’s a fun one. A puzzle where you need to light up tiles on the floor. The first one is a gimme. But they increase in difficulty to hilariously easy, to you actually needing to complete other puzzles first in order to do the one necessary to progress.
I already sort of touched on this with the creative part, but the atmosphere of just existential dread this place holds is immense. And the BGM, Freedom and Security (my personal favorite Palace theme) really hammers that home. It has an eerie, ominous feeling to it that really works well in tandem with the rest of the level. And as I mentioned above, tt flips from being dreadful and terrifying, to having our heroes triumphantly running up a staircase of bones, destroying Yaldy’s minions as they march on to kick his ass like Doom Guy sprinting through Hell to kill a big boss demon.
Finally, it’s a perfect length. Not overly long, but not short either. And the plot elements halfway through give a nice breather and tone shift before thrusting you into the awesome second half as you climb up to the Grail’s chamber.
If I had to give a reason why this one is in second place, it’s that the second half is a little too focused on being cinematically badass that it foregoes exploration in exchange for a linear path. And while it works well, I still prefer the first half of the Palace.
#1 - Dr. Snack’s Hospital of Happiness
Here it is folks. My Number one. I don’t think this one will be as controversial as some of the others. But even so. Here we are!
So to start, obviously this Palace makes a ton of sense for Maruki. He was intended to get a research lab built in the spot where this Palace forms, and the Palace IS a research lab. So obviously that works. And the whole concept was about using cognition to change people’s lives for the better. We can see this in the Palace during the quiz section where we see how Maruki guides patients to his happiness. Which is thematically nice because it shows that while Maruki claims he wants everyone to be happy with their desires, he actually wants them happy with his. Anyway, I’m rambling. The Palace is great as far as story and makes sense for the character.
And yeah. This place is creative as hell. It’s not just a research lab. It’s a massive spire with rainbow bridges, massive telescopes, and a dome on top meant to represent heaven since Maruki sees himself as God. It’s the most grandiose, over the top thing in this game. And I’ll remind you, in this game you shoot a God in the face with a sword gun.
*ahem* anyway. The gimmicks here are really damn good. The first thing is the awesome Quiz section. I do think it’s a little bogged down by the whole “The team must meet and discuss” part, but I love how this whole thing is just “How well do you know Maruki?”. If you know him well, you get a reward. If you don’t, you get punished. Then there’s the color bridge section which is just “If the Okumura space tunnels didn’t suck”. It’s so good because it requires a lot more strategy and a lot less luck than the Okumura port. And if you make a mistake it’s a much easier fix.
The atmosphere is amazing too. The sterile but obviously corrupted first bit when you’re in the main building feels very clinical. But the strange bits of oddities really gives off an other-worldly vibe. Remember how I said the Prison of Regression felt like it had Mass Effect vibes? This part has like… Resident Evil vibes. It’s like a modern hospital tainted by an otherworldly monstrosity and it’s awesome (and, actually, not far from the truth. Much love, Azathoth.) Oh, and the BGM is my 2nd favorite. I fucking adore Gentle Madman.
As for the length, I do think it’s probably the longest Palace. It definitely comes close with Okumura. The difference is you’re actually forced out about a third of the way through and, if you’re playing “optimally”, you won’t be back for a bit. So it never feels like it gets old or tired. And it changes up often enough, and with drastic enough changes that it never drags on like the bottom three Palaces on this list. So it’s great.
GOD DAMN I LOVE THIS PALACE.
Aaaaanyway. That’s my list. I’m thinking I’ll do bosses next, but I dunno. What would you guys want a massive rank essay on? Bosses? Awakenings? Phantom Thief members? Party Personas? And what are your thoughts on this here list? How would you rank the Palaces?
I hope you all enjoyed this, and I look forward to hearing your opinions in the comments!
submitted by Cirkusleader to Persona5 [link] [comments]

MAME 0.213

MAME 0.213

It's really about time we released MAME 0.213, with more of everything we know you all love. First of all, we’re proud to present support for the first Hegener + Glaser product: the “brikett” chess computers, Mephisto, Mephisto II and Mephisto III. As you can probably guess, there’s an addition from Nintendo’s Game & Watch line. This month it’s Mario’s Bombs Away. On a related note, we’ve also added Elektronika’s Kosmicheskiy Most, exported as Space Bridge, which is an unlicensed total conversion of the Game & Watch title Fire. If you haven’t played any of the handheld LCD games in MAME, you’re missing something special – they look superb with external scanned and traced artwork.
On the arcade side, we’ve added The Destroyer From Jail (a rare Philko game), and alternate regional versions of Block Out and Super Shanghai Dragon’s Eye. The CD for Simpsons Bowling has been re-dumped, resolving some long-standing issues. With its protection microcontroller dumped and emulated, Birdie Try is now fully playable. Protection microcontrollers for The Deep and Last Mission have also been dumped and emulated. Improvements to Seibu hardware emulation mean Banpresto’s SD Gundam Sangokushi Rainbow Tairiku Senki is now playable, and sprite priorities in Seibu Cup Soccer have been improved.
In computer emulation, two interesting DOS compatible machines based on the Intel 80186 CPU are now working: the Mindset Personal Computer, and the Dulmont Magnum. The Apple II software lists have been updated to include almost all known clean cracks and original flux dumps, and the Apple II gameport ComputerEyes frame grabber is now emulated. We’ve received a series of submissions that greatly improve emulation of the SWTPC S/09 and SS-30 bus cards. On the SGI front, the 4D/20 now has fully-working IRIX 4.0.5 via serial console, and a whole host of improvements have gone into the Indy “Newport” graphics board emulation. Finally, MAME now supports HDI, 2MG and raw hard disk image files.
As always, you can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

MAME 0.213

MAME 0.213

It's really about time we released MAME 0.213, with more of everything we know you all love. First of all, we’re proud to present support for the first Hegener + Glaser product: the “brikett” chess computers, Mephisto, Mephisto II and Mephisto III. As you can probably guess, there’s an addition from Nintendo’s Game & Watch line. This month it’s Mario’s Bombs Away. On a related note, we’ve also added Elektronika’s Kosmicheskiy Most, exported as Space Bridge, which is an unlicensed total conversion of the Game & Watch title Fire. If you haven’t played any of the handheld LCD games in MAME, you’re missing something special – they look superb with external scanned and traced artwork.
On the arcade side, we’ve added The Destroyer From Jail (a rare Philko game), and alternate regional versions of Block Out and Super Shanghai Dragon’s Eye. The CD for Simpsons Bowling has been re-dumped, resolving some long-standing issues. With its protection microcontroller dumped and emulated, Birdie Try is now fully playable. Protection microcontrollers for The Deep and Last Mission have also been dumped and emulated. Improvements to Seibu hardware emulation mean Banpresto’s SD Gundam Sangokushi Rainbow Tairiku Senki is now playable, and sprite priorities in Seibu Cup Soccer have been improved.
In computer emulation, two interesting DOS compatible machines based on the Intel 80186 CPU are now working: the Mindset Personal Computer, and the Dulmont Magnum. The Apple II software lists have been updated to include almost all known clean cracks and original flux dumps, and the Apple II gameport ComputerEyes frame grabber is now emulated. We’ve received a series of submissions that greatly improve emulation of the SWTPC S/09 and SS-30 bus cards. On the SGI front, the 4D/20 now has fully-working IRIX 4.0.5 via serial console, and a whole host of improvements have gone into the Indy “Newport” graphics board emulation. Finally, MAME now supports HDI, 2MG and raw hard disk image files.
As always, you can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

Act 6, Chapter 2 Write-Up, Teams, and Paths

There aren’t a ton of guides and write-ups out yet, so I figure I’ll do one.
DISCLAIMERS
This shit is long as fuck.
I’m a player of passable skill at best, but I found myself in RNG heaven for most of this, so I went for it.
I completed 6.2 today, and I wanted to go ahead and just delve into my opinion on the content, my teams, revives used, and general strategy as far as paths go. I’ll keep a running total of revives used. Team Revives will be counted as 5 revives
6.2.1: Power’s Purpose
Global: Lifecycle
Team: 4/55 Captain Sparkles, 3/45 Nick Fury, 4/55 Gwenpool, 4/55 Angela, 6 star Hawkeye
The global node here is superb for Sparkles since you need to use a lot of heavy attacks to keep her in binary ignition. I wasn’t initially planning to do a run, I was honestly just testing Sparkles against the 6.2 health pools. I went for the Aggression: Fury Path, and after I killed Yondu, I realized I just had two fights left to clear the map. I used Hawkeye to clear Dormammu, and then cleared the Sym Supreme Boss with the full team. Fair warning, while not incredibly complex, this boss does a LOT of damage when he nullifies buffs and he gains a lot of power when he nullifies buffs. Took 1 revive because I thought I could kill the Dormammu mini with Captain Marvel and failed spectacularly.
Cumulative Revives: 1
6.2.2: Severed
Global: Backblast
Team: 3/45 Ghost, 4/55 Captain Sparkles, 3/45 Nick Fury, 4/55 Angela, 4/55 Gwenpool
Another great global for Sparkles. The doubled crit damage was fantastic. Again, I went into this wanting to test Ghost, and wound up just doing the whole path. Ghost died, because I suck without wasp. I took the right side to Punisher 2099 and the southern route with Aggression Regen. Captain Marvel straight up obliterated this. The double crit damage flows fantastically for her. About the time I killed Goldpool, I realized that I ought to try the Sinister Boss and loaded full rainbow boosts. I had absolutely zero expectations for this fight. I’d seen plenty of people get absolutely destroyed by this dude, and he’s a very bullshit fight. I went for it, and only landed 27 hits before I died to incinerate. I got lucky that he didn’t decide to throw specials, and after 27 hits... I’d dealt 239,745 damage. I loaded up a revive and went again. This time I only landed 19 hits. Fortunately, a fully boosted Sparkles at 4/55 can kill Mr Sinister in 46 hits. I was thoroughly shocked, and I was bolstered by the 9 second indestructible, but holy mother of god, that’s 356,558 damage in 46 hits.
Cumulative Revives: 2
6.2.3: Headstrong
Global: Icarus
Team: 4/55 Captain Sparkles, 3/45 Nick Fury, 4/55 Gwenpool, 6 star Hawkeye, 4/55 Ghost Rider
I really didn’t think that Act 6 could get any more fun than 6.2.2, but boy was I fucking wrong. Icarus is fantastic! Other champions benefit a bit more from this node, but Sparkles took it pretty damn well. This node focuses on heavies again, and Sparkles plays pretty well into that. Distinction Domino and her flaming friends are by far the best for this chapter, and specifically the boss, since he has limber. Here is where I committed to clearing 6.2. I took the right side through Ant-Man, fully through the un-noded path. I used Sparkles as my path clearer with Hawkeye taking the Dr. Strange and Symbiote Supreme matchups since I suck against them without power control. The boss isn’t bad at all with a full team devoted to him, but Sparkles will run out of binary ignition once Omega’s limber has fully removed your stun duration. One revive to get the boss since I’m a mug and didn’t think about Omega being averse to bleed. I took bleeders. Facepalm
Cumulative Revives: 3
6.2.4: Criminal Elements
Global: Destructive Feedback
Team: 4/55 Sparkles, 3/45 Nick Fury, 4/55 Gwenpool, 4/55 Angela, 3/45 Ghost
This quest made me question my choice to do this Chapter. I hate the destructive feedback node with a passion. It took SEVERAL tries before I got comfortable playing this node. A better player than me could probably do well against this, but I struggled. A lot. I took the Yellowjacket path, with the turn down the DPX path, and down to Rulk. I had a lot of difficulty taking this path with Sparkles since I often ran low on Energy Charges. Gwenpool did a solid job, and Angela filled in as necessary. War Machine was a dickhead and cost me a revive, but that’s probably because I got too greedy with Sparkles and thought I could kill him, and he downed me with an SP3. The Hood miniboss has Bane, but it’s a pretty weak Bane if you’re running 4/55s and 5/65s. Kingpin isn’t bad, and you can use his empowered immunity to push him past his power threshold to create openings. It’s generally advisable to play Kingpin stun immune anyways, so he was simple enough. Wound up using Nick Fury for this kill, and it was fairly easy.
Cumulative Revives: 4
6.2.5: Mistrust
Global: Do Not Go Gentle
Team: 4/55 Sparkles, 3/45 Nick Fury, 4/55 Angela, 3/45 Magik, 1/25 Heimdall
The global for this one is definitely one of the more challenging ones to get used to. The others could be blitzed down in some way or another, but this one needs to be taken slowly, or you’ll take a fat load of damage at the end when you try to kill the defender. You need to be adept at intercepting and you would be advised to use a lot of heavies whenever possible. For this one, I took the Hela path, and it was pretty simple minus Gwenpool. She’s a bitch. You can’t keep her from annihilating you with an SP3 as far as I can tell. Colossus is stun immune and requires slick intercepting to keep the node under control, but otherwise, it was pure nuclear annihilation with Sparkles again.
BOSS DISCLAIMER
This boss is a cash grab, and I do not suggest going in with buff heavy champs, or anything shy of at least 250-400 units, because unless you’re just rather lucky, or you have Cap IW and a good bit of luck, you’re going to be absolutely dicked over by this fight. Your champs take damage reduction and AAR unless you have all your teammates alive. This took two team revives. Fuck Mordo. Used full boosts again here
Cumulative Revives: 14
6.2.6: Round 2
Global: None
Team: 4/55 Sparkles, 3/45 Nick Fury, 3/45 Iceman, 3/45 Hood, 4/55 Angela
At this point, I could smell those rewards, so I loaded up full boosts and went in. I took the fully unlinked path, and used Sparkles to clear everything but Magik and Hype. For Hype, I used Iceman, and for Magik I used Fury.
THE BOSS
Wow. Just wow. First off, I’d like to kindly toss out a big F-U to whoever thought that this Champion was a good idea, because he was SO much worse than the Collector. I’d like to say though, The Hood is absolutely beautiful for this fight. I had people tell me “hey, you can’t do that with Hood you absolute mug. Rank 3 Hood? Pshhh, boosts don’t even matter, you’re going to get absolutely annihilated.”
I believed them until I saw a few videos of people using Hood I boosted at 4/55 and 6r1, so I used those full rainbow boosts and went for it. The first phase is not terrible, I used Captain Marvel to just quick nuke as much damage as possible to get the regen at the start instead of the unstoppable, and then I went in with Hood. I didn’t really notice the phases at all, quite like with Seatin’s Sym Supreme fight, simply because there’s absolutely no sense in parrying this bastard. He deals way too much block damage, but his aggressive nature makes it really easy to intercept him a lot. The other really great part about Hood is that he regenerates when stagger is used or expires, so he mitigated a lot of the degen damage from staggering the buffs in the 3rd phase. His staggers ALSO remove all buffs, so you can actually lower his persistent charge count as necessary. I will be honest though, I’m a scrub, and it took about 10 revives to get through the final 10%. Overall, I hate this Champion, but it was well worth it.
Cumulative Revives: 24
Final Thoughts:
I really felt the 4 star ban here. The lack of Wasp made my Ghost less useful than normal, and that’s obviously pretty annoying. I really identify with KT1’s sentiment on this chapter. The global nodes are brilliant, they force you to play slightly differently, and it’s an absolute blast to play most of these nodes once you’re in them. It takes a player of at least passable skill to get this done, and it’s pretty fun. However, there’s some bullshit in here. Whoever got ahold of this chapter after the Globals were put in is an asshole. While I was able to manage Sinister fairly easily, that’s not indicative of most of the community. That fight is far too niche, and, while I’m blessed with the champion that fits that niche the best, it’s absolute horseshit that everyone else either has to unit it down, or wait. Mordo is also incredibly niche. You need Cap IW or She Hulk to have any amount of success easily, and I feel that the node combos are a bit overboard. The Champion also feels extremely niche, but there are a decent handful of counters, some of which are older champs.
Once I was through, I really considered the Story boss fights that have been in this game. Starting at Maestro, a lot of people felt that Arc Overload was BS, but I think he’s aged nicely as a tough but manageable fight for the content. The Collector is still the most BS fight anyone’s ever seen. It hasn’t aged well in my opinion. Ultron in 5.4.6 is a fun, albeit difficult fight, but it offers numerous counters. It’s aged fairly well, and is manageable. 6.1.5 Crossbones is niche, but bleed immunity or very good Quaking is an option, so I think that fight will age well. Mr. Sinister will not age well. Mordo will not age well. Those fights felt extremely cash grabby and gave the vibe that Kabam would like it if you quit complaining and bought Cavalier crystals. It’s too early for me to tell how The Champion will age. It’s a very difficult fight, but the slow Debuff is becoming more prevalent with time.
Overall, this quest is fun, but again, the 4 star ban is bullshit. I’ve done half of Act 6 and still had great usage with 2/35s and 3/45s. That’s the equivalent of 4 stars, and with boosts, they could be of use. It’s still too difficult to obtain specific champs (Wasp, Sym Supreme, and She-Hulk for me) and that’s frustrating. The rewards also feel lacking considering the difficulty. We still don’t have 6 star specific resources beyond the few T5CC fragment crystals, which still don’t even add up to a single T5CC. There’s no 5 star Generic Gem, there’s very little T2A in the Completion of either chapter, and none of it feels super special beyond the 6 star shards. Obviously judging the Act 6 rewards will be difficult until we see the full rewards for completion and exploration, but I definitely feel that the chapters could have had better stuff.
submitted by Rnewell4848 to ContestOfChampions [link] [comments]

Ubi is planning to rework/change Tachanka, Lion, IQ, Thatcher, Mute, Frost and Castle. Here are my theories on how they might do these.

Based on a developer AMA held not too long ago and based on the Paris Major masterclass, the developers of Rainbow Six: Siege are planning to rework, or at least significantly change the following operators: Tachanka, Lion, IQ, Thatcher, Mute, Frost and Castle.
I thought it would be interesting to think about these a little bit, think about how the developers might actually change these operators in order to make them properly balanced, interesting and fun to use, and viable.
Be prepared, it will be a LONG post. Also, no TL;DR because you need to see the context of my thoughts and read the things thoroughly in order to understand everything.
Sources: Paris Major Masterclass, Designer's Notes AMA, Designer's Notes: Pre-Season
Tachanka
„We will not disappoint people who like his current feel. We are still exploring options.”
This is a key sentence we need to put an emphasis on. The developers wanted to make it clear that while most people think that making Tachanka viable could only be achieved by making him mobile, it actually can be done without sacrificing his core identity.
Because we have to understand that his main problem isn’t necessarily the fact that he is stationary. What’s a problem is that it isn’t counterbalanced in almost any way. The shields on his turret do not offer any meaningful help. A player can still shoot Tachanka’s body and the shield is also destroyable as well, even from an angle that our lord can’t even see.
So if Tachanka stays stationary, he needs to be good and effective in being a stationary (and potentially an on-site) character, but at the same time, he shouldn’t be overpowered. Also, he should be fun to play and there should be enough depth in his ability / gadget to stay interesting even after a long period of time.
So here’s my idea. Tachanka should have a rotating pad that he would stand on. On the rotating pad there would be his turret and his shield. The shield would be unbreakable and it would have two parts. The upper part would cover his head area (like now), while the lower part would cover the rest of his body.
Making 360 turns would be possible thanks to the rotating pad, but only with the upper part of the shield, meaning the rest of Tachanka’s body would be exposed. However, turning 45 degrees to the left and 45 degrees to the right from the starting point would be possible with both shields at the same time, meaning that in this case, Tachanka would be fully protected from the front.
This way Tachanka would be able to serve his purpose because he could effectively hold given areas and parts of rooms, while at the same time his gadget wouldn’t be completely useless if he would have to face against enemies from completely different directions.
Obviously, there would still be room for counterplay, because as an attacker, you could utilize vertical play, grenades and Capitao bolts against him.
He could be buffed in another, minor ways as well, for example by reducing the recoil on his turret and by making it possible for him to shoot through Castle barricades. This way Castle barricades would act as traps. Let’s say the enemy wants to put a breaching charge on it and you shoot through it with the turret. Tachanka would be able to do the same thing basically as Glaz on the attacker side.
Lion
„…in his current state, he limits the design for new operators far too much”
"In his current state, he is particularly difficult to balance. The way his detection works is either no information at all or perfect information. There is very little room for subtlety."
Lion either gives too many or too little information for a simple click of a button. Using him doesn’t really involve any deep strategy or tactical thinking, he is very binary, simple and uninteresting because of that.
I believe there’s a way to make him an interesting operator that could potentially reward proper teamwork and tactical thinking. But in order to achieve this, he needs to be changed drastically.
Lion should have to tag enemies manually instead of automatically. He could use his flying drone - that is already present in the game - to shoot out tracking darts (the drone should be silent and smaller though). He would have two drones, each with 3 darts, so it wouldn’t be that easy to track every single defender operator, especially at the same time with a click of a button.
A lot of times the player would need to consider which enemies he would want to track and which enemies he wouldn’t – also there would be the probability of missing an enemy and defenders could even spot and destroy the flying drones.
At the same time though, this concept would have an upside. After activating the darts with a button push, the tracked defenders would show up on screen for a much longer time, even if they are standing still.
For balance reasons though, their position wouldn’t be tracked in completely real time, but in a similar way to Jackal’s ability (with pings), but with much more frequent ones. So it would work like a real tracking device basically.
Basically, Lion would be a proper alternative to Jackal. Lion would have a harder time marking enemies, however, he could track more people at the same time and he could ping them more frequently.
This way using Lion’s ability would involve more interactivity and planning from the player, while it would also open the room for different tactical opportunities.
IQ
„…we agree that she needs more ways to act on the information that she gathers. We have a rework planned for her, which will lead us in that direction."
IQ is supposed to be an operator that gives valuable intel to her teammates about the location of electronic gadgets, while at the same time, she can potentially deal with these if she wishes.
The first problem is while we have a lot of electronic devices in the game now, even a moderately experienced player can learn about their placements by droning and without having to rely on IQ’s gadget. But even if someone isn’t good at droning, choosing IQ might still not be the best option because of the second problem.
The second problem is that while IQ can detect electronics, she can’t really do anything with them most of the time thanks to a reinforced or unbreakable surface that stands in her way.
I think the solution would be is to equip her gun with an OCP. It stands for Optically Channeled Potentiator, which is a pistol attachment from a previous Ubisoft game, Splinter Cell: Chaos Theory. The device is used to temporarily disable electricity-based devices for a short time, so IQ could disable electronics in her close range.
For example, she could disable a camera or a Mute Jammer on the other side of the wall. Based on proper gameplay balance, each electronics should react differently. Cameras could be blinded for 15 seconds, while Mute Jammers or Nitro Cells would have to placed down again in order to work.
This way IQ’s gadget would be actually useful to the team and she could fill her role perfectly.
Also, it would be a good way to buff IQ too if she could mark given electronic devices through surfaces for her teammates.
Thatcher
„Thatcher’s binary playstyle is somewhat limiting, and we adjusted his gadget to allow for additional creativity, and have a longer lasting impact on the Meta. His EMP grenades will now temporarily disable cameras; this includes security cameras, bulletproof cameras, Maestro’s turrets, and Valkyrie’s cameras. This is a small part of a larger project that we are working on, but have too many dependencies on current systems to implement this at the same time as the rest of the changes. Future changes will include elements that will make Thatcher stronger, but we needed this interaction in place before we can begin working on those.” – Designer’s Notes: Pre-Season
I think it’s a safe assumption to make that Ubi eventually wants to make it so Thatcher would only disable every type of gadget instead of destroying them. This would make sense, considering that how easy it will be for attackers to get through reinforced walls anyway thanks to the newest attacker, Maverick.
But before making that step, they have to implement the buff they hinted in order to keep Thatcher viable. The question is what that buff could be?
Well, what would seem to be an interesting step that would make Thatcher less binary and more interesting to play is the ability to remotely activate EMPs, so they wouldn’t detonate automatically seconds after throwing.
This would mean that Thatcher wouldn’t have to stay near the wall where he wants to help Thermite / Hibana in breaching and he could actively do other things, such as pushing into the building from another side for example or covering a teammate.
Mute
„We are currently working on a Mute buff, but what we're trying is quite different from the radius increase that you're mentionning”
Based on this quote from one of the developers, the only thing I can really think of is the ability to put jammers on different surfaces – similarly to Jager’s ADSs. It’s a highly requested feature for a while now.
With this feature implemented, it would be possible to prevent enemies from breaching hatches and it would be a logical decision from Ubisoft anyway, considering the new attacking operator, Maverick.
He can destroy reinforced surfaces with his blowtorch even if that surface is jammed or electrocuted. To give you a specific example, this way the following scenario is possible.
Maverick opens the bottom of a reinforced wall, someone shoots out the Mute Jammers on the floor there, then Thermite / Hibana can open the wall. But if Mute can place his jammers practically anywhere, this means that he can still make it harder for attackers to get inside. For example if he chooses to put his jammers directly onto the center of the wall.
Frost
„…having a high variance/high reward ability can lead to a "balanced" operator which would not be fun to play. We want to avoid "all-or-nothing" situations and have more consistent mechanics."
„…traps having such a strong effect makes them difficult to balance. "Insta kill" traps are too binary…”
Frost is similar to Lion. Both are very binary operators. They are either too weak, or too strong and helpful. Because of this, Frost needs similar changes as Kapkan got previously.
Welcome Mats should be less easier to detect, there should be more of them (5), and maybe the location of the traps should be highlighted as well, similarly to Gu Mines. However, the traps shouldn’t down enemies, or at least not in the traditional sense.
A Welcome Mat should make an enemy immobile, so the given enemy wouldn’t be able to move, but he would be able to remove the trap and get up by holding the interaction button and he would also be able to shoot while being downed.
One idea is that the player would continually lose HP until he removes the trap, another idea is that he gets -50HP once he steps into the trap and that’s all.
The point is playing with or against Frost would be more interesting this way and it would create opportunities for interesting scenarios. Attackers could even bait defenders by purposefully stepping into a trap.
Castle
„This is two-fold. We want to make him less situational. That is not to say that we dislike situational Operators. It is actually quite the opposite. We feel as if situational Operators are fine, but Castle is too niche right now. The second step is to find a way to make sub-par Castle play less harmful for teammates. As of right now, deploying his Armored Panel at a key doorway and prevent teammates from rotating or being able to properly defend a site."
Tons of people already suggested that armor panels should be rollable similarly to window stutters. So defenders would be able to traverse freely even after the armor panels got placed. This would solve the biggest problem with Castle’s barricades.
However, there are many other small ways Castle could be buffed too. There could be small pillars on the bottom of a panel, so it would prevent drones from getting through and it would limit the amount of information the attackers would be able to gather, while at the same time players would still be able to shoot through under it.
Armor panels are also very fragile and easy to destroy. Based on the proper gameplay balance, they could be Fuze-proof, they could be electrocuted, they could be more resistant to Sledge’s hammer, so the hammer first would only create holes and cracks in it, etc.
The Tachanka related idea I mentioned previously would indirectly buff Castle as well.
submitted by DaemonXHUN to Rainbow6 [link] [comments]

MAME 0.213

MAME 0.213

It's really about time we released MAME 0.213, with more of everything we know you all love. First of all, we’re proud to present support for the first Hegener + Glaser product: the “brikett” chess computers, Mephisto, Mephisto II and Mephisto III. As you can probably guess, there’s an addition from Nintendo’s Game & Watch line. This month it’s Mario’s Bombs Away. On a related note, we’ve also added Elektronika’s Kosmicheskiy Most, exported as Space Bridge, which is an unlicensed total conversion of the Game & Watch title Fire. If you haven’t played any of the handheld LCD games in MAME, you’re missing something special – they look superb with external scanned and traced artwork.
On the arcade side, we’ve added The Destroyer From Jail (a rare Philko game), and alternate regional versions of Block Out and Super Shanghai Dragon’s Eye. The CD for Simpsons Bowling has been re-dumped, resolving some long-standing issues. With its protection microcontroller dumped and emulated, Birdie Try is now fully playable. Protection microcontrollers for The Deep and Last Mission have also been dumped and emulated. Improvements to Seibu hardware emulation mean Banpresto’s SD Gundam Sangokushi Rainbow Tairiku Senki is now playable, and sprite priorities in Seibu Cup Soccer have been improved.
In computer emulation, two interesting DOS compatible machines based on the Intel 80186 CPU are now working: the Mindset Personal Computer, and the Dulmont Magnum. The Apple II software lists have been updated to include almost all known clean cracks and original flux dumps, and the Apple II gameport ComputerEyes frame grabber is now emulated. We’ve received a series of submissions that greatly improve emulation of the SWTPC S/09 and SS-30 bus cards. On the SGI front, the 4D/20 now has fully-working IRIX 4.0.5 via serial console, and a whole host of improvements have gone into the Indy “Newport” graphics board emulation. Finally, MAME now supports HDI, 2MG and raw hard disk image files.
As always, you can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to cade [link] [comments]

Rainbow iq option win 100% 2019 best indicator strategy 2019 work 100% binary option Rainbow - binary options - iq option - the rainbow 140$ in 180 seconds Rainbow strategy - binary options rainbow ema strategy, live binary options trade iq profit 6, 14, 26 EMA binary options rainbow strategy - YouTube

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