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20 Overlooked Single Player Indie Games

We're all familiar with the Hotline Miami's, Hollow Knight's, and Celeste's of the world. These are some of the indie games that hit the big time. Of course, for every one of these games, there's 100 other indie games that have been glossed over, relegated to a spot in a digital store few people will ever find themselves in. I wanted to bring attention to some of these lesser known indie games.
I'm going to order them according to Metacritic Critic Ratings. Some of the games at the bottom have pretty low critic ratings. I personally disagree with the low scores of these games, but it's only fair that you hear from more than just me. Keep in mind that games with only one or two User Ratings on Metacritic will not show the score. A game needs at least three User Ratings on Metacritic before the score will be shown. This is not the case for Critic Reviews.
Price will contain the U.S. PlayStation Store link to the game.
1. Hayfever
2. Valfaris
3. Four Sided Fantasy
4. Bleep Bloop
5. Horizon Shift ‘81
6. Daggerhood
7. Momodora: Reverie Under the Moonlight
8. Ultra Hat Dimension
9. Remothered: Tormented Fathers
10. Reverie
11. Inertial Drift
12. Cursed Castilla (Maldita Castilla EX)
13. Pato Box
14. The Count Lucanor
15. The Bunker
16. A Tale of Paper
17. Late Shift
18. SINNER: Sacrifice for Redemption
19. Verlet Swing
20. Neon Drive
Conclusion
My top 5 on the list in order would be the following: (1.) Hayfever, (2.) Valfaris, (3.) Cursed Castilla: (Maldita Castilla EX), (4.) Momodora: Reverie Under the Moonlight, and (5.) Bleep Bloop.
Have you played any of these games? What are some other overlooked single player indie games?
If you’re looking for more indie games to play, see my post here:
submitted by Underwhere_Overthere to PS5 [link] [comments]

Console Update 8.2 – Patch Notes

To view the full patch notes with images, head to our website.
----
September 2 7PM PDT Hotfix
UPDATE September 2
----
UPDATE August 27:
----
We're bringing some new toys to the Battlegrounds in update 8.2, along with some visual improvements to a few weapons, a nostalgia hit in the main menu, and more!
Live Maintenance Schedule:
PDT: August 26 2020 22:00 - August 27 03:00 (5 hours)
CEST: August 27 2020 07:00 - 12:00 (5 hours)
Live maintenance schedule may change. We will update you if there are any changes made.
The full patch notes are below, so let’s get right into it.

New Weapon: MG3

The latest weapon available in Battlegrounds Care Packages is the fast firing MG3 Light Machine Gun. With two different rates of fire, a bipod for stability, tracer rounds to help you keep track of your spray, and increased weapon damage to vehicles, there's a new reason to fight over the big red box.

New Throwable: Decoy Grenade

Disorient your enemies and cover your movements with the new Decoy Grenade. Available as world loot on Sanhok, the Decoy Grenade will make fake firing sounds for about 10 seconds after thrown, giving you a few moments to make your move.
The Decoy Grenade is a new throwable which mimics gunshot sounds. Purposely made to be used as a tactical item to distract and outwit your opponents.

Gameplay

LMG(Light Machine Guns) weapon balance adjustment
Weapon Remodel and Retexture
M416, SKS and Kar98k has been remodeled from scratch to high level of visual quality. Along with their visual update, weapon sounds of those weapons has been overhauled to match the improved quality.
Care Package Updates
World
Erangel Docks
World update

Quality of Life Improvements

Helmet Hide Function
Sometimes you just want to look good for YOU. For those moments, you can now toggle off your helmet to maintain your default costume pieces, even after you protect your noggin with a fine Level 3 helmet. This functionality is purely cosmetic, and other players will still see you with a helmet on, but you'll at least get the satisfaction of enjoying your chicken dinner in full Alex the Dinosaur costume glory.

Performance

The Following performance improvements have been made.

Esports Tab - PCS 2

The Esports Tab has been updated to include PCS2 information and the next Pick em challenge! When the challenge unlocks, you can head over and make your predictions just like before. Grab as many points as you can and pick up some of the great new PCS2 items! Esports Tab will be available from 8.2 live server update to September 23rd!
Menu Breakdown
Want more info? Read the PCS 2 event announcement here.
Stay tuned for another announcement on everything you need to know about the Pick’Em Challenge.
For everything PUBG Esports, head over to pubgesports.com, or hit the PCS2 logo in the esports tab for an easy shortcut when you’re in-game.

UI/UX & Menus

Background Music Selection
Players looking for a bit of nostalgia when they log in can now choose their lobby music! We've added a selection of themes dating from all the way back to Early Access for you to choose from. After all, there's no better way to get hyped for the Battlegrounds than by rocking your favorite tunes!
Select your Background Music under Settings.
Match History
New Loading Screen and Guide for Training Mode
In-game UI Improvements
Emote Settings Improvement
Improved System messages
Store UI Update
Added CPP Icons for each Platforms

Social

Friends List Rework

Custom Matches

Team Deathmatch now available in Custom Matches
New system message for custom match
"Custom Match Update! Part 2!"

Ranked Mode

Skin & Items

New Items
PCS 2
Metal Plated M416 Skins
TBR Items
DLC
PUBG - PlayStation®Plus Drop Pack (PS Plus Exclusive)
Introduction of the Killer Clown Sets on PS4: PS4 players never had the chance to get the Killer Clown Set as it was introduced before the launch on PS4. It is finally here and it's now yours to get.
Note: We have free perks planned for Xbox players in October so please stay tuned!
Sales Schedule

Bug Fixes

Gameplay
World
UI/UX
Skin & Item
submitted by PUBG_Lumos to PUBGConsole [link] [comments]

Products that I did NOT add to database today - sorted by popularity (25.11.2020)

https://facebook.com/4209964529020113
Products that I did NOT add to database today (the list has been sorted by wishlist count (favourites)). Check image compilation: https://i.imgur.com/UN5QEyX.jpg . If you want to add an item to Couponsfromchina database, then click on "Add Product" button on https://couponsfromchina.com/
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Compilation image: https://i.imgur.com/UN5QEyX.jpg
submitted by shanabailey to couponsfromchina [link] [comments]

Covid-19 update Wednesday 18th March

Good morning from the UK.

Virus statistics (as of 09:30 UK time)

Region Today Yesterday % change
Global 198,179 182,424 +8.6%
China 81,087 81,053 +0.4% (once again)
Italy 31,506 27,980 +12.6%
Iran 16,169 14,991 +7.9%
Spain 11,826 9,942 +18.9%
Germany 9,360 7,272 +28.7%
South Korea 8,413 8,320 +1.1%
France 7,695 6,655 +15.6%
USA 6,496 4,661 +39.4%
Switzerland 2,700 2,330 +15.9% (they have been suspiciously round numbers every day this week)
UK 1,960 1,553 +26.2%
Netherlands 1,710 1,414 +20.9%
Norway 1,471 1,347 +9.2%
Austria 1,332 1,018 +30.8%
Belgium 1,243 1,058 +17.5%
Sweden 1,196 1,121 +6.7%
Denmark 1,024 932 +9.8%

All other countries with under 1000 identified infections not listed. Total countries infected worldwide = 155, same as yesterday. Source for all countries (as discussed above): the John Hopkins University dashboard (Link). (Personal note: Western countries infection counts are increasing each day much faster than Asian countries but that may be due to cultural differences or it may be that they're doing my testing, if anyone can shed light on this please do).
Reminder, these are identified case counts and medical experts are reporting this virus has a long incubation period with people being infections despite displaying no symptoms; the true infection figures are likely to be much higher. Note that some countries are reporting shortages of test kits which further skews the data available; assume true cases are much higher.

Other virus news in brief (Guardian live blog source, no time to check anything else)
- The world famous Glastonbury music festival just got cancelled
- The Edinburgh film festival has been cancelled
- The BBC has suspended production of multiple tv shows including its popular soap show Eastenders
- Prof Neil Ferguson, one of the top UK Covid-19 govt advisors has caught it and is self isolating
- Scottish regional airline Logan air (a crucial airbridge link provider to isolated communities) is cutting its flights in half
- Chelsea FC has turned over its hotel for NHS staff for two months (the owner Roman Abramovitch is waiving all charges) and may extend further if necessary
- The catholic church in Scotland has suspended all masses until further notice
- Several fast food chains are offering free drinks to health workers including McDonalds and Pret
- More supermarket chains around the world are offering extra opening hours for accessibility only by the elderly and vulnerable including Sainsbury's in the UK
- Central Brussels is reported as being deserted (Belgium is in lock down)
- Iran study: 3.5m Iranians could die if government guidelines are not followed (some Iranian worshippers are attempting to break into holy shrines and mosques, defying Iranian leaders who are trying to bar access to religious sites because of coronavirus).
- Global stock markets remain volatile - futures suggest further drops in Dow Jones when it opens in approx 2:15 time
- Amazon workers say the hectic pace of work amid the ongoing coronavirus outbreak is devastating for their physical and mental health as they try and keep up with massive new demand. There are complaints the company is doing nothing to look after the welfare of its workers.
- Dozens of new cases of the virus have been found in South Korea
- NZ continues to have problems with tourists failing to self-isolate. The police are getting involved to enforce it, two visitors have been deported so far.
- Tom Hanks feels "blah" but says he's no longer feverish, he remains in precautionary self isolation with his wife

Supply chain specific virus news in brief

- Matt Colvin and his brother (who hoarded 17,700 bottles of hand sanitiser before being banned by Amazon for price gouging) has donated the product but is being investigated by his state's attorney general. He says he's received death threats over the matter.
- Nissan suspends production at Sunderland plant (UK) as coronavirus crisis hits supply chain and sales (Local newspaper source). Ford and Vauxhall are following suit (source)
- UK chemicals supply chains prepare for ‘major impact’ from coronavirus restrictions (source)
- China’s southern manufacturing hub facing supply shortage as global fears grow (source) with 15% having already run out of some supplies
- Pending “Buy America” Executive Order Threatens Coronavirus Response - Forbes agues that a pending executive order to force federal agencies to buy American made products will slow down the country's ability to respond to the virus. "Now is not the time to shutter our borders and prevent global cooperation. Americans already face massive shortages of diagnostic tests and vital supplies, like face masks and ventilators.... By forsaking an all-hands-on-deck approach, the president would exacerbate the public health crisis at hand and put more American lives at risk" the article says.
- Brazilian meatpackers JBS and Minerva Foods are considering suspending operations at some slaughterhouses in Brazil due to supply chain issues from China (source)
- UK grocery pro tip - if the online grocers have no slots available and you don't want to be customer 6023 in the Ocado queue, check out Gousto (if you're already a customer) or Hello Fresh.
- A Houston distillery is starting to making hand sanitiser Link - I've seen other reports of distilleries doing similar including Scottish whisky ones

Economics

Boeing seeks $60 billion in government aid for aerospace industry hit by coronavirus - Link : CNBC says that Boeing said Tuesday that it is supporting $60 billion in government support for the aerospace industry hit hard by the coronavirus pandemic. President Donald Trump earlier said his administration would support Boeing, a top U.S. defense contractor and one of the two biggest airplane makers in the world. The company has been grappling with the fallout of two fatal crashes of its 737 Max.

Supply chain deep dive

Industry experts say, yes, more medical ventilator devices are desperately needed, but warn against unrealistically heightening public expectations (Link) - One doctor described the machines as being like "gold." Ventilators have quickly become the most sought-after medical device in the world because of their ability to help save the lives of some of the sickest coronavirus patients. The U.S. currently has an estimated 160,000 ventilators, far short of the 740,000 it would need in a "severe" pandemic like the Spanish flu of 1918, according to a study by the Center for Health Security at Johns Hopkins. It's because of this that governments around the world have been scrambling to buy and make as many ventilators as possible. President Donald Trump even suggested that states might be better off not waiting for federal help, "if they can get them faster by getting them on their own." British Prime Minister Boris Johnson has asked large companies that don’t make ventilators, like Rolls Royce and the domestic appliance firm Dyson, to pivot toward the production of medical equipment in a way not seen outside war.

The great toilet paper shortage of 2020 - CNN reports on supply chain issues relating to the toilet paper panic purchasing (Supply chain students - this is a great example of the bullwhip effect in real time). Many were already operating their manufacturing facilities 24/7 prior to the pandemic. Now, some are limiting their facilities to essential workers and contractors. It's unclear, however, what they will do in the event that those workers get sick. "If you ask me why everyone is grabbing toilet paper, I can't really explain it," said Tom Sellars, CEO of Sellars Absorbent Materials in Milwaukee, Wisconsin. His company is a processor and converter of paper and related products. "It's not like we are suddenly using more of it. But the surge in demand could strain the supply chain," he said. Georgia Pacific, the maker of Angel Soft and Quilted Northern toilet paper, said that last week, some orders from retailers nearly doubled. The company managed to ship out 20% more than its normal capacity. And the American Forest & Paper Association, an industry group representing paper product makers, noted the industry is working hard to respond to the sudden spike in demand.
Another big worry: stockpiling toilet paper now could eventually hurt manufacturers' sales down the road. "We've all seen photos of people carrying shopping carts filled with toilet paper out of stores. They probably won't buy more for three to four months," Baron said. "There will be a demand shock, and it will again strain the system."

------------

Coronavirus exposes the weak links in the pharma supply chain - The Pharmaletter has an opinion piece from Madhav Durbha, group vice president, industry strategy, LLamasoft (link). Key takeaways:
  1. China is a rapidly growing consumer market as average disposable income grows - A recent study of large pharma companies’ earnings shows that revenues in China grew by 29% as compared to a growth of 8.2% in the USA for a comparable period.
  2. China and India are big players in pharma manufacturing. Example: last year China accounted for 95% of US imports of ibuprofen, 91% of US imports of hydrocortisone, 70% of US imports of acetaminophen, 40% to 45% of US imports of penicillin and 40% of US imports of heparin, according to Commerce Department data. Even as India rises as an alternate source to China for generic and over-the-counter medications, it depends heavily on Chinese sources for active pharmaceutical ingredient (API) and key starting materials (KSMs).
  3. Due to sizeable inventory buffers in the industry, the effects of manufacturing downturns will take time to impact; the median inventory is about 180 days for the industry as a whole. However, given the long lead times associated with drug manufacturing, the effects will take time to cycle through the supply chain. If and when this gets on the critical path, missed deliveries can be punitive for pharma companies due to penalties by purchasing entities. Switching sources is not a trivial task in the pharma industry given the highly regulated nature and rigorous compliance requirements by regulatory bodies.
  4. Individuals and governments alike are competing for availability of medical PPE (Personal Protective Equipment) exacerbating the global supply shortage). Personal note: I've flagged up shortages over the past few weeks in multiple country health systems. If your politicians say they're about to fix it or more supplies are imminent be very sceptical; my country's government is competing against yours (and we're all competing against individual demand too) and there won't be enough for everyone because manufacturing capacity cannot keep up with current demand (I've posted links before on this topic).

------------

Warehousing sector well-positioned to weather coronavirus disruption, report finds - Supplychaindive reports that the logistics real estate sector could be among the best positioned to handle inventory supply and demand disruptions from the COVID-19 outbreak due to standard long-term occupancy contracts and a potential shift to more regional supply chains in the future, according to a report from Prologis released in March. Key takeaways from the article:
  1. Lessons learnt from widespread stockouts could cause supply chain managers to bump up their safety stock levels which means more warehouse space will be needed (safety stock means the inventory level limit at which you ideally should never go below so you should order replenishments to arrive just before you hit that limit).
  2. Consumer demand for fresh and online grocery is set to increase in the coming years; in 2019 CBRE (major global player in warehouse real estate) projected this trend would translate into industry demand for 100 million square feet of additional cold storage warehousing space over the next five years
  3. Some supply chains may de-risk from centralised warehousing (e.g. running a NDC - national distribution centre) into running several smaller RDCs (regional distribution centres) to spread out the risk.

------------

How long will essentials like toilet paper be hard to get? It depends. - Vox reports (credit to them for the follow on links) that while the biggest grocery chains, food suppliers, and consumer goods brands are generally well-equipped to handle this kind of surge in demand, experts say the global reach of their supply chains is contributing to the problem. Additionally this is a global surge in demand. Retailers are capable of handling emergency deliveries for impacted areas (e.g. post hurricane or earthquake), but it's difficult to keep up with a country-wide surge in demand. Reallocating inventory requires some cost-benefit analysis, however. “If you divert that normal shipment that goes from your regional distribution center to your network of stores close to that regional center, and all of a sudden you haul it twice the distance to New York City, that’s twice the cost,” a partner from Cap Gemini said.
3M, the Minnesota-based manufacturer of N95 respirator masks and other protective medical products, has so far avoided supply chain disruptions by sourcing materials like straps and metal nose clips from regional suppliers and producing the filters in house. The company has also ramped up production from five days per week to seven in response to the surge in demand. According to Panjiva, the supply chain research unit of S&P Global Market Intelligence, P&G significantly ramped up its shipments of soap and hand sanitizer in late 2019 and early 2020, with imports increasing 221.9 percent year over year in the three months to January 31. Competitor Johnson & Johnson increased imports of the same categories by 72.7 percent during the same period. Even with the short supply, US hand sanitizer sales were up 470 percent in the first week of March, according to Nielsen. Small-batch distilleries are supplementing their product assortments with hand sanitizers that meet the CDC’s 60 percent alcohol guidelines. New York state has turned to prison labor to boost its supply by 100,000 gallons per week.

--------------------

Donations
Several asked if they can send me $/£/€ via Patreon (in some cases because I've saved them time or money, others for no reason at all). I don't need the cash (that's lovely though) but food bank charities are getting really hit hard with all this panic buying. Please consider giving whatever you'd have given me to a foodbank charity instead:
UK: https://www.trusselltrust.org/
France: https://www.banquealimentaire.org/
Germany: https://www.tafel.de/
Netherlands: https://www.voedselbankennederland.nl/steun-ons/steun-voedselbank-donatie/
Spain: https://www.fesbal.org/
Australia: https://www.foodbank.org.au/
Canada: https://www.foodbankscanada.ca/
USA: https://www.feedingamerica.org/
Thanks in advance for any donations you give. If there's foodbank charities in your country and it's not listed above, please suggest it and I will include it going forward.

EDIT: Minor correction to definition of safety stock and replenishments
submitted by Fwoggie2 to supplychain [link] [comments]

Update 4.6 - Full Patch Notes

Update 4.6 - Full Patch Notes
Edit - Today we've delivered Hotfix 4.6.1 to address the Disconnect issue experienced by Xbox players since the launch of Update 4.6. This is live for all platforms as we also needed to make background adjustments to unreleased content. This update will download automatically the next time you load Battlefield V. There are no other fixes or changes delivered as part of this Hotfix. Original Update Notes for 4.6 are below.
Hi folks,
In our 4.6 update, we’re delivering fixes and improvements across the Battlefield experience, alongside big changes to the icons we use to help players gain awareness of nearby Health/Ammo/Repair opportunities, further changes to Prone Gameplay as advertised last month, and more balance changes for weapons - including a specific focus on Pistols.
We’re also pleased to say that Al Sundan will be made available on Conquest and Breakthrough shortly after the release of this update, and that with this patch we’re delivering the base files for Operation Underground in preparation for its launch in October.
This update also rectifies the display issues related to latency, fixes the issues with loot in Firestorm, and improves the responsiveness of Revives across both Battlefield V Multiplayer, and Firestorm.
Our full update notes are below - see you on the Battlefield.
Adam Freeman
Battlefield Community Manager
Twitter: @PartWelsh

What’s New?

  • Al Sundan - Now Available on Conquest and Breakthrough
  • New Weapons and Gadgets deploying throughout October (Trench Carbine, Madsen MG, and the Fliegerfaust)
  • Changes to Range of Motion when Prone
  • Balance Pass - Sidearms
  • Overhauled logic and UI for Ammo/Health/Repair Requests

What’s Changed?

Maps and Modes
  • Al Sundan - Now available on Conquest and Breakthrough.
  • Al Sundan - Set the default FOV to match the other MP maps.
  • Aerodrome - Added out of combat area on top of the airplane hangar.
  • Arras - Fixed the floating sandbags that would remain if the players destroyed the bridge near B on Conquest.
  • Arras - Fixed some spawns that were out of bounds when playing on Breakthrough.
  • Arras - Fixed the collision of the curtains around window frames which could block bullets.
  • Devastation - Fixed an issue that would hinder the Squad Reinforcement vehicles spawning on Breakthrough.
  • Devastation - Fixed an issue that would cause a flickering graphical issue inside of the church.
  • Devastation - Fixed an issue that would cause for players to get stuck in piles of wood debris.
  • Fjell 652 - Improved visibility slightly for planes during extreme weather.
  • Marita - Fixed an issue that would cause some players to spawn in the middle of the air, causing them some damage when landing on Frontlines.
  • Marita - We moved the B objective from the second sector on Breakthrough since we saw a huge unbalance during this phase. Telemetry showed that attackers only had a change of getting through this sector in 30% of sessions. We hope that this change brings Marita in line with the other Breakthrough setups.
  • Marita - Adjusted some spawns in CQ and Breakthrough to ensure that players do not spawn outside of the Combat Area, or too close to flags which aren’t controlled by the players Faction.
  • Mercury - Players will no longer get stuck in the gap between the barbed wire and the sandbags.
  • Mercury - The door interact prompt is no longer displayed when a specific door has been destroyed.
  • Operation Underground - Base files added ahead of the maps release in October.
  • Rotterdam - Fixed an issue that would sometimes cause players to vault when jumping through a door opening.
  • Rotterdam - Players will no longer be able to vault on small street curbs.
  • Global - Fixed a faulty collision on the Trucks flatbed cover
  • Combined Arms - Fixed an issue where AI Soldiers would not detonate AP Mines
  • Firestorm - Players can no longer fall under the map near the Minerva Docks
  • Firestorm - Fixed an issue that would make textures pop in if a dead player would switch between different players while spectating.
  • Firestorm - Improved revive interaction, ensuring that it now triggers when the interaction pops up.
  • Firestorm - Revives are now more reliable. We’ve ensured that interactions will no longer be interrupted when aiming straight at the soldier.
  • Firestorm - Door barge is now working smoothly, and you should find that you’re less likely to get blocked when sprinting at a door.
  • Firestorm - Interactions with Doors will now take priority over interactions with nearby dropped weapons.
  • Firestorm - Airplane exit velocity has been fixed. You will now exit the airplane whilst maintaining velocity, instead of dropping down.
  • Firestorm - Made the non-interactable doors in the dome indestructible, as this would lead players below the intended playable area when going through them.
  • Practice range - The M1907 now has the correct ammo count.
  • Spectator mode - Added “SHOW PLAYER OUTLINES” that now allows spectators to display the outlines for all players, or for a specific team, instead of only for a selected squad per team.
Weapons
With this months update, we’re delivering further changes that focus on adjusting the behaviour of players who are firing when Prone, as well as a balance pass on Sidearms. We have increased the damage to make them more attractive gameplay options, instead of only being used as close range finishers. With the exception of the Mark VI Revolver, Pistols are now generally better options for distances beyond 12 m.
Ruby:
  • Increased 4 hit kill range from 7 to 12 m
  • Increased 5 hit kill range from 12 to 22 m
  • Above 22m, the Ruby will require no more than 8 bullets to kill a player at Range
P08 Pistol, P38 Pistol, Repetierpistole M1912:
  • Increased 4 hit kill range from 12 to 22 m
  • Above 22m, these Pistols will require no more than 7 bullets to kill a player at Range
M1911:
  • Increased 3 hit kill range from 7 to 12 m
  • Increased 4 hit kill range from 12 to 22 m
  • Above 22m, the M1911 will require no more than 7 bullets to kill a player at Range
Mk VI Revolver:
  • Decreased 3 hit kill range from 30 to 22 m
  • Decreased 4 hit kill range from 50 to 30 m
  • Now turns into a 6 hit kill starting at 50 m
General Weapon Changes
  • Reduced the horizontal free aiming angle when prone by 40°, this means the slowdown when turning too much will now kick-in earlier.
  • Fairbairn Sykes - Added blood effects on the weapon following a takedown.
  • Gewehr 1-5 - Increased vertical recoil from 1.22 to 1.42 and reduced muzzle velocity from 620 to 580 m/s. This is to make it a bit harder to use this gun at longer distances, in order to better balance out its strength at close and medium range.
  • Karabin 1938M - Reduced vertical recoil from 1.44 to 1.25. This weapon is intended to be an easier version of the Gewehr 43 at the cost of slower reloads, but so far the advantage in recoil was not quite good enough, and so we’re making this tweak to balance that out.
  • Kar98K - Fixed an issue with the reload animation while being in ADS, and having the bi-pod specialization active.
  • MP28 - The Jäger skin now properly shows on the extended mag.
Gadgets
  • Smoke VFX used to identify friendly or enemy artillery barrage now uses custom color settings to help with colorblindness.
  • Active friendly flares now have their spotting radius visible on the minimap
  • Enemy Spawn Beacons now display enemy nametags when looking directly at them inside of 8m.
  • Improved the deployment of Ammo and Health crates, which could sometimes be deployed below the ground under certain circumstances.
  • Added a sound to opening and closing the lid on the ammo and the health crate
  • Increased maximum throw distance of health and ammo crates when attempting to throw it further by aiming higher.
  • Players will no longer be overly slowed down prior to using throwable gadgets and weapons, such as Grenades, Throwing Knives, Ammo/Bandages, and Crates. Similarly, self healing actions will no longer interrupt sprinting.
  • Fixed an issue where the spotting scope would prevent sprinting when the player presses the fire button without zooming.
  • Fixed a pair of issues related to stances, which were preventing soldiers from being reliably spotted when using the Spotting Scope.
  • Fixed a minor flickering issue around the sides of the Aperture sights when ADS.
  • Fixed an issue where friendly and enemy spawn beacon world icons would show through any wall, and ensured that the icon will no longer disappear when within 5m of the gadget.
  • Fixed an issue where the self-heal pouch indicator would remain grayed out when receiving a new pouch.
  • Fixed an issue that would not let players pick up sticky dynamite from some surfaces when attached.
  • Fixed inconsistent damage between Axis Impact Grenade and Allied Impact Grenade, now both deal 65 damage within 2m.
  • Fixed an issue that caused various sounds to not play when deploying and using the ammo or health crate.
  • Fixed an issue that would cause flares to do damage to players even after they had finished burning in some cases.
  • Fixed an exploit caused by flare guns and all variants of smoke grenades which caused repeating Spotting/Unspotting behaviours. This unintentionally resulted in players receiving spotting score for targets inside of smoke effects every second.
Vehicles
  • The Tank weapons and abilities HUD is now properly shown without the player needing to use them or changing seats.
  • Players firing their weapons from the passenger seat should now always play its animation properly.
  • The Blenheim MK 1 no longer automatically replenishes it’s 50.cal ammunition.
  • Fixed an audio issue which caused for vehicle repair sounds to be lower than expected, especially in First Person (the sound was obstructed even for the person in the vehicle).
  • Fixed an issue that would cause vehicle decals to disappear at certain close distances.
  • Fixed an issue that would cause damage to free spawned unused vehicles on the map after 2 minutes.
  • Fixed a rare issue that would make some vehicles to suddenly disappear.
  • Improved revive interaction consistency when there is an elevation difference between players.
  • Improved revive interaction consistency between different player stances.
  • The revive interaction prompt now only shows if the revive interaction is actually possible.
  • Increased the aim angle necessary to revive a friendly player to 30° from 20°.
  • Decreased the aim angle necessary to pick-up a weapon on the ground to 20° from 30°.
  • General consistency improvements to sliding when turning and losing speed.
  • Increased sliding activation consistency, the time allowed between two button presses to trigger a slide is now longer.
  • The soldiers swimming state is now properly triggered if the players falls down into the water from a large height.
  • Fixed an issue where quick-throwing an ammo or health pouch when spotting a friendly player had a different throw angle than when pressing the gadget slot key to throw which resulted in fail throws.
  • Fixed the position of the repair tools flame VFX.
  • Fixed graphical issues with the Stormchaser and Bergsteiger cosmetics.
  • Fixed an issue where the player could get stuck in man down state if revived when the timer is about to run out.
  • Fixed an issue where the player could remain stuck floating in the air, if revived on a surface that gets removed during the revive (a vehicle, a destroyed bridge etc…).
  • Fixed an issue which could cause the camera to be misplaced as players climbed ladders with certain gadgets equipped.
  • Fixed an issue that could cause players to end up in an infinite dead state without being able to redeploy.
  • Fixed an issue where the player could switch to the Syringe after reviving a player while selecting the AP Mine.
  • Fixed an issue where the player could switch to the bomb after reviving a player near a Rush or Airborne objective.
  • Fixed an issue where the player could end up in man down state while being alive following a successful revive.
  • Fixed an issue where the Medic’s Swift Effort trait was not providing the advertised increase to sprint speed when spotting a downed friendly.
  • Fixed an issue where minimap icons would appear when enemy players were tossing a Bandage to other soldiers.
  • Fixed an issue that caused a graphical artifact when a player using The Nachtigall headgear entered into a ragdoll state.
  • Fixed an issue where the lean and peak over animation could not be seen after 50m.
  • Fixed a rare issue where hit detection could fail on soldiers changing stance (specifically when going prone)
  • Fixed an issue where barging through a door while sprinting would get delayed when hitting the door
  • Fixed an issue where interacting with a door would be impossible if an AP Mine, a sticky dynamite or an AT Mine is placed next to it.
  • Fixed an issue where barging through double doors would not be possible when aiming exactly between both doors
  • Fixed an issue where certain animations were not correctly replicated when a player was entering the screen’s view (such as grenade throws).
  • Fixed a rare issue that would cause the players weapon to not reappear after defusing an M-COM.
  • Fixed a rare issue that would occur if a player squad spawned on a soldier that was parachuting and was already close to the ground, which would result in a fall to death. The spawning soldier will now properly get their parachute activated and land safely
Interface and Experience Improvements
For this update, we’ve invested energy into improving the readable information displayed to you on the screen during gameplay, and looked to ensure that you’re better aware of places and players nearby that can be of support to you, or are in need of your assistance.
As a non-medic, when low on health or when requesting health (through comrose or “spotting” a friendly medic player):
  • Nearby friendly medic players show on the minimap with a blinking health icon.
  • Nearby friendly health crates and health stations blink on the minimap.
  • Relevant nearby health sources world icons become sticky to screen edge and show distance to the ammo source (medics, health crates, health stations).
  • Friendly medic players are easier to identify in the world, their kit icon becomes visible from further away, and the distance to them is also visible.
As a medic:
  • Players that are low on health passively show a “Request health” icon in the world and minimap up to 18m away, this distance also matches the Bandage throw distance.
  • Players that request health by spotting a friendly medic or using the comrose command increase the distance visibility of that icon allowing medics to see the request up to 40m away.
As a non-support, when low on ammo or when requesting ammo (through comrose or “spotting” a friendly support player):
  • Nearby friendly support players show on the minimap with a blinking ammo icon.
  • Nearby friendly Ammo Crates and ammo stations blink on the minimap.
  • Relevant nearby ammo source world icons become sticky to screen edge and show distance to the ammo source (support players, ammo crates, ammo stations).
  • Friendly support players are easier to identify in the world, their kit icon becomes visible from further away, and the distance to them is also visible.
As a support:
  • Players that are low on ammo passively show a “Request ammo” icon in the world and minimap up to 18m away, this distance also matches the ammo pouch throw distance.
  • Players that request ammo by spotting a friendly support or using the comrose command increase the distance visibility of that icon allowing the Support class to see these requests up to 40m away.
When low on Vehicle health or when requesting repairs (through comrose or “spotting” a friendly support player):
  • Nearby friendly support players show on the minimap with a blinking wrench (repair) icon.
  • Relevant repair source world icons become sticky to screen edge and show distance to the repair source (support players).
  • Friendly support players are easier to identify in the world, their kit icon becomes visible from further away and is temporarily replaced with a wrench (repair) icon, the distance to them is also visible.
As a support (owning the repair tool):
  • Vehicles that are low on health passively show a “Request repairs” icon in the world and minimap up to 35m away.
  • Vehicles that request repairs by spotting a friendly support or using the comrose command increase the distance visibility of that icon allowing the Support class to see these requests up to 65m away.
Additional Improvements:
  • With this update, we have fixed the issues introduced in 4.4 that was causing the latency numbers to display incorrect values on the scoreboard. Thanks for your patience whilst we restored this back to its normal working order.
  • Health and Ammo Crates now show a world icon that is visible up to ~30m.
  • Health and Ammo Crates are now marked on the minimap with an icon.
  • Enemy Health and Ammo Crate icons are only visible if the player has line of sight on the crate.
  • The player that can receive an Ammo Pouch or a Bandage will now show a contextual throw indicator.
  • Aiming directly at friendly players will now be taken into account to calculate the priority pouch receiver in a case where there are multiple potential receivers (on top of looking at current player health/ammo, distance to player and requesting players).
  • Added an agnostic Request Icon visible on minimap.
  • Adjusted the size and readability of the Request icon visible in the world to use more space in the circle.
  • Request Icon is now more responsive, updates more often and will appear, disappear faster.
  • Fixed an issue where the Request Icon would sometimes not properly stick to the edge of the screen.
  • Repair request icons now show with a wrench icon instead of a tanker icon.
  • Players using the “Request Ride” command now show with a vehicle icon instead of a tanker icon.
  • Friendly squad leaders now also show the direction in which they are looking on the minimap, represented as an arrow.
  • Fixed an issue where downed players would not be marked with an “x” icon on the minimap.
  • The “Request Ammo” world icon is no longer visible when the player is barely missing any ammo (unless a support is within 18m distance of that players AND directly looking at that player).
  • The “Request Health” world icon is no longer visible when the player is barely missing any ammo (unless a support is within 18m distance of that players AND directly looking at that player).
  • The “Request Health” world icon is now properly removed as soon as the player receives healing from a healing source.
  • Increased the visibility of friendly vehicle health bars to 50m (from 10m).
  • Looking at a friendly soldiers directly over any distance will now always show the kit icon over any distance
  • Default friendly soldier icon and name tag opacity while zooming is now 60% (this change will only apply to new option profiles and resets)
  • Spawning for free transport vehicles have been slightly overhauled. Free vehicles will now more aggressively de-spawn, and they will automatically re-spawn regardless of player proximity. This should mean that players can now more reliably and consistently get access to free transport vehicles from their designated spawn position (often the main HQs).
  • We have changed the deploy screen UI to enable better readability for free transport vehicles. There is now a 1:1 vehicle representation of free vehicles and Stationary Weapons, which allows players to make informed decisions on where they can deploy and find a free vehicle.
  • Added new gameplay options for danger ping marker that allows transparency to be scaled in hip-fire, and while aiming down sight. These options are called "DANGER PING OPACITY" in the "DEFAULT ICON OPACITY" and "ADS ICON OPACITY" section under basic gameplay options.
  • Danger ping marker icon also now becomes invisible when looking directly at it to prevent the marker from blocking sight on an enemy target hidden behind the marker. The danger ping marker transparency starts scaling down when the angle between the marker and the player's aim is lower than 15°.
  • Dogtags that are unlocked during gameplay are now properly shown as an awards pop up.
  • Corrected the S2-200 Proficiency VI assignment to match the description.
  • Corrected the MAB 38 Proficiency V assignment.
  • Added the Panzerbüchse 39 icon on the statistics screen.
  • Friendly downed players are marked with the x icon again.
  • Teamkills are no longer possible if a player destroys a vehicle that a teammate has just exited.
  • Did you know that Peanutbutter and pickled cucumber sandwiches is an actual thing?!
  • Fixed an issue where soldiers could sometimes not be spotted while clearly visible in certain stances.
  • Fixed an issue that was making it difficult to sometimes pick up items from dead players.
  • Fixed an issue where danger ping marker would sometimes become very hard to see when aiming down sight due to being affected by objective icon opacity and friendly opacity.
  • Fixed an issue where the “Request repairs” world icon would show up for any player when requesting repairs through the comrose including players that cannot repair.
  • Fixed an issue where Request Icons would show for all players that are missing any ammo or any health when looking at a player that is missing any ammo or any health.
  • Fixed an issue where the “Request repairs” world icon would never show up when the vehicle is low on health.
  • Fixed an issue where the vehicle health bars would never be visible if the vehicle crew contains a squad member.
  • Fixed an issue where the spawn beacon’s health would display the health of the Spawn Beacon owner.
  • Fixed an issue where Friendly vehicle icons would become almost invisible over distances.
  • Fixed an issue where friendly stationary machine guns world icons would not be occluded through walls.
  • Fixed an issue where enemy stationary machine guns world icons would not be occluded through walls.
  • Fixed an issue where world icons for vehicles, stationary weapons and Spawn Beacons would transition to LookAt behavior from a too wide angle.
  • Fixed an inconsistency on spotted enemy icons when spotted with different spotting gadgets (Flare Gun, Spotting Scope etc).
  • Fixed an issue where the comrose or reinforcement menu would instantly close if assigned to any mouse buttons.
PC Specific Improvements
  • My Company - Weapons that have a long name are now clickable on hover.
  • Fixed a crash that was caused by playing a game mode, and then switching to Firestorm while having DXR and DLSS enabled.
  • Fixed an issue with the mouse not working properly in the menus if a gamepad was connected.

What’s being worked on for Chapter 5?

  • The Pacific
  • Private Games
  • Further improvements to Game Performance and Stability
Our Updates may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible. For more information, please refer to EA’s Online Service Updates at https://www.ea.com/service-updates

Update 4.6 - Availability Times

Player feedback

As always, we value your input, and we want you to reach out to us with feedback. For general feedback, please use our Battlefield V section on the Battlefield forums or join us on the Battlefield V subreddit and Discord.
Should you encounter any issues or bugs we recommend that you report them on our Battlefield V – Answers HQ forum.
You can also reach out to our Battlefield Community Managers on Twitter if you have any further topics that you would like us to write about in future blog posts.
You can reach them on Twitter @PartWelsh and @Braddock512.

Estimated Updated Sizes:
PC - 12.1 GB
PS4 - 7.5 GB
Xbox - 7.5 GB

Known Issues:
  • Dogtags are partially displayed for the Jungle Carbine. This weapon will not feature as part of Battlefest, or the content planned for release prior to The Pacific. These are being displayed in error.
submitted by PartWelsh to BattlefieldV [link] [comments]

The Casual Player's Boss Impressions & Rankings

Hey guys, so I'm a complete casual player who decided to check out Cuphead because I love the artstyle and let me just say that it was simultaneously one of the funnest but most frustrating games I've played. I'll be working on a guide for most bosses aimed at other players like myself that just want to experience the game without worrying too much about ranking or perfecting parrying. But before I embark on that project, I thought it'd be fun to provide yet another boss ranking list along with my impressions of them because those are always fun. Keep in mind that while some of these bosses may, on paper, be harder, by the time you get to them you have mastered some techniques and have access to more weapons so this may have impacted my perception of them. I also refused to use Smoke Bomb with the exception of Grimm Matchstick, mainly so I could just focus on the platforms so that definitely impacts my ratings.
As a fun fact, despite beating the game I went back and somehow still lost to the Root Pack so that gives you an idea of my skill level. It took my 1,221 deaths to beat this game (roughly 3 days)!

F Tier: Tutorial Bosses
The Root Pack: An excellent starting boss that teaches you so much about the game without saying anything. Teaches you about the recurring patterns bosses will have (and the small tweaks that will occur in their patterns), different phases and even shooting up and taking care of the clutter on screen. Not too much else to say here but it's a fun fight.
D Tier: Easy Enough
Goopy Le Grande: Believe it or not, I struggled quite a bit with Goopy. Granted, I was still getting used to the controls but to this day I still find him somewhat challenging. I can't quite predict when he's going to bounce off the screen and that can easily throw me off. I also have the bad habit of dashing when he's charging up his punches. When he gets bigger it's scary because the bounce off the screen takes up so much space and you have to remain close to him to stay out of harms way. Still, nothing too bad here.
Ribby & Croaks: The first phase is really easy. Just stick to the far left and duck. Only jump to avoid the low punches. Use spread shot to clear the screen from the fire flies. Once you get the timing of the rolling frog, the second phase isn't bad either. You can easily use the wind to move out of harm's way and when you get too close to the frog throwing out the orbs, running in the opposite direction almost ensures you'll never get hit. The hardest part is obviously the slot machine phase. I found dodging the coins that home in to be annoying and contributed to the most damage I took. Bull/Devil is by far the easiest as half the time it doesn't require you do anything, Tiger Phase is really not too bad either as once I found my rhythm it was super manageable and you have your choice of jumping when the balls aren't out yet or at the height of their arc. Frog Phase I found to be the hardest only because if you mess up, it's really, really hard to get back to a working rhythm. This was my second boss fight and I found it only slightly more challenging than Goopy (I'm pretty sure I died to Goopy more!)
C Tier: Challenging In Any Other Game
Cagney Carnation: Yikes, this was the fight that really shook my confidence. The screen is a clutter and being trash at parrying, it all but ensured that the little minions crowded my screen. Still, it wouldn't have been so bad were it not for that absolutely stupid flower that flies at the top of the screen. I can't tell you how many runs it ended. It makes dodging the acorns so much harder and the final phase a total mess if it manages to slip by. Still, if I took care of that damn thing this boss wasn't too bad.
Werner Werman: Hands down one of the funnest bosses in the game, he's still a total cakewalk and it's shocking to see him in the third island. His first phase took some getting used to, mainly because if the cherry bombs where thrown at odd angles it could get hectic. His second stage was really difficult until I realize that the sticks holding the bottle caps don't hurt you....I thought they did and so for a while thought this fight was way harder with entire parts of the screen cut off. But once I realized that, this was a cakewalk and his last phase is probably the easiest. Cool twist ending too!
Hilda Berg: Now we're getting to the bosses that really start to challenge you. Hilda Berg wasn't too bad though. Simply staying in motion makes you avoid her fast "Haha" attacks and her first transformation is super easy. As soon as she remains in place, you know her insanely fast ram is coming so if you just watch her, this phase should be over without any worries. The tornadoes require some slick maneuvering but nothing too bad. Her Gemini form is really fun while her Sagittarius form is a total pain. Her last phase wasn't too bad, especially since I had a saved up special that significantly cut down on the time and the UFO's are the only real threat.
The Phantom Express: With the Parrying Sugar charm equipped, this fight isn't too bad at all. The first phase is a cakewalk and even if a Pumpkin slips by, it's relatively easy to dodge the eyeballs and return to safety. Second phase wouldn't be too bad except it can be tricky to parry the pink bricks without getting hit. The third phase is a mixed bag. Sometimes the ghosts would slip by and put me in a messy situation but most of the times it was fairly easy. The last phase isn't too bad but the smoke ring that circles is tricky and easy to get lost in the background. Still, nothing too bad here.
Bippy the Clown: The first boss that told me the game was not fucking around anymore, I still don't consider Bippy to be too bad. I almost view him as another tutorial boss, teaching you to watch the background, change up your weapons and make use of your supers wisely. First phase is easy with practice and so long as you watch the background and use your Spread Shot, while staying away from the far left and right corners where the balloons spawn, the second phase is easy. The only thing tricky about the third phase is ensuring the jerk doesn't trap you just as the roller coaster is coming. A bit out of your control but keeping an eye on the background made it manageable. The last phase is a total blur but I never struggled too much with it, especially after dumping a charged special at him.
B Tier: Buckle Down, You're in For a Tough Fight
Cala Maria: This is such an odd one. On the one hand, it only took me a handful of tries to defeat her. On the other hand, some combinations feel outright impossible (Blowfish and electric eels or ghosts) while others are a total cakewalk. I found that when the damn Seahorse comes out, if I drew it close to her before her second attack, it minimized the pain. Her second phase isn't too bad at all, especially since by now you should have mastered the bullet hell the game can throw at you but luck can really screw you over: one unlucky stone gaze can end your run. The last phase is also luck dependent but you have some time to position yourself anticipating the stone gaze. All in all, a mixed bag but the fight goes by pretty quickly. If it didn't, this one would be much, much higher.
Djimmy the Great: The RNG at the start of this fight is pretty insane but thankfully the first phase is by far the hardest so no worries if you do super badly. Until this fight, I had not been using the Mini Option on the plane but it really, really forces you to master the mechanic...and good thing too! It's mandatory from here on out! I found the Cats to be the easiest to dodge, with swords being of medium difficulty and the treasure a nightmare albeit going up and down makes them more manageable. Second phase gets some getting used to but with practice wasn't too bad. Third phase I cheesed by staying near the top but it isn't too bad normally either. Fourth phase is by far the funnest (aside from avoiding the cats) and with using mini prudently and smart positioning is over before you know it. A special to the face ends the last phase before it gets out of control.
Captain Brineybeard: This one is a ton of fun. Tons of screen micromanagement. The hardest part of this fight for me is getting the shots to land on the Captain. Took me the longest time to master jumping high enough to hit him with the Charge Shot. But otherwise this is trail and error, learning how to keep track of all the chaos on the screen and finding the rhythm to avoid the cannonballs the ship launches. The last phase is super weird. Either really difficult or a cakewalk depending on whether you have your special built up and if you decide to cheese the orbs thrown out. Still, relatively easy to get to the end with all 3 lives once you've mastered the earlier phases.
Sally Stageplay: My favorite fight of the game, I will go on the record here and say that if it weren't for Smoke Bomb or Art 2 making you invincible, this would be the hardest fight of the game. I beat her without using Smoke Bomb because I wanted a challenge and I'm glad I did. But without invincibility her second phase would just be grueling. Really fun though. Her third phase provides some challenge with dodging the big wave (it's really hard not to burst out laughing at seeing some schmuck carrying the prop!) and the last phase is a breeze. However, the first and second stages really require you position yourself correctly and it's easy to get in a bind if you don't. Tricky boss (without Smoke Bomb!) but always a blast.
The Devil: The big baddie of the series, I personally didn't find The Devil to be too bad. Much like Sally, Art 2 makes certain aspects of the fight a breeze that otherwise would be more daunting. His first phase is by and away the toughest but since you get plenty of practice it's relatively easy to master. His Goat Attack isn't too bad once you get the hang of it. The snake is free damage and the spider is occasionally very tricky or extremely easy. What really makes this phase difficult are the magic objects he conjures up. The bouncing balls aren't too bad but they can blend in with your shots. I used Roundabout in this fight to deal with the purple minion with ease and sometimes I would get them mixed up. The flames that fly at you aren't too bad once you get the gist of it. But the stupid flames that travel in a diamond formation are hell to avoid and ended most of my runs. The second phase is super fun and not too much cause for trouble. Third phase goes by in a breeze if you use your special and invincibility when things get chaotic. I found that if I made it to Phase 2 with all 3 hearts, I was all but guaranteed to win this fight.
Tier A: Welcome To a Trail By Fire
Grimm Matchstick: By far the first phase is my favorite in the entire game. I can just play it over and over again for fun...and good thing too! Because I found myself back in it plenty of times. The first part is never too bad and contrary to a lot of people's opinions, I rarely ever found platform placement unfair. I think the problem most people have is they insist on going forward when you can just as well dodge going backwards if the forward option's platforms aren't preferable. But so long as you have a Plan A and Plan B of which platforms to dash to, this isn't bad. The Lobby Gun is essential for this and the second phase, which is so weird. Getting the timing of the stupid fireballs is so weird. But provided you're observant and listen to the audio cues, it gets better with time. Still, mastering this phase was extremely grueling and those flames jump in a way that almost always led to close calls. The last phase is super weird. Objectively speaking, it isn't too hard. But what makes it so damn hard is that Cuphead teaches you to be shooting at all times. You cannot do that here. Every instinct you've gained will be begging you to but it's important to take your time. But once you do, this phase is honestly not that bad. Still, this was truly the first boss that got me totally frustrated and I had to look for help online. Once I got the hang of it though, I realized it wasn't nearly as bad as I thought.
Baroness Von Bon Bon: Oh boy. Independently speaking, none of her minions are too bad. But once the Jelly Bean soldiers enter the picture it's really easy to get cornered in a bad spot. By the time she pulls out her cotton candy shotgun, things are so chaotic and you may well be in quite a pickle. By far I found the Candy Corn and Jawbreaker to be the hardest. If I got them on Phase 1 and got through unscathed, I considered myself lucky. The Pudding is odd. Very, very easy by himself and he has a tendency to trap himself on the right corner of the screen making for an easy fight but you may also be forced to go to the right side of the screen which in Phase 2 and 3 can mean taking a cheap potshot by the randomly spawning Jelly Beans. The Waffle and Gumball Machine are both okay (I used a special to make sure the Waffle was gone ASAP). Honestly, the 3rd Phase throws so much shit at you it's really hard to keep your cool and sometimes you're just trapped in a tough spot where it feels kind of cheap. Sometimes you get lucky and make it to the last phase relatively unharmed. Very uneven battle in my experience. The last phase is difficult namely because the head moves in such weird patterns. I found it best to focus most of my attention drawing the head away from the center, getting a few shots in and then avoiding the head again. Always being mindful of when the Peppermint would be coming out made this last phase grueling but doable.
Wally Warbles: I have no idea why but I found myself getting hit over and over again by the damn eggs of the first phase...even while sticking to the left screen where their breaking can't touch you. Took me try and try again to avoid them and even then it wasn't very consistent. Those stupid birds also gave me trouble cutting off entire parts of the screen extending the length of this fight. While Djimmy's Turban introduced the notion of bullet hell, the second Phase ups the ante and really forces you to become comfortable with the concept. Takes a while to master and sometimes the phase lasts a bit longer than you'd like since he ends up at the top or bottom of the screen just out of reach. His son is by far the trickiest aspect of the fight and requires that you keep your cool, be okay standing in front of him both having to be wary of a point blank shot (thank God you can parry them!) and the collapsing eggs around him. His randomized movements make it hard to find any kind of rhythm. The last phase isn't too bad but it's relatively easy to get boxed in and take some damage so I had to come in with at least a hit to spare. Getting here is so difficult that it's easy to choke up or miss any of the small projectiles coming at you. What a doozy of a fight!!
King Dice: Another oddball fight. King Dice's individual components aren't half bad but what makes him truly difficult is how its more an endurance test that requires near perfection than anything else. It's also time consuming to play the different bosses and figure out which ones work for you. For example, I just could not get the hang of Mr. Wheezy even if others insist he is easy. I did pretty well against the Tipsy Troop but it was risky, so Chips Bettigan was my best bet (no pun intended) but without Smoke Bomb still took some time to master. Other bosses are super easy if you use Smoke Bomb like Pirouletta but make the fight with King Dice that requires perfect parrying difficult and gives you less control over the dice. For some players that's a good trade-off but for me it wasn't. I found Pip and Dot to be the most manageable and fun and Mangosteen was super easy albeit nerve wrecking. Oh and fuck Phear Lap. That tree that takes up a third of the screen is broken and a rather bizarre mistake in an otherwise well-designed game. King Dice himself, once you got to him, was nothing too bad but did require smart positioning and taking stock of the situation. For fun I'll rank the sub-bosses in order of least difficult to most difficult.
  1. Mangosteen
  2. Chips Bettigan
  3. Pip & Dot
  4. Hopus Pocus
  5. The Tipsy Troup
  6. Pirouletta
  7. Mr. Wheezy
  8. Phear Lap
  9. Mr. Chimes
Tier S: Absolute Insanity
Rumor Honeybottoms: This is the first fight that truly forced me to figure out what I even wanted to do. All the fights before it, I knew what I should be doing but what was difficult was figuring out how to do it. From the get go, you have to master moving from platform to platform horizontally and vertically while getting used to the pace of the automatically scrolling screen. Next, you have to get comfortable with the movements of the police officer and how the bombs will explode. It took me a good half an hour to make sense of the chaos and try out different weapons to find what worked for me. Roundabout was the V.I.P. here and I found a specific pattern that not only helped me get through Phase 1 but consistently enter Phase 2 with a super almost built up. But the Second Phase required a lot of work as well. I had to give up even trying to progress so much as try to find out what the hell to do. I figured out how to deal with the magic round balls first, then it was getting used to the timing of the triangles and I figured out the bullet bills last. Once I did all that, I was so exhausted and the third phase is no slouch either. This is the only time I actually struggled with the platforms as the boxing gloves took up most of my attention and I frequently found myself without a platform to jump to. However, coming into the last phase with the invincibility all ramped up made it so much easier and thankfully you can pump so much damage into her as she turns herself into an airplane that it made the last phase difficult but not impossible. Still, it was the first boss where I truly felt I had to use all of my brainpower to figure out what to do. Very fun fight and I don't get the hate against it. I loved this fight!
Dr. Kahl's Robot: Yeah, you just knew this would be my toughest fight of the game. Much like Honeybottoms herself, this is all about taking your time and being smart about how you approach the battle. There's so much chaos going on in the screen and it takes forever to figure out what's causing it. Oh, so the bottom part is where those fucking annoying spaceshifts come from. Wait, why are there bombs coming in now? Oh, it's because I destroyed the bottom part? Once you figure out what each body part does (and what attacks are introduced once they are destroyed), it becomes a test of what to destroy first, second and third. Once you figure out what gives you the least trouble, it's about getting into a rhythm where you can do it down to a science. You cannot afford to take a hit here. The second phase is actually my least favorite phase in the entire game. Not only is it entirely boring but sometimes getting hit by bombs that spawned off-screen or by the robot's head coming at a much higher level of the screen felt insanely cheap. Still, going in a certain rotation and lobbying bombs rather than shooting missiles at the head works the most consistently. But missing a bomb can cause chaos on screen that can be really hard to get out of. The last phase is obviously the most difficult. Honestly, the bullet hell itself wasn't too bad but it was having to dodge the platforms that made it so immensely difficult. I also found that the way the attack starts is really unnatural and you find yourself at odd angles. Once I got hit and used the invulnerability frames to reposition myself, I found a better "flow" and was able to use the paths that naturally arose from the attack combinations. Still, it lasts so long and the platforms can put you in some tight jams. Doesn't help that the other two phases last so long that by the time you get here your nerves are jolted. Very difficult fight and were it not for your specials significantly cutting down on the time you spend on the last phase, this fight would be much, much harder than it already is.
Phew! Okay so that's my rankings for the bosses along with some of my thoughts. Hope you guys enjoyed and please feel free to share your own list of rankings and thoughts!
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