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I've been watching and waiting since December but so far I haven't found it. Synopsis When two outsiders arrive on an isolated intentional community, seventeen-year old Anahita begins to question her role at home, and what a future out in the world-at-large could be. Director: Alec Tibaldi Writer: Thomai Hatsios (story) Alec Tibaldi Actors: Piper De Palma, Amanda Plummer, Cosimo Fusco, Teo Halm, Reviews: Keywords: Spiral Farm yify, Spiral Farm yify movies, Spiral Farm yify torrent, Spiral Farm torrent, Spiral Farm yify subtitles, Spiral Farm yify torrent magnet, Spiral Farm yify download movies, Spiral Farm full movie download, Spiral Farm full movie free download, Spiral Farm download subtitles, download Spiral Farm torrent, Spiral Farm yify torrent movies, download Spiral Farm. Release Year: 2019 Runtime: 85 min Genres: Drama, Country: United States of America, Language: English, Director: Alec Tibaldi, Writer: StarCast: Akuyoe Graham, Amanda Plummer, Cosimo Fusco, Jade Fusco, Kayleigh Gilbert, Landen Beattie, Piper de Palma, Teo Halm, Producer: Synopsis: When two outsiders arrive on an isolated intentional community, seventeen-year old Anahita begins to question her role at home, and what a future out in the world-at-large could be. Press Ctrl + D To Bookmark Us... Watch Spiral Farm On TamilYogi Don't forget to Bookmark Us... Spiral Farm (2019. Download Torrent Files Spiral Farm (2019. Watch Online (Single Links - Quality. Spiral farms pa. Spiral farm full movie 2019. Spiral farms csa. Spiral farm wheel. At Issue: Patch Notes Valkyrie Wyvern minimum damage from 200 to 143 Resistance to small arms (type 2) from 96 to 75. Dev Note: The resistance change puts damage from small arms in line with that of Empire Specific Fighters, noting that they still retain their 50% belly armor and the capacity to repair from the rumble seat. The Wyvern's minimum damage reduction helps shorten the range at which a Valkyrie can harass larger targets. This post is concerned with the small arms changes, and will include a short argument for speed readers, calculations and recorded testing, and a more complex long form argument for refutation of the logic behind the changes. Short TLDR Based on the numbers provided below, these untested and surprise changes introduce dramatic scaling issues that fundamentally cripple the viability and survivability of the Valk. Calculations with conservative assumptions favorable to the developer logic show that a single small arms wielding infantry can take down major portions of the Valkyries health completely on its own, which, coupled with the myriad of other threats Valks face, will result in Valkyrie players shifting altitudes higher, where cancer-inducing playstyles are more prevalent, and team-support options are reduced. The previous value, 96% was in our view intentionally settled upon to avoid these issues, and worked perfectly fine. The value should be rolled back immediately, and any future changes, in the interests of maintaining community trust, should be thoroughly discussed and vetted before completely up-ending playstyles in pursuit of a change for which there was no evident or demonstrable community concern. The Numbers The following is a link to a publicly viewable google docs spreadsheet. Valk Small Arms Resistances The initial values were generated using a set of conservative assumptions – a single valk being shot by a 143 Damage (A common damage tier) weapon, and 30 round magazines. It has 4 accuracy quartiles, calculated for both belly and non-belly hits. Please note that adjusting values in cells C4 and D4 can be used to adjust the values for Damage Tier and Magazine Size, respectively. If you wish to do so, you should be able to download it and edit it in your program of choice (If this doesn't work, let me know) As we can see, damage for resist values below 96% percent begin to scale up quickly – when evaluated on a per bullet basis, this seems harmless and minor, but when evaluating the potentiality of even a 30 round magazine, the values begin to spiral out of control rapidly (Some allowance should be made for intervals – progressive increments were used to avoid bombarding people with a massive spreadsheet, given the 21% jump between previous and current values) and the notion of multiple small arms sources at once, in addition to other damage sources, shows the scaling issues at play. Of note: Small arms fall-off damage is not factored into this spreadsheet for reasons of complexity, however a demonstration test video has been made. The Belly armor test was complicated due to lack of assistance and the odd angles at play. Unarmored Test Video Belly Armor Test Video The weapon tested with was rather a conservative, slow firing, 30 round NSX Tanto with no modifications against a static Valk. It should also be noted that there is no way to calculate the likelihood of belly armor hits mathematically. That is instead a question of lived experience and playstyle dynamics, covered later. There is an argument that infantry players have limited firing windows against the Valk, given its ability to use terrain cover effectively. But I'll let the video speak for itself, and note that the weapon used in that video was one of the slowing firing carbines. Longform Summary Our position is that it is readily apparent that the numbers (cited above) were previously run by the developers at a earlier time when armor values were being decided for the Valk; these numbers and testing revealed a series of difficult and hard to manage scaling issues between small arms and the Valk that would require extensive time, effort, and refactoring to make them work for what they correctly viewed as a fringe scenario to consider. To economize time, they chose to stabilize the relationship using 96% as a preferred resistance value, which yielded a relationship which was, in fact, stable, and has remained so since its implementation – infantry never developed an expectation of killing the Valk with their small arms, instead expecting only to possibly deter it – if killing it was necessary for their play experience, they were incentivized to instead use the items provided at many bases (Turrets, etc. Recent adjustments to this value have destabilized this relationship into a chaotic state that will require extensive time and effort to make viable and stable, when other more pressing issues (Bugs, new mechanics, etc. are up for consideration. Our position is that absent substantial commitments to achieve this end on the part of the current developers, the only appropriate solution in terms of restoring both balance and community trust and comity, is to return the Valkyrie small arms resistance value to 96. Implementation This adjustment was implemented with no prior warning or discussion – it was inserted into a live patch concerned principally with Leadership changes meant to support small unit tactics (Ironically, one of the Valks niches) with no prior presence on the PTS server. When asked, developers indicated that after some evaluation and data, a reliable midpoint might be chosen. This approach means that on a live server, the survivability of a entire vehicle class was down checked directly by 21% to a theoretically assumed floor value, against an omnipresent high-volume damage source. Now, there is an argument for doing this on live – its a complex interaction with dozens of moving parts that is difficult to test. But that would, in my mind, suggest a cautious, incremental approach – tweaking it to 90% or 92% and then re-evaluating. And putting it on test has a certain factor of enabling the community to notice it, test it, and discuss it before it goes live – to make their opinions known, making such changes potentially less controversial. This path was not followed. Developer Logic In conversations with Wrel, which took place in the pilots club channel of the PS2 Main Discord, we had a discussion about the logic and potential impact of these changes, post-patch, on the 19th. The one of the rationales that I can identify is that Post-CAI, repair rates and CAS damage values were increased, but infantry lockons were decreased in effectiveness, creating, in his view, an imbalance in the relationship between infantry and Valk. I contended that at the ranges at which the scaling issues emerge, G2A lockons are capable of almost instantly locking on – but they are impractical to use as the sighting and tracking mechanic against a fast moving target at close range, I. E. the ranges at which small arms would be ideally effective, is very poor, hence they were not used as much. This last part has ALWAYS been true. Ergo, in that close range envelope, the CAI changes to G2A lockons had comparatively little effect in this envelope, because they werent the ideal weapon in the first place for that range. But in an attempt to rectify the perceived imbalance, Wrel iterated that the main impetus was to encourage more players to use small arms against the Valk. Direct Quote, per Wrel, 8/19/18 at 4:52 PM CST, in the PS2 Main Discord, Pilots-club We'll see how it shakes out, but going from small arms feeling absolutely ineffectual to "oh, I actually feel like I should be shooting at these things" was the goal. However, I would argue, based on my own experience as a Valk pilot, operating at the ranges in question, infantry players need no encouragement to shoot at the Valk with small arms – they do so anyway – its a big, loud, close target that hurts them. They shoot at it anyway. I would counter that the reasons small arms feel ineffectual to players is not because they are actually ineffectual, but rather, because they are rarely the final determinant – rather, small arms damage is kicked into a pool of other damage from assets that are intended to actually kill and contest the Valk, namely other vehicles, turrets, and AA weapons. When you get shot by several different small arms sources during a run through a fight, it can, in my experience under previous values, easily take an 1/8th to a 1/10th of the Valks health away. This is effective, but only in aggregate – this in effect rewards organized players who can rally their team to shoot the Valk. This change now rewards disorganized solo farmers who dont want their farm interrupted by someone elses team asset. Lets return to the patch notes. It is indeed important to make note of the Belly armor and rumble seat repair. Rumble seat repair has been the classic troublesome point in terms of balancing the Valk. The changes to where 1 person could repair at an increased rate was a good change that made it easier to balance. But as with previous balance issues regarding rumble seat repair, it cannot be universally expected that one will have a dedicated engineer. Many Valks get around this by having their gunner swap into that seat, but that is not viable in all situations, and the unpredictable nature of small arms can make arranging that even more troublesome. On the Belly Armor – this is a valid concern only if the majority of small arms fire hits the belly armor. Which, at higher altitudes at specific types of bases, it will. But there is a vast panoply of situations in which a Valk, supporting its team or passengers, will be at lower altitude or at bases with large differences in elevation, which means the belly armor is not a universal assumption that defeats all criticism – even with our previously tested numbers above, we can see that the resist values against the belly armor can result in large damage spikes to the Valk – against un-armored portions of the Valk, it can be lethal. Playstyle Nerfing This change, in effect, creates a massive nerf to those playstyles that operate in close support of and benefit to the team, yet penalizes none of the playstyles that players have real issue with, namely Valks sitting beyond their reach farming with CAS, dropping unpredictable reinforcements, or C4 light assaults. The increased lethality of small arms means that the usage of scout radar, another major support role for the Valk, will be dramatically dis-incentivized, as fire suppression will take full primacy in the range at which Scout Radar is effective. Presuming a majority of Valkers stay in that range at all. Changing from 96% will skew the risk reward relationship, regardless of the value chosen. This in turn will force some Valkers higher, where they will be exposed to A2A, flak, and other threats to a much greater degree (Its worth noting the Valk was designed and optimized to work in close range settings. At higher altitudes, playstyles that are widely regarded as cancer, including CAS farming, LA dropping, and ceiling Valk drops for ghost caps, become much more prevalent as score producing activities. This means that, if our stated aim is to improve the infantry relationship to the Valk, Valks will no longer deliver squad leaders to pinnacles to deploy beacons, or get them precisely on the point building, or provide point fire support and scout radar to the same degree as they did at the 96% resistance value. Infantry will receive less Valk support, and instead be the targets of more Valk farming using cheesey, cancerous activities that infantry have few counters to, forcing those infantry to drop what theyre doing and pull assets in response. The above listed support activities are the mainstays for developing competent, skilled pilots who can handle the Valk, instead of passive, cert centric solo or duo farmers that never push the airframe to the limit, passivity that this patch will encourage. Scaling issues 96% resistance to small arms can seem, to solo infantry players at a small base, to be completely insane, and nigh on immunity. And indeed, against a weapon that costs 0 nanites, is universally present at all fights, and is intended to kill infantry, this can seem completely insane, principally to non-pilots. It can also seem infuriating, as it leads one to believe one is ineffective as infantry against aircraft, given that one is using a weapon that is demonstrably intended to shoot mans. But, it becomes less insane when one pauses to consider that encounters between Valks and solo infantry are rare – generally consisting of hunting infiltrators, ghost-cappers, or vehicle bailers. Instead, the Valk – when used properly in support of the team – generally encounters groups of 8-12 players, of which, reliably, in the course of a run, itll be hit by 2-3 of them as they run from the spawn room and notice the Valk. This is average, because most infantry players do not want to stop and engage in AA fire. But when they do decide to do so, it can be effective. It is merely not EVIDENTLY effective. So while this change seems to benefit the small fight scenario the most, it becomes absolutely untenable in medium and larger fights, where Valk support can make the most difference, as the number of unpredictable damage sources, all of them lethal, begin to multiply rapidly. Closing Changing the small arms resistance value from 96% not only introduces difficult scaling issues, it fundamentally disrupts playstyles that have been universally identified as beneficial to team-play activities, and as a result, encourages passive, cheesey playstyles. This change was implemented in an overly aggressive and disruptive manner, without apparent regard to community sentiment or experience, and combined with the unintentional Wyvern nerf, does not inspire confidence in the finding of an acceptable “middle-ground” value for Small Arms Resistance, confidence that couldve easily been maintained had this change been discussed or even simply placed on PTS. Based on these factors, our position is that the Small Arms Resistance value for the Valkyrie must be returned to 96% immediately – after which further changes can be tested and deployed in a more robust and harmonious way. Specific Refutation of special mention. Having concluded our argument, were now going to address a smaller issue that, while outside of the main argument, is nonetheless worth addressing. In-line with ESF Resistances This particular bit floored me, personally, because it has no logical flow, even inside the game. The ESF and the Valk are two different aircraft. One of them is small, faster, more maneuverable, flies higher, and is thus, much harder to hit. Ergo, which it does get hit by small arms, it SHOULD hurt more, hence, 75% resistance. The ESF is also undeniably able to achieve a much more devastating impact on infantry for a solo player than the Valk. The Valk is meant to operate lower, is slow, is bigger, has a uniform profile, and, paradoxically, is much louder than the ESF, yet has the same health pool (3000. It was designed to operate in these lower altitude settings, where any reasonable person could predict that small arms would be more prevalent. The Valk is much more likely to be shot by small arm based on these factors. Therefore, it was given higher resistance values. In-lining the resistance values on the Valk to the ESF, an aircraft designed for a different role, in a different performance envelope, in completely different playstyles, is inherently illogical and has no real value as an explanation. Spiral farm bureau. Spiral farm wiki. Critics Consensus No consensus yet. Tomatometer Not Yet Available TOMATOMETER Total Count: N/A Coming soon Release date: Dec 13, 2019 Audience Score Ratings: Not yet available Spiral Farm Ratings & Reviews Explanation Tickets & Showtimes The movie doesn't seem to be playing near you. 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