#Emplacement AAA
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msn-04iinightingale · 1 year ago
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Dogs of War
The two Leopard Class drop ships broke past the atmospheric friction and heat and into the skies of Helios proper. Already charcoal black, the searing and flames only darkening the crimson patches of each to a rusty bloody red. Had anyone been able to see it, they would have found that fitting.
The aerospace fighters had given them a path to the planet, the rest was up to the drop ship pilots. The Dando and Churchyard plummeted towards their objective, ignoring or weaving between the scattered flak and lasers from the neighboring AAA batteries. Like two black hammers, they descended with grim purpose towards the small city below.
They'd punch down, bloody the Word, and see if they can't clear space for the Fursona's Fusiliers dropships flying with them.
Simple.
Suicidal.
Perfect for Barghest Company.
——-
Commander Owen felt each jump and judder of near misses through the drop ships hull and the body of his mech, the Marauder II swaying and shaking in its restraints. Across from him was the angular visage of Victoria’s Axman, Vance’s Thug and Anya’s Thunderbolt occupying the neighboring berths. In the upper corner of his cockpit, a timer counts down the minutes until they drop.
Another close by boom rattled the drop ship.
Drop: 10:00
Owen keys open the Barghest Company channel. 
“Alright boys and girls, are you ready?”
Drop: 09:00
Seven voices reply with “Yes Sir.”
“Can’t hear you Machwarriors!”
Drop: 08:00
“Yes sir!”
“COME ON, YOU CALL THAT A YES?!”
Drop: 07:00
“YES SIR!” the seven voices scream.
The light in the Mechbay turns red. 
Drop: 06:00
“That’s more like it! And who are we?” He shouts, something bordering excitement creeping into his voice, predatory and keen.
“BARGHEST COMPANY!”
Drop: 05:00
“Damn right we are! And we are going to go down there, sink our teeth into their flesh, and DRAG THEM ALL TO HELL!”
“DRAG THEM ALL TO HELL!”
Drop: 04:00
The doors of the drop ships begin to open with the whine of machinery. The familiar voice comes over the internal speakers, as his mech powers on.
Reactor, Online.
Drop: 03:00
The drop ships slow, the dull bangs and thuds of small arms fire ringing off the hull. The plan had been to drop fast, and get below the arcs of the other AAA emplacements to drop the two lances and then provide close air support as fuel allowed, before braving the trip back to orbit or more likely, linking up with other elements of Touchdown for refueling and rearming. The Blakests below had other ideas, and were mustering everything they could to deal with the new threat of two Leopard drop ships landing in their midst.
Sensores, Online.
Drop: 02:00
A series of rumbling booms signals the drop ships returning fire with LRMS, PPCS, and Lasers. The first rack of LRM rounds are live warheads, ripping apart light tanks and fixed positions in storms of shrapnel and fire. PPC bolts snap out with thunder cracks to strike down heavier vehicles, Large and Medium lasers lancing out to spear clumps of infantry, or rake across those in cover in buildings. The second reload of LRM's are smoke, obscuring the streets and buildings around the landing sites.
Weapons, Online.
Drop: 01:00
His mech rotates, along with the others of his lance, to face to now open door, beyond a hell of swirling smoke, tracer fire and lasers snap and stitch through the air.
All systems nominal.
Drop: 00:00
Owen tilts his head back and howls over the comms, the seven other members of Barghest Company following suit, their radio distorted voices forming a nightmarish call worthy of their namesake, blasted over every available enemy comm line.
Owen slams his controls forward, moving the 100 ton assault mech into motion, and out into the firefight, his seven other mechwarriors following. Dropping the short distance between the ramp and the street below with an earthshaking thud, the two lances immediately moved away from their dropships. The ramps were already closing as the craft start to lift off, volleys of LRMs and laser fire snapping out at targets the mechwarriors couldn't yet see.
The city was a small one, by Inner Sphere standards, but still had plenty of buildings taller than most mechs. It would be a tough fight, city fights always were for mechs, but at least they couldn't bring superior numbers to bear fully just yet. There were reports of enemy Marauders and fixed positions, and rumbling of even a superheavy in the area, plus the Heavy Level II's and any reinforcements the Word sent their way to push them off the dropsite.
A voice came over the Barghest Company comms line, one of the dropship pilots.
"Enemy resistance is light for now, Commander, but we're getting at least a dozen reactor signatures closing rapidly. We'll circle the site and provide air support as we can until the Fusiliers get more boots on the ground. Good luck and good hunting Commander."
In response, Owen raised the right arm of his mech, saluting them as they lifted off.
"Good hunting, flyboys."
"Commander, we've got contacts." It was Maria, he could already hear the thrum of her ER Large Lasers as she engaged a target over the comms. "One Level II, two Assaults, one Heavy, one Medium and one Light."
A pause.
"Make that two Level II's, one closing on your position."
The familiar feral grin split Owen's face. This was it, what he was born for, what his mother raised him to be.
"Garm Lance, form up, we've got guests. Let's show them how we do it in Barghest Company."
Three acknowledgement pings come over his comms as the lance moves forward, clearing the immediate LZ for the rapidly approaching Fursona's Fusiliers dropships.
———
Drop: -05:00
The first enemy mech to die was a Tempest, cockpit spit open by Victoria’s Axman’s hatchet as she lurched from out of the smoke and flame of the wrecked tanks and buildings around the LZ.
"That one was for Mary, you bastards!" She yelled over the comms.
Owen smiled, and laughing over the open comms for the enemy to hear, bringing his twin ER PPCs to bear against a Legacy before it had tome to bring its autocannons to life, feeling the heat spike in his cockpit despite the double heat sinks installed in his mech as the bolts punched through cockpit and pilot with equal ease. Oh what he wouldn’t give to have Katie here for this.
To his left Vance was delivering point blank SRM volleys into the side and back of a Blakist Thug, rippling explosions tearing the side and rear armor of the enemy mech to pieces before the reactor is breached with a dull KRUMP.
"Be at peace, brother." Vance murmered.
Anya's Thunderbolt released another volley of Clan LRMs, and pulse after pulse of laser fire into a Crab, and Mongoose. The Mongoose falls first, unable to withstand the onslaught of LRMs and lasers. The Crab takes longer, large lasers slicing and melting several chunks of armor before being rocked to the side by the impact of a LB-X/20 round. Staggering, the medium mech only just rights itself in time for the combined fire from Anya and Victoria shred the smaller machine.
"Thanks for the assist, Vic." Anya says.
"No worries, gotta get the blushing bride home in one piece, eh?" Chuckles Victoria.
In the next square over, a former parking lot for a now burning warehouse, Maria's Mad Cat, Elenor's Crab, Bill "Billy"'s Archer, and Kei's Stalker gun down the remnants of the first QRF Level II's that engaged them. The last to fall was a Perseus, cored completely by large laser and missile fire.
So far, damage was minimal, with the worst being a faulty leg joint in Vance's Thug, the result of the now burning Word Thug's own SRMs and PPCs. Not bad for a first engagement.
"Good work Barghest Company, we are touching down now and will deploy mechs shortly." It was one of the Fusiliers dropship pilots. "We've got more pings in the city, routing to you and your dropships."
Owen's minimap flashed as new dots peppered it. That was a lot of red to the as of now very little blue. He watched as the two icons indicating the Dando and Churchyard circled the area immediatly surrounding the LZ, and some of the red dots, although not nearly enough for his liking, winked out.
"Oh boy...Barghest company, eyes up, here comes the real fun. Black Dog Lance, form up behind Garm Lance, prepare for volley LRM fire on designated targets. The rest of you, I want at least two mechs for each target. The faster we kill them the faster this ends."
"Let's hunt."
(OOC: tagging @is-the-battlemech-cool-or-not and @combined-arms-merc-groups incase you wanted to add anything now that I have edited this, since we share a landing site.)
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usafphantom2 · 3 years ago
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OV-10A Bronco and NY ANG F-100C Super Sabres over Vietnam c1969. by manhhai Via Flickr: F-100's and OV-10. AFOG Collection. A U.S. Air Force North American OV-10A-30-NH Bronco in flight with two North American F-100C Super Sabres of the 136th Tactical Fighter Squadron USAF - National Museum of the U.S. Air Force photo 130605-F-DW547-008 A U.S. Air Force North American OV-10A-30-NH Bronco (s/n 67-14659) in flight with two North American F-100C Super Sabre of the 136th Tactical Fighter Squadron. The 136th TFS was a New York Air National Guard unit that was assigned to the 31st Tactical Fighter Wing at Tuy Hoa Air Base, Vietnam from 14 June 1968 to 25 May 1969. The OV-10A 67-14659 was later shot down near Trapeang Veng, Cambodia, on 7 April 1973 while in service with the 23rd Tactical Air Support Squadron, 56th Special Operation Wing. en.wikipedia.org/wiki/Forward_air_control_during_the_Viet... ----------------------- Forward air control during the Vietnam War en.wikipedia.org/wiki/Forward_air_control_during_the_Viet... The forward air controller (FAC) played a significant part in the Vietnam War from the very start. Largely relegated to airborne duty by the constraints of jungled terrain, FACs began operations as early as 1962. Using makeshift propeller-driven aircraft and inadequate radio nets, they became so essential to air operations that the overall need for FACs would not be completely satisfied until 1969. The FAC's expertise as an air strike controller also made him an intelligence source, munitions expert, communication specialist, and above all, the on-scene commander of the strike forces and the start of any subsequent combat search and rescue if necessary. Present as advisors under Farm Gate, FACs grew even more important as American troops poured into Vietnam after the Gulf of Tonkin incident. The U.S. Air Force (USAF) would swell its FAC complement to as many as 668 FACs in Vietnam by 1968; there were also FACs from the U.S. Army, U.S. Navy, U.S. Marine Corps, and allied nations. For the early years of the war USAF manning levels were at about 70% of need; they finally reached 100% in December 1969. The FACs would be essential participants in close air support in South Vietnam, interdiction efforts against the Ho Chi Minh Trail, supporting a guerrilla war on the Plain of Jars in Laos, and probing home defenses in North Vietnam. As the war came to center on the Trail in 1969, the FAC role began to be marginalized. Anti-aircraft (AAA) defenses became steadily more aggressive and threatening along the Trail as the bombing of North Vietnam closed down. The communist enemy moved their supply activities to nighttime, quite literally leaving the FACs in the dark. The American response was twofold. They used fixed-wing gunships with electronic sensors to detect communist trucks, and onboard weaponry to destroy them. They also began putting FACs in jet aircraft and in flareships as a counter to the AAA threat. At about the same time, emplaced ground sensors began to complement and overshadow FAC reconnaissance as an intelligence source. FAC guidance of munitions also began to come into play in 1970. By the time the Vietnam War ended in 1975, the U.S. and its allies had dropped about six times as many tons of bombs as had been dropped in the entirety of World War II.[1] A considerable proportion of this tonnage had been directed by forward air controllers.
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labonnetable · 6 years ago
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Emplacement AAA à Grand Bigard – Vaste restaurant / brasserie à céder en pleine activité
Libre de brasserie / terrasse 110 px
[box type=”success” align=”” class=”” width=””] Prix de vente : 180.000 € (fonds de commerce full équipé)  Capacité : 90 couverts + une salle privative de 20 couverts Terrasse : 110 couverts Ref : RD50
[/box]
Une superbe machine
L’établissement a été conçu et aménagé par des professionnels expérimentés. 
Sa belle capacité de 200 couverts, terrasse comprise en fait un outil réservé à un gérant professionnel.
Libre de tout sur un emplacement AAA
Excellente situation et absence de tout contrat fournisseur.
Terrasse et plaine de jeux
Parfait pour optimiser le rendement de l’entreprise.
Envie d’en savoir plus ?
Le dossier sera dévoilé au fur et à mesure de l’avancement de notre discussion.
Vaste restaurant - brasserie à remettre à Grand Bigard Emplacement AAA à Grand Bigard - Vaste restaurant / brasserie à céder en pleine activité Libre de brasserie / terrasse 110 px…
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sfc-paulchambers · 2 years ago
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With the establishment of the Women's Army Auxiliary Corps (WAAC) in World War II, women entered military service as something other than nurses for the first time. The original concept for the WAAC was to assign women to critical non-combat roles and “free a man to fight.” They were expressly excluded from combat-related duties, and – as the name "auxiliary" implied – were not considered a formal part of the Army. However, the Army Chief of Staff, General George C. Marshall, experimented with allowing women to serve in a limited combat role as range-finder operators with anti-aircraft artillery (AAA) units of the Coast Artillery Corps (CAC) in the Continental United States. With the encouragement of First Lady Eleanor Roosevelt, who promoted an expansion the WAAC's role, Marshall consulted Colonel Edward W. Timberlake, commander of the air defenses of WashingtWAAC DiOveta Culp Hobby. They selected WAAC 3rd Officer (corresponding to the rank of second lieutenant) Elna Hilliard to oversee the experimental program dubbed "Battery X." Eleven WAAC officers and 58 enlisted women were selected and issued cold weather clothing and equipment to allow performing round the clock duty in anti-aircraft dugout emplacements. They received six weeks of training as range-finder instrument operators and learned about the operations and employment of anti-aircraft defenses at a firing range on a sub-post of Fort Miles at Bethany Beach, Delaware. On graduation, they were expected to train other women to eventually replace male range-finder instrument operators at harbor defense installations in the Continental United States. Despite the potential it may have unleashed, the experiment proved short-lived, and remains relatively unknown. If you’re ready to be a part of #armyhistory then contact me now 615-429-0932 #bearmystrong #bedifferent #theydiditwhycantyou #theydidit #whatsyourexcuse #usarmyreserve #bedifferent #sisterhood#womenshistorymonth #bearmystrong #dosomethingpositive for your #futureself #dosomethingworthwatching #yourarmyreservecareercounselor #parttimejob #fulltimebenefits #usarmyreserve #beallthatyoucanbe Posted @withregram • @armyhistory (at Spring Hill, Tennessee) https://www.instagram.com/p/CpuvtNeOLGH/?igshid=NGJjMDIxMWI=
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ourforgottenwars-blog · 7 years ago
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398th AAA AW BN C Battery 40 mm emplacement. Hill 170 K55, Osan-ni, Korea. April, 1953.
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sramfact · 6 years ago
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Network Access Control Market to Partake Significant Development During 2019 to 2027
Network Access Control Deployments to Grow Manifold with Normalization of BYOD as a Modern Workplace Norm: Fact.MR
Fact.MR, in its new research study, unveils that network access market reached a valuation of ~ US$ 953 Mn in 2018. According to the report, the continuous evolution of information security parameters is likely to warrant new opportunities for companies active in the network access control market. With the parade of technological advances, growth in new security solutions for data protection against malicious attacks is imminent, and is likely to unfold in various fronts. Network access control (NAC) has come a long way and a cohort of leading companies have come up with solutions to further underpin its evolution over these many years.
“One of the key benefits of network access control is its ability to disable malicious actors from plugging into an organization’s network, which is a big reason encouraging enterprises of varying stature to embrace and invest in the concept. Traditional AAA are a complete misfit for today’s networks. Customers rely on network access control solutions, hardware, software, and solutions, to solve multiple problems such as visibility, control, policy enforcement, and protection. In response to the aforementioned, NAC vendors are adding more number of features and capabilities to their offerings so that end user satisfaction is well taken care of”, says the Fact.MR analyst.
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North America will continue being the most lucrative market for network access control, with an ever-expanding growth of large and small & middle-sized enterprises. The region remains one of the earliest adopters of end point devices, some of the prominent ones being smart phones, laptops, and tablets, thereby laying the foundation of steadfast adoption of network access control solutions. The US continues to be at the forefront of demand for NAC, with ever-increasing number of enterprises getting aware of the benefits of network access control with respect to business operations, finds the Fact.MR analysis.
Preview Analysis of Global Network Access Control Market research report Segmented By Deployment Type (On-premises, Cloud), By Authentication Type (802.1X, MAC Based Authentication, Web Based Authentication, Static Port/MAC Configuration, Dynamic Port/MAC Configuration, Kerberos Snooping, Others), By Component Type (Hardware, Software, Services), By Vertical (Banking and Financial Services, Healthcare & Life Sciences, Government, Education, IT & Telecom, Others), & By Region – https://www.factmr.com/report/4061/network-access-control-market
BYOD Culture in Workplaces to Remain a Precursor of Growth
The culture of Bring Your Own Device, or commonly referred to as ‘BYOD’, has been long instilled across workplaces to encourage employee flexibility. With this culture of BYOD in place, companies are able to boost the ‘agility factor’ of their operational bases, which, in turn, helps them achieve long-term goals. However, a myriad of security considerations has flared up in line with the widespread adoption of BYOD culture, which has pushed the demand for network access control by a wide margin. Connected devices increasingly serve as threat vectors for attackers for intruding into an enterprise’s network, which makes it imperative for the organizations to consider the deployment of network access control solutions. For an enterprise with BYOD culture, the idea of investments in NAC solutions is not only about device security but also high-end protection of other technologies emplaced within the ecosystem.
Request Report Methodology- https://www.factmr.com/connectus/sample?flag=RM&rep_id=4061
According to the Fact.MR analysis, rapid proliferation of IoT is also providing the impetus to the market growth through 2027. Considering the digital makeover of the modern-day businesses, IoT devices that are ‘compromised’ can take a toll on the financial and reputations fronts of an enterprise. In order to counteract the same, enterprises seek automated and integrated security frameworks to secure network access, implement coordinated responses post threat detection, and oversee traffic & behavior.
Access control systems do play a critical role in the aforementioned approach by ensuring that utmost visibility is established and rogue devices are easily removed with minimum-to-no impact on critical business workflows, finds the Fact.MR analyst. According to the Fact.MR research study, businesses are accelerating their momentum toward cloud infrastructure for easier and steadfast deployment, scalability, reduced maintenance costs, and energy & space savings. With this rapid transition toward cloud picking pace, investments in network access control solutions are likely to continue unabated in the coming decade.
To Buy Report, Visit- https://www.factmr.com/checkout/4061/S
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meilleurmagasinbatterie · 6 years ago
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Guide d'achat : comment bien choisir son PC portable gaming
Les jeux vidéo sur PC vous font de l'œil et vous souhaitez en profiter dans les meilleures conditions possibles ? Si vous manquez de place à la maison, les PC portables gaming sont une solution toute trouvée. Voici comment faire le bon choix. Ca y est, vous voulez sauter le pas et passer au PC portable pour joueur. Presque aussi puissants que leurs alter ego de bureau, ils peuvent s'improviser stations de jeu nomades ou, tout simplement, vous permettre de gagner de la place à la maison, tout en vous offrant assez de gigahertz pour faire tourner le dernier AAA à la mode. L'offre actuelle est pléthorique, les références se ressemblent toutes (ou presque) et dans la jungle des composants, pas facile de s'y retrouver. Sans compter que le diable se cache toujours dans les détails. Des PC portables à presque tous les prix Aujourd’hui, on trouve un PC portable de jeu à partir de 720 euros. Les modèles qui commencent à bien tenir la route se situent plutôt aux alentours de 900-1200 euros. Ceux-là ne feront pas tourner les derniers AAA à fond, c'est évident. Leur configuration est plutôt taillée pour Fortnite, PUBG, Rocket League, des MOBA, Rainbow Six Siege ou encore Counter-Strike : GO. De quoi déjà passer quelques bonnes nuits blanches. Pour en prendre plein les yeux, il faudra accepter de vous délester d’au moins 1800 euros. Au bas mot. Plus vous dépensez, plus le panel de titres qui tourneront sans souci s'élargira. Sur les machines milieu et haut de gamme, il sera même possible de réaliser quelques petites évolutions matérielles. Une suite logicielle un peu élaborée, permettant d'exercer divers contrôles (températures, fréquences, etc.) pourra même être de la partie. Mais, peu importe votre budget, voici quelques conseils avisés pour vous orienter au mieux dans votre démarche d'achat. Des conseils à prendre en considération que vous souhaitiez jouer à des jeux classiques... ou à tous les derniers AAA sortis cette année, sans limite, à fond... La carte graphique : la clé de voûte Composant essentiel d'une machine de jeu, la carte 3D. Cela fait quelques temps maintenant que Nvidia est le seul concepteur de GPU à proposer des solutions de jeux puissantes et efficaces dans le monde du PC portable. AMD, son concurrent, a dû choisir ses combats et n’a pas opté pour celui de la puce 3D portable jusqu’à présent. Cependant, la marque est en pleine renaissance et enchaîne quelques beaux succès dans le monde du processeur (CPU) et, dans une moindre mesure, sur le versant des GPU pour PC de bureau. Ce n’est donc qu’une question de temps avant que les Radeon ne refassent une incursion dans les machines portables de jeu. Les seules (rares) références rouges actuelles ne sont clairement pas intéressantes, nous vous les déconseillons purement et simplement. Pour le moment, c’est donc très vert dans les PC de joueurs. Mais, au fait, Nvidia GeForce GTX ou GeForce RTX ? Les RTX 2060, 2070 et 2080 ont des unités spécialisées dans l’IA mais elles ont aussi le rendu ray tracing en plus des petits moteurs de calcul 3D classiques. Les GTX, elles, se concentrent sur le calcul de rendu, pur et dur. Elles sont moins tournées vers les technologies graphiques d’avenir. A lire aussi - GeForce RTX : la nouvelle architecture Nvidia Turing passée au crible Mais dans un cas comme dans l’autre, les jeux actuels et à venir ne leur font pas peur ! Ah, oui, les machines à base de RTX sont généralement (bien) plus chères que celles embarquant des modèles GTX. Attention d’ailleurs, la nouvelle génération de GeForce GTX porte la nomenclature « 16xx » et non plus « 10xx ». Reste que les puces de la génération 10 sont toujours dans la course. Sur les machines les plus abordables (jusqu’à 1300 euros environ), ce sont les 1050, 1050 Ti et 1060 qui sont (encore) massivement présentes en cette rentrée. Des puces capables et volontaires mais qui montrent rapidement leurs limites dès qu’on commence à trop pousser les niveaux de détails en Full HD et au-delà. Le processeur et la mémoire, la puissance et la quantité Nvidia pour le GPU et Intel pour le CPU. Le géant bleu continue d’imposer sa domination sur la partie processeur. Pour jouer confortablement, c’est Core i5 obligatoire, qu’il soit de génération 7, 8 ou 9, peu importe. Le nombre de cœurs importe généralement mais moins que la fréquence (et le Mode Turbo) à laquelle la puce turbine. Les jeux actuels n’ont pas tous la chance de pouvoir être optimisés pour le multithreading (exécution d'une appli sur plusieurs cœurs en simultané). Donc plus il y a de gigahertz, mieux c’est. Mais il est vrai que devant le nombre croissant de cœurs dans les CPU, on a vite fait d’être un peu perdu. Deux cœurs (4 threads) est un minimum, 4 cœurs (4/8 threads) constituent le « standard » mais ils ne sont pas toujours bien exploités. Et, au-delà, c’est de la gourmandise ou l’envie de se faire plaisir. Ou bien une anticipation des éventuels besoins futurs des jeux. A noter, si vous utilisez votre machine pour streamer et jouer en même temps, plus il y a de cœurs, mieux c’est. Même conseil pour les éventuels montages et encodages vidéo de vos exploits sur la Toile. Chez Intel : Attention toutefois à bien opter pour une puce Intel dont la référence se termine par un « H » (comme le Core i7-9750H du Zephyrus S d’Asus par exemple) et non un « U » ou un « Y », deux sigles désignant la basse consommation chez Intel. A noter, vous pourrez aussi tomber sur quelques très rares machines propulsées par des processeurs pour PC de bureau. C’est le cas de l’Alienware m51 ou de quelques références assemblées avec des boîtiers de marque Clevo. Lire le test de l'Asus Zephyrus S (GX502GW) Chez AMD : AMD a longtemps été absent des PC portables gamer. Très longtemps. Le père des Athlon revient progressivement avec la troisième génération de ses toutes nouvelles puces, les Ryzen. Ainsi, ne vous étonnez pas de trouver des AMD Ryzen 5 ou 7 3000 dans quelques machines de jeux (comme l’Asus TUF 505), surtout sur les références comprises entre 750 et 1400 euros. Au-delà, ce sont les Core d’Intel qui reprennent la main à coup sûr. Pour l’instant, difficile d’émettre un jugement catégorique sur leurs prestations vidéoludiques mais il n’y a pas de raison qu’ils déçoivent ! Voir la fiche technique complète de l'Asus TUF 505 La mémoire vive Alliée du processeur, la mémoire vive. Aujourd’hui, le standard, c’est la DDR4. Une quantité minimum de 8 Go est requise pour faire tourner la plupart des jeux dans de bonnes conditions. Miser sur 16 Go vous assure un surplus de confort fort appréciable. Enfin, opter pour 32 Go ne sert à rien à l’heure actuelle. On précisera toutefois que les Ryzen d’AMD sont très sensibles à la configuration mémoire, ainsi mieux vaut avoir deux barrettes dans la machine plutôt qu’une seule sous peine de voir les performances plonger (c’est du vécu). Faites également attention à ce que la fiche technique mentionne bien la présence d’au moins deux emplacements mémoire accessibles pour faire des ajouts ultérieurs. On n’est jamais trop prudent. Stockage : SSD obligatoire ! Processeur, carte graphique et mémoire auront beau être à la pointe, si le disque dur n’est lui pas à la hauteur, les performances risquent d’être un peu tirées vers le bas. On oublie les seuls disques à plateau et on mise tout sur le SSD et un disque dur. Nous préconisons un minimum de 256 Go de SSD car, une fois formaté et Windows installé, il reste environ 200 Go soit l’espace adéquat pour installer entre deux et cinq jeux. Le disque dur « classique » se cantonnera à accueillir vos autres données et des titres auxquels vous jouez moins. A lire aussi - Guide d'achat : comment bien choisir un SSD pour votre ordinateur Vous pouvez aussi miser sur des solutions hybrides, les SSHD (FireCuda chez Seagate par exemple). Ils offrent des débits supérieurs au disque classique tout en offrant plus de stockage que le SSD. Un bon compromis. Mais, s’il n’y a qu’un seul disque dur classique dans une machine, fuyez. Economisez un peu plus, patientez en attendant qu’une bonne affaire ou une promotion se présente. Si votre budget le permet, se porter acquéreur d’une machine avec un ou plusieurs SSD et/ou disque dur est le summum. Là encore – comme pour la mémoire – assurez-vous en consultant la fiche technique que l’accès aux solutions de stockage est possible et, idéalement que l’ajout ou le remplacement d’un module SSD au format M.2 (SATA III, PCIe, NVMe, Optane) s’envisage à long terme. L'évolutivité des PC portables pour joueurs - ou plutôt leur manque d'évolutivité - a toujours été leur point faible... Ne négligez vraiment rien L’écran Nous allons aborder un problème de taille. Celui de l’écran et, par extension, de la définition. Aujourd’hui, c’est 15,6 ou 17,3 pouces de diagonale dans le monde du PC portable gaming. Les dalles plus petites ne font pas recette et ont disparu des catalogues. Tout comme les écrans XXL de 18 pouces et plus. En matière de définition, la Full HD reste la star, la plus répandue. De rares portables proposent des dalles montant en 2560 par 1440 (1440p) voire en 3840 par 2160 pixels (4K). Gardez toutefois à l’esprit que plus votre dalle affiche de pixels, plus il va vous falloir une carte graphique puissante. N'optez pas pour des machines à écran tactile, c'est inutile dans l'univers gaming actuel (sauf pour jouer à Hearthstone ou Gwent). Dalle mate ou brillante, avec ou sans bord ? Là, c'est affaire de goût. Nous, nous préférons quand le revêtement est satiné et les bords, fins. Comme sur les Aero 15 de Gigabyte par exemple. Lire le test du Gigabyte Aero 15 édition 2019 Autre aspect technique à ne pas négliger, le taux de rafraîchissement. Longtemps, le 60 Hz fut la norme. Aujourd’hui, les dalles de PC portables montent à 75, 120, 144 voire plus parfois. Plus la fréquence est élevée, meilleur le confort visuel sera puisque l’image sera actualisée jusqu’à plus de 100 fois par seconde. Résultat, on a une impression de fluidité, d'animations plus naturelles. Vient enfin la technologie d’affichage : le TN et l’IPS se disputent le gros du marché. L’OLED arrive même sur certains Alienware dernier cri. Chacune ases avantages et ses inconvénients, surtout dans le monde du gaming. Entre le rendu des couleurs, les goûts des utilisateurs et les prestations purement techniques, on pourrait disserter sur le sujet pendant des pages. Le mieux est de consulter notre article dédié au sujet et, surtout, de vous rendre en magasin pour vous faire votre propre avis et constater les différences par vous-mêmes. Le clavier Tous les claviers des PC portables pour joueurs sont rétro-éclairés. Sur les modèles les plus abordables, l’illumination est souvent monochrome, parfois personnalisable. C’est notamment le cas sur les Pavilion Gaming de HP ou encore sur la série Nitro 7 d’Acer. Plus on monte en gamme, plus les fantaisies sont possibles : teintes différentes par zone, par touche, effet RGB (comme sur le MSI Raider GE75), etc. La nature des touches varie également beaucoup, tout comme les mécanismes situés sous leur surface : plus ou moins bruyants, agréables, avec des courses courtes, moyennes ou longues. Là aussi, le mieux est de pouvoir passer en magasin pour trouver… clavier à votre main. Il demeure toutefois possible de brancher un modèle externe car, généralement, les flancs des machines gaming sont plutôt bien pourvus en connectique. Habile transition, non ? La connectique : sa diversité, son agencement Un PC portable gamer digne de ce nom doit, selon nous, être équipé d’au moins trois prises USB. La première pour la souris externe (personne ne joue au touchpad), la seconde pour un éventuel casque audio numérique et, enfin, la troisième pour connecter un meilleur clavier, recharger le smartphone, voire brancher une webcam dernier cri pour montrer votre meilleur profil sur Twitch. Ensuite, il faut qu’il y ait une prise réseau filaire (Ethernet) de bonne qualité. Hors de question de ne faire confiance qu’au Wi-Fi quand on joue ! Enfin, une sortie vidéo HDMI plein format est un minimum pour pouvoir, le cas échéant, profiter d’un second écran. Si la machine que vous convoitez n’a pas au minimum ces 5 prises, passez votre chemin. Retrouvez tous nos bons plans du moment sur les PC portable gaming Quant à leur disposition, nous, nous apprécions les marques qui les concentrent sur l’arrière et le côté gauche pour éviter que la main droite (souvent celle de la souris) ne vienne heurter le câble vidéo ou la prise USB du casque pendant les séances de jeu. Les derniers G5 et G7 de Dell, les Alienware m15 et m17 ou encore le Omen X de HP illustrent parfaitement notre propos. Achetez votre Batterie Ordinateur Portable au meilleur prix chez magasin-batterie.com. Vous offre la r��férence de Batterie Ordinateur Portable qu'il vous faut ! Tout nos produits sont garantie 1 an, remboursement dans un délai de 30 jours, paiement sécurisé ssl.
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universallyladybear · 6 years ago
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Prise Avec Interrupteur De la plaque de finition boîte d'encastrement obturateur câche pack interrupteurs nos ensembles electricité interrupteur pour la maison connectée vous aurez aussi accès à un...
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toomanysinks · 6 years ago
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Bioware’s high-flying ‘Anthem’ falls flat
Anthem is the first attempt by Bioware (of Mass Effect and Dragon Age fame) to tap into the well of cash supposedly to be found in the “game as platform” trend that has grown over the last few years, with Destiny, Warframe and Fortnite as preeminent exemplars. After a botched demo weekend dampened fan expectations, the final game is here — and while it’s a lot better than the broken mess we saw a few weeks ago, it’s still very hard to recommend.
I delayed my review to evaluate the game’s progress after an enormous day-one patch. While it is always premature to judge a game meant to grow and evolve by how it is immediately after launch, there are serious problems here that anyone thinking of dropping the $60 or more on it should be aware of. Perhaps they’ll all be fixed eventually, but you better believe it’s going to take a while.
I’d estimate this is about half the game it’s clearly intended to be; it seems to me we must soon find out that most of Anthem, supposedly in development for five years or more, was scrapped not long ago and this shell substituted on short notice.
The basic idea of Anthem is that you, a “freelancer” who pilots a mechanized suit called a “javelin,” fly around a big, beautiful world and blast the hell out of anything with a red hostility indicator over its head, which in practice is damn near everything. Once you’re done, you collect your new guns and gadgets and head back to base to improve your javelin, take on new missions and so on.
If it sounds familiar, it’s basically an extremely shiny version of Diablo, which established this gameplay loop more than 20 years ago; its sequels and the innumerable imitators it spawned have refined the concept, bolstering it with MMO-style online integration, “seasons” of gameplay and, of course, the inevitable microtransactions. People play them simply because it’s fun to kill monsters and see your character grow more powerful.
So Anthem is in good company, though of course for every success there are probably two or three failures and mediocre titles. Destiny has thrived in a way only because of its fluid and satisfying gunplay, while a game like Path of Exile leans on bulk, with skill trees and content one may never reach the ends of.
Anthem, on the other hand, lacks the charms of either. It is wildly short on content and its moment-to-moment gameplay, while competent and in some ways unique, rarely has you on the edge of your seat. It’s a very mixed bag of interesting concepts and disappointing execution, coupled with some truly baffling user experience issues.
I’ll cover the good parts first: the basics of flying around and shooting guys are for the most part solid. There’s a good variety of weapons, from hand cannons to shotguns and sniper rifles, with meaningful variations within those groups (though they usually boil down to rate of fire). You feel very cool during engagements, picking off enemies, dodging behind cover, flying to a new vantage point and so on.
Each of the four javelins has a good pile of themed special abilities that significantly affect how you play; for instance, the Storm starts out with (basically) non-damaging ice shards that freeze enemies, setting them up for a damaging combo from its lightning strike — but soon you can swap those out for fiery explosions and a charge-up blast of cold, and so on. The synergies are somewhat limited in that some abilities clearly only work with some others, but there’s fun to be had experimenting. I played with three of the four javelins available (more to come, apparently) and they were all very distinct styles.
Damn.
The graphics really are lovely, from the future-past desert chic of Fort Tarsis to the lush jungle cliffs of the world you’ll be exploring. The light and landscapes are beautiful, and the character models are, too. Firefights look chaotic and splashy, which they are. There are also lots of customization options, in terms of colors and materials anyway — there’s a puzzling lack of cosmetics to buy with in-game or real currency; only two or three are available right now.
Unfortunately, that’s pretty much the extent of what Anthem gets right — and to be clear, it really can be fun when you’re actually in the middle of a firefight, blasting away, doing combos with friends, taking on hordes of bad guys. The rest is pretty much a mess. Here’s the greatest hits of how Anthem fails to operate, to respect the player’s time and, generally speaking, to be a good game.
First and perhaps most egregious, the load screens are frequent and long. I timed it at more than five minutes from launch, and at least three or four different load screens, before I could actually play the game.
Get ready for a lot of this! And incidentally, many fire attacks don’t actually set up combos.
A long load time to bring up a huge world like Anthem’s I can understand. But load times to enter the screen where you change your gear? Load screens when you enter a small cave from the map? A load screen when you stray too far from your teammates and have to be teleported to them? A load screen when you finish a mission, then another before you can return to base — and another before you can equip your new gun? Oh my god!
This is compounded by a sluggish and over-complicated UI that somehow manages to show both too much and not enough, while inconsistent keys and interaction elements keep you guessing as to whether you need to press F or space or escape to go forward, hit or hold escape to go back, use Q or E to go through submenus or if you have to escape out to find what you’re looking for.
Equipment and abilities are mystifyingly under-explained: no terms like “+15% gear speed” or “+/-10% shield time” are explained anywhere in the tutorial, documentation or character screen — because there is no character screen! For a game that depends hugely on stats and getting an overall feel for your build and gear, you have to visit five or six screens to get a sense of what you have equipped, its bonuses (if comprehensible) and whether you have anything better to use. Even core game systems like the “primer” and “detonator” abilities are only cursorily referenced, by cryptic icons or throwaway text. The original Diablo did it better, to say nothing of Anthem’s competition at the AAA level.
Navigating these menus and systems is doubly hard because you must do so not by just hitting a key, but by traveling at walking speed through the beautiful but impractical Fort Tarsis. It took a full 30 seconds for me to walk from my suit (the only place where you can launch missions) to a quest giver. And when you start the game, you start in a basement from which you have to walk 20 seconds to get to your suit! Are you kidding me?
A common sight.
Even when you’re doing what the game does best, zooming around and getting in firefights, there’s a disturbing lack of mission variety. Almost without exception you’ll fly to a little arena — some ruins or a base of some kind — and are immediately alerted of enemies in the area. They warp in at a convenient distance, often while you watch, and attack while you stand near a gadget (to advance a progress bar) or collect pieces to bring back. Some more powerful guys warp in and you shoot them. Fly to the next arena, rinse and repeat.
Sure, you could say “well it’s a shooter, what do you expect?” I expect more than that! Where are the aerial chases the intro leads you to believe exist? Enemies all either stand on the ground or hover just above it. They don’t clamber on the walls, get to the top of towers, shoot down on you from cliffs, climb trees, build gun emplacements. You don’t defend a moving target like the “Striders” (obviously AT-ATs) you supposedly travel in; bridges and buildings don’t crumble or explode; you don’t chase a bad guy into a big cave (or if you do, there’s a loading screen); the “boss-type” enemies are often just regular guys with more life or shields that recharge in the time it takes you to reload. Where are the enemy javelins? The enemy Striders? Ninety percent of what you kill will be ground-bound grunts taken down in a flash. For a game in which movement is emphasized and enjoyable, combat involves very little of it.
The campaign, which is surprisingly well acted but forgettable, seems like it was tacked on in a hurry. Amazingly, a major cutscene details a much more interesting story, in which a major city is overrun and destroyed and only a few survive. It struck me at the time that this might have been the original campaign and starting mission, after which you are logically relegated to the nearby Fort Tarsis and forced to fight for scraps. Instead you have a series of samey missions with voice-overs telling you what’s happening while you stand there and watch progress bars fill up.
At one point you are presented with four ancient tombs to track down, only to find that these amazing tombs aren’t missions but simply checklists of basic game activities like opening 15 treasure chests, killing 50 enemies with melee and so on. At a point, increasing these numbers was literally the only “mission” I had available in the game. And when I tried to join other people’s missions to accomplish these chores, half the time they were broken or already finished. Even trying to quit these missions rarely worked! (Some of these bugs and issues have been mitigated by patches, but not all.)
Spoiler warning! What do you think is in the tombs? A taxing dungeon full of traps, monsters and ancient treasure? Nope! Literally just a tiny, empty room. And yes, there’s a loading screen — both in and out.
Oh, and because many of the missions are difficult or tedious to do solo, you’ll want to team up — except if you’re slow to load, the mission will commence without you and you’ll miss the VO. Whoops! And by the way, if you just want to test out a new gun or power, you’ll have to join a multiplayer “freeplay” session to do it, which is another handful of loading screens. I’m not even going to get into the failings of the multiplayer. Because you can’t communicate it’s basically like playing with bots. By the way, there’s no PvP, so forget about skirmishing with your friends or randoms.
Even the loot you get is frustratingly low-quality and unimaginative. Every gun or component is a standard model almost always with just slightly better damage than the last one you found, and perhaps a stat bonus. But the stat bonuses are boring and often nonsensical: do I really want an assault rifle that gives me 10 percent better damage with heavy pistols?
Where’s the fun? For comparison when I was playing Diablo III recently I found a pair of leg armor early on that produced a powerful poison cloud whenever I was touching three or more enemies. Suddenly I played differently, rushing into crowds of monsters and leaping out, then immobilizing them while their life ticked down. I changed out my weapons, focused on physical defense, poison buffs… all because of a pair of pants!
I’ve encountered nothing like that in 25 hours of Anthem. Every new power and gun is the same as the old one but with a higher number. Where’s the lightning bolt that also sets people on fire, or the plasma blast that always knocks down flying guys? The pistol that does double damage against one class of enemy, the sniper rifle that automatically chambers a new round instantly in one out of five shots?
You do eventually find some “Masterwork” items that have unique qualities, but even these are compromised by the fact that their stats are completely random (such as a bonus to the wrong damage type), necessitating a grind to make or find them over and over until you get one with bonuses that make sense.
So much of Anthem seems like it’s just missing. The campaign is half there; the controls and UI are half there; the loot is half there. The multiplayer is half there. Everything lacks a critical piece that makes it more than basically functional, and considering the game’s highly polished competition, this is inexplicable and inexcusable. I find it hard to believe this was in the works for five years when such elementary aspects like a character screen and working item descriptions aren’t included at launch.
It’s more than possible that with perhaps half a year of work the Bioware team — which seems to be painfully aware of the game’s shortcomings, if their responses to detailed litanies of complaints on the game’s subreddit are any indication — could make this game worth the price of entry. But right now I couldn’t recommend it to anybody in good conscience, and I’m disappointed that a developer that’s created some of my favorite games dropped the ball so badly.
It’s too bad, because I feel the pull of the game, the basic chaotic fun at the heart of any good looter-shooter, because I feel like this can’t really be it. This can’t really be all my abilities, right? This can’t be every weapon? I liked Anthem when it was at its best, but that was so very little of the time I spent in it, and it took so much effort and patience on my part to even make those moments a possibility. I’ll be checking back in with the game in the hopes that it makes a Destiny-esque turnaround, but for now I have to say Anthem suffers from a failure to launch.
source https://techcrunch.com/2019/02/25/biowares-high-flying-anthem-falls-flat/
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fmservers · 6 years ago
Text
Bioware’s high-flying ‘Anthem’ falls flat
Anthem is the first attempt by Bioware (of Mass Effect and Dragon Age fame) to tap into the well of cash supposedly to be found in the “game as platform” trend that has grown over the last few years, with Destiny, Warframe and Fortnite as preeminent exemplars. After a botched demo weekend dampened fan expectations, the final game is here — and while it’s a lot better than the broken mess we saw a few weeks ago, it’s still very hard to recommend.
I delayed my review to evaluate the game’s progress after an enormous day-one patch. While it is always premature to judge a game meant to grow and evolve by how it is immediately after launch, there are serious problems here that anyone thinking of dropping the $60 or more on it should be aware of. Perhaps they’ll all be fixed eventually, but you better believe it’s going to take a while.
I’d estimate this is about half the game it’s clearly intended to be; it seems to me we must soon find out that most of Anthem, supposedly in development for five years or more, was scrapped not long ago and this shell substituted on short notice.
The basic idea of Anthem is that you, a “freelancer” who pilots a mechanized suit called a “javelin,” fly around a big, beautiful world and blast the hell out of anything with a red hostility indicator over its head, which in practice is damn near everything. Once you’re done, you collect your new guns and gadgets and head back to base to improve your javelin, take on new missions, and so on.
If it sounds familiar, it’s basically an extremely shiny version of Diablo, which established this gameplay loop more than 20 years ago; its sequels and the innumerable imitators it spawned have refined the concept, bolstering it with MMO-style online integration, “seasons” of gameplay, and of course the inevitable microtransactions. People play them simply because it’s fun to kill monsters and see your character grow more powerful.
So Anthem is in good company, though of course for every success there are probably two or three failures and mediocre titles. Destiny has thrived in a way only because of its fluid and satisfying gunplay, while a game like Path of Exile leans on bulk, with skill trees and content one may never reach the ends of.
Anthem, on the other hand, lacks the charms of either. It is wildly short on content and its moment-to-moment gameplay, while competent and in some ways unique, rarely has you on the edge of your seat. It’s a very mixed bag of interesting concepts and disappointing execution, coupled with some truly baffling user experience issues.
I’ll cover the good parts first: the basics of flying around and shooting guys are for the most part solid. There’s a good variety of weapons, from hand cannons to shotguns and sniper rifles, with meaningful variations within those groups (though they usually boil down to rate of fire). You feel very cool during engagements, picking off enemies, dodging behind cover, flying to a new vantage point, and so on.
Each of the four javelins has a good pile of themed special abilities that significantly affect how you play; for instance, the Storm starts out with (basically) non-damaging ice shards that freeze enemies, setting them up for a damaging combo from its lightning strike — but soon you can swap those out for fiery explosions and a charge-up blast of cold, and so on. The synergies are somewhat limited in that some abilities clearly only work with some others, but there’s fun to be had experimenting. I played with three of the four javelins available (more to come, apparently) and they were all very distinct styles.
Damn.
The graphics really are lovely, from the future-past desert chic of Fort Tarsis to the lush jungle cliffs of the world you’ll be exploring. The light and landscapes are beautiful, and the character models are, too. Firefights look chaotic and splashy, which they are. There are also lots of customization options, in terms of colors and materials anyway — there’s a puzzling lack of cosmetics to buy with in-game or real currency, only two or three available right now.
Unfortunately, that’s pretty much the extent of what Anthem gets right — and to be clear, it really can be fun when you’re actually in the middle of a firefight, blasting away, doing combos with friends, taking on hordes of bad guys. The rest is pretty much a mess. Here’s the greatest hits of how Anthem fails to operate, to respect the player’s time, and to generally speaking be a good game.
First and perhaps most egregious, the load screens are frequent and long. I timed it at more than 5 minutes from launch, and at least 3 or 4 different load screens, before I could actually play the game.
Get ready for a lot of this! And incidentally, many fire attacks don’t actually set up combos.
A long load time to bring up a huge world like Anthem’s I can understand. But load times to enter the screen where you change your gear? Load screens when you enter a small cave from the map? A load screen when you stray too far from your teammates and have to be teleported to them? A load screen when you finish a mission, then another before you can return to base — and another before you can equip your new gun? Oh my god!
This is compounded by a sluggish and over-complicated UI that somehow manages to show both too much and not enough, while inconsistent keys and interaction elements keep you guessing as to whether you need to press F or space or escape to go forward, hit or hold escape to go back, use Q or E to go through submenus or if you have to escape out to find what you’re looking for.
Equipment and abilities are mystifyingly under-explained: no terms like “+15% gear speed” or “+/-10% shield time” are explained anywhere, in the tutorial, documentation, or character screen. Because there is no character screen! For a game that depends hugely on stats and getting an overall feel for your build and gear, you have to visit five or six screens to get a sense of what you have equipped, its bonuses (if comprehensible), and whether you have anything better to use. Even core game systems like the “primer” and “detonator” abilities are only cursorily referred to, by cryptic icons or throwaway text. The original Diablo did it better, to say nothing of Anthem’s competition at the AAA level.
Navigating these menus and systems is doubly hard because you must do so not by just hitting a key, but by traveling at walking speed through the beautiful but impractical Fort Tarsis. It took a full 30 seconds for me to walk from my suit (the only place where you can launch missions) to a quest giver. And when you start the game, you start in a basement from which you have to walk 20 seconds to get to your suit! Are you kidding me?
A common sight.
Even when you’re doing what the game does best, zooming around and getting in firefights, there’s a disturbing lack of mission variety. Almost without exception you’ll fly to a little arena — some ruins or a base of some kind — and are immediately alerted of enemies in the area. They warp in at a convenient distance, often while you watch, and attack while you stand near a gadget (to advance a progress bar) or collect pieces to bring back. Some more powerful guys warp in and you shoot them. Fly to next arena, rinse and repeat.
Sure, you could say “well it’s a shooter, what do you expect?” I expect more than that! Where are the aerial chases the intro leads you to believe exist? Enemies all either stand on the ground or hover just above it. They don’t clamber on the walls, get to the top of towers, shoot down on you from cliffs, climb trees, build gun emplacements. You don’t defend a moving target like the “Striders” (obviously AT-ATs) you supposedly travel in; bridges and buildings don’t crumble or explode; you don’t chase a bad guy into a big cave (or if you do, there’s a loading screen); the “boss” type enemies are often just regular guys with more life or shields that recharge in the time it takes you to reload. Where are the enemy javelins? The enemy Striders? 90 percent of what you kill will be groundbound grunts taken down in a flash. For a game in which movement is emphasized and enjoyable, combat involves very little of it.
The campaign, which is surprisingly well acted but forgettable, seems like it was tacked on in a hurry. Amazingly, a major cutscene details a much more interesting story, in which a major city is overrun and destroyed and only a few survive. It struck me at the time that this might have been the original campaign and starting mission, after which you are logically relegated to the nearby Fort Tarsis and forced to fight for scraps. Instead you have a series of samey missions with voice-overs telling you what’s happening while you stand there and watch progress bars fill up.
At one point you are presented with four ancient tombs to track down, only to find that these amazing tombs aren’t missions but simply checklists of basic game activities like opening 15 treasure chests, killing 50 enemies with melee, and so on. At a point increasing these numbers was literally the only “mission” I had available in the game. And when I tried to join other people’s missions to accomplish these chores, half the time they were broken or already finished. Even trying to quit these missions rarely worked! (Some of these bugs and issues have been mitigated by patches, but not all.)
Spoiler warning! What do you think is in the tombs? A taxing dungeon full of traps, monsters, and ancient treasure? Nope! Literally just a tiny, empty room. And yes, there’s a loading screen — both in and out.
Oh, and because many of the missions are difficult or tedious to do solo, you’ll want to team up — except if you’re slow to load, the mission will commence without you and you’ll miss the VO. Whoops! And by the way, if you just want to test out a new gun or power, you’ll have to join a multiplayer “freeplay” session to do it, which is another handful of loading screens. I’m not even going to get into the failings of the multiplayer. Since you can’t communicate it’s basically like playing with bots. By the way, there’s no PvP so forget about skirmishing with your friends or randoms.
Even the loot you get is frustratingly low quality and unimaginative. Every gun or component is a standard model almost always with just slightly better damage than the last one you found, and perhaps a stat bonus. But the stat bonuses are boring and often nonsensical: do I really want an assault rifle that gives me 10 percent better damage with heavy pistols?
Where’s the fun? For comparison when I was playing Diablo III recently I found a pair of leg armor early on that produced a powerful poison cloud whenever I was touching 3 or more enemies. Suddenly I played differently, rushing into crowds of monsters and leaping out, then immobilizing them while their life ticked down. I changed out my weapons, focused on physical defense, poison buffs… all because of a pair of pants!
I’ve encountered nothing like that in 25 hours of Anthem. Every new power and gun is the same as the old one but with a higher number. Where’s the lightning bolt that also sets people on fire, or the plasma blast that always knocks down flying guys? The pistol that does double damage against one class of enemy, the sniper rifle that automatically chambers a new round instantly in one out of five shots?
You do eventually find some “Masterwork” items that have unique qualities, but even these are compromised by the fact that their stats are completely random (such as a bonus to the wrong damage type), necessitating a grind to make or find them over and over until you get one with bonuses that make sense.
So much of Anthem seems like it’s just missing. The campaign is half there; the controls and UI are half there; the loot is half there. The multiplayer is half there. Everything lacks a critical piece that makes it more than basically functional, and considering the game’s highly polished competition, this is inexplicable and inexcusable. I find it hard to believe this was in the works for five years when such elementary aspects like a character screen and working item descriptions aren’t included at launch.
It’s more than possible that with perhaps half a year of work the Bioware team — which seems to be painfully aware of the game’s shortcomings, if their responses to detailed litanies of complaints on the game’s subreddit are any indication — could make this game worth the price of entry. But right now I couldn’t recommend it to anybody in conscience, and I’m disappointed that a developer that’s created some of my favorite games dropped the ball so badly.
It’s too bad, because I feel the pull of the game, the basic chaotic fun at the heart of any good looter-shooter, because I feel like this can’t really be it. This can’t really be all my abilities, right? This can’t be every weapon? I liked Anthem when it was at its best, but that was so very little of the time I spent in it, and it took so much effort and patience on my part to even make those moments a possibility. I’ll be checking back in with the game in the hopes that it makes a Destiny-esque turnaround, but for now I have to say Anthem suffers from a failure to launch.
Via Devin Coldewey https://techcrunch.com
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usafphantom2 · 5 years ago
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youtube
Twenty-four years ago today, 19 January 1991, the first daylight air strike in Operation Desert Storm went into the heart of the Iraqi Capital. Known as “Package Q,” the strike group consisted of fifty-six F-16Cs from the 388th Tactical Fighter Wing and 401st Tactical Fighter Wing, along with some F-4Gs from the 561st Fighter Squadron and Boeing F-15Cs from the 53d Fighter Squadron. The aircraft were organized into the largest strike package of the war and the largest F-16 strike in history.
Lockheed-Martin F-16Cs from the 401 TFW (Provisional) at Torrejon Air Base in Spain, were tasked with destroying three targets in Baghdad: the Iraqi Air Force Headquarters, the Republican Guard Headquarters, and a large oil refinery. Vipers from the 388th Tactical Fighter Wing at Hill Air Force Base in Utah would be spearheading the strike, assigned to a nuclear research facility on the outskirts of the capital.
As Package Q approached the initial point, anti-aircraft artillery (Triple-A, or AAA) opened up on them, hurling a staggering amount of lead into the sky. Most of the flack was between ten and twelve thousand feet, but some of the large-caliber rounds were detonating as high as 27,000ft (8,230m). The low altitude Triple-A became so thick it appeared to form its own cloud layer. There were thousands of anti-aircraft guns alerted to their presence, as well as hundreds of SAM emplacements along their route and around Baghdad itself.
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labonnetable · 8 years ago
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[box type=”success” align=”” class=”” width=””] Prix de vente du fonds de commerce : 280.000 € Capacité : 120 couverts Loyer: 3600 € Ref : JR36
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toutpourlavape-blog · 8 years ago
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red-shining-sun-blog · 8 years ago
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[character info]
Name: Joachim Albrecht Dollman Dreyser
Rank: Hauptmann (Captain)
S/NO: L0010
Branch: Luftwaffe
Sub-branch: Fallschirmjager
DOB: 22 May, 1911
DOD: 10-12 August, 1944
LOB: Ingolstadt, Kingdom of Bavaria, German Empire
LOD: Laboratories near Breslau, Third German Reich (Wroclaw, Poland)
Height: 6'1”
Weight: 220lb
Eyes: Green (originally), Red
Hair: Dark brown
Awards:
-Knight's Cross w/ Oak Leaves
[For showing gallantry in combat against Allied forces in Normandy. His unit lost less than five soldiers where the enemy lost dozens, stalling an Allied advance through the Bocage – July 1944]
-Iron Cross First Class
[For effectively leading an assault on a British AAA battery and command post during the Battle of Crete, allowing German aircraft to approach Maleme field - 1941]
-Iron Cross Second Class
[For risking his life to save his men during the Battle of Eben-Emael during a glider crash - 1940]
-Military Honor Roll Clasp
[For leading his troops to victory against American troops outside of Essen - 1945]
-Wehrmacht Long Service Award (4 years x2)
-Anschluβ Medal
-Luftwaffe Paratrooper Badge
-Ground Assault Badge of the Luftwaffe
-Tank Destruction Badge (Silver)
-Wound Badge (Black)
-Wound Badge (Silver)
-Narvik Shield
-Hellsing Unit Patch
Cuffs:
-Luftwaffe Afrika Cuff
-Kreta Cuff
-SS-Brandenburg Cuff
-Engeland 1999 Cuff
Joachim Albrecht Dollman Dreyser was born in Ingolstadt in the Kingdom of Bavaria in the German Empire in May of 1911. In his house lived his father, Erich; his mother, Anna; his older brother, Gerhard; his younger sister, Ursula; and the housemaid, Ingrid. His family on his mother's side were artisans while on his father's side were soldiers and officers. Much of his longer free time as a child was spend at his Aunt Emilia's manor in the Tirol Mountains of Austria. When the Great War broke out in 1914, the majority of the males in his family were sent off to war. From the Versailles Treaty onwards, his family life was extremely awful as the German economy was ruined by the terms of the treaty.
In the later period of the 1930s Joachim graduated college, where afterwards he attended the Kriegsschule in Munich in 1938. Graduating the Kriegsschule in the early part of the year, he was assigned as an officer to an infantry unit in April 1938. He was a participant of the annexation of Austria in May of 1938, spending his 27th birthday at his aunt's house.
In 1939, he attended several airborne exercises with a childhood friend, Erich Rohrmann-Gotha. Gotha, a Luftwaffe pilot, tried to convince his dear friend for years to become a pilot or at least a member of the Luftwaffe. He visited British and Soviet airborne demonstrations, finding it miraculous and utterly insane that a human would jump out of an airplane into gunfire. A month after the last exercise he attended, he applied to be switched over to the Luftwaffe's Fallschirmjager branch.
Lieutenant Dreyser's first taste of combat was in April 1940 during the German invasion of Norway. He fought in the battles of Narvik against the Allied forces. His company was pulled back after German forces pushed into his area and was sent to Germany with the 7th Air Division where he invaded Belgium and the Netherlands with his unit, specifically at the fortress at Eben-Emael.
A year later, Dreyser (now an Oberleutnant) led a platoon of Fallschirmjager against the combined Commonwealth and Greek forces stationed on the island of Crete. After the jump, the platoon scrambled to take control of their weapons crate which had landed in British territory. After taking control of their weapons, the paratroopers pushed their way up through enemy territory and found themselves between a British encampment and an anti-aircraft fortification. Dreyser took charge and decided that the destruction of the anti-aircraft emplacements would mean that the Luftwaffe could establish control over nearby Maleme Airfield. Dreyser told his unit to fix bayonets and the machine guns to provide suppression on the fortification. The unit charged up the hill and stopped, and Dreyser ordered grenades to be thrown. Every other man threw a grenade, including himself onto the target. The paratroopers hopped over the sandbags and wooden barricades into the gun battery and came across British troops who had surrendered to them among their dying comrades. He took them as prisoners and requested medics to take care of the wounded enemy soldiers. His troops took highly of their commander as he treated both his men and captives with the respect they deserved and led them from the front instead of commanded them from the rear. His company officer, Major Johann Ecker, received many accolades about Dreyser and commissioned him for his second Iron Cross.
During the occupation of Crete, Generaloberst Kurt Student ordered his paratroopers to kill Greek civilians who had aided the enemy and many of his forces carried out the deadly order. Dreyser's unit along with another was assigned to take out a small village near Maleme. Oberleutnant Dreyser refused to carry out the order, citing that this was a breach of the Geneva Convention – even going as far as to standing in front of the other unit as they were about to shoot; which made his unit follow him. Major Ecker was uneasy about the order and had heard that Dreyser may have to face a military trial about this incident. This made Ecker step in and convince the Feldpolizei to cease their investigation.
In April of 1942, Dreyser was transferred to the FJ-Brigade Ramcke in Northern Africa as part of a push towards the Suez Canal. He fought closely with Italian and German soldiers as they pushed eastward through the deserts. They engaged British forces during both battles of El Alamein. His company was almost eliminated during an attack on British fortifications given by higher ups before Dreyser gave the command to retreat, knowing his forces couldn't last any longer. Dreyser stayed with FJ-Brigade Ramcke until four months before the unit was removed from North Africa in 1943.
Dreyser was then transferred back to his original unit, now known as the 1st Fallschirm-Division, in Italy. In July, the Allies invaded Sicily and fought in the Italian campaign against them for several months. The Oberleutnant was moved back and forth across the frontline before his unit was placed at the hilltop monastery of Monte Cassino. After the battle, he was promoted to Hauptmann. His unit defended the monastery for almost the entirety of the battle before being the unit was substituted and withdrawn in March 1944 and was sent to Normandy, transferred to the 2nd Fallschirm-Division under Ramcke (much to Dreyser's surprise).
His unit receiving much needed rest and relaxation in many trips between Caen and Paris, it was all cut short on the night of June 5th, 1944. Dreyser's unit was stationed outside of Ste-Mere-Eglise just outside of Utah Beach, where scattered American paratroopers landed in the town. On the morning of the 6th of June, his unit pulled back to the outside of Carentan where his forces engaged Easy Company of the 506th PIR. Throughout Normandy, his forces engaged Allied forces as they broke out of Normandy and pushed into Caen.
In late July of 1944, Dreyser's unit received notification from the SS to report to Breslau in German-occupied Poland for weapons testing, the letter mentioning the “extreme honors” that Dreyser and his unit have shown in combat. They went to Paris and flew out to Warsaw and transferred to Breslau. Here they were admitted to a vast secret facility codenamed “Riese”. During this time, they were experimented on by members of Millennium and the entire company of paratroopers was turned into undead vampires. Dreyser and his men were shocked and disgusted that their mortality was ripped away from them without them knowing. After being instituted into Millennium, they were sent back to the front into the 3rd Fallschirm-Division outside of Arnhem, Netherlands. In September, they were shocked to find Allied paratroopers landing in the country and rushed to fight back. During the fighting, they discovered a knocked out train outside of Arnhem. As they came to investigate the train, they found a horrendous sight; dead, malnourished bodies strewn in cattle cars and on the ground. On the ground they also found several SS soldiers and officers, most likely killed by strafing aircraft. Absolutely disgusted, they found a record of the officer's name in charge of the train – an SS-Standartenfuhrer named Dortmann. His unit staged an ambush on Dortmann when they were discovered by a British airborne unit. Convincing the British that they were attacking an SS officer, they joined in the attack, killing Dortmann and his SS guards.
During the fight through France and the Netherlands, Dreyser tried desperately to fight back the Allied powers. In November, Dreyser's unit received notification to report to training with the Abwehr's Brandenburg Panzergrenadier-Division. The Brandenburgers were elite commandos who were skilled at infiltrating enemy lines. The paratroopers reported to the unit and learned newer tactics and commando training. Their skills came in handy during the Battle of the Bulge in December of 1944 when Dreyser's unit, along with other Brandenburgers landed or infiltrated American lines wearing American uniforms. However, Dreyser's unit was able to infiltrate and complete their mission and extract.
The unit was attached with the 2nd Fallschirm-Division where they fought against the American spearhead into the Ruhr and then fighting against Allied forces until capitulation. Prior to the war's end they were transferred to the Millennium-commissioned Luftwaffe facility in the Harz Mountains, L-13 where they spent the majority of their time in hiding with occasional visits to Millennium command in South America and Africa. It was during this time that Dreyser's company was renamed the 4th Fallschirm-Sturmkompanie.
In 1999, the company was deployed during Millennium's attack on the United Kingdom. Using two Transall C-160 aircraft in German Bundeswehr Luftwaffe livery (the other aircraft was carrying an SS detachment sent to secure another objective), they parachuted into the outskirts of London near RAF Uxbridge. They made their way to the airbase and took it over without any problems after convincing the garrison to stand down. During Millennium's main attack on Britain, Dreyser and his men were not aware of the intended mass genocide that was to be unleashed and were shocked but not surprised. The only person that was excited about it was an SS-Hauptsturmfuhrer Richter, a Millennium political officer assigned to the unit with a small squad of Millennium troops to keep it under control. The Fallschirmjager turned against their Millennium supervisors and assisted the garrison to fight back against the main attack in London.
After the Millennium attack, Dreyser's men lived in a farm not far from the base and routinely tried to find ways to stay hidden before surrendering themselves to the Hellsing Organization one month later.
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labonnetable · 8 years ago
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Grande brasserie à remettre en Brabant avec un loyer de 2300 €...
Grande brasserie à remettre en Brabant avec un loyer de 2300 €…
Magnifique Brasserie à remettre en Brabant
Une clientèle assurée sur l’emplacement exceptionnel de cette brasserie à remettre en Brabant
[box type=”success” align=”” class=”” width=””] Prix de vente des parts sociales : 200.000 € Capacité : 130 couverts int. Terrasse : 30 couverts Loyer: 2300 € Ref : MP23
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Etablissement avec un bail de brasserie SANS QUOTA
La force de l’endroit En plein…
View On WordPress
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labonnetable · 8 years ago
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Créez votre établissement dans ce restaurant à louer à Bruxelles (Sablon)
Une opportunité rare…  Ne manquez pas ce restaurant à louer au Sablon
[box type=”success” align=”” class=”” width=””]
Budget à prévoir en travaux : 25.000 à 50.000 € Loyer : 3.400 € RC: +- 3000 €
Capacité du restaurant : +- 65 couverts Terrasse : 30 couverts
Libre d’occupation et libre de brasserie.
[/box]
Occasion rare au Sablon
Le Sablon ne doit plus être présenté. La qualité des commerces, le standing du quartier, l’attractivité qu’il exerce sur le Bruxellois et le touriste. Le Sablon est une valeur-phare de Bruxelles.
Un immeuble avec du cachet
Cuisine et salle au rez-de-chaussée. Moyennant transformation, vous pourriez faire une cuisine ouverte dans ce restaurant à louer au Sablon.
Poutres et boiseries anciennes. Le cadre rustique, chaleureux, intemporel d’un bâtiment avec de l’histoire… et un historique agréable dans la restauration depuis des générations.
Escalier et mezzanine. Une seconde salle se privatise ou prolonge votre restaurant dans une belle atmosphère.
Bureau, annexe ou chambre au deuxième étage.
Excellent emplacement
Les atouts de ce restaurant à louer à Bruxelles sont son emplacement, son âme et l’absence de fonds de commerce à payer !
Un budget doit être prévu pour la finition / mise à vos goûts
Réaliste, il sera nécessaire de prévoir un budget pour remettre le mobilier et certains équipements au goût du jour. Afin de mettre en valeur l’existant et de donner une nouvelle fraicheur à votre restaurant.
Informations, rendez-vous et contacts
Plus d’infos sur ce RESTAURANT A LOUER A BRUXELLES ? Ref: LOCHA34
  Restaurant à LOUER dans le quartier du Sabon, Bruxelles Créez votre établissement dans ce restaurant à louer à Bruxelles (Sablon) Une opportunité rare...  Ne manquez pas ce restaurant à louer au Sablon…
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