Hello ladies, gays, enbys, and other pots-and-pans enthusiasts and welcome to the 2019 Hyperpop Rate! I'm your host, quenched, and am here to guide you through this month's rate full of boundary-pushing, experimental, over-the-top bubblegum bass, or as it is more commonly called, hyperpop. The genre has come a long way since it's humble PC Music beginnings and has grown to boast a large cult fanbase, majority of which is made of members of the LGBTQ+ community. Here are the cling clang bitches we will be rating: In case you're impatient like me and already know the drill... HERE is the link to the Spotify playlist HERE is the link to submit scores
Up first, we have Slayyyter, queen of high-budget-sounding-but-actually-low-budget Grindrcore music, with her self-titled debut mixtape. After releasing a string of singles starting in 2018 with BFF, featuring hyperpop legend Ayesha Erotica, she has held the attention of gays and hyperpop fans everywhere, propelled by her dominating stan-like presence on social media. While not every loose single made the cut for her mixtape, she still has a versatile discography with zero misses, whether making filthy, horny bangers on songs like "Candy" and "Daddy AF", braggadocious bops "Cha Ching" and "Celebrity", or glittery bubblegum pop such as fan-favorite "Mine". Warning: you will become slightly gayer upon album completion.
This rate marks the first time in Popheads rate history we have cut an album from a rate and replaced it with another. LIZ's album "Planet Y2K" was supposed to be in the rate initially, but it came to my attention that she is a transphobic Trump supporter with NO apology or backtrack ever given. So, I posted this comment one day in a Daily Discussion post, and after 72 votes, 65% of you wanted LIZ to be replaced with 100 gecs (which honestly is better anyways musically speaking). 100 gecs are definitely one of the more well known hyperpop acts. The critically acclaimed duo are one of the few hyperpop acts to reach well beyond the LGBTQ+ audience. Consisting of Dylan Brady and Laura Les (who is trans!!!), the duo's debut album, especially money machine, has gone semi-viral within the music sphere and TikTok alike. If you can say one thing about this album, it's that you never know what to expect or what crazy sounds you're going to hear next! They also released a phenomenal remix album called "1000 gecs and The Tree of Clues", reimagining every song on this album and featuring many Popheads favorites such as Charli XCX and Kero Kero Bonito. gecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgecgec
Challenging heteronormativity and the gender binary, Dorian exploded onto the scene with many loose singles, beginning with Clitopia in 2016. These singles led up to Flamboyant, an abrasive, electropop album that doesn't have a single skip! The album also features some production by Dylan Brady, who is one-half of 100 gecs, also present in this rate. Beyond the songs themselves all being bangers, lyrically Dorian explores different aspects of their sexuality and masculinity in songs such as "Emasculate", "Flamboyant", and Adam & Steve, a song which is sure to resonate which any religious gays participating in the rate. Dorian has already released their second album "My Agenda", which I also definitely recommend everyone streams after doing the rate! Note: Dorian uses they/them pronouns so I'm gonna be mad if I get any ballots using anything otherwise!
Lastly we have Hannah Diamond, who has been around the longest of the artists in this rate, releasing her first song in 2013. She was one of the first names in PC Music, taking her until 2019 to release her debut album (giving Sky Ferreira a run for her money as far as album waits go). Featuring A.G. Cook production and dreamy vocals from Hannah, this album was definitely worth the long wait!
Unfortunately for this rate, we couldn't include the queen of hyperpop, Emily Montes, as she did not debut until 2020, therefore not fitting the rate theme. At only 5 years old, she is already receiving fairly decent critical reception. She has two projects on Spotify, the self-titled debut album, Emily Montes and the also self-titled EP, Emily. Featuring experimental production, lyrics that touch on serious topics such as COVID-19 and BLM, and never-before-seen insight into a 5 year old's life, both projects are masterpieces. Despite the seemingly large amount of songs, the bonus rate only lasts 7 minutes and 47 seconds so I definitely recommend setting aside this short amount of time to participate and experience a true visionary. This part is completely optional and is just for fun. You may rate as many or as few songs as you'd like. No 0's or 11's, and and no minimum artist average. Here are the songs for the bonus rate:
Recently on the csharp subreddit, the post C# 9.0 records: immutable classes linked to a surprisingly controversial article discussing how C# 9.0's records are, underneath it all, immutable classes. The comments are full of back-&-forth over whether one should use records for ease or structs for performance. The pro-struct argument revolved around the belief that performance should always be a developer's #1 priority, and anything less was the realm of the laggard. Here is a real-world example that shows with stark clarity why that kind of thinking is wrong. Consider the following scenario:
You're working on a game with dozens, maybe hundreds of people on the team; you don't know because when you were cross with facilities about them removing all the fluorescents, you got accused of being against the new energy saving initiative. Now you swim in a malevolent ocean of darkness that on some very late nights alone in the office, you swear is actively trying to consume you.
The team that preceded you inherited an engine that is older than OOP, when source repositories were stacks of 8-inch floppies, and it looked as if Jefferson Starship was going to take over the world. One year ago they bequeathed upon the company this nightmare of broken, undocumented GOTO spaghetti & anti-patterns. You're convinced this was their sadistic revenge for all getting fired post-acquisition.
Management denied your request to get headcount for an additional technical artist, but helpfully supplied you with an overly nervous intern. After several weeks working alongside them, you're beginning to suspect they're pursuing something other than a liberal arts degree.
Despite the many getting started guides you spent countless evenings writing, the endless brownbags nobody attended, and the daily dozen emails you forward to oppressively inquisitive artists comprised of a single passive-aggressive sentence suggesting they scroll down to the part that begins FW: FW: FW: FW: FW: FW: RE: WE BROKE TOOL NEED WORKAROUND ASAP ...
...yes, despite all of that, the engineering team still spent days tracking down why the game kept crashing with Error 107221: У вас ошибка after re-re-re-re-re-throwing an ex_exception when it couldn't (and should never even try to) load a 16K-textured floor mat.
Despite your many attempts to politely excuse yourself, one blissfully unaware artist exhausts 48 minutes of your lunch break explaining how the Pitchfork review for the latest "dope slab" of this TikTok-Instagram-naphouse artist you never heard of was just sooooo unfair.
And then in their hurry to finish up & catch the 2:30 PM bus home, they forget to toggle Compress To CXIFF (Custom Extended Interchange File Format), set the Compression slider 5/6ths of the way between -3 & -2, look to their left, look to their right, click Export As .MA 0.9.3alpha7, and make absolutely, positively, 100% SURE not to be working in prod. And THAT is how the game explodicated.
You know better than anyone the intermediate file format the main game loop passes to Game.dll, memory mapping it as a reverse top-middle Endian binary structure.
You know for 381 of the parameter fields what their 2-7 character names probably mean.
YOU know which 147 fields always have to be included, but with a null value, and that the field ah_xlut must ALWAYS be set to 0 unless it's Thursday, in which case that blackbox from hell requires its internal string equivalent: TRUE.
YOU know that the two tech artists & one rapidly aging intern that report to you would totally overhaul tooling so artists would never "happen" again, but there just aren't enough winters, springs, summers, falls, July 4ths, Christmas breaks, Presidents Days, and wedding anniversaries in a year to properly do so.
And so somehow you do. A blurry evening or two here. A 3:00 AM there. Sometimes just a solitary lunch hour.
Your dog no longer recognizes you.
You miss your wife calling to say she's finally cleaning out the hall closet and if you want to keep this box of old cards & something in plastic that says Underground Sea Beta 9.8 Grade, you better call her back immediately.
And your Aunt Midge, who doesn't understand how SMS works, bombards you one evening: your father is... no longer with us... they found him... 1 week ago... in an abandoned Piggly Wiggly... by an old culvert... split up... he was then... laid down to rest... sent to St. Peter's... and your father... he's in a better place now... don't worry... it's totally okay... we decided we will all go... up to the mountain
You call your sister in a panic and, after a tidal wave of confusion & soul-rending anxiety, learn it was just Hoboken Wireless sending the messages out of order. This causes you to rapidly cycle.
On your bipolar's upswing, you find yourself more productive than you've ever been. Your mind is aglow with whirling, transient nodes of thought careening through a cosmic vapor of invention. It's like your brain is on 200mg of pure grade Adderall.
Your fingers ablaze with records, clean inheritance, beautiful pattern matching, bountiful expression syntax, aircraft carriers of green text that generate the most outstanding CHM for an internal tool the world has ever seen. Readable. PERFECTLY SOLID.
After much effort, you gaze upon the completed GUI of your magnum opus with the kind of pride you imagine one would feel if they hadn't missed the birth of their son. Clean, customer-grade WPF; tooltips for every control; sanity checks left & right; support for plugins & light scripting. It's even integrated with source control!
THOSE GODDAMNED ARTISTS CAN'T FAIL. YOUR PIPELINE TOOL WON'T LET THEM.
All they have to do is drag content into the application window, select an options template or use the one your tool suggests after content analysis, change a few options, click Export, and wait for 3-5 minutes to generate Game.dll-compatible binary.
Your optimism shines through the commit summary, your test plan giddy & carefree. With great anticipation, you await code review.
A week goes by. Then two. Then three. Nothing. The repeated pinging of engineers, unanswered.
Two months in you've begun to lose hope. Three months, the pangs of defeat. Four months, you write a blog post about how fatalism isn't an emotion or outlook, but the TRANSCENDENCE of their sum. Two years pass by. You are become apathy, destroyer of wills.
December 23rd, 2022: the annual Winter Holidays 2-hour work event. The bar is open, the Kokanee & Schmidt's flowing (max: 2 drink tickets). The mood a year-high ambivalent; the social distancing: acceptable. They even have Pabst Blue Ribbon, a beer so good it won an award once.
Standing beside you are your direct reports, Dave "Macroman" Thorgletop and wide-eyed The Intern, the 3 of you forming a triumvirate of who gives a shit. Dave is droning on & on about a recent family trip to Myrtle Beach. You pick up something something "can you believe that's when my daughter Beth scooped up a dead jellyfish? Ain't that something? A dead jellyfish," and "they even had a Ron Jons!"
You barely hear him, lost as you are in thought: "I wishIhad 2 days of vacation." You stare down ruefully at your tallboy.
From the corner of your eye you spot Milbert, index finger pointed upward, face a look of pure excitement.
"Did I tell you about my OpenWinamp project? It's up on SourceForge", he says as he strides over. It's unsettling how fast this man is.
Dave snickers. The Intern keeps staring wide-eyed. You position yourself somewhat close to the studio's 3 young receptionists, hoping they serve as a kind of ritual circle of protection.
It works... kind of. Milbert is now standing uncomfortably close to The Intern, Dave nowhere to be seen.
From across the room you distinctly hear "Think about it, the 1st-person UI could be Lua-driven Electron."
The Intern clearly understands that words are being spoken to them, but does not comprehend their meaning.
You briefly feel sorry for the sacrificial lamb.
You slide across the wall, putting even more distance between you & boredom made man. That's when you spot him, arrogantly aloof in the corner: Glen Glengerry. Core engineering's most senior developer.
Working his way up from a 16-year old game tester making $4.35 an hour plus free Dr. Shasta, to pulling in a cool $120K just 27-years later, plus benefits & Topo Chicos. His coding style guides catechism, his Slack pronouncements ex cathedra; he might as well be CTO.
You feel lucky your team is embedded with the artists. You may have sat through their meetings wondering why the hell you should care about color theory, artistic consistency, & debates about whether HSL or CMYK was the superior color space (spoiler: it's HSL), you were independent and to them, a fucking code wizard, man.
And there he stands, this pseudo-legend, so close you could throw a stapler at him. Thinning grey-blonde tendrils hanging down from his CodeWarrior hat, white tee with This Guy VIMs on the back, tucked into light blue jeans. He's staring out into the lobby at everything and yet... nothing all at.
Maybe it's the 4.8% ABV. Maybe it's the years of crushing down anger into a singularity, waiting for it to undergo rapid fiery expansion, a Big Bang of righteous fury. Maybe it's those sandals with white socks. Maybe it's all three. But whatever it is, it's as if God himself compels you to march over & give him a piece of your mind, seniority be damned.
"Listen, you big dumb bastard..."
That... is maybe a little too aggressive. But Glen Glengerry barely reacts. Pulling a flask out of his back pocket, he doesn't look over as he passes it to you.
Ugh. Apple Pucker.
"I thought bringing in your own alcohol was against company policy", wiping sticky green sludge from your lips. He turns with a look of pure disdain & snorts.
"You think they're going to tell ME what I can & can't bring in?" He grabs the flask back, taking a big swig.
For what feels like an eternity, you both stand in silence. You swallow, speaking softly. "None of you even looked at my code. I worked very, very hard on that. My performance review for that year simply read 'recommend performance improvement plan." The words need no further context.
"I know", Glen² replies. "That was me."
Now you're not a weak man, and maybe in some other circumstance you would have punched him in the goddamn lip. But you feel nothing, just a hollowness inside. "Why?", you ask, wondering if the answer would even matter.
"Because you don't use Bulgarian notation. Because your method names aren't lower camel case. Because good code doesn't require comments. Because you use classes & records over more performant structs, pointlessly burdening the heapstack. BECAUSE. YOUR CODE. IS. SHIT."
You clinch your fists so tightly the knuckles whiten.
He looks away from you, taking another sip of green goo. "You're not a coder. You're an artist masquerading as one" he speaks, as if it were fact.
The only thing artistic about you is the ability to create user-friendly internal tooling using nothing but a UI framework, broken down garbage nobody wants to touch, & sheer willpower. If your son's life depended on you getting accepted into art instruction school, you couldn't even draw a turtle.
He doesn't pause. "I'll champion ruthless micro-optimization until the day I die. But buddy, I'm going to let you in on a little secret: you aren't here to improve workflow. You're here to LOOK like you're doing something NOBODY else can."
He goes on. "What do you think those artists are going to do when they have to stare at a progress bar for 4, 5 minutes? They're going to complain your tool is slow."
"Sure, it may take them 20, 30 minutes to do it the old way, there'll be an error, and either they'll stare at it for 30 minutes before adding that missing semi-colon or they'll come get you. And you'll fix it. And 1 week later, they won't remember how. And you'll stay employed. And every. Body. Wins."
A little bit of the pride, the caring, wells back up inside from somewhere long forgotten.
"You don't think we should care about rapid application development & KISS, quickly getting things out that help our team, instead devoting ourselves to shaving off ticks here & there? What do you think artists are going to do with those 4 minutes you talk about?
You don't stop. "I'll tell you what they'll do. They'll 9GAG for 20 minutes straight. They'll listen to podcasts about dialectical materialism vis-a-vis the neo-feudalism that is a natural extension of the modern world's capitalist prison. They'll Reddit."
His silence gives you the bravery to push the limits.
"Christ, man. Are you only in it for the $120K..."
He corrects you: "...$123K."
"...only in it for the $123K/year? The free snacks from the microkitchen? The adulation? Have you no sense of comraderie?? No desire to push us to something better?! No integrity?!!!"
His eyes sharply narrow, face creases in anger. You clearly have overstepped your bounds.
"You thinkIdon't have integrity? No sense of teamwork? I'm only in it for the cold cash? You think I don't care about you all?", he roars.
A light volley of small green flecks land on your face.
"Why do you think they made a 16-year old tester the lead developer of a 1993 Doom clone?! Because my code was clean & painless to work with?! Because I made coding look easy?! No! IT WAS BECAUSE I WAS A GOD TO THEM.
And from a God, a PANTHEON. We built monuments to over-engineering! We crafted that of 7 weeks onboarding, that of immortal bugs, demonic hosts spawned by legion from the very loins of a fix. It took 2 years before a developer could BEGIN to feel confident they knew what they were doing. And by that time, they were one of US!
You think the team we laid off November '19 was fired because they were bad at their jobs? NO! It was because they worked themselves out of one. They didn't leave us a broken pipeline. They left an internal Wiki, a wealth of tools & example projects, and a completely transparent code base.
We couldn't have THAT, now could we? No, we couldn't. So we got rid of it. ALL OF IT. Poof. Gone. Just like that. Before anyone even knew a THING."
He leans forward, so close his psoriasis almost touches yours. With an intensity that borders on frightening, he whispers "You think they left us Game.dll? I fucking *MADE** Game.dll."*
The words hit hard like a freight train.
And without another word, he turns & leaves. You're left there, alone, coworkers milling about, with only one thought.
Were one to get a hobby, should it be cocaine?
It's these kinds of situations that make me believe there are far more important considerations than a ruthless dedication to performance, even in the game industry as my real-world scenario so clearly demonstrates.
I am not a top-100 player, as given the inevitable RNG of effects, matchups and draws in card games, and the lack of rewards for ranking up in LoR, I simply don't see the point in painstakingly grinding up to such a level. The highest I've climbed is low Diamond, but considering the above knowledge, I believe that at a certain skill level (perhaps at around Platinum), it's more about how much time one can put in than how skilled they are. HOWEVER, considering all this, I have the absolute conviction that this deck is a top-100 worthy deck.
This is the only deck that I've played since Day 1 of Call of the Mountain, with various modifications, and I believe that it is a completely undiscovered meta unicorn. I've never faced a similar deck on ladder, and my deckbuilding experiments with any other archtypes have left me completely unsatisfied with the lack of interaction and agency, as well as the sheer counterability of the vast majority of tools currently out there. A lot of people are frustrated with the current meta - a lot of points of which are covered by BruisedByGod in his recent video critique. To summarize his main points:
Most answers are completely outclassed by threats
Sheer lack of healing options locks out deckbuilding choices
Most top-tier strategies prey on lack of interactivity (Pirate Burn, Lee Sin OTK, Star Spring)
This is a Control deck which, while originally devised to prey on the inevitably popular Aurelion Sol and Troll Chant and abuse the broken, flexible toolbox of Invoke on Day 1, also manages to both answer all 3 of these problems efficiently.
Lunari Duskbringer x 3
Spacey Sketcher x 3
Lunari Shadestalker x1
Pale Cascade x 3
Unspeakable Horror x 2
Vile Feast x 3
Simply the best available early-game that an Invoke Targon deck could hope to muster - Diana functioning as both early game and late-game removal (we have just enough Nightfall Synergy) for practically no investment, Pale Cascade being legitimately one of the most broken cards currently in the game, and the ping cards also serving a modicum of uses at all stages of a match. Spacey Sketcher has been severely underrated so far - providing critical tools for certain matchups and/or providing early game minions without needing to actually run them (a fundamental weakness of faster decks top-decking late). Its 'discard-replace' synergy with our late-game, as well as Duskpetal Dust and meta-call flex cards is just icing on the cake. Finally, note how every early game card I've chosen scales well and still plays a role as the game goes later; as removal, Elusive blocking, tool-building, Burst-speed Nightfall, pings and cantrip Combat Tricks. This is an often overlooked but fundamental difference between Control early-drops, and aggro early-drops (such as Precious Pet). ~
Sunburst x 3
Vengeance x 3
These two cards, combined with any generated Obliterates, form the only proper removal this deck has - and were the catalyst for me creating this deck in the first place. All three of these removal types leave almost NO room for the opponent to interact with them, and I believe that is the sole condition for a high-cost removal spell to be playable in the current game state. NOTE: Ruination is easily and always played around at a high-level of play - and leaves the opponent with ALL of the agency/choice to play around it/bait it exactly how they wish, instead of you (whose only options are to play the card too early and get out-tempo'd afterward, use more than 3 mana elsewhere to catch-up at which point it becomes unplayable, or lose the game to a sudden-attack completely at your opponent's discretion) - the ultimate NO-NO for this deck: I never even considered putting it in. ~
Meta Call Flex Spots
Divergent Paths x 2
At times I feel as if this card could be cut to 1 copy, but right now 2 feels great against the current meta, and drawing into at least one is almost necessary in order to compete with Star Spring (Obliterate is conditional and too great a tempo loss early on). In other metas previously, I've experimented with 1 copy of Passage Unearned, as well as 2 extra copies of Lunari Shadestalker. ~
Literally Everything Else One Could Ever Hope to Need
Lunari Priestess x 2
Solari Priestess x 3
Mountain Scryer x 3
Moondreamer x 3
Starshaping x 3
I still believe that Invoke is one of the most broken mechanics currently in the game. This is one of the heaviest late-game decks I can possibly imaginable, yet the only cards above 5-mana we run are removal, and our mid-game minions and healing straight up provide whatever early OR late-game tools we might possibly need in any matchup - it's simply overly flexible (flexilibity in card games being a MUCH bigger deal than most people give it credit for) and not enough of a tempo/stat sacrifice IMO. I think that Invoke as a mechanic is even stronger when ran in bulk, and especially in a Control deck - as the game goes on slowly you generate a toolbox that can handle just about any dynamic situation that meta decks can throw your way. The spell-mana nerf to Living Legends has balanced it out quite a bit, however the same-nerf to Cosmic Inspiration still hasn't convinced me that it isn't in the top 5 least healthy effects that a game based on carefully stat-balanced of minion trading could ever have (hit me up with your Cosmic Inspiration hate!) - a large proportion our games are won by this disgusting effect. Solari Priestess and Starshaping need no introduction as some of the most popular, utilitarian Invoke cards, however Mountain Scryer and Moondreamer (not so much Lunari Priestess) really put in the work, and I've never seen anyone else play these cards. The former provides crazy mana-advantage as the game goes on given our huge focus on Celestials (it's a shame we can't afford to push its Invoke chances even higher), and the latter has juuussst the right stat distribution at 3/5 to blockade most midgame tempo plays out opponent might go for. NOTE: Aurelion Sol is straight up unnecessary to compete late-game, is always burdensome and clunky draw, ruins our surprise factor (though that doesn't exist anymore with this post being made), and we often outvalue decks running him anyway (don't forget that the original premise of this deck was 'How can I best remove Aurelion?'). ~
Matchups/Strategy (Order Based on Mobalytics Tier List)
Lee Sin (60/40)
A somewhat favored matchup - although more recent lists that have cut Bastion in favor of Nopify may be a bit more in their favor (a proper Ping Counter). Hard mulligan for Spacey Sketcher, Sunburst and our pings. Generating Silence (Equinox) for Mentor of the Stones/Zenith Blade is our main early game goal. Our Mid-to-Late game goal is removing all 3 Lee Sin's at the expense of practically everything else (the rest of their deck is pretty much completely irrelevant, but rushing them down is also pretty much impossible) - after which our win is basically guaranteed.
This matchup is sadly the most binary thing: Sunburst/Vengeance/Ping's VS Lee Sin/Spell Denial/Zenith Blade
The rest of both decks are basically irrelevant other than to slow down the level up/speed up the level up/Draw into above cards
Draw Draw Draw + Always save enough mana to Removal Spell + Ping if the opponent has 4 mana up late game
I believe that we are very, very heavily favored if played properly (although it's a VERY nuanced matchup to play right), and most of our losses come from bricking our early-game draws and/or not drawing/generating a single Starshaping/Golden Sister as their burn damage inevitably builds up. Hard mulligan for all 1/2 cost cards (only keep 1 Pale Cascade with a 1/2 cost minion).
NEVER, EVER play early minions proactively (e.g. NO turn 1 Lunari Duskbringer unless they play something) - only ever match however many minions the opponent has AND trade right away to minimise Make it Rain/TF value (For instance, if you proactively play a minion with nothing to trade it into, and then find yourself needing to play, say, Diana/Solari Priestess later - the opponent is basically guaranteed free additional AOE value: make EVERY chump blocker count)
ALWAYS open attack into Powder Keg's (usually with our single developed minion)
Take ANY trade you can get (even if somewhat unfavorable) to clear both sides of the board going into turn 8 - one of the ways we can lose is if Riptide Rex clears our heavy board and we only have time to develop one chump blocker before the onslaught - especially because Riptide is MUCH stronger against minions than the nexus > Late game, try to keep both sides of the board as empty as possible
If you find yourself with priority against their activated Plunder past turn 8, play small minions to bait out Rex without having to pass the turn OR play larger minions, especially with uneven health like Moondreamer to protect the rest of your board from potential cannons
ALWAYS try to find a NON-Rex'able position late game to develop Golden Sister, and save Pale Cascade if possible to protect her from Noxian Fervor and recover 6 previous health
ALWAYS have enough mana to remove Leviathan if the opponent has more than 8 mana on any given turn (prioritise Leviathan over Swain himself)
Sacrifice minions to TF attacks and remove Zap Sprayfin ASAP to minimise chip damage (which really builds up)
Be careful and make sure you always have a way to prevent Swain connecting with the Nexus (even if they develop him this turn and open attack the next); Pale Cascade is a good tool here
Pirate Aggro (55/45)
We are much more prone to bricking on draws here than Swain/TF, as we need quite a specific hand to deal with their onslaught - This is probably our most draw-dependent, low-agency matchup by far - as face-deck matchups tend to be. In addition - Captain Farron is much more effective against our removal strategy than the likes of Leviathan. Nonetheless, from my experience I think that we're still every-slightly-so favored in this matchup - often winning by the skin of our teeth. Starshaping/Golden Sister are mandatory late-game, and not bricking by not drawing/generating either is also basically a loss. Hard mulligan for all 1/2 drops, and keep a single Sunburst for Gangplank if your hand is already looking great.
There's nothing much to say here given the nature of their deck - pray your draws are good and take the obvious trades
A very unfavored and binary matchup (see below as to why) that has luckily become rarer recently. Mulligan for Removal/Invoke cards.
Save Starshaping for when you can actually make use of the heal (don't just play it on turn 3 because they're 'starting off slowly' - it's very important to maximise your leeway to survive Atrocity later on)
Try to remove Trundle on curve with Sunburst/Vengeance
Generate/Stockpile removal throughout the midgame
Sadly, none of these choices really matter in the end and the match comes down to luck - if Warmother's pulls a Level 1 Tryndamere on their attacking turn, the obvious open attack followed by a loss is all but guaranteed (Vengeance doesn't stop Atrocity in this case - leading to too great a health/tempo loss, and my previous Passage Unearned tech to deal with specifically this scenario simply wasn't worth the dead card in other matchups). We can also lose to a big levelled Trundle, or simply not generating/drawing into enough removal. Sadly these cases happen more often than not. Warmother's generated too much tempo if left unchecked by hard removal for even a single turn so there is little leeway for bad luck.
If Warmothers' timing and Invoke/draws are on our side, the matchup becomes pretty simple - Smartly use about a removal spell on their big guys for about 8 turns, play around Ruination and Atrocity, then cruise to victory.
This deck was basically created on Day 1 specifically to destroy Trundle/Asol. Sadly though, even at 75/25 the matchup is worse than it should be due to the nature of Invoke RNG - if one player draws into Cosmic Inspiration and the other didn't the match is over, full stop + the occasional shenanigans involving The Great Beyond uninteractibly going face and non-stop Living Legends value. Mulligan for Sunburst, Vengeance and pings.
Remove Trundle ASAP with Sunburst (Vengeance/Obliterates are best saved for Asol so getting Sunburst value while Trundle is still unleveled and 6 health is a big deal in terms of removal distribution)
Always try to remove Asol on the first turn he's played with Vengeance chaining into a ping to minimise the opponent's chance of getting game-winning Invoke RNG/matching your late-game value with free Celestials
If you still haven't drawn a ping late game, try to fish for Crescent Strike with Spacey Sketcher
Play around 7-mana Asol (Augur of the Old Ones) as much as possible
Pray you draw Cosmic Inspiration and the opponent doesn't
Discard Aggro (80/20)
I don't know why this deck is considered competitive - maybe because our matchup here is basically as favored as TF/Swain except without any gameplay nuance required on our part. Mulligan for 1-2 drops. Keep Solari Priestess/Sunburst if hand is good. Only necessary statistical losses to bad early draws against an aggro archtype.
Make obvious trades. Play around Mystic Shot on Diana. Chump block Draven/Jinx. Remove Draven/Jinx. Profit.
Another draw dependent, but quite favored matchup. Quite difficult to play though - you need to balance maintaining some modicum of tempo whilst also being able to deal with their crucial threats. Mulligan for 1-2 drops ESPECIALLY Pale Cascade/Pings, and Removal.
DON'T play ANY minion with less than 3 attack from turns 1-4 UNLESS you're getting tempo'd into the ground OR you have Pale Cascade (otherwise Fiora gets a free trade and the opponent gets to use their buffs reactively rather than proactively - giving you less leeway to remove her)
Save ping's for Fiora Barrier's, NOT Fleetfeather Tracker UNLESS you're getting tempo'd into the ground
Save a removal spell and mana for turn 3 Fiora, turn 4 Shen, turn 6 Genevieve and turn 9 Brightsteel UNLESS you're getting tempo'd into the ground
Basically the Pirate Aggro matchup but a tad bit slower and with no burn - giving you more leeway to make up for bad draws both early and late.
Make the obvious trades, pray to draw well and don't to let Genevieve get 2 attacks off
Basically the Trundle/Asol matchup except with no 'must remove ASAP' threats giving you more leeway to make up for bad draws. Celestial RNG and especially Cosmic Inspiration still give them a chance to win as usual. ~
Shyvana Dragons (50/50?)
I surprisingly, haven't faced too much of this deck yet personally, but looking at it's cards compared to ours, I think the matchup would be about 50/50 (an otherwise favourable looking matchup affected a bit by their high tempo removal and guaranteed Cosmic Inspiration in the form of Kadregrin). ~
This matchup is dependent on whether we draw removal for Ashe somewhat on curve, how much tempo they manage to build early on and whether we draw good enough to afford to play around Reckoning. Mulligan for Sunburst, Solari Priestess, Pings and Diana (only if you've already drawn support) as our other standard early drops are all pretty ineffective against theirs.
Remove Ashe ASAP
Try to Vengeance Sejuani on the attack if she directly attacks your Frostbitten minion in order to prevent the free value trade and maintain tempo on board.
Play around Reckoning as much as possible, especially if it wouldn't affect their own board too much compared to yours - maximise your 5+ attack minions to theirs if Reckoning begins to look more likely
Try to bait out an invested attack/Frostbite support for Trifarian Gloryseeker before pinging her - especially because Elixir of Iron is a bit rarer nowadays
Probably our most favored meta-deck matchup, and unfortunately rarer recently. Their win conditions - Kalista, Blighted Caretaker tempo, Neverglade Collector and They Who Endure simply don't stand a chance against our toolbox. Most losses come from unanswered Blighted Caretaker tempo. Mulligan for Spacey Sketcher, Sunburst and Pale Cascade.
ALWAYS pick Silence (For They Who Endure) or Stun (For Blighted Caretaker) off Spacey Sketcher
Try to hold a minion to play on turn 3/4 to kill an attacking Kalista with Pale Cascade AND get the Nightfall card draw
Play as reactively as possible with your pings - playing them proactively will almost always be answered by Glimpse Beyond, and when they run out of gas later on they will be forced to play their Glipmse proactively - your chance to strike!
Silence/Sunburst Blighted Caretaker as it comes down
SAVE Vengeance for They Who Endure - going into the late game, stockpile Silence/Sunburst and Vengeance and maintain enough mana (usually open-attacking) if necessary (IF can still afford to play They Who Endure that turn) to use one of the former followed by Vengeance to counter into their Atrocity: with this line of play, it's basically impossible to lose the combo
The biggest downside and sheer impossible matchup of this archtype. Maokai manages to pack even less interactivity/inevitability than we do, and the nature of our deck gives us no chance of out-tempoing Deep early OR late. Auto-concede. ~
A simpler aggro matchup than the others. Mulligan for 1-2 drops - especially Spacey Sketcher and Diana, as well as Sunburst.
ALWAYS pick the Stun spell off Spacey Sketcher, and save it for Diana, or of lesser priority, Nocturne/Ephemerals off Stalking Shadows
Removing Nocturne ASAP with either Sunburst or Vengeance is a HUGE priority
ALWAYS play around Pale Cascade
Play around Atrocity and Doombeast damage later on in the match
Another matchup that I haven't faced too much of just yet. Mulligan hard for Divergent Paths and Solari Priestess - Once we remove their uninteractive element trump-card in the Landmark win-condition, if we can survive their early tempo, the rest of the match should be a cinch given our heal/health-ignoring conditionless removal for their Champions. ~
Thanks for reading up to this point, and pardon my formatting, the ridiculous length and the sheer pomposity of it all. I still think Invoke is flexible to the point of being broken and the only reason the matchup spread is so good. I also think that with the release of this guide - more people will come to recognise this archtype and the element of surprise affecting enemy mulligans against an assumed more aggro, Nightfall-focused Diana archtype will be lost. People will also know to play around less common cards such as Sunburst, and I expect winrates to fall somewhat across the board. To conclude this guide, I'd like to say that this is this is not a healthy deck. At the deepest level, this deck is fundamentally about removing agency from your opponent and giving it to yourself, as well as securing the critical boon of having inevitability over your opponent in a game with the nature of LoR. If all decks were like this, LoR would completely cease to be fun. What else do I think is unhealthy right now? - Simple: anything removing interactivity from your opponent - ESPECIALLY as a win condition; Maokai, Star Spring, Cosmic Inspiration, Lee Sin. The avenues through which these cards can be interacted with are way too limited right now. A lot of the metagame nowadays is about having an uninteractable win condition, or focusing damage to face so fast the opponent has no chance to react - another form of non-interactivity. Here's hoping that the meta in the near future heads back in the direction of the close but fair midrange board battles we all came to love back in vanilla LoR. ~ (slinx4)
You’re probably closer to independence than you realize
Financial Independence, as most spreadsheets frame the idea, is the art of replacing your spending with investment returns. More quietly stated is an implicit promise that after you’ve done it, you’re free. Chasing that freedom is an incredible motivator if you’re anything like me. And you’re probably at least a little like me, if you’re on this subreddit. Except, of course, we all know you’re never completely free. The outside requirements on a human life don’t stop at the financial. You still have to go to the doctors office to make sure your body is running OK. You need to take out the trash. Your desk gets messy and you have to clean it up. You feel guilty if you forget send your mom a card on her birthday. You’re not free, you’re still a human being. Just a human being with a lot of flexibility. And, of course, once most people do the math, it becomes clear that in order to get spending low enough to make it work, your part time job effectively becomes frugality. Being frugal isn’t a terrible part time job. You autonomously set your own schedule, it gives you an opportunity to be creative, you develop skills which have an impact on your life, such as gardening and thrifting. Frugality challenges your comfort levels at times, which in turn allows you appreciate luxury when it’s available. For me, it’s pretty much the checklist for what counts as an incredibly satisfying job. I don’t have a problem with any of this. And as a thoughtful person who’s put some brain time into designing your life, you already implicitly know everything I’m saying. But it’s useful to say explicitly. I sat down this week to write a plan for what I would do if I lost my job tomorrow, and was barred from full time employment for the rest of my life. I was not shocked to discover that even without 100% FI savings, I could design several options for lifestyles where my FI goals of satisfying work, low stress, extreme autonomy, meaningful relationships, and security were accessible. But what I was shocked to discover was that I could also design such a life without relying on any of my considerable savings or investments at all. The savings and investments made it a lot easier, but they really weren’t necessary. It turns out the important part of this thought exercise was forcing myself to give up my current job. With that, I had to get rid of my own internal limiters: the unconscious need to project success to peers, the fear of giving up what I’ve already worked for in my current job, the iron clad spreadsheet and financial plan that I’ve been faithfully following for seven years, the fear of something new. When all that creativity was being pointed towards the actual life goals, as opposed to purely the financial goals that I thought would help with the life goals, a lot of shortcuts became apparent. And I couldn't have done it without having put a tremendous amount of thought into clarifying what, exactly, I want out of life. Of course, I’m not quitting my job immediately. And it’s not like my current lifestyle is too far of a cry from my goal lifestyle. It has a little less autonomy than I’d like, and a little more stress, but we’re in the ballpark. But the lesson that I think is important to remember is that financial goals are easy to measure, easy to track, and easy to let swallow you to the point of distraction. Life is not a binary between FI and failure. Extreme saving is a tool, and only a tool, and it’s worth putting thought into what you need that tool for, and not just how to get your hands on it.
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.
Since 1983, I have lived, worked and raised a family in a progressive, egalitarian, income-sharing intentional community (or commune) of 100 people in rural Virginia. AMA.
Hello Reddit! My name is Keenan Dakota, I have lived at Twin Oaks, an income-sharing, intentional community in rural Virginia for 36 years, since 1983. I grew up in northern Virginia, my parents worked in government. I went to George Mason University where I studied business management. I joined Twin Oaks when I was 23 because I lost faith in the underpinnings of capitalism and looking for a better model. I have stayed because over time capitalism hasn't looked any better, and its a great place to raise children. While at Twin Oaks, I raised two boys to adulthood, constructed several buildings, managed the building maintenance program, have managed some of the business lines at different times. Proof this is me. A younger photo of me at Twin Oaks.Here is a video interview of me about living at Twin Oaks.Photo of Twin Oaks members at the 50th anniversary. Some things that make life here different from the mainstream:
The labor system - all work is considered equal, whether you are earning income for the community or not. Cooking/cleaning counts the same as planning the annual budget. Also, you don't have to do the same job all week - your day can be a mix of indoor and outdoor work, you have freedom to arrange your day, and you can gain skills in a wide array of tasks and trades.
Non-gender binary, queer and trans people are very welcome at Twin Oaks. People introduce themselves with their pronouns and a significant number of our members go by they/them.
Verbal consent culture is very important here. It is not okay to touch anyone without asking.
Nudity and partial nudity is allowed in some parts of the farm, such as in the sauna, swimming hole, on the hiking trails, etc.
Our social norms prohibit using phones in common areas when other members are present, with the exception of a few cafe-style spaces.
Every day we provide a home-cooked, plant-based lunch and dinner with options for special diets including vegetarian, vegan, gluten-free, and no onions & garlic.
Raising kids here is easier. Some of the time that parents spend raising their children counts towards their labor quota. Many of the kids are home-schooled or "unschooled", and they spend more time outside than in front of a screen. The kids have no problem passing the state's annual standardized test to move onto the next grade level.
We have a shared clothing resource called Commie Clothes, which is like a free thrift store. Borrow something and then return it dirty, and it gets washed and re-hung up.
More about Twin Oaks: Twin Oaks is an intentional community in rural central Virginia, made up of around 90 adult members and 15 children. Since the community's beginning in 1967, our way of life has reflected our values of cooperation, sharing, nonviolence, equality, and ecology. We do not have a group religion; our beliefs are diverse. We do not have a central leader; we govern ourselves by a form of democracy with responsibility shared among various managers, planners, and committees. We are self-supporting economically, and partly self-sufficient. We are income-sharing. Each member works 42 hours a week in the community's business and domestic areas. Each member receives housing, food, healthcare, and personal spending money from the community. We have open-slots and are accepting applications for new members. All prospective new members must participate in a three-week visitor program. Applicants to join must leave for 30 days after their visit while the community decides on their application. We offer a $5 tour on Saturdays of the property, starting in March. More info here. Ask me anything! TL;DR: Opted out of the rat-race and retired at 23 to live in the woods with a bunch of hippies. EDIT: Thanks for all the questions! If you want some photos of the farm, you can check out our instagram. EDIT2: I'm answering new, original questions again today. Sort by new and scroll through the trolls to see more of my responses. EDIT3: We DO have food with onion & garlic! At meals, there is the regular food, PLUS alternative options for vegan/vegetarian/no gluten/no onions & garlic. EDIT4: Some of you have been asking if we are a cult. No, we are not. We don't have a central leader or common religion. Here are characteristics of cults, FYI. Edit: Yikes! Did I mention that I am 60? Reddit is not my native land. I don't understand the hostile, angry and seemingly deliberately obtuse comments on here. And Soooo many people! Anyway, to the angry crowd: Twin Oaks poses no threat to anyone, we are 100 people out of a country of 330 million? Twin Oaks reached its current maximum population about 25 years ago, so not growing fast, or at all. Members come and go from Twin Oaks. There are, my guess is, 800 ex-members of Twin Oaks, so we aren't holding on to everyone who joins—certainly, no one is held against their will. Twin Oaks is in rural Virginia, but we really aren't insular, isolated, gated or scared of the mainstream culture. We have scheduled tours of the whole property. Local government officials, like building inspectors, come to Twin Oaks with some frequency. People at Twin Oaks like to travel and manage to do so. I personally, know lots of people in the area, I am also a runner, so I leave the property probably every day. There are lots of news stories about Twin Oaks over the years. If you are worried about Twin Oaks, maybe you could go read what the mainstream (and alternative) media have to say. Except about equality Twin Oaks is not particularly dogmatic about anything. (I know some people at Twin Oaks will disagree with that statement.) Twin Oaks isn't really hypocritical about Capitalism, Socialism, or Communism, we just don't identify those concepts as something that we are trying to do. Twin Oaks is not trying to DO Communism, we are trying to live a good life with equally empowered citizens—which has led us to try to maintain economic parity among members. Communists also do that. In making decisions in the community I don't remember anyone trying to support or oppose an idea due to excess or insufficient Communism, Socialism, or Capitalism. In most practical senses those words aren't useful and don't mean anything. So, no need to hammer Twin Oaks for being insufficiently pure, or hypocritical. Twin Oaks is very similar to the Kibbutz in Israel. If anyone has concerns or questions about what would happen if places like Twin Oaks suddenly became much larger and more common, read about the history of the Kibbutz, which may have grown to possibly 1% of the population at their largest? There was and is no fight with Capitalism from the kibbutz—or with the State. My point is—not a threat. To the other people who think that the ideas of Twin Oaks are interesting, I want you to know it is possible to live at Twin Oaks (or places like Twin Oaks) and happily live ones entire life. There is no central, critical failing that makes the idea not work. And plenty of upside. But do lots of research first. Twin Oaks maintains a massive web site. (Anyway, it takes a long time to read.) But what I would like to see is more people starting more egalitarian, income-sharing communities. I think that there is a need for a community that is designed and built by families, and who also share income, and provide mutual support with labor and money. If you love this concept, maybe consider gathering together other people and starting your own. Ideologically speaking: -Ecology: the best response to ecological problems is for humans to use fewer resources. The easiest way to use fewer resources is to share resources. Living communally vastly cuts down on resource use without reducing quality of life. -Equality: ideologically speaking, most people accept the idea that all humans have equal rights, but most social structures operate in ways that are fundamentally unequal. If we truly believe in equality then we ought to be willing to put our bodies where our ideology is. In a truly equal world, the issues of sexism and racism and all other forms of discrimination would, essentially, not exist. -Democracy: Twin Oaks uses all manner of decision-making models and tools to try to include everyone and to keep people equally empowered. There is no useful word for this. We do use a majority vote sometimes, as a fallback. But sometimes we use consensus. We sometimes use sociocracy (dynamic governance). The word "Isocracy" (decision-making among equals), would be useful to describe Twin Oaks' decision-making model, but Lev in Australia has written an incomprehensible "definition" on Wikipedia, that he keeps changing back when someone corrects it. -Happiness: The overarching goal of all ideologies is to make people happy, right? I mean, isn't it? Capitalism is based upon the belief that motivation is crucial to human aspiration and success (and therefore more happiness). Under Capitalism, equality is a detriment because it hinders motivation (less fear of failure, or striving for success). Twin Oaks believes that humans are happier when they are equal, and equally empowered. So the place to start up the ladder of happiness is to first make everyone equal. Well, Twin Oaks is mainly still working on that first step. EDIT5: Some have asked about videos - here are links to documentaries about Twin Oaks by BBC, VICE and RT.
Hi, I got platformio running on OpenBSD-current (it should work with older releases, too) and was able to compile a firmware for my ESP8266 NodeMCUv2. I haven't uploaded it to the board, yet, since it's still somewhere in the attic. Will test this soon and update this post. I guess it'll just work.
You have to install the packages arduino-esp8266 and py3-pip:
# pkg_add arduino-esp8266 py3-pip
And install platformio via pip:
# pip install platformio
The next steps were done as non-root user. Now, create your project folder:
$ mkdir -p ~/code/myproject $ cd ~/code/myproject
and initialize a platformio project:
$ pio init
It should look something like this:
$ ls -la total 64 drwxr-xr-x 6 lotherk lotherk 512 Nov 1 09:02 . drwxr-xr-x 28 lotherk lotherk 1536 Nov 1 09:02 .. -rw-r--r-- 1 lotherk lotherk 5 Nov 1 09:02 .gitignore drwxr-xr-x 2 lotherk lotherk 512 Nov 1 09:02 include drwxr-xr-x 2 lotherk lotherk 512 Nov 1 09:02 lib -rw-r--r-- 1 lotherk lotherk 364 Nov 1 09:02 platformio.ini drwxr-xr-x 2 lotherk lotherk 512 Nov 1 09:02 src drwxr-xr-x 2 lotherk lotherk 512 Nov 1 09:02 test
Please see the official Documention for which platform, framework or board you might need. Remember, this is all for esp8266 chips.
It's now time for the first build, which will very likely fail:
$ pio run
This will give you:
Processing nodemcuv2 (platform: espressif8266; framework: arduino; board: nodemcuv2) -------------------------------------------------------------------------------- Tool Manager: Installing toolchain-xtensa @ ~2.40802.191122 Error: Could not find the package with 'toolchain-xtensa @ ~2.40802.191122' requirements for your system 'openbsd_amd64'
Researching this error led me to https://github.com/trombik/platformio-freebsd-toolchain-xtensa/. What @trombik did was creating a fake platformio package with symlinks to the right files on the system. In his case it was FreeBSD but I tried it anyway. It mostly worked out of the box, I just had to symlink the xtensa-lx106-elf-* binaries from /uslocal/bin into the package. I created my own fake package for OpenBSD at https://github.com/lotherk/platformio-openbsd-toolchain-xtensa. Clone the repository and place it to ~/.platformio/packages/toolchain-xtensa. It is important to name the folder toolchain-xtensa! Ensure that xtensa is installed, but it should come with the arduino-esp8266 package:
$ pkg_info |grep xtensa xtensa-lx106-elf-binutils-2.32 binutils for xtensa-lx106-elf cross-development xtensa-lx106-elf-gcc-5.2.0 gcc for xtensa-lx106-elf cross-development xtensa-lx106-elf-newlib-2.1.0p0 newlib for xtensa-lx106-elf cross-development
Now change to the directory and run init.sh, which will create all the symlinks you need.
$ cd ~/.platformio/packages/toolchain-xtensa/ $ ./init.sh
Back to our project and re-run pio:
$ cd ~/code/myproject $ pio run
This time it does a lot more, but now fails complaining it can't find tools-esptool:
Processing nodemcuv2 (platform: espressif8266; framework: arduino; board: nodemcuv2) ----------------------------------------------------------------------------------- Tool Manager: Installing framework-arduinoespressif8266 @ ~3.20704.0 Tool Manager: Warning! More than one package has been found by framework-arduinoespressif8266 @ ~3.20704.0 requirements: - platformio/framework-arduinoespressif8266 @ 3.20704.0 - jason2866/framework-arduinoespressif8266 @ 22.214.171.124 - tasmota/framework-arduinoespressif8266 @ 126.96.36.199 Tool Manager: Please specify detailed REQUIREMENTS using package owner and version (showed above) to avoid name conflicts Unpacking [####################################] 100% Tool Manager: framework-arduinoespressif8266 @ 3.20704.0 has been installed! Tool Manager: Installing tool-esptool @ <2 Tool Manager: Warning! More than one package has been found by tool-esptool @ <2 requirements: - platformio/tool-esptool @ 1.413.0 - volcas/tool-esptool @ 1.413.1 Tool Manager: Please specify detailed REQUIREMENTS using package owner and version (showed above) to avoid name conflicts Error: Could not find the package with 'tool-esptool @ <2' requirements for your system 'openbsd_amd64'
Fortunately this is as easy as fixing toolchain-xtensa. I've created a fake package for esptool aswell. esptool must be installed, tho. Which it already should be because of the arduino-esp8266 package. Clone https://github.com/lotherk/platformio-openbsd-tool-esptool to ~/.platformio/packages/tool-esptool (naming is important...) and run init.sh as you've done with the toolchain-xtensa package. Rerun pio and it should compile now:
Et voila, you've compiled a firmware for your esp8266 chip on OpenBSD. Uploading the firmware should only be a matter of configuring the right serial port in platformio.ini. As soon as I get mine from the attic, I will try it and update this post. Edit: spelling
A proposal to eliminate the spread of COVID-19 in Ireland
This is a long one. There is no TL;DR, but Google tells me it should take about 10 minutes to read. Or, you can skip to The Plan - Summary if you want the bullet points. But why should you give this any time at all? My background is in data analysis. Making sense of numbers is what I do for a living. I have been studying COVID-19 since I was locked down in March and the experience has been frustrating in equal measure. The difference between what was happening on the ground, and the story that the media told was genuinely alarming. The government / NPHET never even tried to stop the virus getting into the country, and no one held them to account for their (non)decisions. The disastrous consequences are all around us, and much of it was preventable. Six months later, and the country has barely moved on. The ‘experts’ have no goals and little control over the virus. The media frame every issue as a crass binary choice between more or less restrictions and are otherwise happy just to have people to point their fingers at. The government / NPHET has nothing to offer the people, other than admonishments to do better and repeated cycle of restrictions. Meanwhile students, artists, the over 70s, small business owners, the entire events and hospitality industries, and regular people who cannot WFH have been left swinging in the wind. Some have been evicted, others are relying on drugs to get by. This situation is not just a problem for one or two parts of our society: this is a widespread degradation of our quality of life. If I can do anything to help, I feel obliged to try. Context As I see it, we have three choices:
Give up = ‘herd immunity’ / Great Barrington Declaration
Take the path of least resistance = ‘Living With The Virus’ (living in fear of the virus)
Solve the problem = elimination / eradication
I won’t argue over technocratic definitions like ‘elimination’, ‘eradication’ or ‘suppression’. These distinctions are semantic in an environment of oppressive civic restrictions, mass unemployment, waves of business closures, and general misery. Whatever gets us to a place where we can live our lives as normal (or close enough), and the public health infrastructure can take care of the virus, that’s what I’m aiming for. This proposal cannot work without public support. No proposal can work without public support. Public adherence is the single most important variable in the equation, yet it is the one that the politicians and the media and the ‘experts’ have ignored. FG burned through a lot of goodwill in the first lockdown (and money, and resources, and lives…). Instead of vilifying people who aren’t adhering to the rules, policymakers need to recognise the sacrifices that the people made (which were subsequently squandered) and they need to earn that trust back. This proposal cannot work without support from the North. That doesn’t mean that we need to convince them to adopt our plan. It means we need to convince them that the goal is worthwhile and achievable. From there we can work together to coordinate our policies. Managing our own affairs with competence, would be a good start. Picking up the phone to talk to them, instead of trying to browbeat them through the media, would also help. Irrespective of your goals or beliefs, some facts are certain: there will be lockdowns, there will be government spending to support the economy, and the virus will demand public health resources. All of that will happen in the coming months and years, whether we have a plan or not. The question is whether those resources are used to solve the problem, or whether they are wasted on a plan that keeps us going around in circles. So yes, there will be lockdowns in this proposal, but they will not be FG lockdowns i.e. lock them down and throw away the key. Through intelligent policies and a greater mobilisation of resources, we can do so much more with our lockdowns to reduce the burden on the people and make their experience more tolerable. Indeed, that trade-off always exists in public policy: better policymaking = happier people. Which is why the politicians usually get the blame, and rightly so. We need to move to a more ‘war time’ mindset. Not because we need a shared enemy to unite us, but because we need to mobilise every possible resource at our disposal and focus it on the single most important issue affecting us all. We need more tests, we need vehicles for mobile testing units, we need facilities for quarantines. Wherever there is spare capacity, we need to find a way to put it to good use. We need to take most of the power away from the narrow-minded medics, and get the rest of our society and our civic infrastructure involved in planning e.g. community representatives, legal experts, business leaders, An Garda, the army etc. People want to invest in their communities, they want to help their friends and neighbours. There are people all over the country who would rather be volunteering as part of a national plan to get rid of COVID-19, than to be sitting at home on the PUP, going crazy listening to the ‘experts’ – who failed to prevent this – talk about more lockdowns. We need to harness that latent energy and build it into the plan. One of the most important factors that is within our control, is the degree to which policymakers communicate with the people. And I mean real communication, not press releases or attention-seeking speeches from the other side of the world. We need to talk to the people, listen to them, answer their questions, take their feedback on board. The people aren’t stupid. They know a good plan when they see it – which is why few are paying attention to the ‘Living With The Virus’ stuff – and they have valuable information that can help make that plan work. Underlying these points is a need to create intelligent rules, and to enforce them strictly. Strict does not mean harsh. Strict enforcement is not authoritarianism, and it is not an invitation to a fight; it is simply administrative competence. In the context of a contagious outbreak, administrative competence is the difference between life and death. I’ll finish this section with the caveat that all parameters are suggestions or placeholders. The exact numbers will depend on resources, on more data and further analysis, and on input from communities and other stakeholders – all of which is within our control. The Plan – Summary Like any problem in life, if you can’t solve it directly, you break it down into smaller, less complex parts. Instead of putting the whole country into lockdown and trying to eradicate the virus from the whole island at the same time – a miserable experience for all – we should go county by county until the job is done. We seal off a county, flood it with resources, clear it of COVID-19, and then let it reopen as normal. We repeat the process for neighbouring counties and then combine them when they are cleared, to create a larger ‘Cleared Zone’. The process continues and the Cleared Zone keeps growing until it covers the whole island. This approach allows us to focus our resources on one area at a time (nurses, doctors, tests, volunteers etc) instead of spreading them over the whole country. We can be more comprehensive in our testing and quarantining measures, and more confident in our plans. Short, sharp, strict lockdowns work best. By maximising the ratio of resources to population, we also lower the burden on the people. In particular, we minimise the amount of time that people spend in lockdown, and the less time they spend in lockdown, the more likely the plan is to work. This structured approach also makes it easier for us to measure our progress and make reliable forecasts. We can allocate our resources more efficiently and plan our responses more effectively. Observers can watch our progress and judge for themselves whether it is a good idea (i.e. politicians in the North and / or protestors in Dublin). Perhaps most important of all, the structure makes it easier to explain the idea to the people and get buy-in before anything happens. We can outline the plan, explain how it works, explain how it compares to the alternatives, and then give them realistic estimates of what would be required and how long it would take. Then we can hear their feedback and take the conversation and planning from there. I have heard any people talking about elimination and ZeroCovid, but do any of them have a plan for getting to zero? Or a plan to get the people on board? Step 1: More structure and responsibility from leaders Step 2: Less uncertainty, easier decisions, better outcomes, less stress for everyone Step 3: Profit. Elimination. The Plan – Implementation We isolate a county and lock it down for an initial 3 weeks. An Garda man the county borders. They are supported by the army, who provide boots on the ground so that An Garda aren’t stretched. Most routes are closed off so that all essential travel goes through a few well-manned checkpoints. If we do a good job with planning and communication, there won’t be much work to do. We test systemically high-risk households and high-risk individuals early and often i.e. large households and essential workers. With help from local volunteers, medics screen as many people as possible every day. We use multiple measures and repeated applications to improve the quality of our results. We want to identify and remove cases at the earliest possible point, both to reduce the chance of further infection, and to protect the individual’s health. Low risk confirmed cases (young / healthy) go to a safe and comfortable quarantine. Local hotels and guest houses could be used, ideally before we invest in building quarantine facilities. Local taxis, kitted out with extra protective equipment, could take them there. High risk confirmed cases (older / comorbidities) go by ambulance to local medical facilities as required. During this period, we work with local politicians, community leaders, residence associations etc to ensure that everyone is looked after (in reality, these conversations will have started weeks before). We get our neighbourhoods communicating, looking out for each other, making sure they’ve got enough food or heating or whatever else they need. Local volunteers and taxi drivers can do odd jobs like sending packages, collecting prescriptions, lifting heavy stuff, or just checking in on people. If it is feasible, we can even invite local artists to play gigs for people in their streets or apartments. Towards the end of the second week, we begin a mass testing program with the ultimate goal of testing every person in the county (scale depends on resources). Once we have completed the tests and cleared the confirmed cases into quarantine, we can begin a slow, staggered opening process. We must be especially conservative at this point to ensure no slippage. When one county is clear, we move to the next one, and repeat the process. When we have cleared two bordering counties, we can join them together in a bigger Cleared Zone and the process continues from there. Eventually the Cleared Zone covers the whole country, except Dublin (or more realistically, the Pale). What would the other counties do while they wait for their turn? I’m assuming that, they would be doing whatever the ‘Living With The Virus’ plan dictates. This proposal succeeds in line with what happens in the sealed off zones, so I am more concerned with them. However, it would speed up the process if the bordering counties could be encouraged to get a head start. If the plan is going successfully, I’m confident they would. With its population density and its complexity, Dublin / the Pale will be the last county to be cleared. However, given that every other county would be cleared by that point, and with so much effort having been put in, it might make more sense just to burn Dublin down. We could go with a concrete mausoleum as per Chernobyl, but it might be easier and quicker if we just raised the city and started from scratch. The country needs to rebalance, so it’d be two birds with one stone. Or maybe we call that plan B. Dublin’s plan A would follow the same principles as for the rest of the country. Break it into smaller parts, focus resources on one area at a time, use layers of risk measures where precision isn’t an option, and get cases as early as possible, using whatever resources available. By that stage the rest of the country would be clear and the demand for medical resources low. We would have learned a lot along the way, and we would have plenty of ammo to throw at the problem. In general, the more resources we have, the faster we can move. The county by county approach that I have outlined above is too slow. With greater resources, we can increase the number of counties that are being cleared at any one time. One option is to work by province. Another would be to define the zones with respect to observed travel routes, in order to reduce the risk of leakage and reduce the inconvenience on local communities. At the end of the day, lines have to be drawn somewhere, and some people will inevitably lose out. The better we communicate with people in advance, the lower the burden on the people and the more of these problems we can avoid. Following on from that, one of the skills we need to take from this crisis is the ability to isolate and quarantine regions. Whether it is a city, a town, a county, a specific building, or even the entire country, we need to be able to seal it off and control movement in and out. This is an essential tool for outbreak management – whatever the outbreak and whatever the disease. The same goes for individuals. We need to be able to create and operate safe, comfortable, and effective quarantines, and to do so at short notice. It should be a matter of national embarrassment that FG and NPHET couldn’t even organise a quarantine in a pandemic. The whole process might take 3 to 4 months. That means we would have cut off all non-essential air travel for that time, but it doesn’t mean the whole country is in lockdown for 3 or 4 months. The lockdown is staggered, and the individual’s experience will depend on their location and their place in the ‘queue’. The first group of counties to go into lockdown will also be the first to come out. Once they have eliminated the spread of the virus, they will return to a normal, although somewhat isolated, society. The experience steadily improves as more and more counties join them in the Cleared Zone (or steadily deteriorates, depending on your county pride). While the first group is in lockdown, the rest of the country continues as normal i.e. living with the virus. Everyone watches as the first group goes through its lockdown (just think of the #banter). Several weeks later, as the first group is opening up, the second group is preparing to go in to lockdown. As the second group comes out, the third group goes in etc etc and the staggered lockdowns roll like a wave across the country. Every county goes from Living With The Virus -> intelligent lockdown (needs a better name) -> Cleared Zone. The earlier you are in the queue, the less time you spend Living With The Virus and the more time you spend in the Cleared Zone. The individual would only be in a strict lockdown for a matter of weeks, maybe 3-6 depending on the complexity of the region and the resources available. For counties with smaller populations that have shown that they can do a good lockdown, it will be quicker. For Dublin, it will be slower. Strengths I think this proposal has a lot of strengths. It’s a plan, for a start. We haven’t had a plan since this thing began (the FG lockdown wasn’t a plan – it was the inevitable consequence of not having a plan). The leaders take more responsibility to lower the burden on the people, it mobilises idle resources, and it fosters communication and community across the country. These are three strengths that I want to emphasise. 1 It provides clarity This might be the most important point. Uncertainty is painful. Uncertainty is a cost. Even if the bad thing is unlikely to happen, just the fact that it is a risk, or that it could happen means that you live with a cloud over your head. Suffering is bad enough on its own, but suffering for an unknown length of time is torture. And if that period is determined at the whim of a politician or an ‘expert’, that is a recipe for society-wide anger and even civil disorder. With this proposal, we can forecast the length of the period of lockdown with greater accuracy. The people will be able to understand what is being asked of them. We can make plans around resources required versus those available. The economists can make forecasts. Businesses can plan their finances. The people can plan their weddings, book their holidays, get back to training, sign up for courses, and have things to look forward to. At the end of the day, any successful proposal must remove the uncertainty and provide meaningful clarity to households and businesses. 2 Never let a crisis go to waste This plan will require tools and capabilities like rapid local testing, safe quarantines, rapid isolation of towns and regions, emergency decision-making frameworks etc. If we don’t have a capability, then we need to build it. When people say ‘never let a crisis go to waste’ this is what they mean: you build the tools in the crisis that will help you protect yourself from the next one. Nature works the same way. You lift weights until the muscle fibres tear, then they grow back stronger. We build aerobic endurance by pushing ourselves to a limit, then our body naturally reacts to increase the limit. A vaccine works similarly by stimulating antibodies for the disease. Well, we need a civic emergency vaccine for Ireland. These tools are the antibodies that will protect us next time. The sooner we build them, the better. Now is the time, not later. 3 It's the only way we can protect the economy The risk to the economy isn’t the next few months of revenue. We can borrow to cover lost income in the short run. The real risk is a wave of defaults that precipitates a financial crisis. As more individuals and businesses are put under financial pressure, more borrowers will default on their debts. But one man’s debt is another man’s asset, so as the borrowers default, the lender’s financial situation also deteriorates. Defaults are contagious, and if a wave of defaults threatens a major lender, the entire financial system will be at risk. Only an elimination plan can protect the economy. Along with the virus and the uncertainty it creates, we need to eliminate the risk of financial contagion. Weaknesses Could ya be arsed The End Goal Think about what’s on the other side of this… This is a massive challenge – the kind that defines a nation. However you think of your community, this would give you something to be proud of for generations. It would be like Italia ’90, except 10 times bigger, because we would be the players, we would be the ones making it happen. We’d become the first country in Europe to eliminate the virus. And of all the countries in the world, we’d be doing it from the largest deficit too. Those Taiwanese and Kiwis made it easy for themselves with their preparation and their travel restrictions and their competent leaders. Our challenge is much greater than theirs, but they show us what is possible. Have you ever wanted to scoff at the Germans for being disorganised? Wouldn’t you love to have a reason to mock the Danes? Aren’t you sick of hearing about New Zealand? Let’s make the Kiwis sick of hearing about the Irish! If we take this challenge on, the world’s media will be on us. The FT, the Economist, the NYT, the Guardian, Monacle, Wired, the New Scientist, China Daily, RT, Good Housekeeping, Horse and Hound, PornHub… all of these international media empires would be tracking our progress, interviewing key people, reporting daily, willing us on. The world is desperate for good news, and we can be the ones to give it to them. We would become a model for other nations to follow. They would take the Irish model and adapt it to their own situation. Instead of us copying other nations, they would be copying us. Instead of a pat on the head for the diddy little Irish fellas, we would be literally LEADING THE WORLD. Back at home, we get our lives back, and society can breathe again, free of restrictions. The over 70s come out of hibernation. The students go back to university. The protests stop because people go back to work and we announce an inquiry into what exactly happened in February and March. The pubs go back to being pubs. Our hospitality industry is taken off life support. The tidal wave of bankruptcies is avoided. We can play sport and celebrate the wins. We stop talking about things we can or can't do. Just imagine that first session... And imagine how good it would feel knowing that you had worked for it, and knowing that you had set the nation on a better path for generations to come... I think it’s worth a lash! Don’t you?
Gravity's Rainbow Reading Group | Sections 66-69 | Week 20
Alright, home stretch foax. This section's a beast. Hang in there and keep sharing your insights! All together now... Section 66 "You will want cause and effect. All right." (663) What an opening - it's almost confrontational, mocking our need for clear narrative structure and causality. We discover that Thanatz was tossed overboard in the same storm that sent Slothrop off the Anubis and off on his adventure with Frau Gnahb. Thanatz is rescued by someone even stranger - an unnamed Polish undertaker (think on the etymology of that word) who happens to be a lightening aficionado. I'll stop here and comment that, earlier, when Slothrop fell into the water before and after getting on the Anubis, it brought to mind the river Styx in Hades - another underworld. It washes clean one's identity and memory. Makes you forget who you are. And there's traditionally a ferryman, Charon, to help people cross it. Can't help but think that's who saved Thanatz here, carrying him from the land of the dead to the land of the unliving, the preterite detritus of WWII. (An aside: Speaking of Styx, has anyone listened to Mr. Roboto recently? That song has some Gravity's Rainbow vibes.) Our undertaker here is inspired by the Franklin myth and is trying to get struck by lightening in order to experience that "singular point, [that] discontinuity in the curve of life" (664) passing from a rate of change of positive infinity to one of negative infinity in the blink of an eye. Seems there's something of a conspiracy among those who have been through this point of infinite inflection - a secret society of lightening heads who are aware not of another reality but of a new layer of reality laid on top of our own. Insight into a higher level of reality, of hidden systems. We get an example of the content of the lightning-aficionado's publication A Nickel Saved and it's supposedly full of coded messages for Those Who Know, each part being a veiled reference to other topics that contain the true meaning, requiring a true paranoid's ability to see (make?) connections. For example, there are repeated mentions of April, Easter, and Spring - the season of rebirth. To an Amperage Contest and lightbulbs failing - Byron the Bulb's attempts to strike back, perchance? A screen-door salesman - what is a screen door except a permeable interface? But our undertaker isn't interested in secret knowledge - he just wants to be a better businessman - and he deposits Thanatz on the shore and rows back off into the storm. Here, Thanatz meets a group of 175s - men formerly imprisoned in the Dora camp for being gay - who have formed their own solitary community in this isolated section of northern Germany. I suspect some of this imagery may initially shock readers - concentration camp victims who want to return to their prison? Who set up their own 175-Stadt to recreate the conditions of their imprisonment? But think about it - just last section, we saw Katje, someone who's been used and abused by those in power, balk at the thought of being truly free because she had become dependent on systems of control. She had integrated those control systems as part of her identity, her sense of self. "She needs the whip," Blicero wrote of her (662). Just like Katje, these men became so conditioned to depend on a system of total control and rigid social hierarchies that they don't know how to function without it. Their 175-Stadt doesn't seem like such a ridiculously dark, inappropriate caricature now, does it? Because isn't that a central point of this book - that everyone has been conditioned to need control, to need Their System, to not know how to function without it? Slothrop was our perfect everyman from within this system, and look at what it took for him to actually be free (and even then, the ideal of America still has a colonial outpost in his head). But in their 175-Stadt, these men at least control their system of control. They built it, they staff every level of it, and it's entirely under their control. An isolated state, separate from the broader System. But is there a ruler in this system, a king? No, simply the figment of Blicero. His name, his specter, looming over everything. A system of control with no real king? We've seen that before. Not only that, but this micro-society is not based strictly on the SS command from Dora, but what the prisoners inferred about the rocket command structure in the Mittelwerke. So even their "recreation" of their imprisonment is an approximation of a different system. I'd also stop here to comment that, is this imagery really as ridiculous/insane as it first appears? I'd say no, since the queeS&M community absolutely took inspiration from Nazi uniforms as symbols of dominance and control, repurposing it into fetishwear. But then, as in this 175-Stadt, the control is by choice, as is the submission. As we've seen elsewhere in this book (Blicero's Oven-State), turning submission into a fetish can be a form of rebellion, since it subverts Their means of control (fear of pain) and turns it into a source of pleasure. Is it truly control if you're choosing it? Enjoying it? No one said this book asks easy questions of its readers... Thanatz keeps looking for answers, and gets swept up amidst the vast swarms of preterite Displaced Persons being shifted across the zone. What's concerning is that these supposedly-free, albeit displaced, people, are shuffled without purpose across the Zone, with minimal food, water, or medicine, being "herded into wire enclosure[s]" and shipped around in freight cars, "deloused, poked, palpated, named, numbered, consigned, invoiced, misrouted, detained, ignored" (669). It's almost impossible to miss the painful similarity here to the treatment of Jews and other victims of the Holocaust. Only here the mistreatment isn't out of some pathological hatred, simply a system without a place for so many people, and without the committed resources to actually, effectively help them. The thought is unsettling, since we like to imagine that only Naziesque hatred could prompt such brutal mistreatment, not apathy. Finally, he's rescued by the Schwarzkommando thanks to his knowledge of Blicero and the firing of Rocket 00000. Here, we learn a bit more about what happened that day. Looking into Blicero's eyes, he saw windmills reflected, though none were in the area. Another four-way mandala, like we saw last week with Slothrop. Thanatz isn't in great mental shape by this point, and he's beginning to equate Gottfried and Bianca both as his children. Why? Because he felt some sense of responsibility to them? Because he failed them? Either way, the Schwarzkommando learn all they need from him about that fateful noon on the Heath, though we do not. The section ends with a simple touch of hands between Enzian and Christian, a moment of connection, of trust. Section 67 Man, how do I even start summarizing this complete doozy of a section? As Weissenburger writes, "In this episode the narration begins to fragment." (344) Ya don't say... Well, here goes. We being one serious trip of a section with Slothrop, as part of a rather unimpressive team of quasi-superheros (the "Floundering Four") fighting against evil ol' Broderick Slothrop amidst the factory-state (a Metropolis-like iteration of the Rocket-State with movable buildings?!). Broderick, in the role of comic book supervillain, keeps trying to off Slothrop, but our hero has a lucky streak just wide enough to keep him alive. Right off the bat, we see another image of the chessboard - the whole factory-state is laid out in a grid, and it's all A Game of Chess, as der Springer already informed us, and our movements are limited. Crucially, "Your objective is not the King - there is no King - but momentary targets such as the Radiant Hour." (674) How can you win at chess when there's no King? How can the land be restored and the cycle renewed if there's no King to die and be replaced? Slothrop is joined by a truly slipshod lot: Myrtle Miraculous, the only one who seems to have actual powers; Maximilian, a suave Black club manager who can flow with all natural rhythms and thus able to navigate any scenario with ease, and Marcel, a mechanical chess player (an embodiment of the Mechanical Turk, but crucially, one without the hidden human operator. No hidden Grandmaster lurking inside Marcel here - nope, this android's the real deal. This section includes one of my favorite quotes from the book: "Decisions are never really made - at best they manager to emerge, from a chaos of peeves, whims, hallucinations and all-round assholery." (676) I can think of several times where I've been able to relate to that scenario all too well. Their chances for success and failure are equal, but these opposing odds don't cancel each other out - instead, the two opposing forces just create a "loud dissonance". The crew undertake some truly hallucinatory adventures through the Racketen-Stadt which I will not attempt to summarize, as that would be an exercise in futility. But we are treated to flashes of Slothrop, "Broderick and Nalline's shadow-child, their unconfessed, their monster son," (677) getting locked in an icebox, piloting a mobile building through the grid-streets of the factory-state like a giant chess piece. One line really jumps out at me, here, that I think is important: "Their struggle is not the only, or even the ultimate one. Indeed, not only are there many other struggles, but there are also spectators, watching, as spectators will do, hundreds of thousands of them." (679) Makes me think of the "glozing neuters," mentioned earlier - of the masses of people who are just trying to live their lives, neither part of any conspiracy nor actively aware of being subject to one. Must be nice. At the same time, the idea of other, simultaneous struggles, is noteworthy - it brings to mind the concept of intersectionality, and how people realizing their unique, individual struggles share common sources, and common traits, which they can work together to fight. We end this sub-section in an arena for these exact masses, where our heroes are on a stakeout, with Slothrop in full drag waiting in the Transvestites' Toilet for a message. You may be wondering about the multiple instances of cross-dressing, in various iterations, throughout the book. Slothrop in drag and Blicero in a wig and merkin come to mind. One aspect, I'd say, is that it reflects a blending of two (as far as society is generally concerned) binary opposites. A crossing-over, a transgression against the status quo and an option other than 1 or 0. Eliot, in his Notes on The Waste Land, wrote,
"Tiresias, although a mere spectator and not indeed a 'character', is yet the most important personage in the poem, uniting all the rest. Just as the one-eyed merchant, seller of currants, melts into the Phoenician Sailor, and the latter is not wholly distinct from Ferdinand Prince of Naples, so all the women are one woman, and the two sexes meet in Tiresias. What Tiresias sees, in fact, is the substance of the poem." (Emphasis mine).
Cue Crutchfield the Westwardman's world of only one of everything. Likewise, the women in Gravity's Rainbow often blend together, share traits or imagery. So do the men. The joining of the two sexes in Blicero, as well as Slothrop here at the end, is significant. The Low-Frequency Listeners The introduction here of the character of Rohr, the Keeper of the Antenna, specifically as a Jehovah's witness, was odd. It's such a specific subsect of Christianity. Then we see - he heard a man on the radio, dying, asking for a priest. Rohr says, "Should I have got on and told him about priests? Would he've found any comfort in that?" (682). In what? I had to look it up, but when I did, it clicked - Jehovah's witnesses apparently do not have priests, because they are all ordained. There is no separate priest caste in their church, and thus no Preterite/Elect division. In this section, we also learn that the Nuremberg trials are getting underway. Mom Slothrop's Letter to Ambassador Kennedy You start to feel even more sorry for Slothrop as you realize just how terrible his parents apparently were. His mom cares enough to at least write another letter asking Ambassador Kennedy as to what the hell happened to their son, but her letter quickly devolves into drunken ramblings complaining about striking workers and managing to make an innuendo about Jack Kennedy while also dismissing her love of her sons. Oof. Maybe Otto was right with his conspiracy of mothers... On the Phrase "Ass-Backwards" An entertaining linguistic debate between Säure and Slothrop on American idioms, specifically ones involving a reversal, as in the case of "ass-backwards". The section then slips into a story of Säure, in his youth, breaking into the home of a young woman, Minnie, who is unable to hear or pronounce umlauted letters, and thus manages to shout the word "helicopter" rather than "cute robber" well before the vehicle was ever invented. Her cry is heard by none other than a young aerodynamics student. The word is taken as a prophesy and a warning of the helicopter's symbol of the police state, with armed officers hanging out the sides, aiming down at their targets. My Doper's Cadenza It begins with a serenade from Bodine, and then an exploration of the tenement building "Der Platz" that is home to numerous drug addicts, dope peddlers, and general ne'er-do-wells. They are building an anti-police moat around the building, entirely underground so as to avoid detection, saving breaking through the street for the end. Shit 'n' Shinola Another idiomatic diversion for Säure. A beautiful line is tucked away in here - "from outside, the Hall is golden, the white gold precisely of one lily-of-the-valley petal in 4 o'clock sunlight, serene, at the top of an artificially-graded hill." (687) This building, the Schein-Aula (Seeming-Hall), suggests "persistence, through returns of spring, hopes for love, melting snow and ice, academic Sunday tranquillities, smells of grass just crushed or cut or later turning to hay..." (688) Yet again, imagery of spring, of a return to life from the dead season of winter, of the cycle. We return to the Roseland Ballroom, where shit 'n' Shinola do actually come together. "Shit, now, is the color white folks are afraid of. Shit is the presence of death, not some abstract-arty character with a scythe but the stiff and rotting corpse itself inside the whiteman's warm and private own asshole, which is getting pretty intimate. That's what that white toilet's for.... that white porcelain's the very emblem of Odorless and Official Death." (688) Here Pynchon cuts straight to the point - the almost pathological fear of death and its connections to fears of blackness, excrement. Shit, Death, and the Word. Edwin Treacle hit on this back on p. 276 when he tried to show his colleagues at the White Visitation "that their feelings about blackness were tied to feelings about shit, and feelings about shit to feelings about putrefaction and death." The cycle of life is too organic, too messy. Better to replace carbon with silicon, to hide shit with porcelain, to treat people with dark skin as "other" or sub-human to avoid acknowledging that their non-European, communal ways of life were, in fact, totally natural. An Incident in the Transvestites' Toilet Not King Kong, but a small, costumed ape comes up to Slothrop, who's wearing a Fay Wray dress while waiting in the bathroom for a still-unspecified message. We get a Miltonic blank-verse poem (thanks, Weissenburger!) about the movie King Kong, written in the voice of Anne Darrow (Fay Wray's character). It's honestly quite good - I love the line "in your own stone living space" - the internal rhyme there sounds really nice, and I like the riff on living stone / Livingston, both of which have popped up previously. In the poem, Darrow talks about when she was tied up, hung by the natives as an offering to "the night's one Shape to come" (689), echoing both Greta Erdman's scene in Alpdrücken and the Hanged Man card of the Tarot (willing sacrifice, sacrifice that prompts a return, a renewal of the cycle). Darrow says she prayed, "not for Jack," her suave costar, but for her director Carl Denham, "only him, with gun and camera... making the unreal reel / By shooting at it, one way or the other-" (689). Throughout GR, we've seen a film motif, and this really brings it home. The analogy of a gun to a camera, both of which make the unreal real (a camera creates films that interpret real life - the "unreal reel", a gun makes death, which we've blocked away and tried to avoid, real and inescapable). The director is in control of the movie, the actors, the story, of how it works and what is told. Darrow ends by asking Carl to "show me the key light, whisper me a line..." - a key light is used in cinema and photography to not just shed light on the subject, but to do so in a way that provides form and dimension to the subject and the scene. So Darrow is asking for the director to literally give her form and definition, to tell her what to say next. This ape, though, isn't so Romantic as ol' Kong though, and is much more direct. It hands Slothrop an anarchist's bomb straight out of the comics pages, and takes off. Slothrop freezes and is saved by a helpful transvestite who takes the bomb and flushes it down the toilet. But it explodes anyway, sending geysers of water up out of all the toilets. A Voice comes out of he Loudspeaker informing everyone that it was, in fact, a sodium bomb that explodes upon contact with water. Tellls everyone to get the "dangerous maniac" who threw it. That was supposed to be Slothrop, but he was saved by his indecision and the kindness of a stranger, who is now set upon by the other occupants of the toilet. A Moment of Fun with Takeshi and Ichizo, the Komical Kamikazes We now jump to a pair of comically-mismatched Kamikaze pilots stationed on a remote island well away from any conflict. One flies a Zero, the other flies an "Ohka device" which is basically a rocket-bomb with a pilot's seat. They get moonshine from their radarman, Kenosho, who mocks them daily for the lack of opportunities to fly to their deaths and who comes up with haikus that, while in the right format, really miss the heart of what a haiku is supposed to be. Streets Back to Slothrop, now, and a catalogue of the streets he's traveled down and what he's seen. We get a meditation on the absurdity of army chaplains, who worked for the Army and "stood up and talked to the men who were going to die about God, death, nothingness, redemption, salvation." (693) And it does seem a bit absurd when you consider that the Army that employs the chaplains is the same entity sending the men off to die. We see a bus driver (perchance our maniac bus driver from earlier?) driving through town in the night, his passengers looking out the windows, their faces "drowned-man green, insomniac, tobacco-starved, scared, not of tomorrow, not yet, but of this pause in their night-passage, of how easy it will be to lose, and how much it will hurt..." (693) Going back to the Waste Land, the phrase "I do not find / The Hanged Man. Fear death by water." is symbolic of a death without return (drowning) contrasted to the sacrifice/return symbolized by The Hanged Man. These poor passengers, it seems, aren't to expect any return. Slothrop also, at this point, learns of the bombing of Hiroshima from a discarded Army newspaper, the photo of the atomic blast placed in poor taste next to an image of a pin-up girl. The bomb's mushroom cloud is compared to the Cross, to a capital-T Tree. But which tree? Is this a meditation on the deadly, unforgettable knowledge of how to split the atom, or of the tree of life, with the citizens of Hiroshima as a sacrifice made... but to what? I'm honestly not sure. Would love your thoughts. Listening to the Toilet As others have noted, this book in many ways is about the drug counterculture and hippie movement of the 60s/early 70s. This is the most overt in this section, in which we learn that listening for the cessation of the flow of water to the toilet in the pipes is a cue that a police raid is imminent - shutting off the water being a way to prevent the flushing of illicit substances. But it takes a special ear to hear the cessation of a subtle, pervasive white noise. What if the sun, in fact, massive furnace that it is, emits a constant, low-level roar that is so incessant we don't even hear it? What if eddies in the current of the Soniferous Aether cause rare spots of true quiet, where the noise is no longer transmitted and anyone in that spot can hear their own heartbeat it's so quiet? Interestingly, there are "quiet rooms" designed to absorb nearly all sound, used for precise sound calibration. I remember reading that most people can't sit in one of those rooms for more than 30 minutes or so because it's literally so quiet that you can hear the blood flowing through your veins, and people have even reported auditory hallucinations as a result. But why this digression? Maybe because we need to be asking what other white noise is out there that we've become completely deaf to? I think Roger and Jessica found a pocket of this quiet, early in the book, where the "noise" of modern society and all its associated obligations was muted by the War. Witty Repartee A return to our Komical Kamikazes, and a meditation on the ubiquity of the Hotchkiss machine gun across nations, independent of alliances. We get an image of a false King - an inbred idiot lying naked in a dumpster, attracting the attention of potential revolutionaries. But they can't decide if he's "a diversionary nuisance planted here by the Management, or whether he's real Decadent Aristocracy to be held for real ransom" (698). While the would-be revolutionaries are debating in the alley, sentries with the aforementioned Hotchkiss guns take positions on the rooftops, aiming down... Heart-to-Heart, Man-to-Man A dialogue here between Slothrop and ol' Broderick, with dear old dad interrogating his wayward son about a modern electric drug. Slothrop reassures him that he'd never shoot raw electricity - no, they dope themselves with waves. Major pre-Cyberpunk vibes here, with Broderick warning "Suppose someday you just plug in and go away and never come back?" to which Tyrone replies, "What do you think every electrofreak dreams about? .... Maybe there is a Machine to take us away, take us completely, suck us out through the electrodes out of the skull 'n' into the Machine and live there forever.... We can live forever, in a clean, honest, purified Electroworld-" (699). Matrix, anyone? Not to mention the waves of radio, TV, etc. and the simple, episodic, controlled reality they offer. Pleasantville also comes to mind, with all its commentary on the shows of the era. Some Characteristics of Imipolex G We learn that Imipolex G is the first erectile plastic, stiffening in response to certain electronic stimuli. The potential of a layer of controlling wires just under the outer layer of Imipolex, making it a second skin - a synthetic interface. Alternately, there's the potential to control it via a projection of "an electronic 'image; analogous to a motion picture." (700) My gods, I made it through this section... Section 68 Tchitcherine now, dealing with a spook, Nikolai Ripov, from the Commissariat for Intelligence Activities. His pal Džabajev has run off with "two local derelicts" (700) and is impersonating Frank Sinatra and wooing the ladies of the Zone. We get the line, "While nobles are crying in their nights' chains, the squires sing. The terrible politics of the Grail can never touch them. Song is the magic cape." (701) - Seems another example of folks recognizing the game, the Grail quest, for what it was and checking out - deciding not to play and just enjoy themselves while the Elect lose sleep over the endless searching. Ripov explains to Tchitcherine how "the basic problem... has always been getting other people to die for you." (701) Religion used to serve as an effective control for that reason - death isn't quite as scary if you think you're going to heaven. But modern society has moved on, and needs more secular sources of control, like a commitment to "History" as if you're part of some great narrative, sacrificing yourself for some imagined end-goal of what society is "supposed" to be. Seems Tchitcherine was doping on Oneirine theophosphate. Wimpe, his dealer, argues that a man is "only real at the points of decision. The time between doesn't matter." (702) Points man again - the moment of decision, of choice, that splits the future in two. Points of control. Contrast that to:
"Datta: what have we given? / My friend, blood shaking my heart / The awful daring of a moment’s surrender / Which an age of prudence can never retract / By this, and this only, we have existed." (The Waste Land, Part V: What the Thunder Said - emphasis mine).
Both are arguing that it's these key moments, irreversible junctures in our lives that make us real. Not what comes next, not what people say about us, just our moments. Integrate those moments, run them fast enough (say 24 frames per second) and you might even approximate something close to a person... We learn that Oneirine apparently leads to "the dullest hallucinations known to psychopharmacology" (703) - hauntings of the mundane, the almost-normal. Tchitcherine's Haunting Tchitcherine hallucinates that Ripov is interrogating him, and he becomes fixated on the question of whether or not he was supposed to die. Seems like part of him wants to believe in life after death, in some hope for meaning, which goes against the Soviet doctrine and thus isn't exactly endearing him to those above him. Thankfully this is just an Oneirine haunting, except... wait, it's too real - no subtle violations of reality. He tries to escape, but is outnumbered. But no execution for him here - just a reassignment to Central Asia. A cold and operational death. Section 69
"The dearest nation of all is one that will survive no longer than you and I, a common movement at the mercy of death and time: the ad hoc adventure." - Resolutions of the Gross Suckling Conference (706)
In other words, they seek a nation that does not function independently of its citizens - one that is not some separate identity with a quasi-personhood (much like how corporations are legally "people"). Rather, a nation that is inextricably linked to the people and that will die when they do. No immortality, no denial of the cycle or death. But poor Roger's still dealing with Jessica, and now with Jeremy, too, who he's at least amicable with. But he's struggling with their acceptance of the System, their embracing of it. Jeremy's all about reassembling the rockets and firing them, asking "What else does one do with a rocket?" (note how disassembling it or at least not using the weapon isn't even an option...). Jeremy's even so kind as to invite Roger to a fancy dinner with a bunch of corporate bigwigs, including folks from Krupp, ICI, and GE, and hosted by one Stefan Utgarthaloki, whose name should be a giant red-flag that something's amiss with this shindig. Roger picks Seaman Bodine as his date, the two having struck up a rather theatrical friendship, dress in their absurdist best (Bodine in the mother of all zoot suits), and join the party. We get some insight here into the nature of rebellions, and the danger of them not only fizzling out or failing, but of being co-opted as a tool to "help legitimize Them" (713). Of either dying or "living on as Their pet" - it brings to mind the corporate branding of "rebelliousness" as cool, as "a phase" that it's normal to go through and eventually grow up from. Treating the idealism of youth, the desire to make the world better and to fight against the problems of the system before you become numb to them, as a normal phase of life is such an effective way to neutralize it culturally. How many people have heard the phrase "you get conservative [i.e. more resistant to change] as you get older"? How many of us have seen youth-led movements being dismissed as examples of immaturity, for example? Between that and companies stamping their logo on it (hello, Hot Topic), it's a way to change the cultural narrative around any movement against the status quo to one that's dismissive, just accepting enough to let people burn off their energy and eventually fall into line. Because how else can you continue to live a decent life in a society that refuses to change? You either go build a shack in the woods somewhere, die, or acclimate to the system and just focus on being comfortable yourself, not constantly fighting for change. It's a depressing thought, and I'm sure Pynchon saw a lot of that attitude in the 60s. I have to wonder - do non-industrialized societies have "teenage rebellion" as a normal part of life? Is that a part of human nature, like we tend to think, or is it an explicit reaction to reaching maturity in a system that is anti-human and anti-nature? Anyway, back to the dinner party - between the depressing, anti-social music (kazoos?!) and the lavish dinner, things seem fine, but there's a plot against the Roger and Bodine. Fortunately a journalist, Constance, tips off Bodine that they might just be the main course of this feast, so Bodine cues Roger to begin the evening show - an absurd gross-out session that they planned in advance with the aid of now-deceased Pudding communicating via medium Carroll Eventyr. The pair recite an increasingly disgusting list of alliterative dishes, triggering "well-bred gagging" and guests to flee, though a few find it all quite entertaining. But it's enough to break up the dinner party and allow our heroes to flee. Note: If you made it this far, actually read all this,thank you. Bloom warned me this was a longer section, and boy, he wasn't kidding. I think this is longer than some college essays I wrote... Damn fun, though, and I hope you've found my thoughts informative, interesting, useful, or if nothing else, sufficiently diversionary for a spell. I truly look forward to seeing what you other fine foax have to say on these labrynthine sections. Questions
In the lightning-aficionado's "A Nickel Saved" excerpt, are there any other references or hidden ideas you can find? I have to think there are.
What is the meaning of the windmill reflected in Blicero's eyes? How do you interpret the imagery in this scene in general?
175-Stadt. Oven-State. Hund-Stadt. Rocket-State. Factory-State. We've seen numerous examples of specialized micro-states across the Zone, experiments in different forms of society. What are your thoughts on these? Are they hints at ways to find alternate societies, or manifestations of humanity's tendency to divide by category and put of fences?
In the "Shit 'n' Shinola" subsection, Pynchon connects Jack Kennedy, Malcolm X, and Tyrone Slothrop. What do you make of this intersection?
In "Streets," the bombing of Hiroshima is presented as being similar to the Cross, "it is also, perhaps, a Tree..." - the capitalized "Tree" here could be the tree of knowledge, the tree of life, the tree from which the Hanged Man dangles, or perhaps something else. What's your interpretation of this imagery?
In Section 69, we see references to the Albatross, famous symbol from The Rime of the Ancient Mariner. It's presented that Slothrop is the (now-plucked) albatross, but it's not clear who killed this bird, or who's wearing it around their neck. They? Any ideas?
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