#tweaked out over a diff media
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anexplosionofchaos · 4 days ago
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my hyperfixations dont go away. they just hibernate and then come back FULL FORCE
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kaxen · 3 years ago
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Some Disorganized Thoughts About Using History in Fictional Media
100% accuracy is basically impossible because some information is hard or impossible to track down and no one has infinity budget and a time machine.
For Projects You Intend To Finish Before You Die, at some point you have to just sit down and go, that's it. I'm doing it with what I have right now.
Will something slip through the cracks? Will someone discover new information while you're already ass deep in the middle of your project? Possibly!
Repetition of historical myths and misconceptions is not great. Sometimes it's more on the level of annoyance than anything. Like there aren't too many unfortunate implications if the cut of dress is a lil' off.
But when something untrue is used to reinforce harmful worldviews, that's pretty bad. "History" is not a bludgeon to be a bigot with. I think this is important for both media that is more loosely based on a facts and historical media that aims for something more factual.
Writers who spend very low effort on historical authenticity justifying their decisions as "oh, that's how it was back then" about stuff that is not even accurate is just no, you're regurgitating shit.
If someone wants to claim they are hella accurate, they better be like actually trying and like there's a diff between "I made a historical themed work, but there is stuff that didn't make it in due to time/creative decision/expenses/whatever" and "I did soooooooo much research. You can trust me without any examination that everything I say is facts! :)"
For the purposes of storytelling, sometimes stuff will get tweaked. Stuff people did without a second thought historically may come off very differently to a modern audience. Sometimes you want to emphasize one thing more than another for the theme you want to write. Or shuffling events around for stronger dramatic tension.
I don't know where the line is for me (honestly, it's more of a vague squiggle) and I'm sure it is in different places for different people, but there definitely is a push and pull between keeping something entertaining and presenting history in an authentic manner. At the same time, I hate it when people act like those two thoughts are always mutually exclusive. There are plenty of bits of history that are entertaining without any editing, and it frustrates the shit out of me when people pick a canned cliche option instead of like something interesting that literally happened.
I don't really know where I am going with this.
But I guess I am just mulling things over between the desire to have reference for literally everything and "Kaxen, you need to finish this before you die."
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mikeshanlon · 4 years ago
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psst share your outer banks coloring secrets
ah, yes, one of the worst shows to color lmaoooo. i'll try to give some tips but im sure as anyone who has tried to color this show knows each scene is diff and has it's own flavor of awful yellow/green/red shading.
some tips on how to go from this to this......
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............under the cut! (warning v long and idk if i'm the best at explaining things lmao)
so firstly, i use this psd i made ages ago for everything (alecbaenes was my url many moons ago i just am too lazy to change and reupload). usually i will go into each individual layer of that psd and see how they work with the scene, and will change the opacity or turn off the layer depending on what looks best. generally for obx, i will lower the opacity on the gradient map layer, as well as certain vibrancy/curves/levels layers, ones that make the gif brighter and more vibrant. i will usually bring back some vibrancy and brightness later but when im first getting the base coloring, some layers just heighten the yellow/red and we need to kinda bring that down before we make adjustments to get aspects like skin color more accurate.
so, just with my psd/adjustments made to the psd layers, the gif may looks something like this: (going to use this gif bc i made it more recently so i remember some of the stuff i did better, and is the most accurate to my current process--plus it sucks to color lmao)
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ususally still way to red/yellow for my liking, both for the skin tones and to be able to manipulate the colors for a vibrant coloring! so the next step is to get colors as close to how they are normally. warning, you will have to make 345435354 adjustment layers and just keep tweaking and tweaking... and tweaking. sometimes i will have like 20+ adjustment layers at the end of the process. i usually put all my adjustments under my psd--i also always add a vibrance and brightness layer above. sometimes it helps to do final tweaks above the psd if you just cant get anything right bc of course the psd will change how colors normally look.
anyways, usually my base fixes will be some sort of combination of curves, levels, color balance, and selective color. so like, if the gif needs more depth/darkness, or is way too bright, i will bring the curve down or up respectively. levels, and also increasing the black selective color layer will also add depth. i will also use auto curve sometimes! the first image i have below i circled some of the extra tools i may use--auto for auto curves, the top black eyedropper you select the darker points in your gif and it will adjust based on that, the bottom one for the lightest--if i use those i will either use the black one only, or the black and then the white. the other three are examples of how my curve layers may look--i already have S curves in my psd, so when i do extra curve adjustments, it's just one single point, and i don't move it that much. same with levels, i dont make a super dramatic change, when it's under the psd it's enough to just move a bit to make a big difference. sometimes i'll also bring these layers to a lower opacity.
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generally my first step is color balance though, especially if the gif seems mostly fine lighting wise. for obx, i usually shift it towards cyan and blue to cancel out the red tones. magenta and green depends, if its more green i may move towards magenta and vice versa, but usually i dont shift it that dramatically and often leave it alone. i will usually move the bottom bar towards blue, to soften the yellow tones. color balance helps shift the overall colors of the gif. notice that it's on mid tones in these pictures:
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as you can see, i shift the cyan/red one more dramatically than the yellow/blue, and with magenta and green i usually just move it 1-3 points over. in the last one, i actually shifted towards red above my psd layer, because after all my adjustments i lost some of the red/warmth, so i brought back in red.
with color balance/curves, the gif may looks something like this
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less of a completely red/yellow filter over everything! but still not great, their skin is too red, and overall still not the best base to try colorings. so next up is selective color, which can really help you fine tune things, but because of that.... SUUUUPER tedious. i will have 3495874 selective color layers and sometimes like 5 of them will be half canceling each other out just to get something okay. but this is a hobby i've chosen so we must suffer LKRGJRG. generally, my realm revolves around red, yellow, and at times magenta or neutral. if you think back to how we fixed some of the colors with color balance, kind of a similar principle, just with the individual colors. and lots of experimenting. so with color balance i would cancel out reds by making them more cyan--on the red selective color, im also gonna turn up the cyan. for yellow, i'm gonna make it more magenta, to make the yellow tones warmer. i will tweak the other tones too, just kinda experiment to see how changing it affects the gif, and then soon you will kind of intuitively know how to change the values based on whats going on in the gif lighting. magenta selective color helps for red values that are more pink, so make them more red or yellow based on what you need--i don't use this as much, hence i didnt have an example in the crop of psds i opened, but it's helpful sometimes. with neutral selective color, it usually affects the whole gif, so again, only minimal changes--usually i will bring the black levels down if it got to bright, or add just a tinge or yellow or cyan or whatever i need. here's some pics to show examples of what mine looked like for this gif:
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there were many more, but i just chose a few. the '1' and '2' i wrote to demonstrate that these layers were sequential, how they balance each other, and how selective color can be a tedious balancing act-- the second example it's like basically the opposite but it balances it out. also, if you have two characters with different skin tones, or the lighting is different for them, etc, you can use layer masks to erase certain adjustments so it only affects one of the subjects. some of these tweaks will be inbetween me transforming the gif to be colorful, and noticing how the colors interact, etc. so between this i was also making it colorful and it's not exactly the finished product at this stage: but this is kind of what the gif would look like after all the adjustments just to get it looking... normalish:
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not totally perfect but MUCH better, and also will look a little different when surrounded by the colors i want to turn it into. i have some stuff about how i color in this tag, i can do a lil other tutorial or smth if needed but bc i have limited photo space on the ask and already wrote so much i wont get super into it here. but for shows like obx, it helps to work with a group of colors that will work with the show--yellows/oranges are easier bc of all the yellow already found in the show. pinks can be harder because there is so much yellow in the show, but doable. greens are good because of all the green in the show, and thus blues are good because its easy to go from green to blue with selective color and stuff. thus, purples are good too because its easy to go from blue to purple! stuff like that makes it easier. some work with selective color, hue and saturation, gradients, and voila!
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you can see how maybe some of the issues like it being still a little too yellow/greeny toned balances out with the surrounding colors.
also, a big part of it is just practice! i've been giffing for yeaaaaaars and with media that has just the most god awful lighting so i've gotten good at understanding what to do and sometimes i'm just on auto pilot.
hopefully that helped, i know it was long winded and it can be hard to explain/understand photoshop. if y'all want some more in depth explanation about a part of the process i can try, or with other examples!
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ladystylestores · 5 years ago
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Ford brings back the Bronco SUV with a dizzying array of options
Preproduction versions of the all-new 2021 Bronco family of rugged, all-4×4 SUVs,. They include (left) Bronco two-door in Cyber Orange Metallic Tri-Coat, Bronco four-door in Shadow Black, and Bronco Sport in Rapid Red Metallic Tinted Clearcoat.
Preproduction 2021 Bronco two-door SUV takes its rugged off-road design cues from the first-generation Bronco, the iconic 4×4 that inspired generations of fans.
Ford
With more than 200 factory-backed accessories available at launch, this 2021 Bronco two-door prototype shows how owners can personalize their SUV to get more out of their outdoor experiences.
Ford
Ford says the G.O.A.T. modes and 4×4 system should make swift work of sand.
Ford
The four-door 2021 Bronco will have available removeable modular roof sections—left and right front panels, a full-width center panel, and a rear section. Roof panels on both two- and four-door models can be easily removed by unlocking the latches from the interior.
Ford
Here’s a four-door Bronco with the roof on.
Ford
Prototype version (not representative of production model) of the all-new 2021 Bronco interior is highlighted by an available 12-inch Sync 4 system, optional leather-trim seating, console-mounted transmission shifter/selector, and G.O.A.T. modes control knob.
Ford
Bring-your-own-device accessory mount bar is available for easy access to a USB port on this prototype version of the all-new Bronco two- and four-door
Ford
MOLLE hooks are mounted in the seatbacks for safe transport when the trails get rough.
Ford
The instrument panel in the 2021 Bronco two- and four-door models is ready for installation of accessories such as a bring-your-own-device rack shown on this prototype.
Ford
On select models, rubberized washable flooring is available with integrated drain plugs to make cleanup simple and quick.
Ford
2021 Bronco rear chassis with five-link solid axle, available Bilstein coil-over shock absorbers, and M220 Dana 44 differential with electronic locking.
Ford
The all-new Bronco Sport offers an available overlanding-ready roof rack with capacity to make roof-top tent-camping easy.
Ford
The Bronco Sport First Edition series can wade through up to 23.6 inches of water.
Ford
The Badlands series with the Badlands Package includes features such as heated and leather-trimmed front seats, 8-way power driver’s seat, heated and leather-wrapped steering wheel, and a 10-speaker B&O Sound System by Bang & Olufsen.
Ford
Bronco Sport features an available storage area below the second-row, passenger-side seat to store dirty or wet gear.
Ford
Human-centered design led to special Bronco Sport features, such as seatback MOLLE strap system to help users safely and easily transport gear.
Ford
The adventure-ready Bronco Sport features tie-down carabiner hooks and available easy-to-clean rubberized flooring and in the cargo area.
Ford
Ford is on a roll when it comes to adding bottle openers to its trucks and SUVs.
Ford
The Bronco Sport offers available 29-inch all-terrain tires for better off-road performance.
Ford
On Monday night, in a coordinated advertising blitz across ABC, ESPN, and the National Geographic channel, as well as on YouTube and social media, Ford debuted its new Bronco SUV. The company is reviving the Bronco nameplate after a hiatus of 24 years, with new two-door, four-door, and Bronco Sport models on offer, all with four-wheel drive designed for off-road ability.
The two- and four-door Broncos comes in seven different trim levels, with another five trims available for the Bronco Sport, and there’s a bewildering array of customization available to suit just about every possible taste. Well, almost every—we’re sad to report there are no plans to offer the range as a hybrid, plug-in hybrid, or battery electric vehicle. So if you were hoping for some electrification, now’s the time to head to the comments instead of reading on.
The big Bronco
Whether two-door (starting at $29,995) or four-door ($34,995), the Bronco comes equipped with Ford’s 2.3L EcoBoost turbocharged four-cylinder engine as standard. That sends 270hp (201kW) and 310lb-ft (420Nm) to all four wheels via a seven-speed manual Getrag transmission. I mean, we say seven-speed, but it’s more like a six-speed plus an extra-low 6.588:1 ratio for use when the blacktop has run out and you want to go rock climbing without getting out of the vehicle.
If that isn’t enough, you can also configure a Bronco with Ford’s 2.7L V6 EcoBoost, which comes with 310hp (231kW) and 400lb-ft (542Nm). This engine only comes with a 10-speed automatic gearbox, and the auto is also optional on the four-cylinder for those who don’t want to row their own gears.
The Bronco’s four-wheel drive system has an electronic two-speed transfer case, although for more serious rock-hopping, Ford is offering an advanced 4×4 system that uses an electromechanical two-speed transfer case that also has an automatic mode. As standard, the front gets an independent differential and the rear uses a solid axle with a diff, both Dana AdvanTEK designs. This, too, can be upgraded, in this case to front- and rear Performa-Trek electronic locking diffs from Spicer.
Off-road performance is about more than just the powertrain—suspension plays a role too. In this case, it’s independent at the front and a solid five-link rear, with coil-over springs on each corner (and optional Bilstein dampers). The two-door has 8.4-inches (213mm) of ground clearance as standard, with up to 11.6 inches (295mm) if fitted with 35-inch tires; the four-door rides 0.1 inches (2.5mm) lower. Opt for the base trim and you get 7.9 inches (200mm) of front and the 8.5 inches (215mm) of rear suspension travel—if that seems puny then you’ll need the Badlands trim, which boosts it to 9.4 inches (240mm) front and 10.3 inches (261mm) rear. Among other stats that off-roaders might be interested in: an approach angle of 35.5˚ and a departure angle of 29.8˚ (or 29.7˚ for the four-door), which also increases to 43.2˚ and 37.2˚ when fitted with the bigger 35-inch tires.
Yes, they called them GOAT modes.
Ford
Since Bronco fans think the Bronco is the Greatest Of All Time, and because goats are extremely agile on rough terrain, Ford has named the new Bronco’s off-road settings “G.O.A.T. modes.” There’s up to seven of these, depending on the various drivetrain options, which range from Normal, Eco, Sport, Slippery, and Sand through to Baja, Mud/Ruts, and Rock Crawl.
There are just as many trim levels available. Go for the base trim and you get 16-inch wheels, cloth seats, carpets, and an 8-inch Sync 4 infotainment system (similar to the one you’ll find in the new F-150 truck), but it has only five G.O.A.T modes. (Yes, I feel dumb typing that.) Next there’s the Big Bend, which gets 17-inch wheels, bigger tires, and six G.O.A.T. modes. Next is Black Diamond—this adds some heavier duty bumpers, rock rails and bash plates, and marine-grade vinyl seats plus rubberized floor coatings that let you wash the interior out if it gets too muddy, like the original Range Rover.
Next up is the Outer Banks, which is like the Big Bend with some more cosmetic tweaks. Ford’s 12-inch Sync 4 infotainment becomes an available option from here on out. Then the Wildtrak, which is an Outer Banks plus the V6 and advanced 4×4 stuff as standard, and it has all seven G.O.A.T. modes. Badlands comes after that, with 17-inch wheels, 33-inch tires, suspension that lets you electronically disconnect the front stabilizer bar, and that water-resistant interior. And finally there’s the First Edition, which gets the Badlands mechanical bits, the Outer Banks interior, and the Wildtrak exterior, among other bits and bobs.
Ford says freedom for a Bronco owner is doors off, roof off.
Ford
During our briefing on the Bronco, Ford said that freedom for Bronco customers means being able to take the doors and roof off, and so all two- and four-door Broncos can do just that. The two-door has a three-section roof, the four-door has a four-section roof, and the modular hard top is designed to be easily removed by one person. (There’s also a soft-top roof if you prefer that.) The doors are all frameless and can also be easily removed, realizing the dream that Swatch boss Nicholas Hayek had for the Smart Car, before the watch company left Daimler to its own devices with that diminutive city car.
The modular and customizable approach continues on the inside. You can get front seats with MOLLE webbing on their backs, in case you need to make your Bronco tacticLOL. And the dash has attachment points and 12V power outlets so you don’t need to suction cup your phone or GoPro to the windshield.
The little Bronco (Sport)
The Bronco Sport is the Bronco’s little sibling, and it starts at $28,155. This one comes with a 1.5L three-cylinder EcoBoost engine with 181hp (135kW) and 190lb-ft (258Nm), with an optional 2.0L four-cylinder EcoBoost that bumps that to 245hp (183kW) and 275lb-ft (373Nm). In either case, that sends power to the wheels via an eight-speed automatic, with shift paddles and an oil cooler if you choose the 2.0L engine. And again, there are a bunch of G.O.A.T. modes: Normal, Eco, Sport, Slippery, and Sand.
The Bronco Sport uses MacPherson struts for the front suspension and an independent rear with semi-trailing arms. The Bronco Sport only gets five different trim levels—base, Big Bend, Outer Banks, Badlands, and First Edition. The last two get a washable interior and two extra G.O.A.T. modes.
As you might expect, the diminutive Bronco is a little less capable off-road with an approach angle of 21.7˚ (30.4˚ for the Badlands and First Edition on 29-inch tires), a departure angle of 30.4˚ (33.1 for the Badlands, 27.5˚ for the First Edition), and 7.8 inches (198mm) of ground clearance (8.8 inches/224mm for the Badlands and First Editions on the big tires).
You can’t swap or remove body panels on the Bronco Sport like you can with the bigger Broncos, but you can still have your MOLLE seats, and the flat roof has been designed to easily take a tent on top of it. And like the F-150’s tailgate, Ford has built a bottle opener into the cargo area. On the infotainment front, the Bronco Sport has to make do with Sync 3.
Ford is opening the order books for the Bronco and Bronco Sport on Monday at 8pm ET (when this post goes live), and you’ll need to give the Blue Oval $100 if you want a place in the queue.
Listing image by Ford
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footyplusau · 8 years ago
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Western Bulldogs v Melbourne Demons: Can struggling Dogs regain their snarl?
Western Bulldogs midfielder Lachie Hunter was adamant through the week his team still had the snarl of 2016. This, he said, was driven not only by the young crew but also by those seasoned veterans who had survived a treacherous battleground for years and finally tasted the ultimate success last year.
“You only have to talk to some of the older guys who have been around a while, like Boydy [Matthew Boyd] and Bob [Murphy],” Hunter said.
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Sydney produce memorable comeback
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FootyFix: Can the Dees maintain the rage?
FootyFix: Can the Dees maintain the rage?
Rohan Connolly previews all the footy action ahead of round 13 in the AFL.
Sydney produce memorable comeback
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Sydney produce memorable comeback
Sydney produce memorable comeback
After being behind for most of the game, the Swans produced a stunning comeback to beat Richmond.
Port smash Lions
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Port smash Lions
Port smash Lions
Port Adelaide improved from their 70 point defeat the round previous to smash the Brisbane Lions.
Carlton hold off Suns with late rally
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Carlton hold off Suns with late rally
Carlton hold off Suns with late rally
Carlton managed to withstand a late Gold Coast revival to beat the Suns.
Selwood and Mitchell look set for tribunal
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Selwood and Mitchell look set for tribunal
Selwood and Mitchell look set for tribunal
Sam Mitchell was reported after an altercation with Joel Selwood but the Geelong captain is likely to face attention for what appeared to be an elbow to the back of Mitchell’s head.
Eagles stumble home against Cats
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Eagles stumble home against Cats
Eagles stumble home against Cats
West Coast have broken a three game losing streak with a gritty 13-point win over Geelong at Domain Stadium.
AFL plays of round 12
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AFL plays of round 12
AFL plays of round 12
Doggies whimper against Swans, Big Tex gorgeous on the left, Gold Coast own the Hawks again, McDonald-Tipungwuti lights up Etihad and Jeremy Howe performs his usual aerial brilliance.
FootyFix: Can the Dees maintain the rage?
Rohan Connolly previews all the footy action ahead of round 13 in the AFL.
“They know how hard it was to get there, and went through so much stuff before – 16 years of not being there. The hunger is definitely still there for the younger fellas.”
If so, it’s now time to show it on the scoreboard.
Lachie Hunter of the Bulldogs celebrates. Photo: Scott Barbour
Coach Luke Beveridge has lamented how his side has “stagnated” this season. Some would say they regressed after a 46-point thumping from the Swans in Sydney in their first clash back from the bye.
Beveridge has reacted by making three forced changes (five including injury) ahead of Sunday’s clash against Melbourne. Has there ever been a premiership side undergo more weekly changes than the Dogs of this season? The latest cull includes Boyd. No-one would suggest the resilient defender has lacked hunger, rather his kicking efficiency has become an issue, slipping from 75 per cent to 68 per cent in his rebounding role.
Midfielder Tom Liberatore returns, having averaged a modest 15 disposals from his five games before he was dropped after the round-eight clash against West Coast.
The Dogs have not been afraid to axe established talent, perhaps a sign some have been suffering from what legendary NBA coach Pat Riley dubbed the “disease of more”. That being players – in his example, the 1980 championship-winning Los Angeles Lakers – wanting “more” of everything, and not sublimating their individual games as they once had.
It may be unfair to identify one player from that loss to the Swans, but Jason Johannisen’s inability to have an impact on a night he was physically targeted by the Swans was symptomatic of where the Dogs are at. Much of their drive is fashioned from half-back, with Johannisen, the reigning Norm Smith medallist, responsible for this.
He would have only nine touches while being blanketed by George Hewett. As Simon Goodwin said through the week, the Demons had noted this, heading into Sunday’s clash at the MCG.
Just how Johannisen responds will be as much a test of the man himself as it will be for Beveridge. There is little doubt Johannisen will be seething but do the Dogs back him in his customary role or do they, initially at least, tweak their plans?
There are problems aplenty for the Dogs. Their disposal differential has slipped from the best in the league last year (+42) to eighth (+9.3). That’s still respectable but it means they are not getting their hands on the ball as much as they would like. They have slipped from first to 10th in contested possession differential. It’s no surprise then that they have dipped from second to sixth in uncontested possession differential.
They weren’t the best side in 2016 but they were the best side in September of 2016. That has happened to us before as well.
Hawthorn coach Alastair Clarkson on the Bulldogs.
There are also issues at clearances or what clubs like to call the “source”. Where they were first in differentials last year (+6.2), they have slumped to 14th this year (-3.5). The return of Liberatore should help in this regard. Scores from clearance differentials have dropped from fourth (+7) to 14th (-2.8).
They have also struggled on the scoreboard, averaging 83.7 points per game (14th). This includes the 6.6 (42) against the Swans, their lowest in the Beveridge era. Match-winner Marcus Bontempelli has one goal from his past four matches, admitting his “erratic” form exemplified his team’s wider issues. He had 11 goals from his previous seven games. That his 12 is behind only Jake Stringer (20) highlights their lack of potency inside attacking 50.
Put simply: since round six, they sit last on Champion Data’s form ladder, with two wins and an average of 71.2 points per game. Travis Cloke hasn’t provided what they had wanted (six goals in six games), while Stewart Crameri (hip) has been missed. These woes have at least been balanced by boasting the second-best defence in this period.
While Beveridge is rightly concerned, it shouldn’t be forgotten they began this round outside of the top eight only on percentage. That’s a solid platform to build from. They were in fourth spot with three more wins at the same time last year. They would have another six wins during the home-and-away campaign, including three of their last four, with that loss coming against Fremantle in round 23 when hit by injury.
The Dogs, of course, would create history by storming to the flag from seventh spot. Now the bye a week out from the finals is in place, officials from several clubs spoken to by Fairfax Media believe there is no reason not to think the Dogs – or another club – could not to do the same again this year, for that week’s rest is crucial in evening the ledger between the top four and those clubs who scrape into the eight.
Alastair Clarkson points out his Hawthorn sides weren’t necessarily the best through the home-and-away rounds of their premiership years of 2013 to 2015. That’s arguable. A quick check shows they finished on top of the ladder in 2013, second when separated by just two per cent from the Swans in 2014 and third, a game behind leader Fremantle, a year later.
However, his overall point was the need for teams to enjoy their top form come late August – although there is a caveat.
“I don’t know the ins and outs about what is going on at the Bulldogs but this is a tough competition. Anyone of about 10 or 12 sides are right in the running to challenge seriously at the end of the year,” Clarkson said.
“You just have to make sure you are playing your best footy at the right time. That is what the Dogs did in September. They weren’t the best side in 2016 but they were the best side in September of 2016. That has happened to us before as well. We haven’t always been the best side throughout the course of the year but we have been able to play some good footy in September.
“Just because they [Bulldogs] are not playing great footy right now, they weren’t outstanding throughout the course of last year, they were probably playing a little bit better, but their best patch of footy came in September. That’s what they will be gearing themselves towards but you need to win enough games to be able to qualify. That’s where they were would be a little bit concerned at the moment. They would like to be perhaps one or two wins more.”
If the Bulldogs can rediscover their groove against the Demons, and injuries subside, there is no reason to suggest they cannot gather momentum against North Melbourne (Etihad Stadium) next week and the travel-sick West Coast Eagles (Etihad) a week later, before heading to Adelaide to face flag fancy, the Crows.
It’s time for the Dogs to show their bite.
WHY THE DOGS HAVE LOST THEIR BARK:
2016 2017
Disposals diff: +42.7 (1st) +9.3 (8th)
Kicking eff % diff: -4.7% (18th) -0.8% (11th)
Disposals Eff% diff: -1.2% (14th) +0.4% (8th)
Contested poss diff: +16.5 (1st) +0.2 (10th)
Uncontested poss diff: +25.5 (2nd) +10.3 (6th)
Points for: 86.2 pts (12th) 83.7 pts (14th)
Points against: 72.9 pts (3rd) 81.7 pts (3rd)
Clearances diff: +6.2 (1st) -3.5 (14th)
Scores clearances diff: +7.0 pts (4th) -2.8 pts (14th)
FORM LADDER ROUNDS 6 TO 12:
Club Points %
GWS Giants: 20 101.3
Sydney Swans: 16 137.4
Adelaide Crows: 16 133.6
Melbourne: 16 119.2
Collingwood: 16 113.6
Nth Melbourne: 16 104.4
Hawthorn: 14 82.6
Port Adelaide: 12 126.9
Essendon: 12 106.5
West Coast: 12 97.5
Geelong: 12 95.8
St Kilda: 12 94.3
Carlton: 12 94.3
Fremantle: 12 78.6
Gold Coast: 10 82.1
Richmond: 8 92.8
Western B’dogs: 8 92.6
BULLDOGS IN THIS PERIOD:
Worst attack (averaging 71.2 points) but second-best defence (76.8).
Rank 18th for goals and goals per forward 50 entry.
Rank 14th in scores from clearance differentials.
* Source: Champion Data
The post Western Bulldogs v Melbourne Demons: Can struggling Dogs regain their snarl? appeared first on Footy Plus.
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