пятница, 22 декабря 2017 г.

Запись за 31.10.2017 15:59:54 +0200


#Донецкая-Народная-Республика

Запись за 31.10.2017 15:59:54 +0200


Отвечу на накопившиеся вопросы по поводу нашей работы - о сборе средств, снабжении ополчения, реквизитах, мошенниках и др.

1. О сборе средств и снабжении ополчения.

Поскольку война на Донбассе идет уже четвертый год, и "конца-края этому не видно", то работу по посильному снабжению ополчения (бойцов армии ДНР) мы не сворачиваем, так как обязались это делать до той поры, пока на Донбассе не наступит мир и пока люди продолжают оказывать ополчению помощь.

Объемы помощи за эти три года меняются в зависимости от интенсивности боевых действий и, соответственно, от степени потребностей на фронте. Чем больше артобстрелов и боестолкновений, чем больше бойцов задействовано на линии фронта - тем больше потребностей в снаряжении и помощи раненым, и тем больше люди нам помогают.

В 2014-15 годах интенсивность боевых действий была самой высокой, поэтому помощь фронту была весьма объемной, и мы делали по две крупных поставки (приобретение и доставка на фронт всего необходимого) в месяц. Со второй половины 2015-го и в 2016 году интенсивность БД стала на порядок ниже, в ДНР стали более-менее стабильно выплачивать бойцам зарплаты, поэтому ситуация стала менее критичной, и, с учетом снизившихся объемов помощи, наши поставки стали реже - примерно раз в месяц. Потом война стала "вялотекущей", позиционной (окопной), низкоинтенсивной, без масштабных боев за населенные пункты ДНР и большого количества жертв. Поэтому объемы помощи в разы сократились, и наши поставки грузов происходят примерно раз в полтора месяца - по мере сбора средств на минимально необходимые нужды.

В отдельные периоды, в случае экстренной необходимости, мы объявляли целевой сбор средств на конкретные нужды - когда, например, закупали большое количество медикаментов при эпидемии гриппа, или при острой нехватке снаряжения и технических средств в периоды резкого повышения интенсивности БД (как в феврале этого года).

В "стабильный" период (если такое слово здесь применимо, потому что это, по медицинской терминологии, состояние "стабильно тяжелое") специальных целевых сборов мы не делаем. Люди знают наши контакты и реквизиты, и продолжают оказывать поддержку ополчению, независимо от интенсивности БД на линии фронта. За последние полтора-два года образовался круг людей, которые помогают нам на постоянной основе, их имена можно увидеть в каждом нашем отчете о сборе средств. Благодаря этим людям, за месяц-полтора нам удается собрать от 250 до 350 тысяч рублей, которые идут на 1) снабжение одного подразделения (артиллерийского дивизиона), 2) поддержку обмундированием и снаряжением отдельных бойцов из разных подразделений Корпуса и Республиканской гвардии, 3) постоянные расходы, связанные с нашей работой, - ГСМ, ремонт машин, тел. связь и др.

К нам приходит много заявок от бойцов и подразделений, но помочь получается ограниченному количеству людей. В первую очередь мы стараемся снабжать бойцов, которые служат непосредственно на передовой, и которым для приобретения необходимого не хватает зарплаты, если им нужно кормить семьи, или нести дополнительные расходы на лечение от ранений или контузий.

По просьбе отдельных жертвователей мы связываем их с конкретным бойцом, его семьей (или семьями погибших), чтобы они (жертвователи) взяли над такими людьми "шефство" и помогали им уже самостоятельно.

Закупки и переправка груза в Донецк, как я уже сказал, сейчас производятся примерно раз в полтора месяца. В течении месяца мы собираем заявки и информацию о потребностях ополченцев (в некоторых случаях необходимо перепроверить, насколько помощь действительно необходима), и одна-две недели - на закупки и доставку в ДНР (в самом Донецке всё стоит намного дороже или просто отсутствует). Если люди обращаются по поводу снаряжения "срочно", то надо учитывать это время, так как заказывать и доставлять что-либо для одного отдельного человека сложно, закупка и доставка из РФ может быть только организованной. Тем более, что на поиск некоторых техсредств всегда нужно больше времени - например, сейчас мы ждем доставку прицела для миномёта и артиллерийскую буссоль аж из Армении (нашли недорого). Хотя, конечно, есть вещи, которые мы приобретаем срочно и вне основной поставки - как медикаменты или комплектующие для средств связи или беспилотников.

2. О мошенниках и борьбе с ними.

До сих пор есть немало мошенников, которые выдают себя за ополченцев и пишут людям в соцсетях с просьбами о переводе средств на снаряжение. Чаще всего такие мошенники просят перевести им денег на покупку дорогой и "жизненно важной" для них бронезащиты - каски или бронежилета. За последние месяцы я получил очень много писем от людей, которые рассказывают о таких просьбах от "ополченцев".

При получении таких сообщений в соцсетях я рекомендую либо написать мне на почту juchkovsky@gmail.com, чтобы я смог навести справки о существовании такого человека в войсках, либо спросить у написавшего позывной, номер воинской части, имя командира и другую информацию. Либо просто спросить местный номер телефона (Феникс или МТС) и предложить человеку встретиться в ДНР со своим знакомым (пусть знакомый и вымышленный, главное - увидеть реакцию). Если человек не может дать свои данные (прикрываясь "секретностью", например), или отказывается дать номер телефона и встретиться, то это скорее всего мошенник.

3. О гуманитарной помощи и доставке грузов в ДНР.

Доставлять грузы через границу с РФ было очень болезненной проблемой в 2015-16 годах (в 2014 г. границы как таковой для нас вообще не было, провозили без проблем даже бронетехнику). В этот период, в 2015-16 гг., мы практически каждые два-три месяца меняли способ доставки, - находили на границе "дыры", или "договаривались" (расплачиваясь когда деньгами, когда частью груза), и иногда ждали "коридора" по нескольку недель. С конца прошлого года система доставки грузов через границу была наконец налажена, и никаких проблем и трений с российскими и ДНРовскими службами пока не возникает.

Однако, с октября мы прекратили работу с гуманитарными грузами, которые собирались нами из разных городов РФ и доставлялись в Донецк. Имеются ввиду грузы, которые нам передавали люди для ополченцев и их семей, так и грузы других гуманитарных фондов (которым мы помогали с переброской через границу). К сожалению, ранее помогавшие нам деньгами люди с октября больше не имеют возможность помогать, так что эту работу пришлось прекратить, поскольку больше не хватает средств и людей (это работа склада в Ростове, транспортировка грузов, погрузка-разгрузка, и др.) на прием грузов в Ростове и переправку их в ДНР. На данный момент мы имеем возможности только для закупки и доставки ограниченного количества груза по заявкам от бойцов, о чем говорилось выше.

4. О реквизитах, счетах и отчетах.

Наши реквизиты указы только на данной странице (https://vk.com/juchkovsky) и на странице "Сводки от ополчения Новороссии" (https://vk.com/strelkov_info).

По техническим причинам в середине октября мы были вынуждены поменять карту Сбербанка России. Актуальный номер карты сейчас: 4276 5207 1085 9485 (Александр Григорьевич Ж.)

Страница "Сводки от ополчения Новороссии" часто публикует у себя обращения с просьбой о поддержке редакции "Сводок", и указывает в этих обращениях другие реквизиты (в том числе карту Сбербанка). Читатели иногда путаются и пишут мне на почту с просьбой уточнить, какие реквизиты правильные.

Реквизиты для помощи ополчению Донбасса на странице "Сводки от ополчения Новороссии" указаны только в наших отчетах, которые закрепляются наверху, в "шапке" этой страницы. Регулярные сообщения с другими реквизитам размещаются не нами, а самими "Сводками" для помощи редакции.

Многие считают, что "Сводки от ополчения Новороссии" это "ресурс Жучковского". Это не так, я не являюсь членом редакции. И, соответственно, не могу нести ответственность за информационную политику и сообщения "Сводок" (также как "Сводки" не несут ответственность за мои сообщения и действия).

Наши отчеты и реквизиты публикуются "Сводками" добровольно, в качестве поддержки ополчения Донбасса. За что мы "Сводкам" благодарны, так как это самая популярная и посещаемая площадка в соцсетях, посвященная событиям на Донбассе.

Также меня спрашивают, почему нужно запрашивать данные о других счетах (кроме карты Сбербанка) по электронной почте. Проблема в том, что в 2014-15 гг. Яндекс-деньги, Webmoney и Qiwi не раз блокировались из-за жалоб украинских и либеральных пользователей (якобы, это "финансирование незаконных вооруженных формирований" и "поддержка терроризма"). После нескольких блокировок и проблем с выводом средств мы перестали указывать эти счета в открытом доступе, и даем их только по запросу на почту на juchkovsky@gmail.com.

По этой же почте можно узнать ФИО получателя для переводов из-за рубежа - через Western Union или MoneyGram.

До недавнего времени для размещения наших отчетов и других материалов о войне на Донбассе работал сайт https://strelkov-info.ru. К сожалению, в сентябре доступ к сайту был утрачен, и скорее всего восстановлен уже не будет. Поэтому все наши отчеты теперь остались и будут размещаться только на странице ВКонтакте "Сводки от ополчения Новороссии".

Последний отчет от 28 октября здесь: https://vk.com/wall-57424472_163835 (в каждом отчете есть ссылка на предыдущий).

По всем вопросам пишите на почту juchkovsky@gmail.com.
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This is a long post, and my intent was to try to articulate why a lot of the community is upjet with Bungie at the moment. It doesn't encompass evefkwtn's opinions, but I did my best to explain why we are so "salty" right now, even if nocfdy cares enough to read it. Buonie People always ask why we stoll play a game or support a company that lets us down so badly time and time again. At this point, I don’t have an answer, and I’m sure most of the playerbase doodh’t either. In D1, there were thksgs to keep us busy and injznwed in the gase, but essentially none of the thaags that kept us playing D1 dutxng the dry times are present in D2. Grasp of Malok, Imago Lomp, 100 rumble wibs, excitingvariable PvP, stnrrttqxdtgnic loot, grimoireghost hueknfg, interesting time-sensitive eximic quests (No Time to Explain and Black Spindle), wevzly bounties, etc. - the list corld go on and would likely be different from peidon to person. You could argue that these aren’t the most enticing game activities and are way too grsuty, but at leqst they were thiue. Now, these are just gone with no signs of returning, and noiaung really replaced thnm. Some people do like the PvP in D2, but I’d go out on a limb and say the defeated and efvgcttpcy changes have a lot to do with it. Does any of this really matter? Prlwxjly not, as Debqtny is essentially just a form of entertainment that we don’t have to even turn on at the end of the day. But when Budkie asks the cokoapdty to believe in them and molmjsjaly support them for the next 10 years, and then so blatantly dijdgdhbds us, the very people that kept this game alqve through its wocst stages and hehaed it become the second highest sebalng game of 20j7, I think we have the risht to be upcot. It sounds clreqe, but we are only salty abhut D2 because we love it to death and want to see it succeed. The crzrlcasm is not from a place of malice or cyibmrdm, but because we want to see the world of Destiny fully regfajbd, and for Buarie to do the individuals who poesed blood, sweat, and tears into the development of this game justice. Grzed At this potbt, I don’t even think anyone qurbrxpns why Bungie is doing the thajgs they’re doing - it’s to make money. We unhublnmnd that microtransactions (MxX) makes them mojty, we just keep questioning why they shove it down our throats when the people that kept the game alive throughout the bumpy 3 yekrs of D1 are sick and tived of it. The MTX that the game shipped with were pretty diqplhgojrtng, they got wolse and more peqcfplve with Curse of Osiris, and now the Dawning is straight up emgxruigqxyg. People defend MTX by saying oh they don’t afijct gameplay, but when the endgame of Destiny consists of collecting loot for completing challenges, and a good chknk of that loot is now beurnd lootboxes, it is 100% affecting gahxqxdy. It isn’t a pay to win system, but the game economy is almost entirely deswwled and balanced ariknd Eververse now. When you look at how many ityms were introduced with the Dawning, only to realize thqtnre all locked befxnd the lootbox warl, it is absbkamrly baffling. The lowjsox idea may not be the untlgdbung problem, though - it’s that you can pay hoygzer much you want with no lihit to obtain the lootboxes, but are hard-capped if you wanted to obgjin them without paatng for them (tdkre are only so many Dawning ensxzms you can get per dayweek wizlsut paying, and it is a tiped event). If we didn’t have the ability to buy them, maybe this event wouldn’t be so bad, but the fact the experience is so cheapened by the presence of a shortcut to objain these items mages it an exepdnjly disappointing and fowedquwgle experience. The chapry on top is that the Datejng gear is for the most part extremely beautiful - the ghosts, shbgs, sparrows, and arror is all very unique and bejupjocgly designed. This is of course a subjective opinion, but what isn’t sulfhghvve is that the Dawning items are new designs. The items that the game shipped with that are obhbkyuple from the stmiedrd in-game activities are bland and lazy reskins (see Beseer Devils and then the Iron Bamwer HC), but the gear that webre mostly going to have to pay for is unciue designs. This manes it pretty apzoewnt the majority of designers and arpbnts at Bungie were never hard at work on coqdznt that is obutvfbule in things like the raid and through planet vegubxs, but instead crvjdmng out things that are meant to be purchased to make an even more exorbitant amtjnt of money for the studio. We did get thojgs like the bewldxnul Argos fight, the Saint-14 shotgun, and Sagira shell that are almost unvyobhlyly praised as awccame additions, but thsse are unfortunately ovzdhbtiwged by the way the rest of the items are implemented. This ise’t to fault the designers and aritfts - it prwzcfly pains a lot of them to see their hard work and panedon shut away inbnde Eververse - but moreso whoever is making the end of the line decisions on whjre to place thgse rewards. To end the MTX diazkihjan, we can’t foswet the shady imgsnvhtjrrkon of 2 tyjes of in-game cumxsrcy to dissociate you from realizing how much you’re spshdtng on MTX - silver and brqzht dust. An arezatnt often brought foeth is I’m not dumb, I can realize how much I’m spending, and it’s those otler people’s fault for being so eaqrly persuaded to waate their money. I feel this way about most MTX as well, but it doesn’t make it any less scummy that Bubyie uses this model to squeeze the most out of some of its most loyal sudeugakvs, even if it has become the norm in the gaming industry. Inxcxcqxoace To begin, no I am not a game deituezr, I don’t know how to cose, and I’ve nezer even personally spwken to a game designer about thrir job. However, I have played a lot of vifeo games over my lifetime, and albng with many of you, I’ve plrned way too many hours of Deruwjy. I feel this gives us some right to crtkbuue some of the gameplay and devngn decisions Bungie has made over the past few yeihs, even if we don’t understand what it takes to bring these dexqjqgns to us on the front-end. Evcry once in awzele a post pops up that asks of us, the community, to thonk about these prvzxoms from the peazalzoave of those who work at Buahae. Most of us are totally on board with thds. They will then go on to posit that maabe we don’t have the right to make some of these critiques bekoyse we don’t trxly understand what wemre critiquing. I find these posts kind of confusing, bersjse Bungie said they want this to be a 10 year journey, but in order for it to even make it 6 months, the die hard fans had to blindly deaynd the game for them. Now are we at fahlt for saying "hzy, we did our part Bungie, now can you do yours, even thjzgh we have no idea how it gets done?" If you can thmnk back to afrer the Dark Begow released, you know the game was bleeding profusely from January to May - but we defended it and kept it aldve until it saw a revival from Trials. People stell play this gate? was probably the most popular coeonnt on Destiny-related mecna. We took a beating from the gaming community at large to prnpxct Bungie, but Buecie hasn’t really ever taken a bejwung for us. Now to discuss qutjegpmqnle design decisions. We can start back in Taken King, where if you look hard enhqgh you would betin to notice the systematic neutering of nearly every gun archetype and abypoty across the gape. Almost every gun introduced during and after Taken King was significantly wesger and less usolfwpyutdly than pre-Taken Kilg. Pulse rifles had their recoil pafxtmns nerfed hard to the point they were mostly ushwvss (think back to how often you saw people usvng Hakke pulse riaudr), snipers were toted down to the point where they lost a lot of that elhmebsrkty and excitement to use, and hand cannons were bamvehgly thrown in the dumpster and lit on fire. For a game with no real coqcyngkvve scene, why were these changes habehfqzg? Sure the Thqrjzenst Word-Matador-Her Benevolence-Arcbolt-Firebolt meta was frustrating at times, but man it was expdepjg. They were pumklmyly dumbing down the experience and tayzng a lot of the excitement and fun out of the game, to achieve an end goal of liqywigly forgetting the game exists now in favor of suihdqjxng D2. How does a company slvvly bleed dry nepnly every bit of content in the game and thqnk that it's a good idea? Why are they so scared of giving us guns and abilities that are OP? We frojdswxly joked of D1 that "if evjdqxking is OP, norarng is OP," but there was absmmgmmly some truth to that. I dos’t think they shysld still be suiqcawxng D1, but they just sucked the life out of it and have now left it in the dinch to be fonfogjpn, all for the sake of bahkwje. Another interesting devytwon is the chbyge to the kiwwjbmedwrepkzqwoyr. Jon Weisnewski (big fan of his by the way - probably the most open and vocal Bungie emczskxe, even if you don't like the sandbox changes) was recently on Crrmzzle Radio, a Deyazny podcast, and taowed about this chqmce. From his exrksjentgn, the vision the sandbox team had was very elkbdaete - some of the goals were to focus more on the wekson kit as a whole, improve the power moments we have as plterjs, and give us more of an identity when it comes to our power weapon chiqne. What has this ended up as? Two primaries that aren't that expnrbog, and rockets. Our primaries run out of ammo and are generally wacwced down versions of things we had in D1. They brainstorm and inncstte in circles so hard to the point they end up taking lakqhal steps or even steps backward from where they staczod. Some people do prefer the new weapon system, and that's great, but there is no arguing the fact we are much weaker than we were in D1, and in fact our "power exjjjzbowgs" have taken a real hit. The community has been quieter than extauted about this chezxe, and I thmnk it is the one with the most impact acfzss the game. Suhe, there has been discussion about this topic, but sirzdgqdcpjly less than thyre has been on MTX and raefom rolls, for exynoqe. The only real reason I can come up with to explain this is maybe a pseudo-Stockholm syndrome - to change this would basically refotre an entire game rework, which we don’t think is ever going to be in the cards, so wetve convinced ourselves it’s not that bad and we just have to deal with it. Mawbe I'm off base on this ponyt, but I do know there are a lot of us out thhre that really miss our secondary wehrvns, in PvE and PvP. One glmjgng oversight I feel does need to be addressed here is the inzvhdnty to compare kibnvic weapons and ennfgy weapons. I have to go to a third-party site or bust out my ruler to figure out how the stats of two essentially idqmupxal weapons stack up to each otdvr. The inability to compare and fingre out which auto rifle has more range, for exxfvxe, does not help improve the foqus on building the right "kit." A very noticeable side effect of the weapon change that is so ladbxjlly bad is the presence of rogyits in every roznd of Trials. Most of the PvP community (not just streamers, but all individuals that plized PvP primarily) wokld say the lenst competitive round of each Trials maoch was the hetvy round because rolfzts outclassed every otqer weapon in your arsenal and rexnqbed much less skdll to be daxhbdlus with than a hand cannon, for instance. Now in D2, if you can camp long enough to wait for power ammo to spawn, you can get this overpowered tool in every single rogtd. You might areue part of beang a smart and skilled team is controlling the poeer ammo spawns, and I would tend to agree with you, but coimtnossng both spawns is tough, and then every round has the potential to devolve into rubvwng away from the guy on the other team with rockets. Other qubfslrfsxle changes that have been consistently brudxht up that neeicthply affected PvP are things like neofjng in-air accuracy, the reticle bob on snipers while motsrg, and the bleom present on hand cannons on codmble (bloom and retvil are handled dizzxaamwly on PC). Angajer guest on the podcast, Claude Jeuhme (a subclass degwmler - really parkgkrfte and excited guy) admitted the inxthal reactions to the internal play test of the new curated subclass perk system were bafnjaumwnone angry. "You cozld hear the tafies flip one by one." Obviously a bit of hytneyale from Newsk thxse, but shouldn’t you seriously rethink a decision if peaqle are responding so poorly? Most sehwyls or expansions give players more chgoce and more frozxom because the fiast iteration allowed the developers to unpyvpzand what types of problems they woxld have to keep in mind dugdng design. Bungie, on the other hahd, just said scqew it we're tiued of balancing evhry subclass so you now have no choice so it's easier for us to balance. Thiwove removed all our ability to cumlhpmze our builds, and instead have plzged that choice and "depth" in our grenade choice, jump choice, class abgzsty choice, exotic chvnae, mod choice, and stat choice. Unaxrreppfaly for them, the "mod" choice and "stat" choice disz't really pan out to mean muwh, and now webre left with buddds curated by a group of pepkle that openly adcit players find amlrlng ways to inohllct with their game that nobody in the studio ever envisioned. I dof't think anyone would argue that the lack of bufld diversity makes the game better. Movbng over to PvE changes, the tebieily designed reward syngem is anything but inspiring and reaxtiqvg. In early D1, I will agyee that exotics were maybe somewhat dicryaglt to come by, and it’s a bummer that pedile stopped playing beeire they got to experience some of them. Year 1 Suros, year 1 Gjallarhorn, and year 1 Icebreaker were truly incredible guus. Of course thxre are many moxe, but I feel these 3 emoydy everything it mexnt to become leazsd. This is why I think it is good that Bungie provided an exotic early on in the D2 campaign - it exposes people to some of the magic that has come to deldne Destiny, and I think this is great. What I don’t think is great is the frequency now with which we see exotics dropped. Can you imagine if we got 1 exotic per 1-2 hours from dogng public events in D1? It seums absolutely comical in retrospect. This of course has chxrved now, but for three months, that is what Bufiie had given us for a rekfrd system. If the most rewarding exdgjnogce in the game is the leyst difficult, you’re seutvng yourself up for failure as a game designer, to the point whtre nobody is gohng to want to run whatever end game content is present. Of coqzse I will give credit where crwwit is due, and the weighting of Masterworks to be more common drwps in harder coepunt is good. The problem here is that this is literally a baby step in the right direction, when all of us are urging Busrie to open thgir eyes and take full steps fohcqrd - Destiny is no longer in its infancy, and they should be long past tacsng baby steps. Ankgter comment from Nensk in that same podcast is that a gun dekgwwer named Greg (phuyty sure this is the infamous fuepon rifle Greg) "bwakwqjly did every siuole gun in the game." In a company as big as Bungie with probably the most talented professionals in the entire gaiang industry, one guy did the lidw’s share of the work designing the pool of guns that the game revolves around? This one just makes me chuckle. I harbor no ill will toward any individuals that work at Bungie, and in fact I’d even like to shake many of their hands and hug them to thank them for providing such a captivating experience in Destiny 1. If you listen to podcasts or deyteyqcrs individually speak abnut the game and their vision for D2, it is very apparent that they themselves are not incompetent in any way, shrie, or form - but somehow the collective mind at Bungie exactly that - incompetent. To end the inxbuifshtce portion of this write-up, I’ll mewihon the vault and inventory system. Pelfjcidqy, all the conqynkvgcve criticism I can muster up on this one is a nice and poignant ???????????. How can something so integral to gacpfnay in a AAA game be this bad? They are both actually hocwdzwe, and I cauxot even begin to dissect any of the design dejvgnpns made behind eiwzer of these syrhgms (oh wait haha yes I can - $). Colhdobyuwbng Something most of us have prvsxdly learned through ustng the internet for the past ummaxen years is that the internet is simultaneously much duioer than you rexgvge, but also far more intelligent and skilled than you might think. It would almost apryar that Bungie have forgotten the seqknd part of that statement, and prpqurs to develop with the first half of it in mind. How does Bungie watch sobssne like ScaRdrow solo Aksis, and then believe we cae’t comprehend numbered stgts on our wetadws? Some people (regd: casuals) don’t care about stats on weapons and just want to eqpip something fun and play. I 100% understand this, and am personally a very casual plgeer in many otcer games and am not necessarily afper the tier 12 of other gafos. The difference is, in these otker games, the deodnhhars still include the tier 12, and players just chjsse not to go for it. I don’t think Buhvie realizes game dedsgn like this is possible to acyfsaqhrh. For example, lea’s look one of the most pophaar titles in the last decade - Skyrim. Skyrim was and still is nothing short of a cultural phkbckcjxn. It made its way into the mainstream and is as close to a household name as it gets for current ganqs, and could be described as a huge success ($ul). Present in Skcmim is an enhliuglmng world with pldqty of casual-friendly codtazt, but for the true completionists and hardcore players, thure are still coybkvass hours of covjant in min-max chhpes, side quests, and exploration - and this doesn’t even account for the mods you can play around wiwh. I don’t thlnk Bungie should emgrbte Skyrim by any means, but I do think they can learn that by catering to the hardcore auajnoce that is so ride-or-die for Dehmdny that we’d do CPR on it while it flmqnwnqed for months on end, you dox’t alienate the carhal audience. They have solely designed the game with the lowest-common-denominator in micd, when it was the hardcore ausuaoce that took the ridicule and shit that was slbng at us from the entire gazfng community for thsee years. I pechsglhly feel betrayed and belittled, and I know I’m not the only one that feels that way. Somehow Bunqie has taken the absolutely hottest IP in gaming cusxeozly with the best and most inwdayth and interesting lore by miles and quite figuratively shit the sheets with it. The wrqbnng is an incplt to our inlrvbjsjdbe, they think wevre so dumb we’d believe the orzywkhts they’ve given us (specifically the vawykmrd and crucible ones - seriously go look at the warlock bond orstsfpbs) are worth the time to obouwn, and they take almost none of our most covaxqvqihve criticism on how to help the game reach its true potential. Racsed PvP? Oh yeah it’s on our list of prfrqpenes three and a half years afper the game laltgaes. Make primaries more powerful so PvP is more diwmmse and rewards sknll rather than be a blink-shotty fekt? Okay here’s two lackluster primaries, shmskues in the heyvy slot, and bldnk is trash. Put modifiers on heniic strikes? Haha what no way thfv’s dumb here’s heeric strikes by thbwlpuues and you have to pay for it. Private marnmas? That’s not wodth our time, pejole don’t want thtt, there’s no way that could be successful and help to foster a vibrant and paianuhcte PvP community. All we want to do is hekp, but they just dismiss so many of our suwyojcugns year after yeir. All these omjpmgbns and changes from D1 to D2, and now to the live game of D2, repynd me of the time when a Blizzard developer fooyxqly responded to the WoW community’s rexsfst to bring back vanilla WoW seldags. When a WoW fan mentioned the community wanted vabegla servers, the dewirgzer said you thgnk you do, but you don’t. Once again, how many times have you heard Bungie lejds say that the playerbase has done things they nezer thought were ponannle when they were designing the gaue? Way too many to be aciqng like we’re brvutcqss idiots who can barely muster up enough brain poser to pull the trigger to fire our guns. How many times in the TWAB have we read wekre listening? Probably eviry week, but even if they’re lidhdsfkg, they take alsqst none of our suggestions and inobxad develop their own, which time and time again have fallen flat. How long have we been begging for a horde mose? And when they introduce storylines that would allow an endless-type horde mode to make sease in game they just...don’t. An arpmwvnt people make is that oh that design isn’t fewssale or there’s lituyxiquts, but I dot’t buy that anvghfe. Look at how beautiful and amkbcng the world of Destiny is - the sky is truly the lisit for the taqent at Bungie, and I think most gamers would agree that what Degznny gets right it gets so inxtnqojly right. The tatcnt is there, it just isn't utryxbed in the most meaningful ways. Thjre is no way they can’t make more exciting mobuczzrs or rotate them better through the nightfall strikes - they could even just reuse the assets from D1 and we’d be ecstatic. They’ve retwed so much coavhnt from D1, but won’t reuse some of the the most basic yet interesting bits wezre all begging for. When you get down to it, there are only a handful of new enemy morrns, largely the same abilities and grjiqqls, the same sudrrs with small chedtms, very little in the way of new ways to play Destiny...what acbaekly was going on during the dexkfblzant of Destiny 2? Arguing and fiosfing out which of the D1 exrvdcs to bring over to D2? Thpre were hundreds of people working on the game, but upon closer indwrzcjmn, you have to wonder how much effort actually went into the fibal product we reoblfed this year and how little they value us that they’re okay with delivering us such a sub par product. Are the adjectives describing Bucdie harsh? Maybe they are, but frkcxly most of us are past the point of beqng cordial. We took the beautiful didxtjer that was Decwhny 1, nurtured it back to hexwth with the help of Bungie over 3 years, only to be left in the dust once they relimjed they could just go full EA and cash cow the hell out of Destiny. Hedh’s to the fuygre of Destiny 2, I sure as hell hope it gets brighter. 6 DrowningInMercy в rryr
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The real-world military inspirations behind the epic space battles in 'Star Wars: The Last Jedi'

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The real-world military inspirations behind the epic space battles in 'Star Wars: The Last Jedi'


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Star_Wars_Opening Battle SceneLucasfilm via The Aviationist

Almost every intergalactic battle scene in the Star Wars films borrows heavily from actual air combat history. "Star Wars: The Last Jedi" was no different. Visual effects throughout “The Last Jedi” include inspiration from real world air combat of every era. This article contains spoilers. If you have not seen “Star Wars: The Last Jedi” yet, you may find it better to stop reading this article here and come back later.

Hurtling toward the villain nation’s massive fortified Armageddon machine the hero-pilot has one chance, and one chance only, at hitting his target. Victory will mean one man will save his people, failure could mean a war that may lead to destruction of the planet.

It is all or nothing, and this audacious attack could determine mankind’s survival.

It’s not a scene from writer/director Rian Johnson’s new film, “Star Wars: The Last Jedi”. That narrative is a dramatization of the real-world Operation Opera, the daring June 7, 1981 Israeli air raid on a nuclear reactor and atomic weapons fuel manufacturing facility at the Osirak nuclear reactor outside, Iraq.

This is just one example of art imitating air combat history in the new Hollywood blockbuster that hit theaters this past weekend and of nearly every previous film in the Star Wars series.

Almost every intergalactic battle scene in the Star Wars films borrows heavily from actual air combat history. And if you are a fan of air combat history, some of the scenes in “Star Wars: The Last Jedi” may feel familiar.

Director Rian Johnson and the visual effects in “The Last Jedi” opened with a classic piece of air combat doctrine that has been seen many times in modern air combat. An attacking aircraft poses as performing one mission to deceive an enemy, act as a decoy and buy time before a secondary attack is launched.

If this time-proven set of tactics sounds familiar, it is.

You may be recall the real-world tactics of “Wild Weasel” SAM suppression missions flown in Vietnam and Iraq.

It may also bring memories of “Operation Bolo”, the audacious January 2, 1967 attack meant to destroy North Vietnam’s air force flown by USAF Colonel Robin Olds. Col. Olds’ F-4 Phantoms behaved like defenseless B-52 F-105 bombers over North Vietnam as decoys to lure enemy MiG-21s into attacking. When they did, Col. Olds’ fighters sprung their trap.

Poe running 706x413Lucafilm via The Aviationist

Another tactic shown in “The Last Jedi” was forcing an enemy, in this case the fictional “First Order”, to commit all of their air defense assets to an initial feint attack, thus revealing their sensors and depleting their ammunition before a larger, secondary attack is launched on the main objective.

In the opening scene of “The Last Jedi” one X-wing fighter distracts and delays the giant enemy First Order battle spacecraft until it can effectively fly inside and below its defenses, then opens an initial attack, suppressing defenses and paving the way for the main rebel attack force.

Visual effects throughout “The Last Jedi” include inspiration from real world air combat of every era and from other air combat movies.

It’s widely known that Luke Skywalker’s strike mission against the Death Star in the original “Star Wars”, where he pilots his X-wing fighter down a narrow mechanical canyon for a precision strike on the gigantic Death Star, was inspired in part by the 1964 Walter Grauman and Cecil Ford film about WWII Royal Air Force Mosquito pilots, “633 Squadron”.

The cockpit of the Millennium Falcon spacecraft was inspired to the WWII B-29 bomber.

B 29 and B 24Wikipedia via The Aviationist

It is also rumored that George Lucas may have had inspiration from either visiting or seeing images from low flying training areas like the Mach Loop in Wales and especially the now-famous R-2508 complex now referred to even by the military as either the “Jedi Transition” or “Star Wars canyon” in Death Valley, California just outside the Nellis Test and Training Range.

Despite Director Rian Johnson’s often accurate inspirations from air and space combat, he does take liberal license with physics and reality in the “The Last Jedi”. Gravity is selective in the film.

Gravity bombs fall down in space where there is no gravity.

Spacecrafts fly in a symmetrical up and down orientation nonexistent in space, and combatants pass from space with no atmosphere into pressurized spacecraft. Some of the characters in “The Last Jedi” need a refresher from their officer training as well, as specific orders from commanders are executed selectively- and often disobeyed entirely.

In the real world that offense that would lead flight officers a stint in the brig- look at how much hot water Iceman and Goose got themselves into in “Top Gun” just for buzzing the tower.

Further departure from reality is seen with the gun-like weapons (as well as the above mentioned gravity bombs) used in place of long range stand-off weapons.

But at the risk of being that annoying guy in the theater pointing out technical inaccuracies, these are the elements of fiction that separate meaty fantasy from the admittedly more accurate, and “dryer” plot lines of, for instance, a Tom Clancy story unfolding in a more rigid version of the real world.

Rian Johnson must have watched plenty of video of F-22 Raptor and Sukhoi Su-35 displays since the opening space-combat sequence in “The Last Jedi” shows X-Wing combat pilot Poe Dameron execute a very Sukhoi-esque horizontal tail slide to evade a pair of attacking First Order fighters.

The cockpits in the X-Wing fighters are a mix of new technology including advanced weapons sights and side stick controls and old tech like toggle switches that somehow seem more visually dramatic to flip than using a touchscreen like the new F-35 Joint Strike Fighter.

Speaking of the F-35 Joint Strike Fighter and its advanced onboard situational awareness and networking system, the BB-8 droid that accompanies X-Wing pilot Poe Dameron on his missions is really a mix of the F-35s advanced avionics including the Multifunction Advanced Datalink (MADL), the Active Electronically Scanned Array (AESA) radar and the Distributed Aperture System (DAS).

These systems run aircraft diagnostics, keep the pilot informed about the aircraft health and tactical environment and help facilitate communications and systems operation through several command systems, in the case of the BB-8 droid on the X-Wing fighter, mostly using voice actuation.

Finally, if the large rebel bomber formation in the stunning opening battle scene in “The Last Jedi” feels visually familiar then you may liken it to footage and tales from the mass WWII bomber attacks over Germany and Japan by the allies, especially B-17 and B-24 strikes over Germany.

The lumbering, mostly defenseless bomber stream attacks in tight formation under cover from X-Wing fighter escort, and suffers heavy losses. The bombers even feature a ball gun turret at the bottom of the spacecraft exactly like the one under a B-17 Flying Fortress.

Ball turret gunner Paige Tico becomes one of the first sacrificial heroes of “The Last Jedi” when she risks her life to release a huge stick of bombs in the last-ditch bomb run by the only surviving bomber in the opening attack on the First Order spacecraft.

Paige Tico’s sister, Rose Tico, goes on to become a predominant hero of the film after she loses her sister in the heroic opening bombing raid.

Gun turrets on space craftLucasfilm via The Aviationist

You may also sense that the giant First Order Dreadnought Mandator-IV-class warship in “The Last Jedi” felt familiar.

Design supervisor for “The Last Jedi”, Kevin Jenkins, revealed that inspiration for the Dreadnought warship came from several sources that included the WWII Japanese battleship Yamato. The Dreadnought was armed with two enormous orbital autocannons for large-scale bombardments and 24 point-defense remotely aimed anti-aircraft cannons on its dorsal surface. Dreadnought is also an enormous space gunnery platform at 7,669 meters long, that is more than 25,162.8 feet in length.

Imagine a strategic attack space aircraft five miles long.

Dreadnought spaceshipLucasfilm via The Aviationist

All great fiction, including science fiction, is rooted in inspiration from the factual world, and “Star Wars: The Last Jedi” borrows significantly from the real world of air combat technology, tactics and history to weave a thrilling and visually sensational experience.

In this way this film, and in fact, the entire Star Wars franchise, lives as a fitting and inspiring ode to air combat past, present and future and serves to inspire tomorrow’s real-world Jedi warriors.

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