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This Week At Bungie 10/22/2020

Source: https://www.bungie.net/en/News/Article/49676
This week at Bungie, we talk story and sandbox.
Before we kick this TWAB off, I have to ask: Have you watched the new story trailer for Beyond Light yet? No? While we aren’t going to dive deeply into spoiler territory between now and launch, this is the moment where we say it’s time for you to go dark if you're looking to experience the expansion with no knowledge of what's coming.
If you’re hungry, it’s time to dig in.

Beyond Light: Story Trailer

Video Link
Eramis is on the warpath. Variks warns of catastrophe. The Exo Stranger has been waiting for you. A few extra details can be found on the Beyond Light: Story page on Bungie.net. Jump in if you’d like to know more.
Soon, you’ll be exploring Europa, in search of answers. Whether you be a lone wolf or part of a fireteam, we’ll leave that path for you to walk.

110? Meet 120

Image Linkimgur
Two weeks ago, we began a conversation about sandbox tuning for Beyond Light. Armor modifications are getting some hefty changes, from reloads to raids. If you missed it, check out the October 8 TWAB. This week, our focus shifts to the weapons in your arsenal. As with our mods preview, we have a collection of patch notes accompanied by developer commentary. Alright, we ready?
Let’s pass the microphone over to the Dev Team for some juicy details.
Dev team: Hello! Today, we’ll be covering some changes to a few specific weapons and weapon families. For those of you who don’t have much knowledge of our sandbox, each weapon has a specific “frame” that is also tied to its associated rate of fire (RoF). We’ve included both of these for a bit of clarity, as many players default to RoF when talking about various weapons. As an example, “Aggressive” Hand Cannons currently have a RoF of 110 rounds per minute.
Hand Cannons: We're making changes to give hand cannon subfamilies more diversity, and more reasons to use each.
  • Aggressive
    • Increased RoF from 110 to 120.
    • Broke out Aggressive Hand Cannons, allowing custom tuning of stats (e.g. damage falloff for 100 range in this subfamily now starts at 32m).
  • Adaptive and Precision
    • Range stat now has more impact on minimum damage falloff range for both archetypes.
      • Damage falloff for 100 range now starts at 25m, was 20m.
    • Precision Hand Cannon
      • (180 RoF) magazine scaled up by 37 percent.
      • Note: This also affects Exotics with that rate of fire.
  • Lightweight (folded in to Adaptive)
    • Moved all Lightweight Hand Cannons (150 RoF) to the Adaptive subfamily (140 RoF).
      • This includes Luna’s Howl and Not Forgotten.
      • One Exotic Hand Cannon will retain 150 ROF.
        • We aren’t going to leave it to speculation.
        • It’s beautiful.
        • It does solar damage.
        • It makes enemies explode.
        • It’s Sunshot.
At this time, Lightweight (150 ROF) Hand Cannons represent the majority of Hand Cannon usage in the Crucible. While we experimented with many different ways to even out Lightweights (150 ROF) and Adaptives (140 ROF), Lightweight Hand Cannons consistently retained a faster time to kill (TTK). As such, we opted to equalize their ROF.
We selected 140 ROF as it is fairly balanced in the Crucible sandbox. It gives other weapon archetypes more time to breath between shots, avoids an overabundance of Hand Cannons with faster TTK than other weapons, and pairs nicely with upcoming changes to 600 ROF Auto Rifles (more on that below).
Sniper Rifles: We want Sniper Rifles to feel powerful, without being so easy to use that they dominate.
  • Adjusted how aim assist (AA) is affected by Sniper Rifle zoom level. Lower zoom scopes have less AA, higher zoom scopes have more, scopes with around 50 zoom are unchanged.
    • Lowest-zoom scopes have a large reduction in AA cone angle.
    • Highest-zoom scopes have a small increase.
Auto Rifles: In Season of the Worthy, the Adaptive archetype (600 RoF) was given a buff. We’re pulling that back a little to keep it in check with other Auto Rifle archetypes.
  • Adaptive
    • Damage per bullet reduced from 15.75 to 14.25.
    • Note: Prior to Season of the Worthy, damage per bullet was 13.75.
Scout Rifles: Scouts have a reasonable time to kill (TTK)and can't be adjusted too much without making them dominate the battlefield, so we're making them a little easier to use.
  • Increased how much each point of the AA stat widens the AA cone.
  • At maximum, the AA cone is now 15 percent wider.
Rocket Launchers: These Heavy weapons currently have very low reserves, so we're adjusting that. We expect to take another look at Rocket Launchers in a future Season.
  • Increased reserves by 1 or 2 rockets depending on Inventory stat.
General: The following is a list of surgical changes for select weapons based on player feedback. Some of these changes apply to weapons that are a little too far ahead of other options while others apply small buffs to increase the weapon's effectiveness.
  • Perks
    • Outlaw - The reload speed increase felt insufficient with certain subfamilies and combinations of rolls (e.g. Aggressive Hand Cannons).
      • Increased reload stat bonus from +50 to +70.
  • Merciless
    • Increased inventory stat from 36 to 55 (this increases reserve ammo).
  • Mountaintop
    • We've had a ton of feedback that Mountaintop feels a bit over the top in Crucible modes. This Pinnacle weapon has had ample time to shine, so we’re taking it down a notch.
    • Specific pain points:
      • A one-shot body shot with infinite range.
      • Quick and easy cleanup of wounded Guardians, even around corners.
      • Deals high splash damage, rewarding players for inaccuracy.
      • Perfect in-air accuracy allows airborne Guardians to rain down death, and there’s not much grounded Guardians can do to respond.
    • Here are the changes intended to address those points:
      • Reduced splash damage by 33 percent, increased impact damage such that total damage is 5 percent lower than before.
      • Reduced projectile velocity multiplier from the Micro-Missile perk from 1.4 to 1.2. (i.e., now 20 percent faster than other breech Grenade Launchers instead of 40 percent).
      • Reduced in-air accuracy. Now has significant projectile error while in-air (around 7 degrees without the Icarus Grip mod, substantially less with).
  • Falling Guillotine
    • Reduced heavy attack damage by ~24 percent to bring in line with other Swords.
    • Note: Falling Guillotine will continue to be slightly above average, just not to the extent that it is now.
  • MIDA Multi-Tool and MIDA Mini-Tool
    • MIDA Mini-Tool
      • Moved the "Mida Synergy" trait to the intrinsic, similar to how the (Baroque) version works
      • Added the following perks:
        • Hip-Fire Grip
        • Kill Clip
      • NOTE: There is an issue with the masterwork on this weapon that prevents it from being upgraded. This will be fixed in a later update.
  • Sturm and Drang
    • Drang
      • Moved the "Together Forever" trait to the intrinsic, similar to how the (Baroque) version works
      • Added the following perks:
        • Accurized Rounds
        • Moving Target
      • NOTE: There is an issue with the masterwork on this weapon that prevents it from being upgraded. This will be fixed in a later update.
  • Ruinous Effigy
    • Transmutation Spheres
      • Reduced the damage of the aerial melee attack by 25%
      • Significantly reduced the damage of the drain effect on enemy combatants
  • Arbalest
    • No longer strikes shields multiple times, but its efficacy against shielded targets has been increased.
  • Jade Rabbit
    • Armor Piercing Rounds swapped to High Caliber Rounds.
    • This fixes an issue that could prevent the exotic perk from triggering.
Some of these changes look pretty hefty, and we’re looking forward to seeing your reactions. When first hearing that Aggressive Hand Cannons would be shifted to120 RPM, I wondered if it would be enough to push them into the hands of my Guardian. I can safely say after quite a few playtests, I have a bunch of new favorite Hand Cannons that have been waiting for their time to shine.
Now, let’s look to some new hotness coming soon to a Lighthouse near you.

(ADEPT)

Before we let our friends on the Development Team go, we have a few more details concerning weapons to share with you. A few months back, we announced the return of Adept weapons to the Trials experience. Today, we’ll be spending some time getting you reacquainted with these tools of destruction, and how we’re laying the groundwork for future Adept weaponry. While these weapons are similar in name to the Adepts of Destiny 1, there are some added elements to embrace the weapon systems of Destiny 2. With that, we pass the mic back to the Development Team to give you a full rundown:
Dev Team: Beginning in Beyond Light, all existing Trials weapons have Adept versions. Our intent is for all new Trials weapons to have an Adept version in the future, with their infusion caps matching the Season they were introduced in. For our first round of Adepts, their infusion caps will be set to that of Season of the Worthy. Additionally, we will be introducing Adept weapon mods into the sandbox in Beyond Light, which can only be applied to Adept weaponry.
Adept Weapons
  • Here’s how Adept weapons differ from the base weapons:
    • Masterworking an Adept weapon grants additional stats.
      • +10 for the primary stat as usual (the specific Masterwork of the weapon).
      • +3 for all alternate stats.
    • Adept weapons can use either a standard weapon mod or a new Adept weapon mod earned when going Flawless.
      • A unique Adept shader has been made for these weapons.
      • Note: These shaders are not awarded as a consumable when dismantling an Adept weapon. As such, they cannot be applied to other pieces of gear.
Image Linkimgur
Adept Weapon Mods
  • These mods come in two varieties:
    • Weapon stat boosts, each of which grants +10 to a particular stat in a similar way to Masterwork stats.
      • Example: Adept range (+10 range).
    • Versions of some existing mods granting an improved bonus, but with a downside (base version of the mod explained below).
      • Adept mag (+40 magazine, -20 handling).
      • Backup mag is +30 magazine.
Acquisition
To earn Adept weapons and Adept weapon mods, players must complete a Flawless Trials Passage and open the Flawless chest at the Lighthouse.
  • Each week, a different Adept mod can drop from the Flawless chest.
    • Adept weapon mods will be on a weekly rotation, so a given mod may not make its appearance until later in the Season.
    • The mod is unlocked for use on owned Adept weapons when acquired.
  • Adept weapons will be available from the Flawless chest on a bi-weekly basis, alternating with armor drops.
    • The first Adept weapon acquired on a given week is a Pinnacle drop.
    • Adept weapons will be on a set rotation, so players may continue to earn alternate rolls on specific Adept weapons when completing Flawless passages throughout a given weekend.
As you can see, for those who reach the Lighthouse, your loot is about to get a little more spicy. While Adept rewards are coming first, we also have a Trials armor refresh planned for a future Season, after the stardust has settled from Beyond Light.
With that, we come to an end to our sandbox previews leading up to Beyond Light. Some of you may be asking, “Wait a minute, what about abilities?” In three short weeks, the abilities you’ve come to know and master will be challenged by the Darkness. Stasis will make its debut, bringing a new flavor of combat to the sandbox. The team will be watching closely as you embark on your first strikes, Gambit matches, and Crucible exercises to see how your abilities stack up against each other. It’s going to be a wild time, and we’re excited to see the Light clash with the Dark.

Prime Time Continues

This week saw another update to our Prime rewards. If you have a Prime account, make sure it’s linked with your Bungie.net account! Once you’ve done that, head over to the Prime Gaming portal to redeem some sweet cosmetic rewards. Say hello to the Cryptomnesia Sparrow, making its debut through this month’s Prime drop!
Image Linkimgur
Rewards:
  • Cryptomnesia Sparrow
  • Ada-1's Lone Wolf Ship
  • Peerless Precision Ghost Shell
  • Flare Gun Emote
Once redeemed, you’ll find these at Amanda Holliday in the Tower’s hangar. Stay tuned for future updates!

Cipher Search

Festival of the Lost has reached its halfway mark, and Destiny Player Support is keeping an eye out for scary bugs as we approach the final days of the event. While no major issues have been found, we do have a few reminders on items to complete, and a note on the Interference: Loop Triumph.
This is their report.
INTERFERENCE: LOOP TRIUMPH
Due to the extension of Season of Arrivals, the Nokris encounter for the Interference weekly quest will remain for the remainder of the season. This means players who have missed a previous Interference encounter will be unable to access those encounters and will be unable to claim the “Interference: Loop” triumph.
TITLES
With the start of Year 4 on November 10, certain Seals and their associated Titles will no longer be available to earn. Players will need to be sure to unlock and equip the following Titles before this date to guarantee that the completions are recorded on their accounts:
  • A Shadow Rises - Shadow
  • Reckoner - Reckoner
  • Black Armory - Blacksmith
  • Destinations - Wayfarer
  • Lore - Chronicler
  • Arrivals – Forerunner
For more info on Legacy Titles and Seals players should view our Year 4 Triumphs Update Help article.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
  • The Convergence ornament for Transversive Steps clips through the front of some Warlock robes.
  • We are investigating an issue where Ashen Wake can cause damage to allies.
  • The Unbridled Enthusiasm exotic emote is not playing audio as intended.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.

Insert Witty Movie Reference Here

Image Linkimgur
I’ve been combing the internet, looking for spooky movies to watch during a Halloween marathon. While watching my own clips from the Crucible can be scary (how can someone be that bad!?), I’m looking for things that are slow burn. Half the movie spent setting the world up, introducing you to characters, then BAM. Weird stuff happening. Lights going out. Doors being mysteriously locked. People turning on each other while trying to do simple tasks to get the space station running. Mentions of suspicious behavior. Vents. Garbage disposals. That weird thing where you have to tap a button while disks spin.
Wait, that’s not a movie… ah well. Let’s get back on topic. While these movies aren’t so scary, they are entertaining! Let’s check out who won MOTW.
MOTW: Kingdom Come
Video Link
MOTW: Most of you are too young to understand this reference
Video Link
MOTW: Regent
Video Link
For every movie you see listed here, there’s at least one emblem being granted to those who created them. Want a shot at a sweet emblem? Submit your movie to the Creations page on Bungie.net. We have an expert panel of casual movie watchers selecting things at complete random to win!
I mean, Cozmo and I watch movies and feature the ones that look fun, cool, unique, or otherwise silly. Sometimes people send us emails with cool videos too. Either way, take a shot!
The days are continuing to grow shorter here in Seattle. Pretty soon, Destiny won’t be the only thing enveloped in Darkness. I for one can’t wait. Only two more TWABs stand between you and Europa.
Ah, and before we go – we've been seeing a lot of questions in the wild on how bounties, currencies, and progression systems will be updated in Beyond Light. We’re currently working to get the info together and making sure everything is factual. This isn’t a “preppers guide to the galaxy,” mind you. Just a heads up on how these systems are changing. Our current plan is to cover those topics next week! The most frequent question we’re seeing right now concerns bounties, and whether they’ll be cleared at the start of next Season.
Most of your bounties will stay intact, but any bounties tied to specific Seasonal activities or content entering the DCV will be removed on November 10. Examples would include Black Armory, Gambit Prime, or Festival of the Lost bounties. Additionally, any bounties that grant progression towards Infamy/Valor may negatively impact your powerful rewards, as they will be limited to Season of Arrivals Power Levels. Our recommendation is to go ahead and claim your bounties, just to make sure you don’t miss out on any XP or Glimmer.
More to come next week. See you then.
Cheers,
-dmg04
submitted by DTG_Bot to LowSodiumDestiny

Obi Wan doesn't need the High ground to win

Sigh... Obi-Wan doesn't need the high ground to win
Obi-Wan doesn't need to be on the high ground, the high ground just needs to exist within the battle; Obi-Wan knows that when he has the low ground, he really has the high ground, from a certain point of view; see Diagram A.
Look at his battle record:
Maul: Has low ground, wins Example A
Dooku: No high ground, loses
Dooku rematch: No high ground, loses Example B.
Greivous: Has low ground, wins Example C
Vader: Has high ground, wins
Vader rematch: No high ground, loses
Obi-Wan with the high/low ground is canonically the most powerful Jedi. This is fact. Had Yoda not denied his request to battle The Senate with typical Jedi arrogance, Obi-Wan could have defeated Palpatine in the Senate building, which housed a variety of different altitudes; this was designed so that the Chancellor could always have the moral high ground in political debates. But Obi-wan didn't fight The Senate, and Yoda soon learned that you can't cleave the Sheev in a normal 1v1. It took the Tusken Raiders years of conflict against Old Ben Kenobi to grasp his superiority in terrain advantage, as you see them visibly flee in ANH when they realize he holds the low (inverse-high) ground; this was the optimal strategy against a near-invincible opponent.
Yoda is shorter than virtually every other fighter, which gives him a permanent low-ground disadvantage; however, his saber-fighting style utilizes a flipping-heavy technique in order to negate this weakness for a temporary window. You'll notice that, after falling from the central podium in The Senate's building, he immediately retreats upon realizing he is on the lowest ground. You'll also notice that, while training Luke, he rides on him like a mount, to gain the intellectual high ground and accelerate Luke's training. Example D . Obi-Wan's defensive Form III lightsaber style synergizes with his careful military maneuvers; as he only strikes when prepared, he can always hold the strategic high ground. (The business on Cato Neimodia doesn't count.) You'll come to realize that this is why Commander Cody's artillery strike failed against Obi-Wan, when hundreds of Jedi were killed in similar attacks. Cody failed to grasp the strategic situation, as the Jedi Master's elevation was superior to his by hundreds of meters, making him virtually unkillable. (You'll notice that all the Jedi killed in Order 66 were on level ground with the clones, thereby assuring their demise.) Had Cody taken his time and engaged the Jedi on even terrain, he would have succeeded. Obi-Wan subsequently retreated under the surface of the lake, so that he could maintain the topographical low/high ground. This is why Obi-Wan is so willing to fight against impossible odds to the point where he thrusts himself in immediate danger; when your probability of victory is 1-to-10, you have the statistical (and therefore strategic) low ground, a numerical advantage when you use your point of view to flip the value to 10/1 . Almost losing is, in Obi-Wan's case, certain victory. (See Example E).
As we all know, spinning is a good trick. However, only the Chosen One can spin outside of a starfighter. Palpatine tried spinning, but he lost due to this technique (but this was intentional, as losing gave him the emotional high ground when Anakin arrived). The reason for this is that spinning provides a yin-yang approach to combat (based in Eastern philosophy on balance), giving the spinner the high ground from above and below. Only the Chosen One can master the spin, as it is their destiny to maintain balance in the universe. This is why Obi-Wan was so emotional after defeating Vader on Mustafar; he expected to lose the high ground to the spin, but Anakin fell to the dark side and could no longer use his signature trick, becoming the very thing he swore to destroy. Additionally, Anakin told Obi-Wan that, from "[his] point of view, the Jedi are evil". This broadens Anakin's mind to the concept of relativity in the context of the moral high ground, a mere step away from tactical comprehension.
Anakin doesn't hate sand for the reasons he told Padme; all Jedi hate sand, as the battlefield can rapidly change between low and high ground on multiple vectors, so your perspective must be from a certain three-dimensional point of view in order to comprehend who holds the high ground. This is the only reason why Obi-Wan killed Maul in Rebels. This is also the reason why Obi-Wan hates flying; there is no gravity in space, therefore there is no high or low ground from any frame of reference (This also negates the spinning trick, as noted in Example F).
In ANH, Vader proves his newfound mastery by engaging Obi on perfectly even ground. However, Obi-Wan intentionally sacrifices himself on the Death Star, so that he could train Luke from a higher plane of existence, thereby giving him the metaphysical high ground Example G.
Why was Vader so invested in the construction and maintenance of the Death Star? Because he knows Obi-wan can't have the high ground if there's no ground left. Image A. As seen through the events of the Clone Wars, Obi-Wan was known to be on friendly terms with Senator Organa, whose homeworld held large quantities of mountainous terrain, the perfect habitat for a Jedi Master. Grand Moff Tarkin was already in position to destroy Alderaan as a first target, as the distance from Scarif to Alderaan was too vast to reach between the escape and recapture of the Tantive IV, even at 1.0 lightspeed. Alderaan had been the initial target all along, as Obi-Wan with the high ground was the primary threat to the Death Star. How? Because a moon-sized space station would have some form of gravitational pull, thereby negating Obi-Wan's zero-gravity weakness; Obi-Wan with the perpetual high-ground in a low-orbit starfighter would easily be able to fire proton torpedoes through a ventilation shaft, although the Empire was uncertain of the specific weakness of the Death Star planted by Galen Erso (who was a good friend).
In Return of the Jedi, you can see that the Throne Room contains a variety of different altitudes; Palpatine placed these there to ensure Vader's defeat. However, Sheev failed to realize that his weakness was no ground, and should have covered that useless gaping pit which does nothing.
A common misconception is the idea of a 'prostrate position' version of the high ground, wherein Obi-Wan lies flat on his back, giving him tactical superiority from his point of view. However, this strategy is futile, as for the high ground to come into effect, there must be a differential between parties on both the x-axis and y-axis to a moderately significant variation from both absolutes (Angles only a Sith would deal in). For Obi-Wan's high ground powers to be in full effect, he must stand between 15 and 75 degrees (π/12 to 5π/12 radians) diagonal from his opponent(s) on any quadrant of the area circle; this has been dubbed the Trigonometric Perspective Diagram. (Diagram B). The total effect for conventional high ground advantage can be calculated via the MetaComm Equation, or f(x) = lim 0→x π/12 | 7π/12 5π/12 | 11π/12 Ʃ(x) (2tan(x) / 3sin(x) + (log10Δ)) * cΦ
Δ = distance on hypotenuse (meters)
Φ = Surrounding Force [c (variable) * β (Earth Gravity) * (pressure (psi)/2.2)]
'x' refers to the angle of contact between the two parties on, with advantage being based purely on position on the Y-axis, as the vast majority of force users base their perception on elevation rather than spacial relativity.
The power of gravitational force has great effect on the high ground; too weak, and the high ground holds no traction; too strong and the ground becomes the real enemy. Experimentation has proven that the high ground typically holds significant value between .8 and 1.4 β (Earth Gravities) with maximum impact standing roughly equal to 1.05.
Pressure is equally important, as it is a surrounding force attached to gravity (the high ground has famously low impact in aquatic environments). Pressure(λ) is measured in pounds per square inch (psi), to be used as a gravity multiplier (or division if pressure is sub-atmospheric; Φ (Surrounding Force) is a variable defined as β * 2.2λ , with no metric value assigned due to its singular application.
In situations regarding Obi-Wan and his relativistic point of view, you must substitute the Quadrilateral MetaComm Equation (the Jedi Master function), f(x) = lim 0→x minmaxƩ (2tan(x) / 3sin(x) ) * (1.2)cΦ [min = (|cos(x)| = 1) | (|sin(x)| = 1) + π/12 ), max = (|cos(x)| = 1) | (|sin(x)| = 1) + 5π/12 ].
The viable Φ field is expanded, as Obi-Wan has taken advantage of the high ground in so many different environments that he simply uses it more efficiently, and the min/max values apply due to his multidimensional point of view, evidenced by the Trigonometric Perspective Diagram. Additionally, the distance factor does not affect Obi-Wan, as spacetime can be perseptively compressed, giving him the ideal Δ value from his point of reference.
In conclusion, Obi-Wan abuses spatial relativity and Taoist doctrine in order to always invoke his high-ground powers. To properly analyze the strategic genius of Kenobi, one must hold advanced knowledge in Philosophy, Mathematics, and Calculus-based Physics, and be able to integrate these topics together.
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