A list of puns related to "Rock balancing"
Hi all, I am wondering what is the best way of incorporating rock climbing during the week if I am doing the recommended routine (RR) as per the suggested 3x a week. My thinking is that if I am doing the RR 3x a week, then any additional working out, such as rock climbing, during the week would lead to overuse injuries. I really enjoy rock climbing and I also enjoy doing the RR so I appreciate any advice on how to do both. A couple strategies I can think of is alternating between just rock climbing one week and just the RR the following week, or doing the RR one to two times a week with rock climbing one to two times a week. My main concerns are that I will progress slowly towards my calisthenics goals or I will end up with unbalanced body strength by too much pulling exercise (from the rock climbing). Thanks for the help!
nice. keep it up
Someone maybe a few months ago had made a post about how 6 perks has destroyed balancing of classes and I agreed at the time and still do.
Balance has always been a struggle with this game but in the most recent entries you keep having perks that stand above the rest as the others just don't have enough of a use to warrant wasting a slot on and with the ability to have 6 perks you've opened classes which actually cannot be reasonably countered.
Flak Jacket/Tactical Mask Scavenger/Quartermaster Ghost/Ninja
That's what your see on pretty much every class. There is nothing that counters any of these perks. Primarily in the first and third perk tiers.
Every perk should have a counter perk and not one that can also be equipped along with the perk it's countering and that's if we agree to keep these 6 perk wildcards, but to be honest I'd be okay with it for Specialist streaks if it existed in this game.
So here is my proposed suggestion on some recommended changes for just a few.
Flak Jacket needs a counter perk such as Danger Close in previous entries. Which basically nullifies each other out, meaning of you have danger Close on it makes it like a normal explosion for a Flak Jacket user. If they don't have Flak Jacket then the damage or radius is higher.
In it's present state it's objectively OP.
While I doubt well get any new perks I'd even suggest a cool down between explosives, so you just can't keep taking explosive after explosive consecutively.
Tac Mask should have diminishing protection from each hit up to a certain threshold think 90>70>50 effect reduction that just stops at 50. No one should just be taking a gajillion Tacticals, at present they're pointless to use in most games over stim shots.
If we could get a perk that increased the effects/nullified tac Mask that would also be acceptable.
One perk that to my knowledge has never really had a counter has been cold-blooded/ghost. I wouldn't really want to mess with Ghost, I think it's current implementation is fine but I've always wanted a direct counter to Cold-blooded.
A perk that would allow your streaks to see cold blooded users and fire at them or at least give a small amount of detection on the enemies using cold blooded.
Then we have ninja which it's counter has typically been sitrep which I think worked fine.
This is the type of balancing I prefer to see in MP. You build your class and if someone is being a pain, you can create a counter class to fight them.
Would you lik
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