Sakura Yokoi's backhand.
She faded in the end against Wang Yidi.
But man, her backhand is absolute fire!!!!
Some of those opening shots would look outrageous in a men's match!
She faded in the end against Wang Yidi.
But man, her backhand is absolute fire!!!!
Some of those opening shots would look outrageous in a men's match!
It's probably been asked.
But is there a way to force end a mission, or a mod that allows this.
I just had a mission finish but not end because the enemy sent in reinforcements before I extracted and the optional mission to kill them appeared to stay active and lock the game after I extracted.
I also happened to be trying to melee an enemy with the last move (it extracted as soon as I touched the extraction zone mid move).
So I pulled a sheet of Zyre 03 off today. It's been on the blade for around 5 months.
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The glue came off the sponge almost perfectly!!! Just gently worked it off with my thumb.
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It was glued with two coats on the rubber one on the blade using Free Chack 2.
Battletech Extended - Tactics.
Maybe it's just me, but does anyone else struggle to even catch convoys, let alone destroy the target vehicles.
The vehicles seem to have so much armor that the only reliable way to kill them is melee because the moment you shoot them they simply flee faster than you can possibly pursue.
I never remember having this issue in vanilla. I think it's because the vehicles had less armour and so you could kill each one in a single round before they fled. Or perhaps they simply didn't move as fast.
I find myself just actively avoiding them, even though theoretically they should be fairly easy if you go in with fast mechs. Somehow they just aren't!
EDIT: Thanks for the feedback folks. I still think the balance isn't quite right. But using the sprint to the zone and deliberately not killing the last trailing unit, I think I might have a bit more of a shot at these.
What is the minimum ratio between x and y?
I'm probably capable, but far too lazy to work this one out.
If I have two objects A and C arranged across to two squares each as shown. How big do their squares need to be to allow a third object B to fit diagonally between them?
The objects are twice as long as they are wide and they want to sit in the middle of their two squares so they have a square section in each square.
I'm after the ratio between the width of the objects and the width of the squares, as in I'd like to make the squares as small as possible.
Do your thing...
It's just for a homemade project I'm trying to scale, so your not helping anyone cheat their homework here or anything.
Both handles and mirrors are extremely bad aerodynamically.
But you are required mirrors by law.
So just integrate the door handle mechanism into the mirror, fold the mirror closed for parking and the door latch is exposed!
Completely hidden from the air stream when the mirrors are out.
I have been playing a two player game with my 12 year old son and I thought I would share the rules we use as it has been easy and enjoyable.
It becomes very much a parallel development game rather than a competitive game, a good thing for children.
We started with the usual two settlements, two roads as usual. But with only two of us on the board there was plenty of space and opportunity. We also started with one commodity for each tile we had a city next to, to kick start things a bit.
We played completely open commodity cards, so we could both see all the cards in play all the time.
Play was pretty much as normal, except each turn the active player can make ONE forced trade. They choose two of their own cards and one of the other player's cards, the other player then choses any card to make it a two for two trade.
We didn't have a set victory point goal.
Instead we played until both players had placed all their pieces (or become unable to).
When we reach this point, the player with the most victory points wins.
To speed up the end game, if you have already placed all your own pieces you are allowed to spend your own resources to force the other player into placing theirs (for example, you pay for their last road and then they have to place it).
And that's basically it!
It was very enjoyable and I wonder if the same principle would be actually fun with three players as well.
It puts a very high premium on longest road and largest army, along with the victory point development cards. All going well everyone will have the same number of cities and settlements mean these things are the deciding factor.
The only thing that seem to really upset the flow of things is early bad luck with the robber, so we had a sort of "victim chooses the tile" unwritten rule early on.
Why on earth would you choose a floor almost exactly the same colour as the table. Then brand it with exactly the same colour as the lines...
It's just painful to watch from certain angles.
I wish we got more of this type of stuff. I especially wish they would show the actual rubbers players are using in matches.
His racket is basically a Viscaria but with a personalized handle from Butterfly.
Dignics 09c on both sides.