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352 Guide From An Elite 1 Player | REMASTERED For Fifa 21

Summary

Last year, I wrote a guide for the 352 tactics I use to earn Elite finishes in the weekend league. I was surprised by how much all of you liked it and I've been receiving some requests for a FIFA 21 reprisal.

Well, I'm Back.

Three weekends into Fifa 21, I have achieved three straight Elite finishes (two Elite 2s and one Elite 2 that should have been an Elite 1 if not for a thunderstorm, a tree, and a powerline deciding to do the horizontal mambo) and I am rather confident in putting out this Fifa 21 Remastered 352 Guide. I have made some big changes and I will be sure to cover all of them below. I am going to use a format similar to the one I used previously.
First and foremost, No, this is not a Drop Back meta-slave setup and once again, this is a VERY lengthy guide in which I will cover player types to use, instructions, tactics, and more. I spent a good amount of time working on this, so if there is anything I did not cover and you have questions please feel free to ask me! Cheers!

Once again, lemme tell you somethin

Table of Contents

  1. Miscellaneous things to know before you start and FAQs.
  2. Why I like the 352 over the 4231 and 442.
  3. Custom tactics and why you need at least 3 different setups.
  4. Instructions for each position.
  5. Player Archetypes for each position in my 352.
  6. Chemistry Styles
  7. Substitution Philosophy.
  8. My play style.
  9. Tips for making the change to the 352.
  10. The teams I have used thus far and my pre-toty target.
  11. Closing Remarks

1. Miscellaneous things to know before you start and FAQs.

  • This guide is best viewed in a web browser due to the use of bulleted lists and indentations.
  • Changing to the 352 will not automatically make you go from Gold 3 to Gold 1, Gold 1 to Elite 3, etc. Like anything in this life, it takes practice.
  • I am not a pro, streamer, nor youtuber. I am a regular dude who happens to like playing Fifa, a lot. I don't have any gameplay videos saved.
  • You will lose games against opponents using the 4231 and 442. The 352 is not a miracle cure.
  • Contrary to popular belief, defending with attackers has been severely nerfed this year.
  • Do not try to use Adama as a wide mid thinking that his pace and strength will make up for his lack of defending. You will get exploited.
  • A 4 star weak foot is not all that weak.
  • AI defending did not get a buff and AI blocks aren't as difficult to contend with as you may think (although, they are frustrating as hell when they happen)
  • Beating team press is very easy and it's honestly just fun to exploit. I will explain why and how in this guide.
  • With the addition of the Creative Runs, EA has severely nerfed the natural off-the-ball runs your own AI perform. For this reason, I highly recommend that you never use Balanced as your offensive mentality for any squad you are running, be it 352 or other.
  • My camera angle is the Co-op angle.
  • Interestingly, EA has added a new hidden change with respect to positional instructions that makes the 352 even more deadly. In the past, if two players swapped naturally during the run of play due to some circumstance (ie, your CDMs flip, your CAM and RCAM flip, etc), they kept the instructions of their original spot. Not this year. If your LCDM and RCDM flip spots naturally during the course of play, they will also flip their instructions. This is important for a scenario where you place complimentary instructions on your CDMs. That is, if you have your LCDM on stay back and your RCDM on get forward and you somehow dragged your LCDM forward, your RCDM will stay back rather than still getting forward like his instruction tells him to do. This is new and a very welcome change.
  • Big thanks to u/El-Buncho and his idea for some of the graphics I used in this guide

2. Why I Like the 352 Over the 4231 and 442.

Let's take a look at how the 352 matches up against the two meta formations. On defense, the 352 has 3 CBs, 2 wingbacks, and 2 CDMs for a total of 7 eligible defenders to contend with your opponent's attack. Stop thinking of your eligible defenders as separate positions. On Defense, you have 7 Defenders and their sole job is to win the ball back. Don't be afraid to pull players out of position. Don't overdo it, though.
  • 4231 - This formation has 4 attackers, 2 CDMs, and 4 defenders.
    • When you are defending against the 4231, it is very likely that your opponent has gone full meta and is using stay back on their CDMs and fullbacks. This means they have 4 attackers and 2 holding midfielders. The holding midfielders aren't a threat to do much so you don't really need to worry about them all that much. You have 7 defenders to contend with 4 attackers, 6 attackers if they use their CDMs more aggressively. Your wide midfielders can man mark the LCAM and RCAM. Your two CDMs focus on their CAM and Striker. And your 3 CBs are gravy here. Literally cleaning up anything that gets through. (but u/wahoos22, what if they're just passing around with their CDMs and CBs? You can harass the opponent CDMs with your CAM and CBs with your strikers, if needed).
  • 442 - This formation has 2 attackers, 2 wingers, and 2 CMs.
    • When you are defending against the 442, it is very likely that your opponent has gone full meta and is using stay back on their fullbacks and at least 1 of their CMs. This means that they have 5 attackers, 6 if they let both of their CMs get forward. In the 442, the CMs are much more of a threat than in the 4231. Your wide midfielders can mark the opponent LM and RM. Your two CDMs mark against their two CMs, and your 3 CBs take care of the 2 strikers. The more meta your opponent is, the less players going forward you will have to contend with and the easier it is to defend against.
Going on the attack, the 352 is overwhelming without leaving you caught out. This will be covered more in the My Play Style section.

3. Custom Tactics and Why You Need at Least 3 Different Setups

This play style requires 3 (sometimes 4) different setups. A standard play setup, a come from behind setup, a hold on for the win setup, and a my-352-isn't-working-this-game setup (yes it will happen. sometimes you just need some variety to break down a very strong defensive opponent). Below is a text version of the tactics with some explanations on why I choose what I choose. If you would like a visual version, please refer to these links:
Standard Play: Use this when the game is tied, or you are up/down by only 1 or 2 goals. Basically, use this when it's a close match.
  • Defensive Style -- Balanced
    • Width -- 4 out of 10
    • Depth -- 4 out of 10
  • Offensive Style -- Long Ball (Last year, I used both Long Ball and Fast Build Up. This year, EA has changed the way your team comes back on defense when using Fast Build Up. Specifically, your players will be out of position more often, which is in line with the Fast Build Up description. For this reason, I no longer recommend it as an option.)
    • Width -- 8/9 out of 10
    • Players In Box -- 5/6/7 out of 10 (This will vary based on the natural off the ball movement of your players. Test it out for yourself.)
    • Corners -- 1 out of 5
    • Free Kicks -- 1 out of 5
Come From Behind: Use this when you are down late and need a quick comeback. Be careful when using this setup as you are throwing the kitchen sink at your opponent and are very susceptible to counters.
  • Defensive Style -- Balanced (Last year, I recommended Constant Pressure here. With the addition of Team Press, Constant Pressure is no longer worth it and actually only serves to drag your team out of position. For this reason, I no longer recommend it as an option.)
    • Width -- 5 out of 10
    • Depth -- 9 out of 10 (10 out of 10 just feels glitched for some reason, again)
  • Offensive Style -- Long Ball (Last year, I used both Long Ball and Fast Build Up. This year, EA has changed the way your team comes back on defense when using Fast Build Up. Specifically, your players will be out of position more often, which is in line with the Fast Build Up description. For this reason, I no longer recommend it as an option.)
    • Width -- 10 out of 10
    • Players In Box -- 10 out of 10
    • Corners -- 5 out of 5
    • Free Kicks -- 5 out of 5
Hold The Lead: Use this when you are up late and need to hold on. Don't abuse it or use it for extended periods of play as DDA will kick in and you will concede.
  • Defensive Style -- Drop Back (But u/wahoos22, you said it wasn't gonna be a drop back meta??? It's not. This is a legitimate strategy that should be employed toward the end of a match you are winning, especially against an opponent who is clearly better than you.)
    • Width -- 3 out of 10
    • Depth -- 3 out of 10
  • Offensive Style -- Possession (Your goal here is to hold on, not to score. Last year, I recommended both Possession and Balanced. EA changed the way your team's natural off-the-ball runs happen. Balanced is extremely static this year. For this reason, I no longer recommend Balanced.)
    • Width -- 4 out of 10
    • Players In Box -- 1 out of 10
    • Corners -- 1 out of 5
    • Free Kicks -- 1 out of 5
My 352 Isn't Working: Use this when you just can't seem to create any scoring opportunities. I switch to this for about 1 opponent every weekend only. 4222 with the same Tactics as Standard Play.

4. Instructions for Each Position

Some of the positions below will have more than one set of instructions. This makes more sense given the context of section 3, immediately preceding this section.
Goalkeeper: With how powerful through balls have become this installment of Fifa, proper goalkeeper instructions are very important. Not to mention that crossing is back.
  • Saving on Crosses -- Comes for Crosses
  • Saving Outside Box -- Sweeper Keeper
Centerbacks: Don't touch anything.
  • Attacking Support -- Stay Back While Attacking
  • Interceptions -- Normal Interceptions (You can choose Aggressive Interceptions here, but be warned: your defenders will tire faster and will make some great interceptions but can get caught out of position more easily. I don't think its worth it. Do not use Conservative Interceptions or Neymar et.al. will have a laugh at you as they prance around your back line.)
Center Defensive Midfielders: Depending on your ability to defend well manually with your CBs, you can be more or less aggressive here. You will/may need 3 different sets of instructions here. If you are a weaker manual defender, you may want to use the Hold The Lead instructions in all setups for more security at the back. Be honest with yourself and your abilities.
  • Standard Play -- Keeping in line with the philosophy of Standard Play, your CDMs need to be jack of all trades. You'll want your balanced CDM to Cover Center so that he doesn't drift wide while tracking back. Your CDM that stays back will want to Cover Wing to backup your wide mids. If one is caught out, the CDM will drift wide to cover that spot and your CCB can step forward as your LCB and RCB pinch inward. Defensive Awareness stat is very important this year for this reason.
    • LCDM (or RCDM, just pick one)
      • Defensive Behavior -- Cut Passing Lanes
      • Attacking Support -- Balanced
      • Interceptions -- Normal Interceptions
      • Defensive Position -- Cover Center
    • RCDM (or whichever one you didn't do first)
      • Defensive Behavior -- Cut Passing Lanes
      • Attacking Support -- Stay Back While Attacking
      • Interceptions -- Normal Interceptions
      • Defensive Position -- Cover Wing
  • Come From Behind
    • Both CDMs
      • Defensive Behavior -- Cut Passing Lanes
      • Attacking Support -- Get Forward
      • Interceptions -- Aggressive Interceptions
      • Defensive Position -- Cover Center
  • Hold The Lead
    • Both CDMs
      • Defensive Behavior -- Cut Passing Lanes
      • Attacking Support -- Stay Back While Attacking
      • Interceptions -- Normal Interceptions
      • Defensive Position -- Cover Center
Wide Midfielders: These players are the workhorses of your squad. They won't score often and they won't register many assists, but if you skimp on these positions, you will get exploited. Your wide mids need to be able to defend. No, they don't need to body players like VVD, but they do need to do the job well. Outside of that, you can choose to go the pacey route or the technical route. At the early stage of the game, I recommend pacey as it is more forgiving, especially for those switching to the formation for the first time.
  • Standard Play
    • Defensive Support -- Come Back On Defense
    • Chance Creation -- Balanced Width (Last year, I also recommended Free Roam here. With the addition of Creative Runs and the nerf to AI runs, I no longer recommend this.)
    • Support Runs -- Balanced (Last year, I recommended Get In Behind here. I did this because we were also using Fast Build Up. With the nerf -- more of a correction than a nerf -- to Fast Build Up, we no longer need Get In Behind because of the Long Ball mentality.)
    • Support on Crosses -- Balanced (Last year I recommended Stay On Edge Of Box For Cross. I stated that the reason for this was "because the game is weird and the Stay on Edge instruction helps to stop your players from over-running passes." Given that EA has fixed that beyond stupid overrunning mechanic, this is no longer necessary and we can use the much more logical Balanced option.)
    • Interceptions -- Normal Interceptions
  • Come From Behind
    • Both LM and RM
      • Defensive Support -- Stay Forward
      • Chance Creation -- Stay Wide
      • Support Runs -- Get In Behind
      • Support on Crosses -- Get Into Box For Cross
      • Interceptions -- Normal Interceptions
  • Hold The Lead
    • Both LM and RM
      • Defensive Support -- Come Back on Defense
      • Chance Creation -- Balanced
      • Support Runs -- Come Short
      • Support on Crosses -- Stay On Edge of Box For Cross
      • Interceptions -- Normal Interceptions
Central Attacking Midfielder: Once again, your CAM is your most important player and will score the majority of your goals. His instructions are the same in all setups. It may sound strange, but this really is your best player. He will not only score the most goals, but will have the most assists. (But u/wahoos22, that doesn't make any sense! Your CAM should be the creator for the strikers!?!? Normally you'd be right. More on why in the My Play Style section).
  • Defensive Support -- Stay Forward
  • Support On Crosses -- Balanced (Last year, I recommended Stay On Edge Of Box For Cross. I stated that the reason for this was "because the game is weird and the Stay on Edge instruction helps to stop your players from over-running passes." Given that EA has fixed that beyond stupid overrunning mechanic, this is no longer necessary and we can use the much more logical Balanced option.)
  • Positioning Freedom -- Free Roam or Stick To Position (This depends on the natural off-the-ball movement of your CAM. Test it out for yourself. I tend to like Stick To Position better this year. Just don't use Drift Wide. It's trash for your CAM.)
  • Interceptions -- Conservative Interceptions (Lower stamina players will not tire as quickly with Conservative instructions. If stamina isn't an issue, you can use Normal).
Strikers: Again, it may sound strange, but these players are more creators than goal scorers (but having absolute rockets of shots here doesn't hurt!). This year, you need at least one striker that is good in the air. More on why in section 7.
  • Standard Play and Come From Behind
    • Left Striker -- A playmaker and space creator
      • Support Runs -- Drift Wide (Last year, I recommended Stay Central on the Left Striker. With the addition of Creative Runs and the nerf to AI runs, I have experimented and found that Drift Wide on both strikers results in a much more dynamic and mobile front line. I recommend either Balanced or Drift Wide, but never Stay Central unless you're using a player like Ibrahimovic or Giroud, who are just slower than drying paint.)
      • Attacking Runs -- Balanced (Last year, I had a firm recommendation for Balanced on the Left Striker. This year, I no longer have a hard recommendation. Similar to the CAM, this instruction will depend on the natural movement of your chosen player. Test it out for yourself.)
      • Interceptions -- Conservative Interceptions or Normal Interceptions
      • Defensive Support -- Stay Forward
    • Right Striker -- A playmaker and space creator
      • Support Runs -- Drift Wide
      • Attacking Runs -- Get In Behind
      • Interceptions -- Conservative Interceptions or Normal Interceptions
      • Defensive Support -- Stay Forward
  • Hold The Lead
    • Both Strikers
      • Support Runs -- Balanced
      • Attacking Runs -- False-9
      • Interceptions -- Conservative Interceptions or Normal Interceptions
      • Defensive Support -- Come Back On Defense

5. Player Archetypes for Each Position in My 352

A player archetype simply means the type of player I aim to use in each position. My top choice in each section will be bolded. Note that just because a player is my top choice doesn't mean I am currently using them. Also, note that I will not be bolding any icons here because that wouldn't be useful information. I will give cheap (under 100k), middle of the road (under 500k), and expensive (500k+) options for each position. Please keep in mind that these are examples of players you can use. Some are better value for coins in terms of what they provide to your team versus the costs to buy them. For instance, Cancelo is probably a better option over Walker for RM -- not only will Cancelo be better as a RM and is cheaper, but also NIF Walker is better suited for an outside CB role in the 352.
  • Goalkeepers
    • Literally whatever you want. Goalkeepers are a feel type of thing. I like Neuer
  • CBs - Try to get a Lefty at LCB (or at least 3 star weak foot Righty) and put the least agile CB you have at the CCB position
    • Klosterman, Laimer, Manolas, Alaba, Diego Carlos, Koulibaly, Llorente, Valverde, Zakaria, IF Delaney
    • VVD, Joe Gomez, Varane, NIF Walker, Mendy, Rule Breaker Laporte
    • IF Walker, 85 Ferdinand, 92 Maldini, 87 Carlos Alberto
  • CDMs
    • Alaba, Llorente, Valverde, Zakaria, Fred, Wijnaldum, IF Delaney
    • Kante, Pogba, Baby Lahm, KDB, IF Sanches
    • Gullit (mid or prime when it comes out), Zidane (mid or prime when it comes out)
  • LM/RMs
    • Davies, IF Florenzi, IF Corona, Jordi Alba, Atal, Cancelo, Cuadrado, Hakimi, Gosens
    • Mendy, Walker
    • Zambrotta, Roberto Carlos, Ashley Cole
  • CAM
    • Reus, Carrasco, Dembele, Ben Yedder (Eww), Dybala, IF Depay, Griezmann, Hazard, Mertens, League Objective Mollet, Bobby
    • RuleBreaker Reus, KDB, Salah, Mane, Son, Rule Breaker Costa, IF Bobby, RuleBreaker Costa, POTM Fati,
    • Neymar, Messi, Cruyff
  • Strikers
    • Lewa, Haaland, Carrasco, Ben Yedder (Eww), Sterling, Sane, Aguero, Richarlison, Rodrigo, IF Depay, Vardy, Mertens, Jesus
    • Rashford, Salah, Mane, Werner, IF Lewa, Aubameyang, RuleBreaker Lukaku, POTM Fati,
    • CR7, Mbappe, Messi, R9

6. Chemistry Styles

I will outline the typical chemistry styles I use for each position. Just because I typically use a certain style, doesn't mean I always do so. There are exceptions to every rule.
  • Goalkeepers
    • Eh? Basic is fine. Glove too
  • CBs
    • Depending on the CB, you'll likely want shadow
      • At this stage, you can get away with Catalyst on some of the top tier defenders as they don't need the defending boost and the pace boost is the same (VVD for example)
    • If its a player like Walker, I'd use Anchor over Sentinel
      • I am a firm believer that Anchor is always better than Sentinel -- and it's not for the pace boost either. I like the defensive boosts of Anchor better than Sentinel
  • CDMs
    • Shadow, Catalyst, or Engine
      • Physicality is important in the midfield but Pace is more important to ensure they can track back quickly enough to be in position
  • Wide Mids
    • Hunter or Catalyst
      • I typically use Fullbacks as my Wide Mids and they typically have high enough defending that they don't need a boost. If your Wide Mid already has around 75 defending, don't worry about boosting their defending.
      • I am using Gladiator on Davies
  • CAM
    • This varies wildly.
    • Hunter on Neymar, Artist on CR7, Catalyst on Ben Yedder, Finisher on Depay, etc
      • plz don't run cr7 at CAM
  • Strikers
    • Hunter, Finisher, Engine

7. Substitution Philosophy

Your subs are different when running the 352. In order to dominate the entire match, you will want to bring on a new LM and RM at around the 60th to 65th minute (Workhorses remember?). That only leaves you with 1 more sub. This is where it's entirely up to you. I have 4 subs on my bench. 2 wide mids, one attacker, and one defender. If I have a rather large lead and feel I don't need to attack voraciously, I will sub off my more attacking CDM for my defensive CDM (if any of my CBs or CDMs has a yellow, I will sub them off instead for the added security of not getting a red card). If I am not all that confident in my ability to just hold the lead, I will sub off whichever attacker feels the most sluggish and in need of a breather. If you get to the point that your attackers are Neymar, Mbappe, and CR7, well congrats! Never sub them off lol

8. My play style

I will save you some time here. Not much has changed in the play style department. Feel free to re-read as a refresher. In this section, changes from last year have been bolded for easy reference.
It's all about Triangles. You have them everywhere. You should aim not take more than 2 touches before passing it off. This obviously doesn't include when you've played the ball in behind to your wide mids.
One touch passes between your LM-LCDM-LCB and its right side equivalent will draw out your opponent's forward RCAM allowing you to get in behind the RCAM and in front of the fullback. Now you can look to either the LM-CAM-LST or LM-LCDM-CAM triangles (or their right side equivalents) to do the same to beat the fullback and get in behind.
If your opponent catches on to this and begins to overload that side or manually pull players out of position to defend it, you can start to do the one touch passes between the LM-LCDM-LCB but instead of playing it forward to the LM, you can switch the play to the RM who will be in behind the opposing fullback due to your opponent's defensive slide.
You can also play the LCDM-RCDM-CCB and LCDM-RCDM-CAM triangles to do the same. The ideal situation here results in one of your CDMs making a forward run and receiving a pass. Then you play the ball off to one of your strikers. By now, your CAM has made an unmarked run from deep. You lay the ball off for an uncontested shot on goal.
You can play the ball in behind to your Right Striker (if he's truly in on goal, take the shot). He will likely be slightly out wide to the right and have pulled the opponent's LCB out with him. Your Left Striker will move centrally to look for a pass pulling the opponent's RCB to the middle of the field. Now, you are looking for one of two scenarios. The opponent's right fullback will either move centrally to mark your CAM or he will stay wide to mark your LM. Either way, you've created an unmarked player you can pass the ball off to for either a shot or a ground cross.
If you can't create any easy shots and your opponent is sitting on the top of their box blocking everything, that's why you have two well-rounded CDMs and why Creative Runs have been added. Practice making use of the Creative Run mechanic to 1) make a custom run to play a pass or 2) make a custom run to clear some space for you to dribble. Also, interplay between your CDMs, your CAM, and your Wide Mids will eventually draw your opponent out resulting in an opportunity to play into one of the strikers for a shot.
Don't forget that crossing is back.
Don't forget your standard interplay between your front trio. Give-and-go's are always great.
With the addition of the Team Press mechanic, you need a consistent and safe way to beat that press. As you may have noticed, the Team Press mechanic is essentially a command to "go man mark tight like you're playing one-on-one basketball." It's extremely effective against an opponent that panics. If you have at least one striker who is good in the air (CR7, Haaland, Lewa, Lukaku, Giroud lol, Rashford with Marksman, etc) essentially you have a free attempt at goal waiting for you. As soon as you see the team press coming, immediately pass back all the way to your CBs or even keeper. You're trying to draw your opponent in to your half. Then, play a lobbed pass up to your striker, head it down to your CAM/other Striker and you've got an instant goal scoring opportunity.
When you lose the ball, your CDMs and CBs will already be behind the ball. That's 5 defenders to your opponent's 4. Then, your LM and RM will immediately back track due to their Come Back on Defense Instructions. Now you have 7 behind the ball (but high up the pitch) compared to your opponents max of 6.
The more you play with the formation, the more you will understand how to draw your opponents out rather than just playing in behind to ASM and Adama in the 4231 and hopping you get a shot off.

9. Tips for Making the Change to the 352

Wow, you've made it this far. Thank you for reading the Remastered version of my guide! Here is a short list of suggestions on how to make the change to the 352 from whatever formation you currently play.
  • Don't play any passes you aren't 100% sure will connect. You should aim for 90%+ pass accuracy each game. Looking at my losses in weekend league, they all have 1 thing in common: below 90% pass accuracy.
  • Get players with high dribbling stats until you learn the ins and outs. This will allow you to hold the ball if you can't find passes right away
  • Don't be afraid to just stand still with your CDM if your opponent is just sitting on their box. Eventually, they'll get frustrated, press you, and leave an open pass for you to make
  • Be patient. Don't sprint (sprint less)
  • Practice in Squad Battles on Ultimate. The AI cheats, especially with that B.S. competitive setting that was added this year. But if you can pass around the AI on Ultimate, you can pass against a real person who is actually capable of making mistakes.
  • Try to think outside the box on your passes. Play a lobbed pass (square on PS4, X on xbox) from your RCB to your LCDM, for instance
  • Don't be afraid to pass all the way back to your CBs and your keeper. Resetting is often helpful in luring out your opponent's defense.

10. The teams I have used thus far and my pre-TOTY target

  • Week 1
  • Week 2
  • Week 3
    • Elite 2 (should really have been elite 1. My power went out in game 30 while I was on 26 wins and was leading 3-1)
  • Pre-TOTY Target Squad (the icons in this squad are just placeholders for icons earned from Icon Swaps, an obvious caveat here is that promo cards that have yet to be released may shift what my goal is)
    • Pre-game
    • In-game
    • 4222 example
      • Using the same players for when you need some variation to break down your opponent. Here you can see how I would line up without making subs.
      • If you can, you'd use your attacking substitute to fill out one of the wide CAMs

11. Closing Remarks

If you made it this far, thank you so much for reading. I am not a pro fifa player, I'm not a youtuber or twitch streamer. I just play fifa. I really hate that people feel pigeon-holed into using a meta formation. That is why I am continuing to share my 352 tactics with all of you. I will try to respond to as many comments as I can. Thanks again!

Now, go and burn the meta!

submitted by wahoos22 to FIFA

SEASON 7 PATCH NOTES

SEASON 7 PATCH NOTES
Season 7 launches November 4th 8 PM PT and it's our biggest season yet for Apex Legends! Join the designers as they discuss all the new stuff coming in Season 7 and breakdown some of the bigger changes coming to Legends and weapons.

NEW LEGEND: HORIZON

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Meet Horizon! She’s the newest Legend, a brilliant scientist, and a master of gravity manipulation. She has a deep connection to the new arena, and a motivation that will tug at your heartstrings.
Horizon’s custom space suit allows her to fall from great heights and control her movements in the air. Using her custom technology, she can use gravity lifts to give her team a vertical boost, and she can even deploy NEWT (her small robot named after her son, Newton) to drop a micro black hole that pulls opponents into the center for some serious crowd control.

Passive: Spacewalk
Increase air control and reduce fall impacts with Horizon’s custom spacesuit.

Tactical: Gravity Lift
Reverse the flow of gravity, lifting players upward and boosting them outward when they exit.

Ultimate: Black hole
Deploy NEWT to create a micro black hole that sucks in nearby Legends.

NEW MAP: OLYMPUS

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The Legends have entered a new arena: the sky city of Olympus.
A utopia floating in clouds above Psamathe, it was once a place where the brightest minds in the Outlands could gather and exchange ideas. However, an accident in an experimental research facility led to the creation of the Phase Rift (a massive bubble of Phase energy), and the city was abandoned.
Now players can use Olympus’ luxurious amenities to their advantage. Rotating agricultural towers, beautiful gardens and classy restaurants serve as new stages for intense skirmishes. New vehicles called Tridents give your squad a way to boost into battle and take your enemies by surprise. The Phase Runner – a tunnel of Phase energy running through the center of Olympus – lets you cross the map in seconds. And the Rift stands tall over everything, mysterious and beckoning . . .

NEW VEHICLE: THE TRIDENT

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Exclusive to Olympus, the Trident is a hover car designed for your whole squad.
Cruise the highways to avoid chokepoints or use the boost to soar over jumps, this thing is made to speed up those early game rotations. Drive in third person, or ride as a passenger in first person with full shooting capabilities. The Trident is durable, so it will never explode, but damage applied from enemy fire will be dispersed amongst the players in the car. Don’t worry, you can still do full damage to players by hitting them directly so we expect to see some amazing Kraber shots. Disembark to park it anywhere and use it as makeshift cover in the late game.
The Trident interacts with Legend abilities in many different ways, experiment and have fun!

LTM: OLYMPUS PREVIEW

To help you understand and explore the map without fear of getting shot, we are introducing a new playlist called Olympus Preview. This mode teams you up with 30 Legends on Olympus and allows you to roam the map to learn map drops, loot areas, and practice your routes to the end game. Circles are still on and once circle 4 finishes, players are brought back up to the plane to start the second skydive run. There are a total of 3 runs before the match ends. This mode is only available for one week.

CLUBS

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With this season, we are introducing clubs. Join a club with like minded legends and make it easier to find your champion squad. Don’t see a particular club you like, then create one and let your friends know to join! Read more on clubs here.

STEAM

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Boot up Steam and start downloading and play Apex Legends! If you’re coming from Origin, all your progress and unlocks will carry over. And for a limited time, log into Steam and receive these Half-Life and Portal inspired weapon charms.

BATTLE PASS

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The Season 7 Battle Pass is all about that high fashion. Level up your Pass to unlock the skins like the Wraith “High Class” and Octane’s “Fast Fashion”.

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Challenges are no longer points-based and are now granted between 1 to 5 stars, depending on their difficulty. Collecting 10 stars will take you to the next Battle Pass level. We have also added tabs to the challenges menu in the lobby that allow you to toggle between daily, top weekly, and event challenges. Within a match, players can open the map and see this same widget in game.

For more on the changes to Challenges, check out this dev blog.

QUALITY OF LIFE UPDATES

Attachment Swap Improvements
When replacing an attachment with one from the ground, if the old attachment is an improvement for your other weapon, the old attachment will get automatically transferred.

Replicator Updates
  • For Season 7, we have removed weapons from the crafting pool and have replaced them with Shield batteries. The high level attachments will still be tailored towards a weapon category.
  • We now prevent other players from picking up items that you crafted for the first 5 seconds after crafting. This can be disabled by pinging the item.

Air Drop Clarity
  • The colors of the beams have been changed to differentiate between normal airdrops, Lifeline's airdrops, and Replicator airdrops. Normal drops are a light tan, Lifeline's drops are blue, and Replicator drops and teal.
  • All of the airdrops' landing area FX while it's coming down matches their colors.
  • Airdrop beams still stay visible when close to the airdrop, instead of fading when you get close. The beam still disappears when the pod is opened.
Misc
  • The Arc Star now shows an Arc Star model when one is thrown near you, instead of a grenade.
  • Added a new VO line when you are using a Phoenix Kit
  • Added a new VO line when you drop a Holo Spray
  • You can now ping ammo in your inventory to request more from your squad
  • Made modifications to The Ring to reduce the amount of unplayable space in the circles.

MAP ROTATIONS

Regular Map Rotation
For 2 weeks, Olympus will be the only map you can play on. After that week we go into a normal rotation between Olympus and World’s Edge. We will be vaulting Kings Canyon for the time being.

Season 7 Ranked Rotation
The first half of Ranked Split will be played on Olympus. The second half of ranked will be played on World’s Edge. For more information on this season’s ranked updates, check out the ranked blog here.

LEGEND META

Bangalore
  • Rolling Thunder: Reduced the time it takes for explosion from 8 seconds to 6 seconds.
Dev Note:
Not much to say here. Rolling Thunder will continue to function primarily as a zoning ability, but with a somewhat shorter fuse, it will encourage enemies to leave the zone slightly faster.

Caustic
  • Nox Gas Trap/Nox Gas Grenade: Legends no longer get a blurred vision effect while in the gas. Damage updated from 4-10 ticks of damage to 6-12 ticks of damage.
Dev Note:
Fighting in Caustic Gas is one of the most frustrating things in Apex Legends, and yet we need the gas to represent a meaningful threat or else enemies will just ignore it. With this change we’re attacking what we think is the greatest contributor to this frustration: the fact that your vision is blurred while you’re in gas. This made it extremely hard to fight back. To make up for lost power, we’re upping the damage from the gas a bit.

Mirage
  • Psyche Out/Life of the Party: Decoys now have 45 health
Dev Note:
Our bamboozler-in-chief is a hard Legend to keep relevant. Every time we make a change to decoys, there is a clear uptick in usage and power as Mirage mains learn to use their new tools, and then as the rest of the world catches on and starts being able to tell the real Mirage from his equally handsome holographs, that uptick disappears. This time around we want to try and make it a little bit harder to clear out decoys. We’re giving them health, but to make this very clear up front: they will not work as a shield. While they take damage from bullets, the bullet also passes through them and hits whatever’s behind them. This is what we call the hallway test: you should not be able to win an engagement against an enemy in a straight coverless hallway by snapcasting a decoy and having said decoy eat an entire Wingman shot. Decoys will also play unique hit effects and briefly flicker out of existence when taking damage to help you differentiate between them and the real Mirage.

Octane
  • Swift Mend: Doubled healing rate (from 0.5 hp/s to 1.0 hp/s)
Dev note:
Octane is a Legend for players who like to go fast, run face first into the enemy, and get knocked down a lot. We think that’s absolutely fine; the fact that his Trios winrate isn’t great doesn’t really bother us because both his encounter win rate (think of this as his ability to score knockdowns) and his pick rate are very healthy. That said, we figured we could give him a little extra out of combat help. His passive’s heal rate was very slow, requiring up to 200s to fully heal your health bar.

Wattson
  • Perimeter Security: Increased damage per touch from 10 to 15.
Dev Note:
Wattson is the anti-Octane: not super powerful individually, not picked very often at all below Plat, but an absolute must have for competitive squads. We’re also happy with that niche, but figured it would be safe to give her a little extra power in her best case: people running into her fences. We’re aiming for this to bring up her power and attractiveness at lower levels of play especially, since we don’t see a lot of players run into Wattson fences in high skill matches.

Loba
  • Black Market: Ammo taken no longer counts towards Black Market’s maximum. You can scoop up all the ammo in range.
Dev Note:
We’re taking another swing at making Loba the ultimate Legend to bring to solve all of your team’s loot needs. We have heard your feedback that you want improvements to her tactical as well, and while that’s certainly not off the table, our data suggest that her encounter win rate (how many knockdowns she gets compared to how many times she’s knocked down, across all matches) is quite healthy. It’s her Trios winrate that’s worryingly low. Make no mistake: this is a major swing at making Black Market powerful.

Rampart
  • Sheila: Now takes 1.25 seconds to fully spin up, down from 2 seconds.
  • Amped Wall: Now takes 3 seconds to fully build, down from 4 seconds.
Dev Note:
In patch 6.1, we made a small change to how long it takes Sheila to tighten her bullet spread. This didn’t meaningfully increase her winrate. The other half of that change is in this patch. We do not want to change Rampart away from being a Legend that requires setup, but we do want to make it faster to set up. Amped Wall should remain a mostly out of combat setup ability rather than a reactive ability and Sheila should remain an area denial tool rather than a murder machine, but like all things, these balance points exist on a spectrum, and with this patch we’re moving them slightly closer to reactive/murder machine territory.

Pathfinder
Dev Note:
Pathfinder continues to be an overachiever in terms of win rate. The good news is that his grapple change in 6.1 didn’t move his win rate by much (it went up 1% in total). We’re doing two things this patch: we’re adjusting his hitboxes and we’re putting in tuning for Grappling Hook that will firmly move it into buff territory. More context below!
Hitbox: Pathfinder has a tall but extremely skinny hitbox. A lot of his model isn’t actually shootable and particularly his arms and legs do not represent a lot of shootable area either. Here is a before and after comparison of Pathfinder’s hitboxes:
https://preview.redd.it/izcuse62gvw51.png?width=1094&format=png&auto=webp&s=a05da59a412f562fc568bb7d18a63e02d1a3b145
As you can see, there is still a lot of negative space around his arms and legs. We’re hoping that by making it a little easier to hit Pathfinder, we can bring his win rate under control to the point where we can put meaningful power into his kit.
Because the question is sure to come up: we are not yet removing Low Profile from Pathfinder with this change. Even with these increased hitboxes, Pathfinder will still be considerably harder to hit than most other characters in the game. If this change does make a meaningful difference in terms of his win rate we will drop Low Profile; but we really didn’t want to take it off him this patch only to have to put it back next patch when it turns out his winrate spiked.

Grappling Hook: We’re making a number of changes to Grappling Hook. In 6.1 we shipped a very conservative version of this change; now that we know this didn’t meaningfully affect his winrate or, anecdotally, how frustrating it is to fight him, we’re shipping the much more aggressive version of the changelist. We also want to make it clear that players should not be punished for chaining grappling hook perfectly into other movement mechanics.
  • Pathfinder no longer needs to be on the ground for Grappling Hook to be considered finished.
  • The speed to which Pathfinder needs to drop for us to consider Grappling Hook finished was increased from 300 units/second to 500 units/second
  • The maximum cooldown grapple can be set to was lowered to 30 seconds, from 35 seconds; the maximum amount of travel time before a new cooldown is set is now 5 seconds, rather than being uncapped. This means that effectively, you can never incur more than a 35 second cooldown.
  • The amount of distance you can travel before you hit maximum cooldown was roughly doubled.

WEAPON META

Supply Drop
R99 Out of Supply Drop: The R99 will be returning to the normal loot pool this season, with the same stats it had before it went into the supply drop at the start of season 6.
  • Damage: 12 -> 11 (from Care Package version to normal pre-season 6)
  • Ammo 20/22/24/27

Prowler Into Supply Drop: The prowler is replacing the R99 in the supply drop. Despite the Selectfire hop-up being removed from the loot pool this season, the Prowler will still have the ability to change between 5 round bursts and full-auto.
  • Magazine size: 35; reserve ammo: 175
Fully Kitted Weapons
  • Removed: Devotion, Mastiff, Triple Take, Flatline, Volt
  • New: Wingman, Sentinel, Havoc, G7, Alternator

Hemlok
  • Increasing horizontal recoil of the first 3 shots slightly to the right (first burst when in burst mode)
  • Increasing recoil magnitude in the later stages of the pattern
  • Reducing recoil multiplier in single fire mode to help compensate for additional recoil in pattern. Recoil should mostly be increased in burst mode rather than single fire mode
  • Reducing headshot multiplier 2.0 -> 1.75 (44 -> 39 damage headshot against no helmet base character)
Dev Notes:
While we are happy to see the Hemlok get more attention with the recent buffs, we think it is a little too strong in season 6. The effective range of the burst mode felt a bit too far, and the spike damage capabilities of a full headshot burst were too strong in high level play.

Havoc
  • Updated recoil pattern. Kicks up, then right, then left, then up again.
Dev Notes:
With 6.0, the Havoc got a new recoil pattern. This new recoil pattern was a bit too erratic and difficult to control, due to multiple rapid changes in direction. We have adjusted the recoil pattern to have the same general movement while simplifying the motions required to control the pattern.

L-Star
  • LSTAR has a new recoil pattern that kicks horizontally at first and then settles into a relatively consistent upward recoil. Players who feather the trigger will be able to keep the LSTAR in the good portion of the recoil pattern.
  • LSTAR venting time after letting go of the trigger has been reduced 0.4s -> 0.15s.
  • LSTAR will now reduce heat faster when not overheated -- 1.15s from 99.9% to 0% charge if not overheated, still 2.45s if overheated.
Dev Notes:
The LSTAR had some limitations that caused it to feel worse than we’d like. The recoil pattern snaked back and forth, which was difficult to control reliably. Additionally, firing for short bursts and then releasing the trigger repeatedly, or “feathering the trigger”, felt somewhat clunky due to the long venting time after firing and the slow heat reduction. So, we are reducing those pain points to improve the viability and feel of feathering the trigger, and adjusting the recoil pattern to reward players who can effectively control the LSTAR’s heat.

Sentinel
  • Energized Sentinel now has a pure damage increase, instead of bonus damage only vs shields
  • Energized Sentinel base damage 70 -> 88
Dev Notes:
The Sentinel was still a bit weak. We think a good place to improve it is the energize ability. It seems a bit too situational, only being a benefit if the opponent has >70 shields. So, we are changing the energize from a “disruptor” anti-shield effect to an “amp” damage boost effect.

Triple Take
  • Fire rate 1.3 -> 1.2
Dev Note:
The Triple Take is still performing a bit too well after the most recent nerf, so we are reducing the fire rate back to what it was before the 6.0 patch. We will be watching in the future to see how just the integrated choke, sniper ammo increase, and new popularity affect the weapon’s performance.

Hop-Ups
  • Quickdraw Holster Hop-up: This new hop-up attaches to the RE-45 and Wingman. When equipped, the gun becomes quicker to raise and lower, takes less time to ADS, and has reduced hipfire spread (particularly when not actively moving). This should open up new opportunities to use the two weapons, especially in close-quarters combat.
  • The Selectfire Receiver hop-up will be removed from the loot pool to make room.

GAME META CHANGES

Evo Armor requirements increased
We increased the requirements to evolve Evo Armor in order to reduce the amount of players with Red Evo Armor during the end game.
  • Level 0 -> 1 : 100 damage (from 50)
  • Level 1 -> 2 : 150 damage (from 125)
  • Level 2 -> 3 : 300 damage (from 250)
  • Level 3 -> 4 : 750 damage (from 500)
Ring damage reduced
  • Ring 1: 2% per tick (same)
  • Ring 2: 3% per tick (from 5%)
  • Particularly this change should allow players enough time to pop a syringe if they are picked up in Ring 2.
  • Ring 3: 5% per tick (from 10%)
  • Ring 4: 10% per tick (from 20%)
  • Ring 5: 10% per tick (from 20%)
  • Ring 6: 15% per tick (from 25%)
  • Ring 7: 15% per tick (from 25%)

BUG FIXES

Audio
  • We’ve made some advancements in footstep audio playing more reliably. We have more work being done that we’ll continue to roll out as it gets completed.
Pathfinder
  • Fixed an issue with ziplines going through platforms when deployed from underneath.
Wraith
  • Fixed an issue with priming a grenade cancelling Wraith's ultimate.
Octane
  • Fixed an issue with getting stuck in double jump after using a jump pad.
  • Fixed an issue with Octane being able to use healing items while on a zipline.
Crypto
  • Fixed an issue with his drone being able to drop items from Crypto’s inventory.
  • Fixed an issue with his drone not being able to fit through certain windows.
  • Fixed an issue with his drone marking friendly Mirage decoys as enemies.
Revenant
  • Fixed an issue with Revenant getting pushed into geo when his totem was deployed in tight spaces.
Rampart
  • Fixed an issue with Rampart not being able to place an amp wall while jumping.
  • Fixed an issue with Sheila teleporting when placed on a hatch in World’s Edge Staging.

Source: https://www.ea.com/games/apex-legends/news/ascension-patch-notes
Devstream: https://www.youtube.com/watch?v=4iJP8QnNgg8
submitted by paradoxally to apexlegends

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