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Is nice to see that we have users from all around the world, even if nearly 50% are from English speaking countries. Image 1.
How old are you?
The average age of a /OnePiece user is 23.62 years old. We have roughtly 10% of users that are underaged, and 10% that are 30 years old or more. Image 2.
There is no surprise there. For the others, we have some Gender Fluids, transgenders, Bigenders, quite a lot of Non-binary, a Loli, a Furry, and nearly a 100 Oden (You wish), as well as some rude people, but I won't put up what they said.
Manga or Anime?
No real surprise here either. Considering the subreddit has a lot of spoilers and is focussed around the chapter release, it's obvious there are only a few Anime Only people here. So thank you for Sticking Around, even if it the best place to avoid spoilers.
For approximately how long have you been following One Piece?
1 Year or less
10 years or more
Nearly 40% of our users have followed the series for 10 years or more. (To give an idea, this mean they followed the series since Before the timeskip, as chapter 597 was released at the end of August 2010). For the rest, we have roughly the same number of new readers that stays with the series. So it's quite good to bring new blood and not have a decrease of new readers.
Where does One Piece rank on your list of favorite manga?
Bellow Top 10
Well, you are in /OnePiece after all. So it's kinda obvious the manga is either your favorite or in your top 3. If it isn't your number 1, what series are better than One Piece for you?
Do you own One Piece Merchandise?
Those are some good numbers I would say, 55.8% of users have some merchandise and are probably supporting the series (depending on where you bought those) For the OTHERS answers given, some good ones are : autograph from dub VA of brook, Alvida pre devilfruit bodypillow, Chopper teddy bear, Sountracks, Custom made and 3D printed Keychain, Databook.
Subreddit Section :
Do you visit OnePiece mostly on mobile or on desktop?
Mobile or Apps
If you are using desktop, are you using the old version of reddit? Or the redesign?
It seems like most users are using Mobile and Apps, as well as the redesign on desktop, so it's probably time to pay more attention to that than to the old version, this way we can get banners/flair for users that are on the new version of reddit.
How often do you make : a submission on OnePiece?/Comment?/read the rules?
Very often (Daily)
Very often (Daily)
Check the rules :
Very often (Daily)
This really shows that there are a lot of lurkers on the subreddit. Most of you won't ever post or comment on the subreddit. With 8% of users creating submission and 25% commenting. As for the rules, there isn't any surprise since nearly every post respect the rules. (Only 1/5 of the post needs to be removed), so thank you to all of those that read them.
Content you enjoy the MOST/the LEAST.
Content you enjoy the most :
Media (Photo and Video)
So without surprise, people in this subreddit enjoy the Theories/discussions the most out of every type of post, it's then followed by the Fanarts. Which is good since like 75% of posts made are Discussion (50% total)/Fanarts (25% total). Content you enjoy the least:
Here there aren't any content that most users enjoy the least, but it still seems like users don't want to see that much Merchandise or Cosplay post. (Youtuber video are very rare) Also, a quick reminder, Discussion/Theories are mostly found by sorting by New. This is where you will see all of them, as it's hard for them to show up on the front page of the subreddit (but if it shows up on Hot, then it's a very good one).
Do you only use the subreddit for the Spoiler and Chapter Discussion thread?
It's nice to see that roughly 2/3 of the users are here for more than just the Spoilers and Chapter discussion. But there is still a huge part that only use the subreddit for that.
Do you want the spoilers gone from this subreddit?
As it was expected, Luffy is the Favorite Straw Hat for a lot of peopel, he's also the Straw Hat with the fewest "Least Favorite". After him Zoro is second favorite, followed by Sanji, Robin, Usopp, Brook, with the other Straw Hat having very few votes (and Nami having the Least "Favorite" Straw Hat.) After that, it seems like Chopper, Usopp, and Franky are the one people like the least out of the Straw Hat. I know it was a hard question for some of you, but the result are still interesting to know.
Which Strawhat has the saddest backstory?
The Straw Hats with the saddest backstory is Robin! Followed by Brook, then Sanji, Chopper and Nami.
What is your favorite Yonko crew?
So the favorite Emperor's crew are the Red Hair Pirate! Which is very impressive since we haven't seen much of them. I guess Oda better delivers when it come to see them in action after Wano.
Who is your favorite Admiral?
While Garp was only a Vice Admiral, he was put in the poll, and he won it! Whitout him, it's Aokiji that is the favorite, followed by Fujitora. Image 4
Who is your favorite Supernova (outside the Straw Hat)
Who else than the character that nearly managed to defeat Luffy in the 5 popularity poll? Law is the Favorite Supernova outside of the Straw Hat!
Which is your favourite canon arc in One Piece?
The Favorite Canon Story arc are (You could vote for more than 1) :
Which is your least favourite canon arc in One Piece?
The Least Favorite Canon Story arc are (You could vote for more than 1) :
Long Ring Long Land Arc
Favorite Cover Story?
Enel's Great Space Operations
From the Decks of the World : "The 500.000.000 Man Arc"
The Stories of the Self-Proclaimed Straw Hat Grand Fleet
Ace's Great Blackbeard Search
Straw Hat's Separation Seria
Character Design in One Piece :
Do you like the female character designs in One Piece?
I have no opinion.
Do you like the male character designs in One Piece?
I have no opinion.
It's true that Oda isn't the best when it comes to Female character design. However it seems like the majority of users don't have a problem with that.
Are fight a determining factor for your enjoyment of the series/arc?
Now this is rather surprising I must say. What do ou thing about this?
What is/are your (absolute) favourite aspect(s) of One Piece?
From the result we have, it seems like the World-Building is the favorite part of One Piece (With 88.6% of voters choosing this). It's followed by The Adventure (69%), The characterization (54.4%), the Inter-character relationship (49.4%), the Action (36%) and the Art Style (26.2%). And those result are obvious. Some of the most upvoted chapters of this subreddit are when we have huge world building moment, like 907 (Shanks talks to the Elders), or 957 (ULTIMATE).
On Par with Pre-TS
Better than Pre-TS
Worse than Pre-TS
This question is one of the most asked. With a lot of vocal voices saying that post TS is worse than Pre-TS. It's different for sure, but now we know how the community feels about that.
If you could eat a Devil Fruit, what type would you want?
Most people could choose to eat a Logia, and it seems like becoming a Furry is the lesser choice in this subreddit.
The Final Antagonist of One Piece will be :
With 48.5% it's Blackbeard! Really? That is surprising for me since it's obvious that Oda will make the SH fight against the World Government after they find the One Piece. And I honestly don't see Blackbeard being the final Antagonist because of that. So people who voted for this, what was your reasoning for it?
What is One Piece Biggest Flaw?
Some of the biggest flaws mentionned are :
The Lack of characters' death outside of Flashback
Which are all fair flaws to the series.
Random Questions about the Series :
As of Wano, is Jimbei stronger than Zoro?
Yes but Zoro will be stronger soon
I guess people really want Zoro to always be the second strongest no matter what... I expected this result, but I was still disappointed...
Was Zoro as strong as Luffy just after the timeskip?
I... Really? 31.5% said yes?
Will Sanji get laid by the end of the story?
Nearly the perfect split, and it's easy to see why it's very divisive. (Also shows that every vote counts).
Will Usopp be part of the 1 Billion Club by the end of the story?
The Straw Hats will go to Laugh Tales :
Before fighting the WG
After Fighting the WG
It's been hinted at a lot that the SH will go to Laugh Tales before taking on the WG. So for me it feels rather strange to have more than 1/4 voting for them reaching the final island after.
Who will be the one to defeat Kaido? (So give the last hit)
With 66.3% of the votes the one who will give the last hit to Kaido is : Luffy! Followed by 11.5% with someone else (that isn't Law/Kid/Zoro/Big Mom/Scabbard/Admiral) and 11% by one of the Scabbard. Zoro received 6.4% of the votes.
Who will be the first SH to realize their dream?
Most users believe that Usopp will be the first one to realize his dream! I also think the same as it's the easiest Dream to realize really. I could bet you it will happen in Elbaf. After that, we have Luffy and Robin, and it make sense since their dreams are linked. Both can be done once they reach Laugh Tales.
How many members will the crew have at the end? (With Luffy)
And most people want 11 members total in the crew! (With 28.6%), 27.5% wants 12 members, wile 19.8% want the crew to be complete right now with Jinbe.
Who do you think wins in a 1v1 : An Emperor or an Admiral?
If you are active on the subreddit, you know it's one of the question that creates the most discussion/arguments about. So it's nice to know the overall opinion of the subreddit on this question (Doesn't mean it's always correct mind you).
Is Mihawk emperor's level?
Also a very divisive question on this subreddit.
Is Aokiji emperor's level?
Is Akainu emperor's level?
So they fight for 10 days in a very close battle. With Akainu winning in the end, but after a long and hard fight. And one is Emperor's level while the other isn't? Really? I find that hard to understand.
If Oden was alive would he be stronger than Mihawk
How strong was Oden at the time of his death?
< Top 20
I like Oden, but sometimes I feel like people are overestimating him.
Who is stronger between Shanks and Mihawk?
This is also one of the question creating the most arguments on this subreddit, after all Mihawk is the World Strongest Swordman. But Shanks is an Emperor and became one after losing his arm.
Is Kaido stronger now that 20 years ago?
Yes, he's stronger
Had Ace survived, would Wano be liberated by now?
Could the Marines take on ALL the Yonko at the same time ?
Yes in Marineford only
2 at the same time
3 at the same time
This question is also linked to how you see the Emperor vs Admiral. So depending on which side you are on, you are more likely to pick Yes or No.
Which character do you want focus on next?
All very good choices, and all of them are character we have known for a long time without really knowing.
Will Blackbeard find the One Piece before Luffy?
How strong is Monkey D. Dragon?
< Top 10
Here, most people seems to think that Luffy's father, Garp's son is part of the strongest characters of the series. Oda better respond to our expectations then. As for his Bounty : Well, 31.6% think it will be more than 6 Billions and 28.1% think it will be between 5-6 billions. That remind me, I once made a poll asking people what Sabo's bounty would be (since we knew it was getting revealed in a magazine soon). So maybe I will do the same for Dragon? That could be nice.
Who is currently the strongest Emperor?
I wonder if the recent chapters made people change their perception on this...
What are the fights you would want to see?
Blackbeard vs Shanks
Garp vs Rocks
Garp vs Roger
Mihawk vs Shanks
Akainu vs Aokiji
How long do you think One Piece has left? (At a rate of 40 chapters a year)
Image 5. As you can see, most people think One Piece has at least 5 years left to go on. We will know Oda is terrible with respecting his own objectives. And this is good. The more One Piece the better.
On a scale from Spandam to Whitebeard/Roger, How strong is Im?
For this question, it seems like most people put Im at the same level as Whitebeard/Roger with 28.6% voting Im being there. I honestly don't know how strong I want Im to be.
What arcs, after Wano, do you want?
The arcs people want the most are :
The Final War
Red Hair Pirates
So arcs teased for years (Elbaf/Laugh Tales/Final War) and about character that people want to see (Vegapunk/Red Hair pirates).
How is Blackbeard able to use multiples Devil Fruits?
More than 1 soul
It's one of those question were people have very different opinion about. And right now there isn't really a major concensus in the fandom, even if the theory about it being related to the Yami Yami is more popular. In the Other catergory, there was the Cerberus Devil Fruit option, Blackbeard being a Triplet, him being actually 2+ kids in a trenchcoat, him being a failed Vegapunk experiment, having several stomachs him being pregnant (Stop reading fanfiction), him putting the power inside his rings, being a great guy and him being a cunt.
Haki is :
Image 6 Overall, People like Haki in the series, with a 4.38 out of 5!
How many arcs are left after Wano?
Image 7 Here, it seems like the answer for the community would be 4-5 arcs left. Which would then make (base don the How long One Piece has left), like a year per arc on average.
The final war of One Piece will be :
SH+RA vs WG+Marines vs BB
SH+RA vs WG+Marines
SH vs RA vs WG
I just don't see Blackbeard being in the final war, as my opinion is that he will be dealt with before it. For the other answers, there was Straw Hats vs Blackbeard Pirates, Family of D vs vs im sama, Total civil war in marines, Straw Hat vs Shanks, Straw hat vs Pound, Zoro vs World Goverment, Dugongs vs buggy.
Will Luffy die at the end of One Piece?
Will Luffy die?
An ending were Luffy died wouldn't be a good ending for me. He needs to survive and go on more adventures.
Are Shakky and Rayleigh Mihawk's parent?
Will the crew still be together at the end of the series?
Yes, they will keep going on adventure together.| 57.6% o, they will move on, like the Roger Pirates| 42.4% Like with Luffy living, I want the Crew to stay together, and sail together for many more adventures. I could see them taking breaks from time to time, but them staying together would be the best ending for me.
Can the Red Line be destroyed with Ancient Weapons?
What is the biggest mystery left to be revealed?
The most common answers were : The Void Century, the Will of D, Im, The One Piece, Joy Boy, Luffy's mother and Who is Pandaman?
What is the One Piece?
Here, there was plenty of : "No idea", The friends we made along the way, a Devil Fruit, Knowledge, Uranus, History, a book, my mom.
What sort of Devil Fruit do you want to see in the story?
The most common answer was : Water Logia! Followed by Wind Logia and people wanting more mythical Zoans.
What is the craziest theory you believe?
Here are a few of them :
Shanks is a Celestial Dragon
That Vegapunk is going to flip a switch in the Pacifista programming to fight the marines at the end.
Luffy's mom was a celestial dragon
Devil fruits are all artificial from the void century
That Finland doesn't exist
Zoro is going to get Rodger's disease
D's were the original Celestial Dragons
Weevil was made by Vegapunk using Whitebeard's cells and then was discarded until Bakkin picked him up
One of the Roger Pirates (probably Scopper Gaban) is on Laugh Tale waiting for whoever finds it, sort of like how Crocus and Rayleigh seem to be positioned to monitor rookie pirates
Onigashima is an Oarz like skeleton and Big Mom is gonna bring it to life.
The different races came from other planets/moons
Tama is a Kurozomi
Ussop is a descendant of Mont Blanc Nolan
Luffy hatched from an egg.
The fish that bit Shanks's arm off was Joyboy's pet
Bon chan is Kin'emon's son
Oda no longer draws the manga
bonney and ace having a child
That Perospero is going to help kill Big Mom.
Dragon being former Admiral
What are your favorites? And here it is, the 500K survey! Took me far too long to make, as I underestimated the time needed to sort the answer and create this post. Like damn. I hope you enjoyed it. The anwers for the Survey Saga will be up next in some time.
A thorough evaluation of the 9/18 PTS update and base changes, as well as almost everything else coming up.
Hello, here’s another round of Esamir Rework reviews. I’ll also cover the Indar base changes, the storm, vehicle balance changes and new infantry gear. I’m not going to touch on outfit resource changes here, since this post is long enough already. I’d like to give shoutouts to aln-isolator , [NWYT]Praefectus, the pilots of [SACA] and everyone else who helped give feedback. Here’s the image gallery. This time around the bases listed in the document match the order in which they appear in the gallery. https://imgur.com/a/5pd5VFj Esamir has a new skybox which is much less bright. I can now see vehicle weapon tracers when shooting. This is a long asked for change. Andvari: 3 points now, 12 min cap with 2 points, 4 mins with 3 points. Consider adjusting the timers. Ymir: No changes to terrain that I can see. It’s a 12 minute cap with two points owned, and 4 minutes with 3 points. Might consider reducing those slightly. Apex Genetics has had its wall adjusted somewhat, as well as the rocks surrounding the triple stack. There are now more routes for infantry to enter the base. Aurora Materials: Sunderer garage and surrounding terrain seem to have been lowered slightly. Also, there’s now a rock at the end of the garage, which reduces the possible angles the bus inside can be shelled from. The slope between the crescent building and the road has had some paths added for infantry. Overall, good changes. However, there’s still one issue here, and that’s the possibility of shelling the triple stack balcony from the ridge NW of the base. Additional purple spikes from the cluster behind the spawn room could be positioned to block this firing angle. Eastwake Harborage: Point has received a new structure above it. It’s now on the bottom floor of a triple stack that has an expanded balcony around its second floor. This gives point holders a lot of additional cover, but the problems with this base still exist. There’s still a ridiculous distance between spawn room and the point with minimal cover from vehicles/bolters/LAs- a literal Death Valley. The area immediately around point is still extremely harasser friendly and could use some props to obstruct harasser movement. In its current position, the teleporter room is useless since infantry leaving it must still advance through Death Valley. Sundy positions are a bit sketchy, too. Fortunately, I’ve had a long discussion and now believe this base could be fixed with a couple tweaks. Consider replacing the AI turret outside the spawn room with an AV gun. This would discourage excessively aggressive vehicles from camping Death Valley. Likewise, replacing the light vehicle pull with an MBT pull gives defenders a bit more potential firepower, and increases the area attacking vehicles must cover to protect their own vulnerable spawns. This base would also benefit from the moving of primary teleporter room to a point higher up the hill and closer to the point, as shown by squad waypoint in this image: https://i.imgur.com/TuEee9F.png. A second teleporter here at hearts waypoint https://i.imgur.com/JUbXklc.png gives defenders another route into the point without going through Death Valley. At these two locations sunderer garages could be built to create safer spawn points for attackers.https://i.imgur.com/QWblfz4.pnghttps://i.imgur.com/w4HR05n.png Echo valley: Rocks have been added on the exterior side of the vehicle terminal to give it some cover. However, they aren’t close enough to each other to prevent me from driving through with a Kobalt bus, nor is there anything stopping me from hacking the terminal or using a GSD to get through the shield and then start driving around the base. Placement of a couple rocks in very specific spots would stop this. Secondly, a crate has been placed between bridges to give infantry another path into the point building. It’s a cool concept, but it needs some form of obstruction to prevent me from driving harassers or possibly larger vehicles onto the two bridges and blasting point directly. Thirdly, consider some form of sight blockers on the west wall to reduce the potential for LAs to spawn camp. Excavion DS-01E: Cover has been placed over both tunnels, which is an excellent change. MBT pulls have been added to this base, though they could stand to be moved slightly closer to the spawn room to deter attackers from hacking them and flooding the base with AI vehicles. A point is located in a long narrow building near the eastern tunnel exit. B is in a triple stack on the south side. C is located immediately west of the drill site. Capture timer is 4 minutes with two points and 1 minute with all 3. This base is mostly fine, but could do with some small tweaks for increased cover. At A point the point holders have few options for cover inside. There are two small smokestack structures (pictures in gallery) that could be replaced with actual buildings to provide more cover from aircraft for players moving around inside the base. Timers could probably be increased slightly. Overall though it’s in a decent state. Genudine Gardens: Some props have been added throughout the base that’ll prevent harassers from turboing around like maniacs, but the gigantic hole in the wall in one corner needs to be closed off somewhat to prevent vehicle entry or at least make it more difficult. This base would be fine if that hole were sealed or obstructed better. Grey Heron: Additional cover has been placed on the side of the staircase leading from spawn to B/C point. The secondary route for defenders has been fleshed out- the door now is high enough to get under, and there is a hole in the floor that allows defenders to drop down to the lower level. Cover has been added on the B side of this base. For improvements, I still think a roof is needed over the stairs from defender spawn to the lower level. A wall alone won’t stop tanks from shelling it. C could use a bit of cover, but I’m concerned that adding too much will turn it into a fortress. You can enter this base with harassers, so some bollards should be added to each entrance to prevent that. Jaegers’ fist: Sunderer garage has been added, and the trench has been improved. This base has some odd issues from an infantry perspective, namely that attackers and defenders have the exact same routes to the point, as shown in the gallery. I have no ideas for how this could be improved. I still believe the point needs some kind of roof to block HESH spam and A2G, preferably a solid one to deter LAs from doing C4 bombing. BL-4 Recovery and Vidar Observation Post both have spawn rooms and light vehicle terminals. This is a pretty good change, allowing closer vehicle pulls and a shorter sundy reinforcement distance for attacks on the surrounding facilities. Jord Amp Station: More cover has been added around C point. This is a good change, but doesn’t change the fact that A is still inside the station. Mani Lake: This one has undergone the most terrain edits, and consequently has become a lot less vehicle friendly. The two trenches leading into the base have had barricades installed, allowing infantry to move through but not vehicles. The hills surrounding the base have had their exterior faces steepened significantly, preventing treaded vehicles from driving up them. This change is excellent, but needs a bit of tuning. The Western Ridge’s southern tip has a shallow enough slope that tanks can still drive up it. On the large mountain to the West on the far side of the road, there’s a small protrusion that should also be levelled. Once these two spots are taken care of, this base will be fine. Overall, the changes are very good here. Mattherson’s Triumph: The Sunderer NDZ has been reduced in radius, which allows the defenders to deploy inside the south tower for a safer position. This is a good change. The ridgeline to the NE has had its northern face steepened significantly, preventing tanks from driving up that side. However, the SW face has become easier to traverse, so the ridge is still usable for bombardment of the catwalks and A point. If this goes live in this state, it’s not a total disaster since tanks driving up that will be very exposed to AV fire from the tower, but it still could stand to be addressed. Likewise, there’s still a nice spur sticking out of the north end from the NW ridge that allows tanks to easily shell defender spawn and A point. The fix here is simple- flatten the spur completely. A point needs additional work. At minimum, the windows on each tower in the room where A point/SCU would normally go should be sealed off to reduce the angles point holders must watch. There’s very little cover on the ground, especially when you consider all the angles A can be shot at from. I believe the point could be enclosed in the same type of building used at Chimney Rock’s point on Amerish. The bridges are a mixed bag. They’re identical copies with one rotated 180 degrees, which means that crate placement favors the attackers on B side and the defenders on the C side. Picking one crate pattern for all 4 bridge ends is one possible fix. I’m still not sold on the idea of both points being on bridges. They’re very exposed to A2G spam and bolters. Overall, at the very least the terrain edits are a nice start, and the sunderer NDZ change is very welcome. Nott Communications: This base is now entirely underground. Attackers enter by overloading a shielded gate, and then drop down into an amp station interior. These gravity lifts are one way, but please consider adding an up lift to replace one of the drop pads. A point is in the position where A points usually are in amp stations. B and C are in the room where SCU would be normally positioned. At the end of this room where the tunnels and back door would normally be is a one-way teleporter, which is the only way for anyone to get out of this base right now. Defenders spawn underground and there’s a one-way shield leading to where the vehicle bay normally is. To improve this base, I’d make the one-way shield a two way shield, and reverse one of the grav lifts. I could not test the cap timer since I did not feel like ghost capping half a continent. Pale Canyon: Some cover has been adjusted by the big yellow tanks on the SE side. A new route has been placed through the rocks at the NW corner of the base. This is an interesting change, but I don’t know how that’ll play out on live since currently I can park a bus inside the base at the same location. The Rink: The ground texture at A point is now ice, so it’s actually an ice rink. Too bad you don’t slide around here. Saerro Listening Post: Trees added to A point to break LOS between attacking vehicles and the tower. The wall between A and B has had some new gaps placed in it to allow infantry to get in. Interesting changes for sure, but I don’t know how they’ll play out. The Traverse: The bridge has been resurrected, although it’s in a heavily damaged state. It’s now an infantry only playground, unless you’re a bold harasser or magrider driver. Because the storm was here, I really couldn’t stick around and take a long look at this. Lastly, the bottom of the pit has been raised a bit and paths to the bottom have been defined more clearly. There also have been some changes to roads around the continent, but nothing major. Indar: TI Alloys: The removal of the bridge is a failure to understand why TI Alloys is such a difficult base to attack. On live servers, TI currently suffers from horrific sunderer placement options which combine with its central location to create a base that’s easy to defend. From the North, attackers must park their bus and attack up a hill through narrow ravines into entrenched defenders backed up by AI harassers, sunderers, ANTs, lightnings and even occasional MBTs. From the South, attackers have two bus spots: One is placed to the south-east, below the point. The other is placed directly south of the spawn room on the far side of the road. Both of these options are suboptimal- on the south east spawn the bus can easily be sniped by vehicles shelling from the Crown, driving down from the Crown, or by vehicles streaming out of the vehicle pull. The south bus on the far side of the road is also not ideal, since infantry have to cross the road and deal with a flood of vehicles as well as an angry AI turret. The only decent spawn location is at the end of the rock bridge, since that one’s reasonably safe from enemy vehicles and doesn’t involve attacking from the low ground. However, this position’s impeded by the fact that attackers from the north inevitably gravitate to the eastern side of the base since that’s safer from the defenders, forcing a three way that never ends. The result is a base that can’t be broken except by routers. The removal of the rock bridge changes none of this, but instead creates more problems. The safe sundy position on the bridge is gone entirely. Further, the bridge’s removal allows tanks to bombard Ti from the Crown once more, since it served as a line-of-sight blocker. The new attacker foot path to the north east is extremely vulnerable to bombardment from the Crown. As far as the base interior goes, a new wall has been added to the interior of the point room structure. This might give attackers a better chance to get to the point, but at the same time it might make things easier for the defenders should they conduct an organized push since there are fewer angles to set up a crossfire from. So how can Ti be improved? I’d start by bringing the bridge back, or at least a small section of it to allow for a safe sunderer position at the east side. For the south, consider a tunnel leading under the road. This allows infantry to get to the base safely. I’d also consider adding in more props to restrict the passage of vehicles through the spawn room area to the northern side of the base. Removing the Kobalt bus fiesta there will make it easier for attackers to push in from the north. Lastly, if the bridge is not restored, consider creating a rock wall at the north east section of crown to prevent tanks from raining hell on anyone fighting at Ti. Crown: The removal of D point is honestly a good thing. It wasn’t fun for anyone to attack since it’s open ground and below a cliff which enables C4 spam against vehicles and requires attackers push against entrenched infantry. Since Crown becomes a three point again, now the base cannot be stuck in a perpetual stalemate. I’m not a fan of where A point was moved to, either. I think if the rock bridge were kept then Crown would be mostly fine. With the three non-vehicle points it has on live. The issue with A being on that southern bridge is that if the attackers set up sunderers to control B, then they get A almost for free and can contest C as well. B point has been moved farther towards the center of the mountain and the tunnel system lengthened a bit, and a lot of cover has been removed at the initial entrance room that exists on live.The extra tunnel into B is an interesting idea and gives a better chance of an attack from the North succeeding, but at the same time it’s just another tunnel choke point to for aoe spam to create nasty farms. C is also problematic if it’s supposed to be the easy point for defenders to contest. It’s a fair distance from the tower, and it’s also open ground which is prime for A2G farming. I’d suggest moving this one into one of the nearby buildings if A must stay in the position it’s at on PTS. I’m not convinced the base needed any point position changes apart from the removal of D point. The current point layout on PTS favors an attack from the SE very heavily, and attacks from the East or North are far more difficult. While old A was very close to the tower, at least it provided a convenient point for attacks from the East. None of the changes really address the problem of poor bus location options, and with the current terrain there really aren’t many good potential spawn options. At most some garages could be added. Ceres Hydroponics: Defenders now have a slightly shorter path to the point when pushing from the NE side of the base. The point itself has much less cover. I’m not going to make judgements on this without seeing how it plays out. The Esamir storm: I’m not sure what this thing is supposed to do. The entire point of the game is large scale battles, yet this thing rolls around the map destroying the biggest fights. There’s nowhere safe from it. Sunderers will get destroyed even if put in garages. When outdoors infantry can be instagibbed by lightning for staying outside too long, and even when indoors their shielding takes frequent chip damage from environmental effects. The shield damage consistently drops players down about 150 shield points that constantly recharge, but this is enough to start messing with TTKs. For example, a commissioner can consistently OHK players. Since the shield damage is not synchronized across all players, it’s possible to be forced into gunfights where you have no hope of winning not because you were in a bad spot or outplayed, but simply because the game decided it’s your time to die. This applies doubly for lightning bolts which will randomly strike you down. There’s a text warning, of course, but random OHK mechanics really shouldn’t be a thing. You cannot use steel rain in the storm. For vehicles this is obnoxious too. Ground vehicles lose most of their mobility, which will punish new players with poorly certed vehicles even more. Aircraft are even worse off, losing most of their vertical thrust. At times I felt like even afterburning upward was barely enough to keep the aircraft airborne. Vehicles kept in the storm for too long will simply be instagibbed, which cripples sunderers as spawns. The storm also destroys base turrets and terminals. There are counters to the storm, though. Infantry can deploy lightning rods bought with merit that allow them to fight outside, but it doesn’t stop shield chip damage, and can equip an insulated armor suit at the cost of flak armor, nanoweave, or shield capacitor. This suit slot appears to be bugged and doesn’t actually reduce the chip damage taken by your shields. Carapace seems to be immune to this chip damage. Vehicles can equip insulated armor in the defense slot. This mitigates the performance hit to vehicles, reduces the damage taken by lightning, and prevents the storm from instagibbing your vehicle. Now, this is less of a problem in the first place for aircraft and tanks, but it screws over sunderers. Sunderers are already fragile enough even with deployment shield equipped, but forcing spawn buses to use this module and rely on their low hull HP is a very bad idea when paired with random lightning strikes and the severe lack of garages Esamir has. With all that out of the way, the question I have to ask is why is the storm designed like this? It seems like a band-aid fix for zerging and actively punishes trying to create large fights. It cripples the vehicle game, negatively affects the infantry game, creates inconsistent TTKs, and only adds frustrating game mechanics. If the center of the map ends up with stalemates, it’ll circle around there endlessly preventing any kind of progress through the pile of three point bases. Why this, when there’s a lot more interesting concepts that could be used? For example, maybe the storm could reduce the rate at which players can spawn at a base/sunderers/routers. Maybe it could jam radaprevent Q spotting. Consider reducing shield chip damage to 50 shields instead of 150 to reduce TTK variance. There’s a lot more interesting ways it could change the game without being the anti-fun mechanic that it’s currently set up as. Infantry gear: Lightning grenade: Cool, you can launch a targeted lightning strike when in the storm. More instagibs is what the game needed. Lightning rod: This temporarily redirects lightning strikes near you. This is a solution to an obnoxious problem that doesn’t need to exist. Condensate grenade: Reduces movement speed and ROF by 20% for six seconds. This is a terrible idea in an FPS game. This doesn’t create interesting gameplay situations. Instead of being outplayed, players hit by this just lose since the game’s punishing them for playing. Keep this in RPGs and RTS games. Now, we do have status grenades already, but do we need one that’s as powerful as this one is? BEC grenade: Similar to Condensate Grenades, this is a horrible addition to the game. Anything that hurts player mobility/damage output is a bad idea. Neutralizer Device: Campaign reward that allows players to acquire abandoned vehicles, and apparently strip ability energy from players too. I like the idea of vehicle acquisition, but I don’t know if we’ll ever see the second use of this tool. Abandoned vehicles: Around the continent are the hulks of abandoned tanks, sunderers and aircraft. They come with a special ability that I haven’t really tested, HEAT cannons and the first generation ES top gun. For the sake of loadout parity for all 3 abandoned MBTs I’d like to suggest the Prowler get a Gatekeeper instead of the Vulcan. Vehicle changes: Havoc missiles: Are these things still necessary, with the liberator nerfs? These things seem redundant now, and they’ll punish rep gal balls unnecessarily hard while valkyries with rep monkeys can probably still dodge these things easily. Phalanx AA turret range increase: This doesn’t fix any of the problems with the current AA setup. Instead, it’s going to just annoy A2A players who are flying along at high altitude and getting plinked by base AA guns, which is the reason the things got their range capped to begin with! Honestly I think these things should be replaced by weapons like Bastion CIWS guns. Those things are nasty at close range but their damage output falls off heavily at range. Liberator: -500 HP and ESF nosegun resist from 85 to 80. While the liberator needed some changes regarding its durability and repair tanking in particular, this change spectacularly misses the mark on many levels. This change skews ESF vs Liberator combat too far in favor of ESFs. When paired with air locks this brings down the TTK to incredibly fast levels (around 9 seconds, which isn’t even enough for three dalton shots) In this post, mystoganofedolashttps://www.reddit.com/Planetside/comments/ivjg8t/rock_paper_scissor_balance/ explains in great detail the liberator issues- it’s a blatant hard counter to ground vehicles, and gets brutally hard countered by ESFs on PTS. Hard counter mechanics are terrible in an FPS game. In this sort of rock-paper-scissors gameplay, things boil down less to individual ability and more towards who has an exact counter to something, which is extremely boring. There’s no skill in using A2A missiles, just as there’s minimal skill in hovering over tanks and daltoning them. In this post here https://www.reddit.com/Planetside/comments/ivsssx/did_some_basic_math_regarding_the_upcoming/, taltharius demonstrates that -500 HP barely changes anything in the case of liberators eating multiple AP shells before hitting fire suppression and flying off. Skilled gunnery should be rewarded, and sloppy flying should be punished. So how can this be improved? Consider reducing vulnerability to ESF noseguns slightly. Adjusting Liberator resistance against tank shells, light anti-vehicle, gatling guns, and infantry rockets will increase the damage libs take from ground fire and punish poor flying/reward skilled aim. Possibly consider increasing MBT main gun elevation angles slightly, to reduce the ability of liberators to hover over tanks with minimal counterplay. Harasser: Nanite cost to 300. Oh boy this one misses the mark completely. The problem with harassers has never really been cost related, but rather one that got introduced with CAI. The harasser itself is not overpowered and its efficiency in combat drops off hard at higher levels of gameplay. Only when harasser numbers become overwhelming (3 or more harassers vs 1 MBT) do the harassers stand a chance of defeating the best tank crews, and even then the tank usually can take 2-3 harassers with it. Harasser vs tank gameplay is extremely boring and very binary. If the harasser has a CQ AV gun it’s forced to fight at point blank which means I delete it easily. If it uses halberd or ES long range AV we both enter a boring poke fight where neither one does significant damage to the other. Even if the harasser opens up with rear hits the MBT still has an overwhelming advantage in firepower and hit points. With tanks, the problem since CAI has been poor muzzle velocity of HEAT shells which makes hitting difficult and what most players will have equipped, pathetic Basilisk DPS against everything (Kobalt kills stock harassers 4 seconds faster), Skyguards being helpless against every ground vehicle, and the Viper not having the accuracy to deal with small moving fast targets. Small changes to these three weapons will reduce harasser vs tank complaints. Harasser vs Harasser is broken, for a different reason. Harassers have a weakness to gatling guns, which means that the Vulcan and Aphelion rip through harassers while the Mjolnir specializes in fighting heavy vehicles. In practice, this means that for low/average skilled car crews, vulcans are disproportionately powerful since less skilled players won’t know to keep outside minimum damage range. At higher levels an Aphelion car is very hard to fight. Toning back harasser weaknesses to gatling guns might improve this situation, but at the same time it might nerf the Aphelion too much. At the very least this’d probably reduce vulcan whine somewhat. Overall, I have mixed impressions. The base changes are mostly for the better, but the storm, infantry gear, and vehicle changes are mostly bad or miss the mark completely.
Thank you for taking part of the 2020 edition of /reddevils' census! We had 3,459 responses over the course of several days, and increase of . Here are the results! Age With a year passing, it's understandable that our user base has also aged. What is interesting is that while last year 59.5% of the userbase indicated that they were 25 and younger, only 46.1% did so this year. Given that there was also a large increase in respondents for the "26-30" age group, it seems that we had a lot of 25 year old folks responding last year. Here is a chart showing the break out by age group and also an age distribution graph. I've included also a year-over-year comparison this year. These do not represent percent change but rather simple subtraction. For example, the 4.1% increase seen in the "26-30" age group comes from this year's "26-30" being 29.17% of this years census responses vs. only being 25.07% last year. Conclusion? We're getting old folks. Gender As with every census we've run, /reddevils is overwhelmingly male. 96.2% of respondents indicated that they were male which translates to 3,328 out of the 3,459 responses. The number of ladies here increased greatly compared to last year with 72, up from 28 in 2019. 18 respondents declined to specify their gender while 41 responded with another gender. Our resident Wookiees have increased in number to 3, up from 1 last year and in the 2012 census. 2 respondents responded as being Non-binary as well as 2 indicated that they were Olesexual. Each of the following received one response apiece: Coca Cola Can, Lockheed Martin F-35 Lightning II, Cube, Moderator, Divine Enlightened Energy Being, Two-Horned Rainbow Unicorn, Earthworm, Bisexual Leprechaun (who, surprisingly was not from Ireland but rather the Land Down Under), Absolute Chad, Anti-Virus, Attack Titan, Neymar, Ole-Wan Keaneobi, Parrot Lord, Frank Lampard, Optimus Prime, Potato, Slightly Under Ripe Kumquat, Gek (Geek?), Twin Engine Rafale Fighter Jet, Gender Is A Construct, Vulcan, Washing Machine, Wolfbrother, Juggernaut, Woolly Mammoth, Luke Shaw's Masculine Bottom, and Mail. There was also one respondent who deigned to use the "Other" option here to leave me a very rude message. Guess you can't please everyone. Employment Most of the reds are employed (75.3% across the Employed, Student Employed, and Self Employed categories), up from last years' 71.5%. Given the current state of the world, it is nice to see that most are still employed. Our student population has gone down, understadably, from 37.4% across the two student categories to 30.0%. A full breakdown of the year-over-year changes can be seen here. Our retirees increased in number from 1 last year to 11 this. Enjoy retirement sirs/madams. Residence As expected, the majority of /reddevils is UK or US based (25.85% and 25.93%, respectively). We have seen major changes this year, particularly in relation to Scandinavia, which saw the largest increase in percentage points year-over-year. I wonder what happened there. If we're breaking it down by the regions I arbitrarily put into the census form, UK (England) is the clear winner for a second year running with 569 members reporting living in England and another 184 specifically saying they are in Manchester. I received some feedback about covering large areas with a single region. This was largely driven by how few responses had come from these these regions historically. I'll include a few more next year but please do not expect me to list every one of the the 195 countries in the world. I've also received some feedback about not allowing any options for folks with family ties or had grown up in England/Manchester and had moved away. This will also be included in next years census. Season TicketholdeMatches Attended Overwhelmingly, most of us here are not season ticketholders (97.95%). We did see an increase in those who are, though it is fairly minor. Most folks are unable to attend games as well. The number of fans who do go to many games (16+ per season) more than tripled from last year. You all are the real MVPs. How long have you been following football/Manchester United? Understandably, we don't have a whole lot of new fans. Interestingly enough though, we've had a large increase in folks who have started following football regularly in the last 1-3 years despite having followed United for longer than that. Putting on my tin foil hat, that at least makes me think we're more fun to watch these days. How long have you been a subscriber to /reddevils and how do you usually access Reddit? There are a lot of new-ish users with 63.6% reporting they have subscribed here for less than 3 years. We have a decent number of /reddevils veterans however, 154 users indicated that they had been subscribed for more than 8 years. It's good to see the old guard still around. Unsurprisingly, Reddit apps are the most popular method to access Reddit by far. This is followed by Old Reddit users on Desktop, users of the Mobile Reddit website, and then New Reddit users coming in dead last. Long live old Reddit. Favorite Current Player The mood around this question was incredibly different than last year. Last year, many were vocal indicating that they had a hard time choosing due to our squad being shit. Victor Lindelof ended up being the by and large favorite with around a quarter of the votes, followed by Paul Pogba and Marcus Rashford. This year, it appeared that there were no such issues. Only 1 response in the survey indicated that they couldn't choose because our squad was shit while the vast majority either selected a player or indicated that they loved them all. Prime Minister Doctor Sir Marcus Rashford overwhelmingly came in first place with an almost 300 vote lead over second placed Anthony Martial. Bruno Fernandes and Mason Greenwood were neck and neck for a while, eventually settling into third and fourth respectively. Former crowd favorites Victor Lindelof and Paul Pogba fell down the rankings with Lindelof ending in 8th place and Pogba in 5th. Favorite All Time Player Wayne Rooney continued to the be the king of /reddevils amassing nearly double the votes of second placed Paul Scholes. Cristiano Ronaldo came in third after a very tight race with Scholes. Beckham came in fourth followed by fifth placed Cantona and sixth placed Giggsy. Here is a year-over-year comparison purely on recorded responses. Most players received just about the same share of the votes as they did last year. The biggest changes came from Wayne Rooney (up) and David Beckham (down). The way the numbers land, it almost looks like Wazza was stealing votes from Becks! Ole Gunnar Solskjaer had more of the proverbial pie, again I wonder whats happened there. My man Park Ji Sung came in 11th place, good to see that there are at least 58 Park lovers out there! Now for a bit of fun. Someone asked in the Census thread how many of George Best's votes came from Northern Ireland. One user suggested it was all of them, the data on the other hand says otherwise. Only 10 of Best's 29 votes came from Northern Ireland. George Best tied for favorite player there with Wayne Rooney with Paul Scholes and Cristiano Ronaldo tying for 3rd place with 8 votes apiece. I did this same exercise with a few other players. Here are the results:
While Scandinavians votes were joint-most for Ole Gunnar Solskjaer (tied with the UK), he was not the most popular player among respondents living in Scandinavia. He came in second behind Wayne Rooney.
Roy Keane both received the most votes from the Republic of Ireland and was also the most popular player among Irish respondents.
Eric Cantona was not voted heavily by the French. The British, on the other hand, love him with 82 of his 218 votes coming from the United Kingdom. The majority of Cantona voters are older, with 134/218 being over 30 years of age.
Park Ji Sung received the most votes from the US (21) followed by the UK (19) and Southeast Asia (4).
Among respondents from the United Kingdom, Wayne Rooney was the most popular followed by Scholes, Ronaldo, and Cantona.
Among respondents from the United States, South Asia, and Southeast Asia, Wayne Rooney was the most popular. Scholes and Ronaldo alternated in popularity in second and third place. Beckham placed fourth in all three regions.
Thank you all again for your participation. We'll run one next year and see how things have changed!
I had a Super Core lying about collecting dust, but I really felt in the mood to build myself a new FDL-3... The problem is that FDL's are flywheelers, and to be honest, I already have 4 of them.. And so what would any self respecting Nerfer do in my position? Mod. And mod I did... Virtually every part of the FDL has been modified to make this work. Some parts are obvious and quite extensive - such as installing a Super Core and air system where you had a pusher and electronics, and the creation of a matching bottle stock.. But other parts were less so.. Such as changing the position of the magazine within the magwell, adjusting the mag release components to suit, realignment of screw holes and wiring runs.. That sort of thing.. Plus with the massive cantilevered barrel and air bottle, a lot of design has gone into ensuring that the blaster can support it while surviving the crucible of war. Maybe 4 or 5 minor pieces are untouched. But it's not enough to just chuck in some HPA components - in the spirit of the FDL, it has to be teched out, fully configurable, and per my more recent builds, closed loop. This brings us to the crux of the matter, it has the following features:
Narfduino with OLED console
Software controlled air pressure (i.e. turn the dial for more or less power)
Variable FPS configured separately for Auto and Burst
Select fire - Semi-auto, burst, full auto, binary trigger, and ramped (you map the modes you want to the buttons in the config screen) and a range of configuration options for each
Dual profile settings
Ammo counter with reset on mag change
Tournament lock to cap the maximum air pressure
Auto jam detection / air out, and battery protection
A very long, very indepth attempt at analizing Teemo
Warning, this is extremely long. Like 12 pages on a google doc long. You have been warned.
So there has been a lot of discussion about Teemo recently, from what his iconic skills are(all of them), to what items he can build(all of them), to what position he can be played in(... all of them), and it’s kinda went nowhere fast as Teemo, and by extension his player base, is just too flexible to be defined in any of these ways. So what actually makes Teemo unique? His playstyle. Teemo is an old style of champion. I'm not talking about his art, or his kit(though both of these are technically also true), I'm talking about how Teemo’s goal isn’t to all in and combo his opponent down on their first mistake and snowball from there, but rather to create a lead from dozens of small victories. Your goal isn’t necessarily kill your opponent (though that’s always good) but to force them back, causing them to miss cs and xp repeatedly, or waste their time smashing blindly into a bush. And later in the game, while, again, killing people is now the goal, forcing them to have to back after tripping a few shrooms, or leading them on a fruitless chase through the jungle after splitpushing are just as useful to Teemo. If I had to describe Teemo's playstyle, it would be
Attritional, Rapid Force, Psycologically Manipulative, War Mastermind of Breakdown
I'm only half joking, as even though this is from a Spongebob theory video on Plankton, it actually describes Teemo to some degree. As The Theorizer(the guy who made the video Im referencing) put it:
Attritional, someone who engages in attrition warfare. Rapid force, very fast, very hard attacks. Psychologically manipulative, basically, very good at trickery and getting people to do what you want. War mastermind, well duh, someone who is good with war. Breakdown, to break something down.
Only instead of getting a burger recipe, we are getting our enemies to tilt. But with every new release Teemo has gotten more and more outclassed, as his opponents get more and more mobility that a small 10-52% movespeed boost can’t escape from. We all recognize that Teemo needs a rework, a Morgana/Ezreal level rework that modernizes Teemo’s kit without changing its functionality that much, but a rework nonetheless. Last year u/RiotJag attempted to do a mini rework on Teemo, starting with this:
Base Mana Regen increased from 1.92 to 2.5 Mana Regen per level increased from 0.09 to 0.15 Mana/lvl up increased from 20 to 25 Toxic Shot (Passive) Teemo’s basic attacks now deal 10-50 bonus magic damage and leave a Poison DoT that deals 24-192 magic damage over 4 seconds. Toxic Shot damage (both the on-hit and the DoT) is amped by 50% whenever there are other Poison debuffs on the target Blinding Dart (Q) Base damage lowered from 80/125/170/215/260 to 80/115/150/185/220 AP Ratio lowered from 0.8 to 0.6 Now is a Poison Debuff Move Quick (W) No longer breaks stealth Guerilla Warfare (E) [New Active] After a 1 second delay, Teemo enters Camouflage for 3-5 seconds. Teemo is slowed by 25/22.5/20/17.5/15% during this effect, and gains 20/30/40/50/60% Attack Speed for 3 seconds when it ends. Camouflage does not tick down while Teemo is in a brush or is standing still. Noxious Trap (R) Base Damage lowered from 200/325/450 to 150/250/350 AP ratio lowered from 0.5 to 0.4 Mushrooms health increased from from [6 at all ranks] to [6/8/10] Mushroom max ammo count up from [3 at all ranks] to [3/4/5]
And then after a few iterations it ended up like this
Base Mana Regen increased from 1.92 to 2.5 Mana Regen per level increased from 0.09 to 0.15 Mana/lvl up increased from 20 to 25 Base damage lowered from 54 to 51 Attack speed per level lowered from 3.38 to 2 Toxic Shot (Passive) Teemo’s basic attacks now deal 8-50 bonus magic damage and leave a Poison DoT that deals 24-180 magic damage over 4 seconds. Toxic Shot damage (both the on-hit and the DoT) is amped by 50% whenever there are other Poison debuffs on the target Blinding Dart (Q) Base damage lowered from 80/125/170/215/260 to 70/105/140/175/210 mana cost increased from 70/75/80/85/90 to 80/85/90/95/100 AP Ratio lowered from 0.8 to 0.6 Now is a Poison Debuff Move Quick (W) No longer breaks stealth Guerilla Warfare (E) Cooldown: 40/37/34/31/28
[New] "After a 1 second delay, Teemo becomes Invisible indefinitely if standing still or in brush, and can move up to 7/7.5/8/8.5/9 Teemos while out of brush, but any non-periodic damage from champions will break him out. Teemo can see 25% farther while stealthed. Upon breaking Guerilla Warfare, Teemo gains 20/30/40/50/60% Attack Speed for 3 seconds. While on cooldown, standing in brush will tick down guerilla Warfare's cooldown faster." Stealth duration while moving: 2/2.25/2.5/2.75/3 >Noxious Trap (R) Base Damage lowered from 200/325/450 to 150/250/350 AP ratio lowered from 0.5 to 0.4 Mushroom max ammo count up from [3 at all ranks] to [3/4/5] Traps now become invisible after 1 second Traps can continue to bounce on other traps Additionally there were these prospective changes that were scrapped due to the community’s disinterest in the rework direction.
"Most recent version in testing was pretty E focused as follows (differences all versus previous prototype version, not versus live Teemo): - No longer granted extra sight range - CD didn't tick down faster in brush - Distance while invisible up a bit - CD lower - Standing in brush slowly replenished distance Teemo could move while invisible Haven't heard how playtesting with that went though. Expect this will likely continue as a slow burn project rather than something that gets released or killed quickly, especially given it's the secondary priority of the designer working on it."
After it was scrapped we got the quality of life buffs that we have now. But lets discuss the rework. I honestly thing that the _concept_ is the best shot at reworking Teemo. The numbers and exact implementation are debatable, but switching e and passive is a great idea as, after the shrooms, Teemo’s on hit poision is his most iconic ability. Not to mention it freed Teemo up to be able to max his abilities depending on what he needed for his matchup, rather than e max always, and then either q or w depending on choice. The things people didn’t like about it though were:
The shrooms being nerfed damage wise.
I understand this one, Doomshroom Teemo is my favorite build, but his shrooms are problematic in their current state as they take up a large amount of Teemo's power budget, but also can amount to nothing as the enemy gets 5 sweepers and clears all of them. Not to mention how they synergize so well with Liandrie’s that its a core item for Teemo, despite the fact that his q, the only other ability that can proc it, does not utilize it all that well due to being a medium cooldown, single target spell that can only proc it once. And this is going to be a problem, as in the item update Liandries will be a mythic item, and Teemo builds Liandries [77.5% of the time!](https://www.leagueofgraphs.com/champions/items/teemo) To put this into perspective, Nashors tooth is only bought 61.5% of the time. An item that gives Teemo every stat he wants regardless of build(ignoring Tankmo) and reinforces Teemo's main damage outlet(basically increases e's on-hit damage by 150-30% depending on e rank, and the on-hit scaling from .3 to .45 AP), is bought 16.5% less often than an item that only synergizes with one skill. If this continues after the update, which it likely will as Liandries increases Shroom damage by 20-200%(depending on when it's bought, the target hit, and other items bought. The 200% would be lvl 1 ult, no other ap, and an 1000 health target with 50 mr) and its being _buffed_ via the mythic item stat bonus, that will be above the threshold that will cause Teemo to be changed due to [hardbinding](https://na.leagueoflegends.com/en-us/news/dev/dev-updated-approach-to-item-balancing/). Unless Zyra and Brand also buy it at the same rates after the update(as that would trigger the “nerf item” option), but unlike Teemo the item actually synergizes with their entire kit(plants and blaze, which utilize every ability) rather than just one ability.
It didn’t improve the w
This was a major hole in the rework, as while switching e and p is great, it wouldn’t be awful if they stayed the same. Meanwhile Teemo’s w is supposed to put the “swift” in his title of Swift Scout, and it does so… barely. Exactly what should happen with it is, as always, up to debate, but it needs changing to be on par with current LoL as the current w is supposed to help Teemo kite, yet even if you dodge everything thrown at you it can get disabled by a ludens proc hitting an ally.
The camo stealth makes him a worse Twitch.
This is half true. The first one, yes absolutely. But it didn’t stay as a camouflage ability. Sure, both are marksmen that can go invisible, but Twitch’s is for long distances and to keep him safe while he positions to obliterate the enemy team from 800 range, while Teemo’s is restricted range wise, and is more useful to dodge enemy's notice or wait for them to come to you rather than you going to them. At that point, they only share the fact that they both come out of stealth to surprise people(and a DOT, if 30 damage after 6 attacks at lvl 18 deserves to be called one), which every camoflage user does And my own complaint about both proposed rework and live Teemo:
His kit has limited synergy.
Each part of Teemo's kit doesn't help the other parts very much. Over the years Teemo players have worked the separate parts of his kit into a cohesive playstyle, but each part of his kit just does it's own thing. Like for instance, in theory his blind should support keeping his w up, but in reality every champ, even Udyr, has a non auto attack way of hitting Teemo(Udyr typically has smite and he always can rush up to you with Bear and activate Phoenix stance), and many have attacks that are undodgable(unless you count not being in range to be targeted as dodging it, which for many champs is just being outside Teemo's attack range). So, where should we go from here?
Well, we should discuss the purpose of his abilities.
If every part of his kit is iconic, and replacing them completely would change Teemo in a way that the playerbase wouldn’t like, then we should decide what role each of his abilities plays in his playstyle, and how they could be changed to better fit them.
This is the base of Teemo’s kit. Doing DOT damage after autoing someone is key to Teemo's attritional playstyle in lane, and hit and run/kiting playstyle later in the game. It has a decent base damage and a great scaling, and is just as useful for pure AP builds as on hit ones. It does exactly what it needs to, nothing about it needs to be changed.
Teemo's reactive defense in a fight. On one hand, it's extremely powerful as can completely shut down the main damage of auto reliant champions(Yi, Udyr, some ADC's) for up to 2.5 seconds, provided they don't have on hit effects that ignore the blind and hit anyway. On the other hand, it's completely useless against every other type of champ(mages, assassins, tanks, spellslinger ADC's, most Juggernauts). Its not healthy for Teemo's main defensive tool to be useless(or of limited use, as I counted champs like Nunu who auto attack, but don't rely on it to do their job as part of it being useless) against 70% of the champion roster. As people have talked about, Teemo _needs_ this in order to stay safe, yet in most of his matchups(regardless of role) it can't do anything to protect him, let alone later in the game when he has to face the other 4 enemy champs. And that's not counting the fact that ranged auto's that are in transit before the blind hits are not blocked, which means that even against a Vayne with Condenm on cooldown, it still can’t keep Teemo’s w up as even if you blind her first chance she probably will have lanched an auto already.
If blinding dart is a reactive defense, then Move Quick is supposed to be Teemo's proactive defense. When he was added, it allowed him to more easily kite slower enemy champions as there were fewer speedboosts and dashes, and in general lower mobility. Nowadays, the passive is deactivated rather quickly in a fight, and 3 seconds of MS isnt enough to give him a fighting chance of escaping/keeping up. The intention of the skill is to allow Teemo greater kiting potential in fights, while giving enemies a way to shut it down to have a chance of catching Teemo. But the reality is that unless you are against a champ like Garen who has zero ranged attacks, you are not going to be able to keep it active, making it feel like an out of combat passive. The issue is keeping the balance between Teemo having kiting power in a fight, and allowing enemies a chance to slow down Teemo, because whether we like it or not, Riot does want enemies to be able to catch kiting champs like Teemo, Kalista, and Ashe, because they would be horrible to play against otherwise. Right now, the balance is heavily skewed towards enemies, as any kind of damage will reduce Teemo's ability to kite enemies with matching boots to a singular 3 second burst for the rest of the fight.
The most underultilized part of Teemo's kit. In its current form it's incredibly strong, yet is extremely situational. Its a decent strategic option for positioning mid game, as it can allow you to dodge an enemy(providing they didn't see you yet), or allow you to ambush people, but to use it offensively requires an enemy to come to you as you can only move inside bushes, and defensively it's limited to: Dodging people that have not seen you Becoming invincible to enemies that only have point and click damage(Vayne, Yi,) Stalling for time so an ally can come save you For such an integral part of Teemo’s kit… it feels a little tacked on. Its a situational fight opener or utility tool, and any attempt to use it while near enemy champs usually ends up with them knowing where you are and throwing skillshot after skillshot at you. Its not _bad,_ but to say it can’t be improved would be a lie. Personally I like the sound of that last version, as it would differentiate between Teemo’s e and Twitch’s q, while fitting into Teemo’s playstyle nicely(or, at least, I already dash from bush to bush while in the enemy jungle to check if the coast is clear. Not sure about the rest of you). The fact that you would have to “charge up” movement time by staying in bushes helps give the feel that you are creeping around, without actually slowing Teemo down like the first version of the change.
Shrooms have 3 main uses: Damage, be it wearing down enemies as they attempt to move throughout the map, making it so they always enter fights below full health or killing low health fleeing enemies Granting vision of important areas, such as Dragon, Baron, and the enemy jungler's camps(or your jungle camps, if your jungler is being invaded) CC, cutting off engage or escape paths, slowing enemies so that Teemo/his team have a chance to escape/engage. Right now they do all of these well, except damage vs tanks, and don't have to be changed. But like I pointed out before Liandries is a massive amount of their power, and that isn't healthy as unless you are planning on ignoring the shrooms damage completely you have to buy it, and mythinc item, hardbinding, yada yada yada.... So if the Shrooms are changed they should aim to keep the same power, but less oppressive against squishes and more effective(or, rather, less ineffective) against tanky targets without having to rely on Liandries to the point where its a core item even against full squishy teams.
Suggestions on what could change
The only thing I would change about it is move it's ticks from 1/s to 4/s, like Singe's poison, Karthus's aoe, or 2/s like Casdiopia's poison. It would give a better readability on the damage for everyone involved, which, while it is a slight nerf to Teemo, clarity changes that increase counterplay allow for more power to be added elsewhere. Also, unlike Singer's poison or Karthus's e, Teemo doesn't have a "turn on for one tick to farm and turn off" mechanic for his poison like they did, so other than age I can't think of why it is one second between ticks. The ‘surprise’ factor of how much damage it does is good for Teemo, but how much damage the enemy is taking shouldn't be something that is obscured.
The simplest change would be to make it apply nearsighted, which would have 3 effects.
make it less of a hard counter to melee auto centric champs,while still allowing it utility
Improves its usability against all kinds of champs, and opens up more uses than "damage" and "no auto attack for you"
Allows Teemo to actually participate in gurilla warfare, making it possible for him to pop up, attack, and disappear on an enemy champ, providing he is outside their truncated vision range.
I have other ideas as to what can be done with this ability, but it makes more sense in context so that will be below.
I have two ideas for how this could be changed to be better:
It does not break on damage from poisoned enemies, as well as increasing it to 10-30% because round numbers.
This one is kinda obvious of how it helps Teemo, but I like it because it allows Teemo to keep his speed if he gets the drop on enemies, but if they get in the first attack then they are rewarded with a Teemo that is easier to catch.
Teemo’s base MS down to 325 (WAIT, don’t crucify me just yet), and decrease the % MS boost from 10-26% to 10-19%, and then add on +5-25 base MS per rank.
Now that sounds broken, as an increase of 5 base ms is a huge increase in winrate usually, but hear me out. Rank 1: Teemo would have 325+5+10%= 330+10%=363 which is exactly the same as live. Rank 2: Teemo would have 325+10+12.25%= 335+12.25%=376 the same as live. Rank 3: Teemo would have 325+15+14.5%= 340+14.5%=389 the same as live. Rank 4: Teemo would have 325+20+16.75%= 345+16.75%=403 the same as live. Rank 5: Teemo would have 325+25+19%= 350+19%=416 the same as live. Though a note is that with boots, ranks 1-4 actually give less ms than live. Its only 5-1 ms difference, which may not even end up showing up after the Movement speed soft caps apply. Except for Mobie boots, there is a significant difference there after the MS cap, but Teemo only builds them .03% of the time or so, and they are deactivated whenever someone trips a shroom, so that’s a sacrifice I'm willing to make. The only noticeable thing that would change is how fast Teemo is when the passive is down, and how fast he is when using the w active(if im doing the math right it is slower by a max of 18 ms, with Mobie boots, but that makes sense as we are dropping 14% bonus ms on the w active in exchange for 25 flat ms, which means less of a boost with just it, but it scales better with other % movement boosts) [Here is my compiled list of Teemo’s movement speed with every kind of boot + w](https://docs.google.com/document/d/1mkKCcFzXV8PbXseYadoi6z1rs9SN0xGRCFMjw4z3Ito/edit?usp=sharing), and [here is a graph that allows you to easily put in the variables if you want to check it out yourself](https://www.desmos.com/calculatoirneett3wh).
In addition to the prospective changes that we never saw, which to me sounds like the best version(assuming the numbers are not terrible), here are a few ideas I thought of: Teemo’s e breaks on damage outside bushes, but while inside a bush Teemo is obscured(you know, that broken “true stealth” thing Akali had, only there are no bushes inside tower range and Teemo doesn’t have 3 dashes so it should be less obnoxious) and the invisibility doesn’t break. What this basically means is if an enemy hits a scyre bloom or an ability that gives true sight on Teemo when he is inside a bush, he is still not able to be clicked on. Standing still for 1 second increases shroom vision range over the next two seconds. I like this one, as it enhances the scouting aspect of his theme, but enemies can interact with it and it has to be something Teemo is actively doing, rather than just passive extra vision.
Assuming we are touching these, I honestly think having it apply % current health(better against tanks, not as oppressive against squishies), along with the passive poison would allow it to function both as a weakening chip damage, and potential low health killer, without getting into the 2 shot shroom territory as that feels bad to be on the end of. They should be able to kill if you run into a ton of them in a row, but not automatic death after hitting one from a fed Teemo. I honestly haven’t thought of a better way other than that to keep the balance between chip damage and kill threat without entering the binary “die by 2 shrooms or 5 Sweepers” territory And now for my Rework suggestion(do note that while I have considered the numbers I gave things, numbers are easily changed about and as such laying out the mechanics is my goal):
Toxic Shot Teemo laces his attacks with poison from his Kumongu shrooms, causing his basic attacks to deal [10-50 + .3 AP] damage, and his basic attacks and spells to poison the target for [1.5-11.25 +.025 AP] every .25 seconds for 4 seconds. Poisons from unique attacks(autos would be one unique attack, q is one, and shrooms count as one) stack up to three times, each new stack at 50% extra damage(so 175%, which max damage without refreshing the poison would be 315 + .7AP total at level 18, for landing a shroom, an auto, and a q).
Similar to Sol’s passive, I'm suggesting Teemo’s passive be the main source of his damage and tie his entire kit together. Maybe 175% is too low for 3 stacks, but I thought 200% might be too overbearing. Anyway, its not like numbers are not constantly changed.
Sporecloud Dart Skillshot, 700 range, AOE detonation, 300 range, 80/85/90/95/100 mana cost Does 50/75/100/125/150 +.4AP + 1bAD(bonus AD) damage to main target, applying on hit effects(not passive’s on hit), reduces vision range for them for 1.5/1.6/1.7/1.8/1.9/2 seconds, spreads passive DOT(not on hit) to target and nearby enemies
This one has many reasons: By changing it to a skill shot, from a targeted skill, it allows enemies to do more than just “don’t get near Teemo” to avoid it, but in return the cc is better against a wider assortment of enemies rather than just auto reliant ones. It also means that if an enemy can get on you, they have a chance of actually hitting you, but it also keeps his ability to shut down enemy ADC’s intact, if a little less duration. As it is a skill shot, I gave it slightly increased range so that Teemo has something to do in teamfights, but also increased its mana cost so it can’t be spammed The reason it applies the passive in AOE is because I was inspired by Teemo’s skill in this TFT set, which is where the name comes from, and it addresses his issue in the jungle of having poor multi-target damage pre-6. This gives him a pre-6 option for clearing camps/pushing waves, and makes up in part for the damage that is lost from the shrooms(keep reading for that, its not as bad as you might think)
Move quick 10/15/20/25/30% ms Does not break on damage from poisoned targets
That other option I outlined above would also work, I just thought of this one first and it fits with Teemo spreading poison everywhere.
Guerrilla Warfare 1.5 second arm time, indefinite while still/in bushes. Can move 2/2.25/2.5/2.75/3 seconds while stealthed, recharges slowly in bushes. Element of Surprise: 20/30/40/50/60 AS for 3 seconds
Optional bonus:>! After standing still for 1 second, shroom's vision radius grows by 10/20/30/40/50% over the next 2 seconds.!< Basically the prospective changes that we never saw. Not sure what the cooldown was going to be though. The optional bonus is a different take on the “Teemo gains 25% sight range while stealthed” from the most recent one. Im not sure if it would be overpowered or not, but I thought why not? Its not like they haven’t removed mechanics before. Anyway, the idea would be that Teemo can set up a vision network, which enemies are already looking to clear because shrooms, but at the cost of doing things. Great for ambushes, not so much for watching for a gank.
Noxious Trap Deal 10/15/20% max health, and applies Toxic Shot’s DOT(not the on hit) Enemies effected by shrooms take .75% extra damage from Toxic Shot for every 1% missing health, capping at 50% damage(so 109/lvl 6 - 270/lvl 18 +.6 ap total damage, when they are at 33% health for just the shroom, and 472 +1.05 AP for 3 stacks)
Assuming the combo is just one auto, q, and shroom, that is a max of 100% tAD+ 100% bAD + 50 + 150 + 472 + 10% current health + 175% AP(so 672 + 175% AP + auto damage) when the enemy is at ⅓ health. That sounds like a lot, but its not that much for just one combo. For reference, Vigar can do 650 +150% AP with just his ult alone, and then has another 540+160% AP from his other abilities. Anyway, the % current health would allow Teemo to affect Tanks with his Shrooms, without making it overbearing for squishies, while the pseudo-execute extra passive damage makes it so that Teemo can still kill with Shrooms, be it in fights or on fleeing enemies. The idea is to make 2 shot shrooms less feasible, but allow the damage to scale better. It also would only apply Liandries only once, which, while is a nerf, is one that ultimately benefits Teemo as Liandries would be an effective option for 2-3 tank teams, but not a mandatory item for every game you don’t go with On Hit Teemo.
Survey Exploring Women's Attitudes and Evaluations of Doctors and Medical Clinics
***This survey is now mobile friendly**\* Hi! I’m a professor at Wayne State University and I am looking for people to complete a survey about women’s attitudes towards doctor-patient relationships. This survey is designed to learn more about how women respond to various advertising information provided by medical clinics. At least one question involves reviewing medical clinic advertising and reporting your attitudes about the clinic and its doctors. I am posting in this subreddit because research has shown that women, particularly plus size women, may be more wary of patient-doctor interactions. You must be a woman aged 18 years or older to participate and a US citizen. All responses are confidential and all respondents will be entered into a drawing for 1 of 4 visa gift cards. Equally fun, assuming that this research results in a peer-reviewed publication, participants will be sent a copy of the journal publication. Thank you in advance and please feel free to spread the word! If you’d like to participate, please visit: https://waynestate.az1.qualtrics.com/jfe/form/SV_djxQBhSK8De5lrL **Please note that this post has been approved by the mods of PlusSize.
I make this post on the margin of recent discussions of Teemo feeling outdated and overshadowed by the competition in most if not all roles. It certainly feels like that our gameplay is stuck in the simple, more binary style like most old champions (which is not bad by itself), on the other hand we weren't given enough tools and crutches to make it efficient to pilot (like Tryndamere, Amumu or Garen) So I raise the question:
What is your most important characteristic of Teemo?
Part of me wishes that we could maybe cook up a Teemo rework, that is level-headed and balanced (so no favoritism just because we main him), is competitive enough so he is playable at all levels equally, and at the same time keeps his identity. I don't want an Urgot/Aatrox level rework, despite those turning out well. Hell I don't want any sort of big rework. I want most of his key features to stay the same, but for that we need to put down our feet and name out what those are. A few off the top of my head: 1: Build versatility. -T eemo can build almost any item in the game and make use of it, and I think it is one key identity that we need to keep. Some are less optimal than others, but aren't completely troll builds. Even TANKMO has comps he's good into. 2: His Q, the blinding dart. - Being able to avoid basic attacks is in my opinion an important part of his identity. Also it being the core of the AP-focused burst is an important role. It blinding the enemy gives a lot of options versus champions who only auto, like Q-ing a Tryndamere or Jax, then going invisible right in front of them while under our turret. Or avoiding a key ability like Garen Q, Renekton W... In short, it should definitely retain the Blind CC, and should remain to be a medium-cooldown AP ability at a decent range. Make it stay a targeted ability (point and click)? I'd prefer it, but if someone has an idea perhaps that is some wiggle room we can work with as a compromise, I leave it up with a questionmark. 3: Shrooms. - I don't think Riot would ever dare to touch it, and quite frankly it is the part of his kit I am the most happy with. The shroom bouncing is a great little feature also. Maybe value changes? 4: Toxic Shot. Teemo wouldn't be Teemo without this little cheeky on-hit + Damage over time steroid on his autos, and I don't think the passive core part should be changed. At the same time, I feel there is some untapped potential with giving it an active element too, similar to how Varus' W functions. A long-ish cooldown 0 mana "utility" that could do us something. So, if we have an idea for something that would be related to the gameplay style that maxing E entrails, we COULD strap it on here. 5: Sneaky sneaky - Being able to go invisible nearly anywhere, often in plain sight, and to disappear in bushes is just amazing. Just yesterday had a Morde matchup. He ulted me, and would've definitely killed me. I ran into a bush and hid there for the duration of the ult, dodging his Q (E was on CD at the start). Then he at a shroom as it ended, I gave him an auto and a Q and ran away. The passive alone made me go from certain death to actually winning a trade despite a stronger Morde all-inning me. It is a big deal. I would love to see something that lets us move invisibly OUTSIDE bushes, likely only for a short distance/duration. It would add to the guerilla behaviour of Teemo. But that's just a footnote. 6: The Swift Scout - Some sort of mobility is in order. And as SovereignKitten said, Teemo's W is probably the biggest issue right now. It is outdated as hell and needs something. On the margin of this I would mention that base stat increases could also work wonders. For reference, 25 attack range would put him roughly in-bracket with ADC champions in terms of stats, it would let him compete better with the increasing mobility and ability range of MELEE toplaners, but as we know, base stats are dangerous, so I just leave it as a note of being an OPTION. I wouldn't increase his base MS though, as 1: W tunings could mess with things. 2: Movespeed is OP and volatile, just look at what happened with Caitlyn. All right, there's my incoherent rambling about Teemo's state, and a movement of sorts to try to compile what Teemo is, and what could we possibly change to bring him up to par without making him overpowered, or forgetting what is identity is. I don't trust many of Riot to cook up something without destroying Teemo's identity (okay, maybe August, that man is one of my favourite designers even ourside League, period). Feel free to add your thoughts and discuss things in a civil manner. Not agreeing on things is obviously part of mature discussion, but the goal is to find something that everyone is okay with. (Also unrelated sidenote: one thing Teemo definitely needs, is more voicelines. Omega Squad Teemo is amazing to play because of his in-character banter. Old champions deserve to be periodically facelifted not just in gameplay and visual terms, but also with their voicelines. I wish for Riot to make this happen.)
I main Jenos, and I always play this one loadout with 35% base lifesteal and that card that regains ammo during stellar wind, some extra ammo, and slap Binary Star on it as ability. It basically shoots infinitely and never needs to reload, since after every engagement or every time you get away from battle you will regain ammo from using stellar wind. On top of that, you’ll get 65% lifesteal once you max out the set, which gives you a mostly reliable recovery throughout the match. In case you need to flee from a 1v1, you can just levitate them with void grip and hide behind a wall or let a teammate take care of them. The only direct counters I’ve encountered thus far are cauterize (obviously), since it takes away most of your recovery, but also some high DPS champions with good mobility options such as Koga and Maeve. So, what do you think? Good or nah?
APD Statement Regarding Arrest of Rosalinda Nuno Trevino
￼ FOR IMMEDIATE RELEASE July 7, 2020 Contact: Public Information Office, (512) 974-5017 APD Statement Regarding Arrest of Rosalinda Nuno Trevino APD is aware of a video that is circulating involving the arrest of 40-year-old Rosalinda Nuno Trevino for multiple hazardous traffic violations. Regarding Case# 20-1860985, on July 4, 2020, Austin Police Department Motor Unit Officers were riding their motorcycles behind a protest march to keep people safe from vehicular traffic. Ms. Trevino was driving a white SUV behind these motor officers. Ms. Trevino began to follow the officers very closely with her vehicle and honk her horn continuously. She drove through empty parking spaces and attempted to move her vehicle around the officers’ motorcycles. Officers told Ms. Trevino to stay behind their motorcycles to ensure the safety of the people marching. Ms. Trevino then stopped her vehicle, ran up to an officer and requested his badge number, which the officer provided. At the intersection of 2nd Street and Congress Avenue, Ms. Trevino started to honk the vehicle horn a second time and drove through a red light. Ms. Trevino then stopped her vehicle again and approached officers. Ms. Trevino was placed under arrest for the multiple hazardous traffic violations to include, running a red light, failure to yield the right-of-way to pedestrians, improper use of a horn and failure to maintain an assured clear distance. As a crowd began to form, officers moved Ms. Trevino to the front of an officer’s vehicle to conduct a search before transporting her to jail. While conducting the search, he advised Ms. Trevino that a female officer was not available. He conducted the search in front of a police vehicle where a vehicle camera could document and at least one other officer was present, as required by APD policy. Full APD Policy: https://www.austintexas.gov/sites/default/files/files/Police/General%20Orders.pdf APD Frisk/Search Training Video: https://youtu.be/XgdZBwQ-0Og Portions of APD Policy have been copied below with highlighted explanations for your convenience: 306.3.1 SEARCH PROTOCOL Nothing in this order supersedes officer safety tactics. (a) Officers will conduct person searches with dignity and courtesy. (b) Officers will conduct property searches in a manner that returns the condition of the property to its pre-search status as nearly as reasonably practicable. (c) Officers should attempt to acquire keys to locked property when a search is anticipated, and the time and effort required to gain the keys makes it a practicable option. (d) It is the responsibility of each individual officer to search a prisoner for weapons or contraband anytime he gains custody of that prisoner, regardless of whether the prisoner was previously searched by another officer. (e) When safety permits:
Officers should explain to the person being searched the reason for the search and how the search will be conducted.
2. When practical, an officer of the same gender should be called to the scene when officers believe the subject is concealing items in a sensitive area, such as evidence or narcotics in the groin, buttocks, or breast areas. This does not apply to items that pose an immediate threat to officer safety.
If a subject requests a search by an officer of the same gender, an attempt should be made to have a same gender officer conduct the search.
If a same gender officer is unavailable, the search should be conducted in front of a Mobile Audio Video (MAV) recording system, if available, or a second officer should be present.
If the gender of the individual needing to be searched comes into question, officers should respectfully inquire as to whether the individual identifies as transgender. When an individual self-identifies as transgender, officers will not question this identity absent articulable, compelling reasons, nor will an officer inquire about intimate details of an individual's anatomy to determine gender. Officers needing to search a person who has disclosed that, or the officer recognizes by prior knowledge, the individual is Transgender, Intersex, and/or Fender Non-Binary/Gender Non-Conforming (TIGN), should, when practicable, conduct the search based on the gender with which the individual identifies. (For example, a Female-to-Male individual should, when practicable, be searched by a male officer, or by a female officer who conducts an opposite gender search. A Male-to-Female individual should, when practicable, be searched by a female officer, or by a male officer who conducts an opposite gender search).
Officers will use the backside of their hands and fingers to frisk/search sensitive areas of the opposite gender to include the breast, crotch, and buttocks.
306.6 SEARCH INCIDENT TO ARREST The general authority to search incident to a lawful custodial arrest is not qualified or limited by the type of arrest. Objects of the search are weapons, evidence, and/or means of escape. (a) Persons:
When officers make a lawful arrest, they are permitted to conduct a contemporaneous search of the arrestee. Such a search safeguards the arresting officer and others nearby from harm while ensuring that the arrestee will not discard or destroy evidence.
It is entirely reasonable for arresting officers to search the area where the defendant might reach in order to grab a weapon or evidence.
306.9 FRISK (PAT-DOWN) FOR WEAPONS A frisk is a mere pat-down of the outer clothing, area, vehicle or container to which a detained person may have immediate access. The purpose of a limited weapons frisk after an investigatory stop is not to discover crime, but to allow the officer to pursue the investigation without fear of violence. An officer does not need to be absolutely certain that an individual is armed; the issue is whether a reasonably prudent person would justifiably believe that he or others were in danger. (a) Persons:
A frisk is a limited patting of the outer surfaces of a person's clothing in an attempt to find weapons. A frisk can only be used by officers when they justifiably stop someone and have a reasonable fear for their safety, the safety of the public, or when a cautious and prudent officer under the same or similar circumstances would conduct a pat-down.
Normally, officers cannot put their hands under the suspect's outer clothing until they feel something they reasonably believe is a weapon. If the outer clothing is too bulky to allow officers to decide if a weapon is concealed underneath, outer clothing such as overcoats and jackets may be opened to allow a pat down of the inner clothing, such as shirts and trousers.
Packages, purses, briefcases and other containers may be frisked during the stop.
The scope of a protective frisk is limited to persons and places within arm's reach of a concealed weapon or toward which the subject might lunge.
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At the end of the Second World War, Europe realized that their hold on their colonial holdings was slipping fast. Most of them began to draw up plans to gradually grant independence. The people within these countries however had different priorities. They saw their chance to break from the colonial masters and took it. In 1950, only Egypt, Liberia, Ethiopia, and South Africa could be considered independent, by 1965 the vast majority of nations were on their own. Some flourished, some languished, but almost all improved with their newfound freedom. At this time, the world was locked in a struggle between Western Democracy and Communist Dictatorship. With little warning, a new theater opened in the Cold War. Africans were given the decision of who to side with. As an enemy of their former masters, the Soviet Union made a natural ally, and Socialism's anti-imperial (theoretic) stance appealed to people in post imperial regions of the world. Since independence, seventeen African nations have had a government which self-identified as socialist, six of those as Marxist-Leninist. Like Africa itself, socialist movements in the continent were varied and diverse. Ranging from self described socialist Nelson Mandella becoming celebrated world wide for his devotion to peace and equality to Ethiopian dictator Mengistu Haile Mariam, whose violence and economic mismanagement killed thousands. The purpose of this post is to describe the ideological origins and tenets of African socialism, with a look at what makes it distinct from mainstream Communist movements. On this map red shows those states which identified as Marxist, yellow shows those which identified as with a variety of other forms of socialism, and green shows those which more closely fall under the Arab Socialist movement and will not be discussed here.
Broadly speaking, African Socialism drew inspiration from two main sources, the traditional body of socialist literature and that of the Pan-African movement. Socialism Both the ideological tenets of socialism and the practical concerns socialist nations played a role in African nations adopting socialism. Most of the nations of Africa were in a struggle for freedom from capitalist European countries and found a natural ally in the Soviet Union. Following WWII, it was in many ways a binary choice to side with the US or USSR. Those who led rebellions or coups against US backed leaders had few options other than the USSR. Political concerns aside, there were many reasons why socialism was ideologically attractive to educated Africans. Socialism is at its base revolutionary. "Let the ruling classes tremble at a Communistic revolution. The proletarians have nothing to lose but their chains. They have a world to win. Workingmen of all countries unite!” With even a cursory glance at Marx, it doesn't take much imagination to see why people oppressed for decades would turn to him. The anti-Imperial rhetoric of socialism (regardless of the actual aggression of the USSR and PRC) was another motivating factor. In this case, I point to Vladimir Lenin's Imperialism: the Highest Stage of Capitalism. In this work, Lenin points towards imperialism as a symptom of the capitalist system. However, one of the reasons this work remained applicable after the collapse of most overseas empires is due to his characterization of imperialism. One example he gives in the book speaks of US domination of the Argentine beef industry. According to Lenin, though the US never carved out a concession area or installed a governor general, they used economic power to dominate the industry and exert control over the country. This characterization rang true for many people who looked at the efforts taken by former colonial powers looking to retain their economic stakes in their old colonies. One of the problems socialists face in implementing their policy is that Orthodox Marxism is heavily based on the conditions of 19th century Western Europe, and when applied outside of those conditions, thinkers need to reconcile the inconsistencies with the conditions on the ground. While we will look at how various African leaders adapted the ideology, one sub-ideology which played a major role in African Socialism was Maoism. Orthodox Marxism focuses heavily on a revolution based around industrial workers. Early 20th century China, much like post-colonial Africa had little in the way of industry. Mao re conceptualized the idea of the proletariat to include peasant farmers and made the revolution as agrarian as it was industrial. For example, the first president of Socialist Madagascar released an ideology book heavily inspired by Mao's Red Book. China also served as an alternative source of support in the event of a conflict with Russia; Somalia received aid from the PRC when they were at war with Soviet aligned Ethiopia. Pan- African Movement The Pan-African movement did not solely influence the African Socialist movement. In fact, almost all post-colonial governments took inspiration from many of the tenets of movement. Nor were all the central figures socialists, indeed Emperor Halie Salassi of Ethiopia was about as far from socialist as could be. However there was a degree of mutual influence in a number of places. The start of it can be traced to Jamaican thinker Marcus Garvey. The Pan-African colors and the icon of the Black Star both came from him. Kwame Nkrumah mentioned him directly as an influence. This remained on the nationalist and pan-nationalist side of African socialism. This and racial empowerment remained a constant theme in African socialism, with many African thinkers rejecting class reductionism. African's tended to be acutely aware of the role of race in world politics and used it in conjunction with class and capitalist interest to explain the world. Another major thinker was American W. E. B. du Bois. One of the founding members of the NAACP and author of one of the first sociological works about African Americans, Du Bois is one of the most important figures of the American Civil Rights Movement. Du Bois was in reality a Social Democrat, who often saw world communist governments as a means to an end for black people. In Socialism and the American Negro, he referred to the New Deal as a America's foray into Socialism. Though a stalwart supporter of democracy he visited Mao Zedong and Joseph Stalin personally. He was a strong opponent of colonization and spoke to young leaders in the 1945 Pan-African congress. There he met future President of Ghana Kwame Nkrumah. He would become a mentor to Nkrumah and move to Accra in his final days.
Many of the most interesting and successful movements in Africa were non-Marxist-Leninist. They took local beliefs and attitudes and molded socialism to fit them. These were incredibly diverse, ranging from forms of social democracy to far more authoritarian structures. The leaders ranged from educated elites to guerrilla leaders. The first socialist governments sprang up at independence and continued through the Cold War. These are some of the more notable ones. Consciencism Few other thinkers have had near the lasting influence on African politics and philosophy as Kwame Nkrumah. Born to a poor family in the British Gold Coast, Nkrumah was sent to school by his family where he excelled. Interested in Politics and Philosophy, he saved money to pay to visit the United States. He worked menial jobs to put himself through school at Lincoln University and University of Pennsylvania. In the US he became close to expat and American leftists as well as enjoying African American culture. After graduating he went to the London School of Economics. This is where he began political organizing. He returned to the Gold Coast where he founded the Convention People's Party. When the British began increasing local rule, his party swept. When the British did not meet the demands of the Ghanian people, he became a champion of the people with his down to earth nature and organization of general strikes. When Ghana was given full independence, he was the overwhelming choice. A strict empiricist, Nkrumah sought to make an organic political philosophy that was designed to change as the material needs of the country changed. He determined that the welfare of the individual was the most important concern of the government and society. It was from this lens that he criticized capitalism, contending that it reduced man to a means to achieving the goal of profit. He pointed to traditional African values, Islam, and European influences as the three ideological tides that shaped Africa. The latter two he condemned, though admitted their merits where he saw them (such as the French education system), and gave qualified approval to the first. African society was to be, in spirit but not practice the driver of society. This meant that pan-Africanism and historical study were to be focused on, but the actual institutions such as tribalism, traditional monarchy, and class hierarchies were to be abandoned. This is where socialism came into Nkrumah's Consciencism. It was not out of devotion to Marxist thinking, but out of a belief that socialist economic structures would be the most effective way of leading the country to prosperity. In a 1967 address he gave in Egypt he stated "Socialism is not spontaneous. It does not arise of itself. It has abiding principles according to which the major means of production and distribution ought to be socialized if exploitation of the many by the few is to be prevented; if, that is to say, egalitarianism in the economy is to be protected. Socialist countries in Africa may differ in this or that detail of their policies, but such differences themselves ought not to be arbitrary or subject to vagaries of taste. They must be scientifically explained, as necessities arising from differences in the particular circumstances of the countries themselves." To Nkrumah, Socialism was not prescriptive, but rather a process where one used communal ownership as needed to create a better society. He was a believer in the idea of scientific socialism in believing that socialism came from the natural needs of the people, rather than an ideological devotion. Ujamaa If Nkrumah was a product of the study of Philosophy, Julius Nyerere was a product of the study of anthropology and history. Unlike Nkrumah, Nyerere was the product of elite lineage. His father was a chief who earned the favor of both the German, and later British Administrations in Tanganyika. He was chosen by the British to receive education to be a local leader and studied at Makerere College before finishing his post graduate work at University of Edinburgh. Upon returning, he founded the Tanganyika African National Union, which pushed for independence from the UK through non-violent protest. His philosophy of Ujamaa, meaning familyhood in Swahili, became the guiding ideology of the party and independent Tanganyika (and Tanzania after their unification with Zanzibar). In this ideology, Nyerere posits that socialism is the natural state of African people. Before the introduction of Western influences, African people lived in an equal and communitarian society. While he admits the existence of elites he countered that the relative equality of means meant that there was no comparison to modern economic structures. For Africans to be prosperous, they had to return to the social structures as well as the spirit of pre-colonial Africa, while accepting modernizations that would benefit the common man. He posited that African society had a natural social value attached to work, and this work was done, not to the benefit of a capitalist elite, but to the benefit of society, thus with the fruits of labor belonging to society, they could be considered socialist. Through a return to these structures, they could have a socialist society that was structured on the needs of Africans, rather than those of 19th century Europeans. He regarded Marxists as rigid and dogmatic, stating that, "The works of Marx and Lenin are regarded as holy writ… We find them condemning others actions because they do not accord with what the 'priests of scientific socialism' have decided is the true meaning." His ontology marked the community as the basic unit. He believed in socialism through consent of the people, but not necessarily through democracy.
Marxist-Leninist nations in Africa tend to fill a different niche that those of non-Marxist states. Non-Marxist states tended to grow from movements within the countries with a locally based variant of socialism guiding the development of government structures. Marxist states on the other hand tended to come from the geopolitical needs of the nation. They tended to lean heavily into the support of the Soviet Union or People's Republic of China. These governments tended to be criticized by Orthodox Marxists both within the countries and abroad for simply slapping a Marxist aesthetic on a run of the mill authoritarian state. This is not universal, and depended on the leader and movement. Thomas Sankara (referred to as the African Che Guevara) is celebrated by leftists for his attempts to organize Burkina Faso, whereas his successor Blaise Compaoré simply co-opted Marxist symbolism until the end of the Cold War when it was dropped entirely. The two states I will profile show a best and worst case for African Marxists. Benin Nothing I write would be complete without me mentioning Benin somewhere. The Republic of Dahomey gained its freedom from France August 1st, 1960. At that time Hubert Maga, a school teacher turned politician from the North was named first president. Benin is divided into three broad super-cultural groups (though there are a total of 64 ethnic groups). The Fon in the South, the Yoruba in the East, and the Bariba and other Muslims in the North. The Maga government was soon overthrown and the country rapidly switched between a number of governments, each dedicated to giving as much as possible to their constituent area before being removed from office. This changed in 1972 when a young army officer named Mathieu Kerekou led a successful coup. Kerekou was different in the sense that he had no real ties to any of the political families that had been competing for power. He also ended the system of clientism that had defined Dahomeyan politics to that point (though some contend he showed bias against the Fon. Strongly nationalistic, Kerekou made his hatred for the French clear early on, pointing to them as the cause of many of the country's problems and the patron of the old regime. In 1974, Kerekou changed the country's name from the Republic of Dahomey to the People's Republic of Benin and formally adopted Marxism-Leninism as the guiding ideology of the nation. Oil reserves and refineries as well as the banking system were rapidly nationalized and Kerekou made overtures to international communist nations for aid. Austerity programs were also quickly ended. The North Koreans were particularly close allies. Curiously, Kerekou worked to retain warm relations with the United States. Peace Corps remained in operation through his entire presidency and working in the American embassy was considered a strong stepping stone. The practical effects for the average Beninese person varied from urban to village. Local leaders were required to be members of the People's Revolutionary Party, and extreme corruption and inefficiency meant that few resources radiated outside of population centers. Instilled with a strong labor union tradition during French occupation, the national labor movement was consolidated into a single approved union that was basically mandated to follow government orders. Unionized workers as well as students were the chief opponents of the regime and faced significant surveillance and harassment. This started to change in the mid 80s as it became clear that the regime's economic reforms weren't working. Benin was lagging behind its neighbors Ghana, Togo, and Nigeria. On top of this, student groups and workers in unofficial unions were demanding change. Simultaneously, the election of Francois Mitterrand in France opened a new era in Franco-Beninese relations, shifting the nation back to Western alignment away from the moribund USSR. Under mounting pressure, Kerekou agreed to a constitutional referendum and free elections. Upon his loss, he gracefully stepped down in 1991, but was reelected in 1996. Having dropped Marxism, he led his second term as a moderate liberal, doing little to harm the economic and political reforms of the early 90s. Ethiopia Ethiopia, on the other hand, faced the fullest horror of Communism and likely suffered to a similar extent to Ukraine and China. In 1970, the Solomonic Dynasty leading the Empire of Ethiopia was one of the oldest royal houses in the world dating back to 1270 and drawing its lineage back to the Biblical King Solomon. Their last Emperor was Halie Selassie, celebrated among Pan-Africanists as one of the only African leaders to resist colonization. Though celebrated by the diaspora, Selassie's rule was authoritarian and secretive. In 1973, a famine hit Ethiopia. Rather than petition for aid Selassie covered it up, and only accepted aid on the contingency that it was given in secret. The inaction of the Emperor prompted a revolutionary council known as the Derg to take over. This council quickly moved to numerous industries. Eritrean, Tigre, and Somali nationalists took advantage of the situation to launch offensives against the government. When the Carter Administration warned the Derg to cease the human rights violations they were committing in the crackdown, they cut ties with Washington and invited East-German and Soviet military advisors. In the Tigre region, the Ethiopian military embarked on a scorched earth offensive to quell the rebellion. Using such tactics in a nation with food security concerns was probably ill-advised. The offensive in the North consumed around two thirds of the national budget. The problems the Derg had created were compounded in 1983. In 1982, the rains failed and there was risk of another great famine. Having become an international pariah due to the extreme violence of Derg forces, the international community was reluctant to give aid and the Reagan administration lobbied heavily against it as part of his campaign to halt Communism in the Horn of Africa. When the famine hit in earnest, the Derg mobilized to create collective farms. These farms were incredibly inefficient, consuming 82% of imported fertilizer while contributing only 15% of grain production. To staff these farms, people from offending areas, particularly Tigre were forcibly removed from their homes and shipped to location. Africa Watch estimates that around 50,000 people died on these farms alone, comparing conditions to the Ukrainian farms in the days of Stalin. In total, as many as 1.2 million people were killed, 2.5 million displaced, with Human Rights Watch estimating that around half could be attributed to government actions.
Socialism is a phenomenon that struck the African continent in many ways across the Cold War era and beyond. Its incarnations were as diverse as the groups it affected. This is by no means an exhaustive look at African socialism, but simply a chance for the reader to find a starting place for further study and give context to an under studied part of the world. Indeed, there were many important people and thinkers left out, such as Cheikh Anta Diop, Walter Rodney, and Siad Barre. Please let me know in the comments what if anything you would like to learn more about. If you found the philosophical analysis or historical fact more interesting, I would be happy to write more about it. Sources African Socialism Revisited- Kwame Nkrumah Ujamma – The Basis of African Socialism- Julius K. Nyerere Drought, War, and the Politics of Famine in Ethiopia and Eritrea- Edmond J. Keller Applying the weapon of theory: comparing the philosophy of Julius Kambarage Nyerere and Kwame Nkrumah- Tomáš František Žák Three African social theorists on class struggle, political liberation, and indigenous culture : Cheikh Anta Diop, Amilcar Cabral, Kwame Nkrumah - Charles Simon-Aaron Socialism and the American Negro- W. E. B. Du Bois Benin- Chris Allen
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