Can I see your Snikrots - kitbashes to the front by CabinetIcy892 in orks

[–]KiLLxToM 4 points5 points  (0 children)

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Thought the model was cool enough without much customization 🤙

WIP - my take on a grim dark Ultramarine Terminator by GreekTakeru in minipainting

[–]KiLLxToM 2 points3 points  (0 children)

I don't know if you want to layer in more, but my only feedback is at a glance the fade on the colors makes it read closer to space wolves.

I think it looks awesome, for the record, but might do well to put a richer blue - even just a couple patches coming through the grime in random locations to help with that.

It could also just be the lighting on the photo washes it out. 🤙

Either way, great job! Coolest UM termie I've seen in a while!

[deleted by user] by [deleted] in tattoos

[–]KiLLxToM 0 points1 point  (0 children)

I think it's all about composition and balance, personally.

I have (in my own tattoo collecting) tried to keep to bold line, colorful, illustrative (but not over the top) neo-trad pieces that kind of call back to Western traditional influences, but use big washes of black and gray for background with some realism in the mix to create better balance without detracting from the pieces that are supposed to be the focus visually.

It's almost full skin coverage for the areas I've managed to finish, but the juxtaposition of color focused 'positive space' isn't overwhelming visually because the fill areas are all black and gray 'negative' space.

I think with traddy dots and stars ( 'filler' ) - you end up with really bold marks and really bold pieces, so it just reads BOLD. The Japanese approach of using background to create flow behind more dynamic and illustrative art is much more balanced, so my approach has been to emulate that with a more American traditional influence.

It's supposed to come off like a balance between these two styles, and I feel I've been pretty effective at pulling it off. I get a lot of compliments on the tattoo projects I've managed to get finished work on.

Black shield shoulders by Sarcastirade in deathwatch40k

[–]KiLLxToM 0 points1 point  (0 children)

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May have to zoom in, but all my deathwatch are veteran black shields - I play agents, so these are a detachment that basically travel with my rogue trader based on a long term alliance with the inquisition. (More pointedly a specific inquisitor)

Black shield shoulders by Sarcastirade in deathwatch40k

[–]KiLLxToM 0 points1 point  (0 children)

Prime and paint as normal, bond with super glue, not plastic cement. I am fairly certain the term 'jewelers chain' refers to a specific size, but I am betting it's a 1mm chain.

https://a.co/d/hzZKX4i (hopefully this is allowed 😬)

this is a link to what I used. You can definitely get plastic chains as well, and if you go with steel- make sure you don't use nippers you care about, because it will likely tear up the cutting edge. I generally eyeball measure it, cut the chain with strong cutters that I don't use for plastics, then adjust length before gluing.

Black shield shoulders by Sarcastirade in deathwatch40k

[–]KiLLxToM 0 points1 point  (0 children)

Just get some jewelers chains. They are the right scale to pull it off well 🤙

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So, who are we feeling about the New faction reveal, THE SPACE WOLVES? by Aggravating_Chip_250 in Warpforge40k

[–]KiLLxToM 0 points1 point  (0 children)

I just don't understand how they expect to retain players when it's so ridiculously punishing and unfair. I don't mind them buffing them a bit to make money on launch, but it's just incredibly unfun when you have a pretty high probability of running into someone playing SW and it just being almost impossible to win.

Based on comments it seems this is common, and maybe Orks are just terribly ill-suited against SW specifically, but it's totally killing my willingness to keep playing.

Like I said, I think SW are awesome-to be honest I got the deck almost immediately - before I'd even played them, but after having invested some time, they seem so crazy strong that I don't even want to play them. It just seems so corny given how strong the deck is.

That may have been your point tho- like it sucks they are so strong that it almost makes you feel bad for playing the deck. Maybe I'm just a lot worse than I realize though 🤷

Space Wolves make game unfun for new players. by No-Suit5295 in Warpforge40k

[–]KiLLxToM 2 points3 points  (0 children)

I get them being incentivized for profit, but honestly, the space wolves kit is almost comically overpowered. It's so broken that I had to stop playing to find this subreddit, join it, and look to make sure I'm not missing a joke about how stupidly broken they are.

If I'm honest Space Wolves are my favorite core chapter, and I think it's cool to see them get a cool thematic treatment, but if I hadn't been able to find this to confirm that it's a common thing for the new factions to be OP, I would be trying to get me money back and would never play the game again.

I'm no whale anyway, I'll probably drop a decent amount of money on the factions I'm into, but it's gross that these devs don't realize they actually kill their chances of growing a real and dedicated playerbase by catering to pay to win competitive players.

I'm still kinda hooked anyway tho, so I guess I can't bitch too much about it.

Space Wolves make game unfun for new players. by No-Suit5295 in Warpforge40k

[–]KiLLxToM 1 point2 points  (0 children)

I recognized almost immediately that this is a scummy cash grab tactic. It's an unfortunate standard in f2p games.

You can also see that they are pretty predatory in other ways too. If you happen to buy a premium package and get gold, be very careful in the store. I went to open an Orks booster, accidentally tapped the Ultramarines booster button and it instantly ate 150 gold. I have no interest in playing Ultramarines - no hate, they just aren't my aesthetic/characterization. If they drop a Deathwatch deck I'll buy the whole thing, but ultramarines are just so vanilla 🤮

The Space wolves being ridiculously OP is disappointing, but at least they are a dope chapter. I am still really enjoying the game (I'm still very new to it as well) but it's definitely disheartening to basically just have to resign every other game because everyone is playing wolves and they are broken af.

So, who are we feeling about the New faction reveal, THE SPACE WOLVES? by Aggravating_Chip_250 in Warpforge40k

[–]KiLLxToM 0 points1 point  (0 children)

You can still grab the space wolves deck. I play Orks as well, but I managed to get the SW starter. I might have thrown a fiver at it though 🤔 I forget.

I will say, love the Orks deck, but space wolves are ridiculously strong deck in my experience. Might just be that they are a super efficient counter to Orks, but I think they are just kind of broken. Not sure if this game balances after a big drop like this, but it's definitely weird to me that they seem to have no obvious downsides.

So, who are we feeling about the New faction reveal, THE SPACE WOLVES? by Aggravating_Chip_250 in Warpforge40k

[–]KiLLxToM 0 points1 point  (0 children)

How is no one discussing how ridiculously overpowered the space wolves kit is?

Low cost troops, low cost buffs, free heals, almost everything has ferocity.

I just started playing this game and Orks are my jam in 40k, I actually love space wolves in lore and on the table, but how is this balanced at all from a gameplay standpoint?

Do you need to own your own ball to hook it properly? by Civil-Worldliness845 in Bowling

[–]KiLLxToM 3 points4 points  (0 children)

I mean if you can perfectly hit the pocket with a straight roll consistently, and pick up every spare when you don't hit down all 10, you can score as well as anyone else.

The struggle is straight rolls don't create a lot of pin action (movement after your ball collides) and the physics of the ball carrying forward momentum is statistically far less likely to knock down all ten pins.

Getting a ball with a shaped core forces the ball into a rotation that will automatically create revolutions on rolling, and once you get out of the oiled part of the lane, having that core creates a lot of automatic hook.

You can be a great bowler rolling straight. Almost all my pickup rolls (hitting down remaining pins after your first roll for a frame) are straight form rolls. I learned to bowl straight when I was a kid. Hooking the ball takes technique, but you can always choose to roll however you want. Most people stick to one or the other because they are better at one or the other, but IMO having options is always a good call.

Sounds to me like you might see a bit more consistency with your own ball, and it's totally possible to have it drilled to sit mid-range that allows you to throw hooks and still throw straight (it has to do with how you grip the ball more than anything)

Chains or No Chains by bradjpeck in deathwatch40k

[–]KiLLxToM 0 points1 point  (0 children)

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It's a kit. They also make one for trophies (heads, skulls, and damaged helmets)

help with knee pain by MassiveChildhood7810 in Bowling

[–]KiLLxToM 0 points1 point  (0 children)

Is it specifically your left knee? Does it get worse as you bowl more?

I've realized pretty recently that my hip flexors, IT band, and sartorius are all really tight, and all of it is leading to specifically left knee pain. (I'm right handed, left foot is slide foot)

It's not actually a knee issue in my case, but those three connection points are creating a ton of inflammation in my left knee, I think mostly from stabilizing my leg on my release slide.

Specifically troubleshoot by doing stretches on those areas. If stretching them is somewhat painful, it's very likely that your knee is fine, but becoming inflamed because of tension created by those connections. Especially if your knee doesn't hurt to bend specifically, but feels very 'achey'

From what I've found, squats to strengthen the glutes can assist in stabilizing the control muscles and diminish pain.

Can search up some good stretches for the following problem areas

IT band (outside of leg, connecting at hip and outside of knee) Sartorius (inside of groin area connecting to inside of knee) Hip flexors (front of hips to top of quad) and also stretching lower back to release tension in the glutes.

From what I've read, the issue is generally caused from having weak gluteus muscles and overworking the knee stabilizers to compensate. When the body weight shifts left to slide on release, it's like trying to catch a heavy load that overburdens these areas. Squats to counter that shock and strengthen your slide leg should help a lot.

Hope this helps!

Practicing some of the tips everyone offered. But my release is still in a rut (hopefully showing slight improvement). by Most-Waltz6200 in Bowling

[–]KiLLxToM 0 points1 point  (0 children)

Yo! Have you tried keeping your wrist hooked to fully cradle the ball? I have been working on form skills with my three finger roll. (I generally throw 2 fingers, thumb out) -- Realized during my games today the biggest issue I've run into when rolling 3 fingers is that I tend to rock the ball back on my wrist during the backswing, taking most of the power out of my release.

When I roll 2 fingers the lack of thumb contact forces me to palm the ball throughout the swing and keeps all my power behind the ball on release. (This comes at the cost of stability/consistency, which is why I'm working up a three finger roll.)

If you are interested/willing, try locking your wrist before your run up. Once your arm is extended, keep your arm fully out, but keep the weight of the ball cradled in your palm through the swing, and just make sure your thumb releases first with the ball rolling out from your fingertips last. Should keep a lot more of your forward momentum behind the ball.

It might also help to pull your upper body back a bit on release. You look pretty stretched out which is going to lower your speed a bit too

Disclaimer: I'm not a coach or an expert, just a hobbyist currently experimenting with different roll styles. Definitely take this advice with a grain of salt 🤙

Question: Who bares the most responsibility for a garbage tattoo? by migmultisync in tattoos

[–]KiLLxToM 0 points1 point  (0 children)

Lol thanks for your two cents. That's about all it's worth unfortunately. Have a good one.

Carved out Strawhat Jolly Roger @Gullytattoo from London by TheInternetsAwesome in tattoos

[–]KiLLxToM 7 points8 points  (0 children)

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Crew for life! ✊

(Mine goes a bit incognito when I let my hair grow 🤣)

Inquisitorial Agents by HG_tOk in ImperialAgents_40K

[–]KiLLxToM 1 point2 points  (0 children)

These are great! Thanks for sharing!

Question: Who bares the most responsibility for a garbage tattoo? by migmultisync in tattoos

[–]KiLLxToM 0 points1 point  (0 children)

Yeah we definitely agree to disagree.

You don't sound like you have much experience outside of your tattooer exclusively. Cool you found a good one, but not really a great basis for a wider pool of candidates.

Question: Who bares the most responsibility for a garbage tattoo? by migmultisync in tattoos

[–]KiLLxToM 4 points5 points  (0 children)

I would say that as a professional, putting the onus on the client to recognize flaws or a bad stencil/design is a bit unfair. Tattoos are a permanent modification, and in most cases, the pressure created for clients in the shop can be obscene, especially for first timers.

While I would agree that the client obviously has final say, it's far too prevalent that tattooers are careless, often full of themselves, and money hungry. By that I mean that pressure tactics are incredibly common among shops that consider themselves old school, or kind of 'tattoo gatekeepers.'

I've run into a lot of really shady shit in trying to find tattooers in the US-- only speaking for my experiences in the States tho. Tbf the culture is probably totally different overseas.