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	<id>http://wiki.linuxmce.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PhilipSalamanca</id>
	<title>LinuxMCE - User contributions [en]</title>
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	<updated>2026-10-29T01:58:08Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://wiki.linuxmce.org/index.php?title=Delta_Force:_10_Operations_Ranked_Tips&amp;diff=61991</id>
		<title>Delta Force: 10 Operations Ranked Tips</title>
		<link rel="alternate" type="text/html" href="http://wiki.linuxmce.org/index.php?title=Delta_Force:_10_Operations_Ranked_Tips&amp;diff=61991"/>
		<updated>2025-10-13T11:35:32Z</updated>

		<summary type="html">&lt;p&gt;PhilipSalamanca: Created page with &amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one respawn, and if your team gets wiped out, you&amp;#039;re back to the lobby. That&amp;#039;s how intense the Operations mode is in [https://Commercialkitchendesigntx.com/ Delta Force Game Blog] Force . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Every second and every bullet matters in Operations&amp;#039; ranked mode , and you have to be aware of your surroundings to win team fights. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Good marksmanship, violence of action, and an understanding of the enemy are the keys to victory here, but th...&amp;quot;&lt;/p&gt;
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&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only one respawn, and if your team gets wiped out, you&#039;re back to the lobby. That&#039;s how intense the Operations mode is in [https://Commercialkitchendesigntx.com/ Delta Force Game Blog] Force . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Every second and every bullet matters in Operations&#039; ranked mode , and you have to be aware of your surroundings to win team fights. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Good marksmanship, violence of action, and an understanding of the enemy are the keys to victory here, but that&#039;s not all. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I&#039;m currently standing on Blackhawk 2 and slowly climbing my way to DF Pinnacle. This list is based on experience drawn from my ranked triumphs and losses, you can avoid some heartache by following these tips instead of learning the hard way. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;10  Play Some Warfare Mode &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Acquaint Yourself With Operators &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You might wonder why I recommend playing Warfare mode in an Operations ranked tips article. That&#039;s because it helps you experiment with many guns and improve your tracking aim. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I know [https://Commercialkitchendesigntx.com/ Delta Force strategy] Force isn&#039;t aim-intensive, but when facing enemies head-on or in clutch situations, aim matters, including the ability to transfer spray from one enemy to another.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Warfare mode has helped me customize guns, use operators in different scenarios, and improve my tracking aim. I&#039;m not the best Warfare player out here, but the mode is good for a quick warmup if the queues for the Hot Zone mode aren&#039;t available. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;9  Ratting, No; Hasty Ambush, Yes &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Keep Moving &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ratting is when you&#039;re staying at a place for the entire match or camping an extraction spot to anticipate a team and hope to kill them to get their loot. In my opinion, this is just a low blow. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;However, setting up a hasty ambush is quite different. Something that happens quite often in the game and is actually a military strategy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You come across a team without much intel, take positions, and take them out. That involves active PvP, and I highly recommend doing that if you want to climb the ranks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Staying in a place for more than 3 minutes is a waste of time . I recommend following the gunshots, figuring out the enemies&#039; location, and setting up an ambush to take them out. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Not only are you PvPing, but you can loot precious items while reconnoitering areas, eventually increasing your payout. Ultimately, you need money to engage in PvP with better gear and ammo. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;8  Get Keycards &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Make Good Money &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;People underestimate how good the keycards are. Some of them can open specific map passages that are otherwise inaccessible . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Zero Dam&#039;s underground tunnel to admin, Space City&#039;s west gate , employee passage, and eastern bridge, to name a few, can give you a tactical advantage against teams and help you close distances without sprinting all over the map. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I&#039;ve kept important cards in my inventory just to get closer to enemies. On top of that, some keycards help you access special rooms where you can gather precious loot and open safes . These cards are often sold in auction houses and are expensive. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I suggest not using the cards you get from missions since you need them for follow-up missions. Gather some money, see which spots are easier to access on the map, and grab their keycards. Extra loot will help you break even with the battle cost. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;7  Third-Party A Fight &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hit Them When They&#039;re Weak &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If two teams are fighting each other, there&#039;s a high chance they won&#039;t watch their flank. They&#039;re focused on each other, healing, repairing, and repositioning, which makes it easier to figure out their locations. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is where you need to engage them. Most probably, both teams suffer from casualties, and with no time to reset (repair their gear and heal), they&#039;ll be caught off-guard.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You can third-party teams to get easy kills and increase your rank points. However, it may go south if the entire lobby somehow shows up at the same spot. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you&#039;re still adamant about third-partying a fight, I suggest waiting for a minute or two to see if someone else comes in and hops onto the fight. If you already have clear shots, return them to the lobby. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;6  Operators Can Clutch &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Abilities Help You &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Operators really don&#039;t matter much when you&#039;re pushing for the top ranks. However, some team compositions are stronger than others. If you don&#039;t have a smoke operator and one of your teammates goes down, you won&#039;t be able to rescue them. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If everyone plays Vyron on your team, you must play aggressively and pick kills before the enemies to secure the numbers advantage. Operators like Shepherd, Sineva, and Hackclaw specialize in close quarters , while others have their niche scenarios. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I highly recommend playing with operators that suit your playstyle . If you like to play in close quarters and deny space, you can go with Sineva or Shepherd; for more aggressive gameplay, Vyron or Toxik can help. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I prefer to play Stinger or Toxik since I specialize in support roles, play the backline, and check my team&#039;s flank. I&#039;ll get to know if someone&#039;s tailing and instantly smoke their line of sight to set up a hasty ambush. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5  Reject Gear Fear &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Maybe It&#039;s Holding You Back &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Yeah, buddy, your blue gear with gold ammo won&#039;t help you win most fights. Sure, once in a blue moon, you&#039;ll win big, but better-geared people will drop Timmies like a sack of potatoes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you&#039;re pushing for ranked and not going with better attachments for guns and gear, you&#039;re putting yourself at a significant disadvantage. Some helmets, like the DICH series helmet, provide a hearing range bonus , which helps to figure out the enemies&#039; location before they can. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Better armor can tank more shots, and better ammo can shred high-tier armor. Attachments like the M157 Fire Control System optic (also known as the &#039;cheater scope&#039;) greatly help . You can spot enemies hiding in the bushes with the range finder. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Some attachments also provide horizontal recoil control, firing stability, camera stability, and many more bonuses. I&#039;m not asking you to go into matches with million-dollar kits (which I usually prefer, going full gold), but at least have something that helps you tank a few shots in head-on fights. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;4  Meta Matters &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Win The Duel &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Every gun kills, but some guns are better. You won&#039;t see most DF Pinnacles run Uzis or Bizons in ranked. Chances are, they&#039;re usually sticking to SCAR-H, AKM, M250, M14, or M7 assault rifles. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Every gun category has meta-guns with more armor penetration and HP damage , which ultimately matters the most in gunfights. You want to shred enemies&#039; armor and HP as soon as possible to knock them down, and meta guns will help you achieve that. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I suggest checking out streamers for the gun builds and seeing what they run. You don&#039;t necessarily need to run 500-700K guns if you don&#039;t have the budget and experience. But I recommend importing those gun codes, learning about their calibrations and attachments&#039; benefits, and curating your build.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I run a 300K budget SCAR-H whose recoil is more manageable to control at the 50-100 meters range. Experiment with the gun you like to play with and customize a good build. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3  The More Intel, The Better &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Have An Organized Approach &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I know some players rush into a fight, and once a teammate gets dropped, they don&#039;t know what to do. [https://Commercialkitchendesigntx.com/ Delta Force walkthrough] Force&#039;s operations mode isn&#039;t like the Warfare one, where you have multiple respawns. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You only get one chance to respawn, and that&#039;s only when your team survives. Don&#039;t gamble your gear for nothing. Instead, figure out the enemies&#039; locations by listening to sound cues . You can also turn off the music and stroll with the CAPS lock key. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When you play the game long enough, you&#039;ll know where the spawns are, and with the help of the bot&#039;s gunshots, you&#039;ll be able to figure out where the enemies might be. I mentally note potential teams&#039; locations once I hear a gunshot.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Knowing where I might get flanked is better than having no information at all. If my team spawns at the tunnel near the cement plant in Zero Dam and there are gunshots from the Riverbank and Barracks, I&#039;d probably wait to third-party those teams. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2  Know When To Back Off &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Keep Your Ego In Check &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I used to play solo with randoms, but that wasn&#039;t the most incredible experience. Over time, I found good teammates and started participating more in PvP. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We&#039;ve often managed to fight multiple teams in a match, but at one point, the supplies started to run thin. Sometimes, the other teams had better guns and armor (figured out with Hackclaw&#039;s scan ), and we decided to back off with whatever we made after fighting a team. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If your match total after subtracting the battle cost is over 500K or a million, I suggest backing off unless you&#039;re a K/D chaser who wants the highest kills in a match. Don&#039;t let your ego spoil the gameplay since anything can happen in a game. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You might get extraction camped, come across a cheater, or disconnect from a game because of Internet issues. If you&#039;ve got a good bag, I suggest cashing it out and resetting for the next match. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1  Active Maneuvering &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Short Little Tricks &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Usually, you&#039;ll see most people prone as soon as they&#039;re hit in the Warfare mode. That tactic is equally potent in the Operations mode, where you must throw the enemies&#039; aim off. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unique maneuvers like going prone in front of the enemy, jiggle peek, or jumping corners work flawlessly in the Operations mode.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Since you&#039;re jumping around the corners, the chances of enemies hitting your legs rather than your torso increase, which means less HP damage. Meanwhile, your gun will be level with their head. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Another tactic I&#039;ve seen is two people jumping at one person, which increases the chance of winning the fight . Even if one person gets knocked down, the other one can trade the kill and rescue the teammate right after. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;I highly suggest watching streamers to get to know better peeking spots and maneuvers to outwit your enemies. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Keep in mind that it&#039;s pretty risky to use the same peek. Once you&#039;ve used an angle, switching to another is better than using the same since the enemy might be holding the previous one. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>PhilipSalamanca</name></author>
	</entry>
	<entry>
		<id>http://wiki.linuxmce.org/index.php?title=Interview:_Delta_Force_Dev_Talks_Series_Legacy_Future_Plans_And_Balance&amp;diff=56435</id>
		<title>Interview: Delta Force Dev Talks Series Legacy Future Plans And Balance</title>
		<link rel="alternate" type="text/html" href="http://wiki.linuxmce.org/index.php?title=Interview:_Delta_Force_Dev_Talks_Series_Legacy_Future_Plans_And_Balance&amp;diff=56435"/>
		<updated>2025-10-11T11:35:48Z</updated>

		<summary type="html">&lt;p&gt;PhilipSalamanca: Created page with &amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;TiMi Studio&amp;#039;s Delta Force is a revival of the classic tactical shooter series that kicked off in 1998 and paved the way for large-scale first-person shooters in the decades to follow. In a substantial shift from its predecessors, it&amp;#039;s a free-to-play online shooter with two distinct modes: its classic Warfare mode in which teams of players compete to carry out objectives, and its extraction shooter-like Operations mode. With a dizzying amount of customizat...&amp;quot;&lt;/p&gt;
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&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;TiMi Studio&#039;s Delta Force is a revival of the classic tactical shooter series that kicked off in 1998 and paved the way for large-scale first-person shooters in the decades to follow. In a substantial shift from its predecessors, it&#039;s a free-to-play online shooter with two distinct modes: its classic Warfare mode in which teams of players compete to carry out objectives, and its extraction shooter-like Operations mode. With a dizzying amount of customization and weapon modifications, distinct playable Operator classes, and now a co-op reimagining of the Black Hawk Down campaign , Delta Force has something to offer first-person shooter fans of every proclivity. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Game Rant recently sat down with game design director Ricky Liao to talk all about Delta Force , including its place in the long-running first-person shooter series. Liao weighed in on how Delta Force aims to honor that legacy while bringing its own flare to the mix, along with sharing some plans and goals for the development team. This interview has been edited for brevity and clarity. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Bearing the [https://commercialkitchendesigntx.com/ Delta Force strategy] Force name, what did you feel was most important to capture from the original games? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: I have been playing Delta Force since I was a kid and have been a big fan of the whole franchise. The most shocking part when I first played the game was that I felt like I was literally transported into the boots of a soldier about to complete a series of missions that seemed almost impossible. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Let&#039;s talk about the classic Black Hawk Down for this game. I literally felt like I was that soldier in that very environment — needing to be mindful of my own status and my ammo, always being put in an open space with a lot of rules to choose from to finish the mission. That game doesn’t really rely on a lot of cuts or cinematics to tell the story. Instead, as I progress through the mission, I feel like I’m part of the story and driving it forward. That’s something very unique for me, and I didn’t really experience that kind of uniqueness with other shooter titles. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When we were making the new Black Hawk Down campaign , that’s the kind of experience we wanted to capture and deliver to our players. We want players to feel like they are part of the story, instead of just standing by and watching it unfold. For example, we have a mission in the game where you need to defend a position — sort of like a last-man-standing scenario. You’ll see your ammo running low, your health dropping, your character breathing with difficulty, and your vision getting blurry. You really feel like you’re in the story, not just watching it — and that’s the kind of immersion we want players to experience. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As for the most memorable part of Black Hawk Down and similar titles, what really impressed me was how big and open the maps were. It was the first game where I felt like I was truly interacting with the map and other players — engaging them from long distances and utilizing different tactics. The map was designed with enough, let&#039;s say, scope for me to really explore all sorts of ideas and gameplay freedom. That’s something we want to carry forward and improve in our game. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: You mentioned the original Delta Force did some things you hadn’t seen often in other shooters. Are there things that you wish you saw more of in the broader shooter genre that you now get to do in today’s Delta Force? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: For our PvP modes, we have two modes available for the players. The first is Operations, and the second is Warfare. We want to follow an experience-driven philosophy for game design. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are two types of shooter games. The first type is something like Call of Duty — very fluid, competitive, and fast-paced in terms of combat. Then there are games like CS:GO, Valorant, and Rainbow Six Siege, where you really need to rely on strategy and teamwork. Both styles are great and have their own amazing communities. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We want to combine the best parts of both. We want players to experience competitiveness and fluency in movement and combat while also having the strategic depth to slow down, observe, gather information, and plan their approach. When it comes to execution, that’s when the pace will pick up — that’s when you’ll feel the adrenaline rush and the fast-trading intensity. It’s about finding the right balance between fun, fluidity, competitiveness, and strategy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is the kind of experience we love making, and our players love playing. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Until the Black Hawk Down campaign, Delta Force was a PvP game. Now that you’ve dipped into PvE, is that something you’d like to explore more? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: For our future plans, we’re aiming to improve the current content in the game for Warfare and Operations mode . We still have a lot of ideas to explore with both modes, and we’ve also received a lot of valuable player feedback about things like map design and overall gameplay. We feel there are some great suggestions that we can implement to make the experience even more fun for players. So please expect more frequent and meaningful updates from us, introducing improvements and new content for these modes. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Over the past few patches, you can see that we’ve been constantly improving these modes. For example, one patch was heavily focused on vehicle handling, which saw a huge improvement. In future patches, you can expect similar updates. For the next season, we’ll be introducing a new version of select maps, offering a totally different experience for players. This approach will carry over to other future patches as well — we’re planning new maps and new mechanics that will make the game feel fresh and exciting for players. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Of course, that&#039;s on top of the new content players are expecting and loving from us, like new operators, new weapons, new maps, and new vehicles. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Some fans have wondered about infantry-only Warfare mode. Do you feel like that runs counter to [https://commercialkitchendesigntx.com/ Delta Force multiplayer guide] Force’s identity as a combined-arms game, or is that on the table? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: For Warfare mode, we want players to feel that each map is unique in its own way — that’s our philosophy when introducing new maps to this mode. For example, we’ll be adding an archipelago map where players can engage in both land and sea warfare. We’re also working on canyon maps that will offer more vertical space for players to explore, and urban warfare maps that will focus on close-quarters combat. Our goal isn’t to make any single element absolutely necessary — instead, we want players to feel like it’s a dynamic and engaging war experience that remains fun and interesting with each new map. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: What was the process like coming up with the capabilities of each operator and making sure that they could work together as a team, but also as opponents to each other? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: For operators, we want to make sure that their design aligns with the game’s high-octane philosophy. For example, operators like D-Wolf and Vyron are great assault operators — they excel at breaking through enemy lines and spearheading the attack. They’ll have a combat advantage, but they’ll lack abilities to gather information for their teammates or provide support. That’s why we also have support and recon operators in the game, each with their own strengths and specialized roles. A key aspect of our operator design is ensuring that each operator has a unique position and skill set that fits the overall game philosophy. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For new operators, we want to make sure that each one feels unique. Our standard for defining a well-designed operator isn’t based on how popular they are or how many players use them. Instead, we want to see if an operator can develop a loyal player base — players who will main these operators for a long time. For us, that’s the true sign that we’ve done a good job designing a new operator. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Realism is always a hot topic in shooters, especially tactical shooters. How do you decide when to do something because it&#039;s realistic or just because it&#039;s fun? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: That’s a great question and a very good observation. It’s also an ongoing challenge for Delta Force, because we’re a class-based operator shooter game , and we’re constantly introducing new operators. Yes, there are times when we come up with cool new gameplay features that are super fun but not always super realistic. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;When we’re designing a new operator, we start by creating prototypes of their skill sets and playtesting them to ensure they work well. Then, we check if their skill set makes sense and can be supported by real-world technology and gadgets like military equipment. Only when we’re sure that their skill set is ready for players do we move forward. This process also serves as a great foundation for designing the operator&#039;s identity and personality. Because of this, it takes a long time for us to fully produce an operator, from concept to in-game implementation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In terms of level design and world-building, we always work very hard to make sure we’re following a tangible, futuristic philosophy and style. The levels take place in the year 2035, which isn’t too far off from where we are now. We want players to feel that everything they see in the game is either something that could realistically exist in the near future or something that totally makes sense 10 years from now. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Speaking of equipment, Delta Force has an extensive range of weapons and modifications. Can you talk about what the process is like coming up with these customization options and balancing their impact? It seems very complex and difficult to manage. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: That’s absolutely right. It’s a lot of work for us because we have two modes, a variety of operators , weapons, gadgets, and modifications. We actually do balancing separately for each mode. We do this because we want players to have a great experience in each mode, and the only way to ensure that our balancing works is to tailor it for each mode individually, while also making sure it works well when both modes are combined. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For us, there’s no one-size-fits-all solution when it comes to balancing — there’s no balancing that will work for all sorts of scenarios in our game. What we can do, and what we are doing, is to identify all the possible scenarios carefully and focus on balancing each one individually. This way, we can ensure that the gameplay experience is as refined and enjoyable as possible in every situation. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Is there anything you recall being particularly difficult to get feeling right in the game, whether it was a certain weapon, vehicle, or operator? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: To be honest, it’s not about designing any specific part — it’s about managing all the moving parts in our gameplay design. The most difficult challenge is fitting all the pieces together and making sure they work perfectly. For example, if you put the combat experience of PUBG into an Apex map, it wouldn’t work well, and vice versa. For us, the toughest part is taking all those moving pieces and making sure they click, providing a cohesive and enjoyable experience for the players while still feeling unique. That’s both the hardest and the most satisfying part of the process. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We spend a lot of time during our playtests debating which part needs adjustment — is it the operator, the vehicle, the level design, or the weapons? It often takes a lot of time to figure out which aspect to tweak in order to make everything come together and really create that &amp;quot;magic.&amp;quot; But it’s also incredibly rewarding, and we’re very happy that we managed to ship the game on time while still delivering a great overall experience for players. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Time to Kill is also a defining characteristic of shooters. It’s a key difference between a game feeling like Halo or Counter-Strike. How did you decide on Delta Force’s pace in combat? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: Let’s say that Time to Kill (TTK) is the starting point of all our design decisions because it plays a crucial role in determining the kind of experience we deliver to our players. We spent a lot of time early in the game&#039;s production deciding on the ideal TTK for our game, as it significantly impacts the pacing, combat flow, and overall feel of the gameplay. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We are making a [https://commercialkitchendesigntx.com/ Delta Force online guide] Force game, and we really want to respect the Delta Force identity, which requires a game that rewards players for utilizing both strategy and combat prowess. Eventually, we decided to rely on the OODA model. I’m not sure if you’re familiar with that. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Different games will have different ratios. For games like Rainbow Six , players will spend a lot of time observing and orienting because they need to gather enough information before deciding what kind of action to take. When it comes to the action part, it’s often very quick and swift. On the other hand, the situation is completely different for games like CoD. In CoD, you don’t spend a lot of time observing and orienting. You don’t need to gather much information — you just engage in combat. That’s the kind of model or philosophy we’re using to decide our TTK in the game. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;For our game, we want players to have a bit more time during the observation and orientation phase. The action part won’t be as long as CoD, but it will be slightly longer than games like Counter-Strike. We feel that this kind of balance is right for Delta Force and aligns with the experience we want to deliver to players. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: You mentioned the importance of player feedback. How do you factor feedback into Delta Force’s development? Can you recall a moment where feedback helped guide certain decisions? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: We actually have a lot of examples where player feedback has impacted our design direction. For instance, last year, we had a patch where we felt that the character animations and movements weren’t realistic or convincing enough. They were also a little too fast, which didn’t give players enough time to think and strategize their movements. So, we introduced slower animations and movements for the characters, making them move more naturally in the game. We thought it was really awesome and cool. However, after we shipped that update, we received a lot of feedback from players saying that the characters didn’t feel as responsive as they had hoped or were used to. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;That’s when we stopped everything we were doing and spent the whole day looking at this clear feedback, discussing whether we should reverse the change. Eventually, we decided to reverse it. Not only that, we introduced more animation transitions for the characters to make their movements feel more natural, improving the overall production value and quality of the game, as well as making the characters more responsive to players’ liking. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is just one example. The player feedback loop is always in the works. We have our community team constantly looking at all the comments players share about our game. Our designers are also very active in the community, with their DMs open for all sorts of player feedback and input, including myself. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It’s this kind of openness, trust, and transparency that has helped us create a very organic and healthy community. They are happy and willing to share their feedback with us, which we truly appreciate. This also allows us to co-create the game together with our community. Very often, when we see something created by the players that we think is really nice and awesome, we’ll eventually implement that player-created content into our game . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We have players creating all sorts of cool content. For example, we have adorable and fun art from the Japanese community, as well as cosplay. We also see fun-created stories, animations, and sometimes even theories. We think they’re really nice and cool, and we might or might not incorporate some of that into our game. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Q: Looking at current development plans, what do you feel is most important to focus on right now? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;A: Right now, our focus is on improving the main game and refining modes for the operations. We’re working on a new map that will feel very different from all the previous ones. As for warfare mode, we’re developing new maps that will feature in-game events, which will drastically change the feel and gameplay loop of these maps. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We’ve also received clear feedback that players love the boss enemies in our game and that they want to engage in these encounters as well. While we’re not guaranteeing anything, this is something we’re currently considering. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;We also feel that Delta Force is a really great game for esports. Both modes are fun to play competitively and enjoyable to watch as well. This is another direction we&#039;re focusing on, and we’re fine-tuning both modes to ensure they align perfectly with esports. We’re also experimenting with different formats to create an esports ecosystem that’s enjoyable for both players and viewers. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In terms of details, there are a lot of things like map details or the look of certain elements, but when it comes to the general direction of the game, we feel that we’re pretty much on track with what we envisioned five years ago when we started this project. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[END] &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>PhilipSalamanca</name></author>
	</entry>
	<entry>
		<id>http://wiki.linuxmce.org/index.php?title=Best_M4A1_Builds_In_Delta_Force&amp;diff=51065</id>
		<title>Best M4A1 Builds In Delta Force</title>
		<link rel="alternate" type="text/html" href="http://wiki.linuxmce.org/index.php?title=Best_M4A1_Builds_In_Delta_Force&amp;diff=51065"/>
		<updated>2025-10-09T11:20:12Z</updated>

		<summary type="html">&lt;p&gt;PhilipSalamanca: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There&#039;s no point denying that today, assault rifles are divided between the M4A1 and the rest . Ever since its introduction in the 1990s, most new projects to emerge range from having a lot of inspiration to being outright modifications like the HK416. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Delta Force does the mighty carbine justice, highlighting the good handling, firepower, and modularity that have made it so popular. The M4A1 is also one of the starter weapons in Operations mode , and it is quite affordable next to some other boomsticks. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you are struggling for inspiration or are getting your rear-end kicked in more often than you can afford, these are six of the best M4A1 builds in [https://commercialkitchendesigntx.com/ Delta Force online guide] Force you should try before deserting to the AK side of things . Check out our Operations Mode Guide while you&#039;re at it if you need an extra hand , and happy hunting. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;6  The Dollar Store &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Functional Fudd Business &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Delta Force , like any good extraction shooter, has a lovely habit of making you flat broke in no time. If you are short on dollars this is the build for you. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The barrel change gives some extra muzzle velocity and the pads balance out the ergonomics , but this is a basic M4A1 build at heart. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Hydra mount lets you slap the holo sight and the laser in one go, and the silencer goes a long way toward not announcing your arrival to all of China. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you get on well with this build, you&#039;ll love the M16A2 in the __ Black Hawk Down campaign . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;5  The All-Rounder &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Standard-ish Issue &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This is the Swiss army knife of M4A1 builds, and it is a godsend in maps like Zero Dam where you end up taking fire from near, far, and wherever you are. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;It is a no-frills, pragmatic setup that excels at exactly nothing but will also never let you down . The HK416-style slim stock and grip choices allow for a balanced handling profile across the board. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The 1-4x optic keeps you deadly at any range that doesn&#039;t require a DMR, and the flash hider helps mitigate a lot of the recoil. Did I mention how dirt cheap this build is? &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;4  Commando &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Land Of SOCOM Fantasies &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you are of the tricked out operator inclination, this build will help you live out your dreams. Featuring a collapsible SMG-style stock and a short barrel, this is a CQB behemoth that is plenty capable at longer engagement ranges.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The suppressor helps offset some of the losses in muzzle velocity from the compact profile, but what really sells it is the thermal optic. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite not having any significant magnification, this thermal scope has a high refresh rate that makes it plenty capable in close quarters. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If you are trying to shoot past 100m, enemies still appear nice and bright there, so just put the crosshairs on the tiny glowing dot and send them back to the main menu. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;3  The Afghan Ranger &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Become One With The Mountain &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Whether you are gearing up for a raid on Takur Ghar or pushing up Layali Grove, this setup has your back. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The Assault version of the ACOG rocks at medium range engagements, and this build gives you plenty of stability and decent accuracy so you can lay down precise fire from far out . If you do get up close and personal though, the canted red dot has your back. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The main downside of this build is the poor handling compared to the standard M4A1 builds, but in larger maps that is an acceptable tradeoff. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;2  The CQB Build &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Woe, Muzzle Flash Be Upon Ye &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Everyone knows those raids where you want to choose violence from the get-go, especially in the madness of Brakkesh. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This build keeps it nice and simple, with great recoil control, an extremely compact profile, and a red dot sight. Sure, the stock looks comically outsized, but it&#039;s worth it. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The omission of a silencer is here by design. The muzzle brake has better recoil control, but there is also the psychological side. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Having someone shoot with a silencer up close sounds like an airsoft match,  [https://commercialkitchendesigntx.com/ https://Commercialkitchendesigntx.com/] while this bad boy will give them plenty of muzzle flash and heartache. It works, trust me. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;1  SAW At Home &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Get Some! &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Light machine guns are great if you can look past the fact that they are rare, expensive, prohibitively heavy , and have terrible ergonomics. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This M4A1 build is the closest you can get to the M249 while enjoying all of the creature comforts that make the M4A1 so great . &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;You have a drum mag and bipod for sustained fire, and an equal parts ugly and practical grip and stock combo to offset some of the handling penalties together with the canted grip. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The LPVO, silencer and bipod make this build extremely versatile at longer ranges, while the short barrel keeps it handy up close. &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>PhilipSalamanca</name></author>
	</entry>
	<entry>
		<id>http://wiki.linuxmce.org/index.php?title=User:PhilipSalamanca&amp;diff=51064</id>
		<title>User:PhilipSalamanca</title>
		<link rel="alternate" type="text/html" href="http://wiki.linuxmce.org/index.php?title=User:PhilipSalamanca&amp;diff=51064"/>
		<updated>2025-10-09T11:20:08Z</updated>

		<summary type="html">&lt;p&gt;PhilipSalamanca: Created page with &amp;quot;Hello, dear friend! My name is Lilla. I smile that I could unify to the whole world. I live in Netherlands, in the south region. I dream to see the various nations, to obtain acquainted with interesting individuals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Feel free to visit my web-site: [https://commercialkitchendesigntx.com/ https://Commercialkitchendesigntx.com/]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello, dear friend! My name is Lilla. I smile that I could unify to the whole world. I live in Netherlands, in the south region. I dream to see the various nations, to obtain acquainted with interesting individuals.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Feel free to visit my web-site: [https://commercialkitchendesigntx.com/ https://Commercialkitchendesigntx.com/]&lt;/div&gt;</summary>
		<author><name>PhilipSalamanca</name></author>
	</entry>
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