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City of Tacoma shouldn't withhold Moore records on a technicality
City of Tacoma shouldn't withhold Moore records on a technicality

Yahoo

time5 days ago

  • General
  • Yahoo

City of Tacoma shouldn't withhold Moore records on a technicality

C'mon. That's the thought that keeps popping into my head as I go over the City of Tacoma's reasons for denying a public records request from The News Tribune. When the news team here learned the city had investigated former police chief Avery Moore's use of leave while at the Tacoma Police Department, they made a request to see the records of that investigation. Now, the city has taken that straightforward ask and headed for the nearest loophole. It's part of a larger pattern of unnecessary delay on public records requests coming out of City Hall. And it comes at a time when the public has every reason to wonder what happened. Here's the city's reasoning: it hasn't made a final decision in its investigation into Moore's use of leave, so the city is exempted from providing the records. Based on state public records laws, the city is shielded from revealing notes and other records that would reveal opinions shared as part of the 'deliberative process,' before a final decision has been made. That has the ring of sense to it. But hold on, didn't Moore depart the Tacoma Police Department with a nearly $500,000 severance package in February? And wasn't another investigation into Moore's personal use of his work phone already concluded (and revealed to have cost the city $11,000 to conduct)? Yes, those things did just happen, which leaves one more question. What is there left for the city to decide when it comes to its investigation into the former chief's use of leave? Moore is gone. It's not like they can discipline him, let alone fire him. The City of Tacoma didn't indicate to The News Tribune's reporter when there might be a final decision. I can't help but wonder if the city shelved its questions into Moore's use of leave after he agreed to resign. That would leave a permanent ellipses at the end of its investigation, and an eternal cop-out from handing over any records. I asked City of Tacoma spokesperson Maria Lee whether the investigation had been shelved due to Moore's departure. She referred the question to the city's public records office, which did not provide additional information. It's not the first time the city has stonewalled public records requests. In 2021, two groups sued the city over withheld records, and won. The first group wanted to see documents from the Tacoma Police Department's use of cell phone location technology called a Stingray. A judge ordered the city to hand over the records and pay a penalty plus the group's legal fees. The second lawsuit concerned the city's records surrounding Puget Sound Energy's plans to build a liquid natural gas plant near the Port of Tacoma. A judge in that case ordered the city to implement public records training for the heads of all city departments, finding the city's previously existing training inadequate. Declining to provide answers based on a cute interpretation of public records laws doesn't serve the public interest. Sure, records of the investigation into Moore's use of leave could be a nothingburger. The News Tribune first learned of an investigation into Moore's use of leave from records of the city's investigation into a $1,000 charge Moore racked up on his work phone while using it for GPS during a family vacation to Sweden. Those records noted that city manager Elizabeth Pauli opened the HR investigation into Moore's use of leave in response to rumors. It could turn out that those rumors were unsubstantiated. But that's not the point. When a high-profile city hire takes a huge payout and leaves town without explanation, it's going to raise questions. Even more so when another investigation into that same hire cost more than 10 times the amount of the inappropriate phone charges it was looking into. So c'mon, City of Tacoma, it's time to give a real answer.

Renowned 1960s nasi padang spot at Kampong Glam opens new food court stall in the West
Renowned 1960s nasi padang spot at Kampong Glam opens new food court stall in the West

Yahoo

time20-05-2025

  • Business
  • Yahoo

Renowned 1960s nasi padang spot at Kampong Glam opens new food court stall in the West

Sabar Menanti along North Bridge Road near Kampong Glam is a renowned nasi padang spot that first operated as an unknown street stall in the 1920s. It later transitioned into a dine-in eatery in the 1960s. Current owner, Iszahar, a 3rd-Gen who took over his mother's business in late 2022 has just opened a new food court stall over at Apex @ Henderson called Surya. Iszahar, an ex-shipping broker with 15 years in the industry, traded his sharp business suits and cologne for casual wear and the aroma of rendang after hours spent in the kitchen. 'Setting up Surya, which I named after my late sister, has always been on my mind,' he shared. He added, 'She meant a lot in our family and her legacy and spirit will continue to live on through Surya.' Iszahar wanted to ensure that Sabar Menanti was stable and running properly before proceeding to make Surya a dream come true. 'Coincidentally, my late sister was staying at Henderson and teaching at a school nearby. When there was an opportunity to open at Apex @ Henderson, I grabbed it!' He exclaimed. Another reason he opened Surya was to keep up with the times and veer away from old, traditional cooking methods his mother still practices to this day at Sabar Menanti. Iszahar partners with Rudy who also owns ASAP & Co, an award-winning Halal steakhouse at Far East Square. Muslim-owned Surya features the same signature dishes from Sabar Menanti, but at lower prices. Feast on their signatures like the Beef (S$5), (S$5), and (S$5). To promote healthier eating, Iszahar has future plans to offer more greens on the menu which will be rolled out in the upcoming months. You can also choose an array of chillies to add some heat to your plates of nasi padang like sambal balado and belacan. For the first plate, I chose Beef (S$5), Stingray (S$5), (S$1.70), and (S$1.70). The stingray was exceptionally tender and the tangy, spicy notes of the sauce was well balanced. It was my first time trying stingray prepared this way, and I highly recommend it! Though the beef rendang was rich in flavour and the spices were well-balanced, I found myself wishing the meat had been a touch more tender. We also tried their (S$5), (S$6), (S$1.70) and (S$1.70). If you're like me and have no idea what Ayam Kolio is, it turns out to be a dish similar to Thai red curry, infused with the warm, earthy notes of turmeric. It was creamy and reminded me of a more robust version of ayam kurma — 2 thumbs up! Seafood fans will love the tasty Sotong Sambal and I loved how textural the pucuk ubi (cassava leaves) was. Bukit Merah residents who find North Bridge Road a bit too out of the way can now enjoy Surya at the more convenient Chill Bar food court, located at Apex @ Henderson. Do note that Surya only opens from Mondays to Fridays (8am to 4pm). You're advised to drop by early to avoid disappointment. Happy feasting! We tried Singapore's best-rated nasi padang The post Renowned 1960s nasi padang spot at Kampong Glam opens new food court stall in the West appeared first on

Helldivers 2 now lets players customize their favorite weapons
Helldivers 2 now lets players customize their favorite weapons

Digital Trends

time13-05-2025

  • Entertainment
  • Digital Trends

Helldivers 2 now lets players customize their favorite weapons

Helldivers 2 received an unexpected update with new weapon customizations and more enemy types, just in time for the Illuminate to come roaring out of a black hole with their sights set on Super Earth. 'In a sudden, completely unprovoked offensive, they emerged. Nothing is safe, not even the heart of democracy itself,' the announcer shouts, exaggerated gravitas in his voice. 'Liberty's darkest hour approaches. Super Earth needs you.' The update lands with all of the tongue-in-cheek humor that Helldivers 2 brings to the table, but it also introduces new Illuminate enemy types, including the jetfighter-like Stingray and the Crescent Overseer, a foe that can launch attacks over cover. Then there's the Fleshmob, described as 'a Frankenstein's monster of Voteless parts' that is reminiscent of Flood Carriers from Halo. The PlayStation Blog post hints at other, as-yet-unannounced enemies. Recommended Videos Helldivers can now customize their weapons, too. Most primary weapons have levels that can be raised by completing specific missions, and players can unlock different attachments that tweak everything from handling to ammo capacity. The update allows players to fine-tune their favorite gun to suit their playstyle by adjusting stats like recoil, reload time, and more. There are also new skins to pick from for each weapon, too. Helldiver 2's Superstore is also getting a boost. You don't have to wait for things to come back into rotation; instead, you can browse through the entire library of items and purchase the ones you want with Super Credits, the game's premium currency (but it can also be found in missions, so you don't have to spend any realm money.) Finally, the update also tosses in a few new patterns for the Fast Recon Vehicle in several existing Warbonds, including Viper Commandos, Freedom's Flame, Chemical Agents, and Truth Enforcers. The patterns unlock on May 15, coinciding with the launch of the new Masters of Ceremony Warbond.

Helldivers 2 update patch notes – surprise update packs new foes
Helldivers 2 update patch notes – surprise update packs new foes

Daily Mirror

time13-05-2025

  • Entertainment
  • Daily Mirror

Helldivers 2 update patch notes – surprise update packs new foes

More Helldivers 2 changes have arrived in a shocking drop, and has revealed the true intent of the fearsome Illuminate. It's too late to brace for impact as a new update has come to Super Earth, and the new Helldivers 2 patch notes are loaded with new changes and additions. Helldivers, it's a galactic emergency. After the reveal of the incoming Masters of Ceremony Warbond stuffed with clasically-designed firepower, things seem to have gotten real nuts, real fast in Helldivers 2. Players already had plenty to deal with, but to be fair to them, it was growing harder for them to know where to turn in their bid for total galaxy-wide democracy. ‌ Now, though, it seems that we know what's on the menu – Arrowhead Game Studios has revealed in a shocking new trailer that the Illuminate have revealed their true plans, and are charting a course for Super Earth with total destruction in mind. It's a hefty update, with a number of new changes like customizable weapons and the arrival of the new Stingray jetfighters and Fleshmob Voteless brutes for players to face off against. It's a major new collection of additions, and a whole new host of baddies to crush. ‌ It's up to you to hold them back – and lucky, we know for sure just what needs to be done. Even though it has shadow-dropped and players have been given no notice, here's everything you need to know about the new Helldivers 2 update patch notes. New Helldivers 2 update patch notes Arrowhead has revealed the full patch notes for the new Galactic Emergency update for Helldivers 2 in a new post in its Discord channel. Here's everything revealed in the Helldivers 2 update patch notes: Overview New Illuminate faction enemies New Weapon Customizations and Progression Crash fixes Weapon fixes Miscellaneous fixes Weapon Customization Gear up, Helldivers—your arsenal just got personal! With the new Weapon Customization system, you can now tailor your favorite weapons to match your combat style and preferences once you've progressed and unlocked different attachments. Whether it's tweaking sights for precision, changing color patterns, adjusting magazines for ammo capacity, muzzles to optimize weapon performance characteristics or adjusting underbarrels for the handling you want, you're in command of how your weaponry performs on the battlefield. Tinker in the menu, customize your specific weapon configs and switch between them during the mission loadout sequence. ‌ It's time to fight for Super Earth with weapons that are truly yours! We are aware of a bug that prevents players from canceling customization with a controller. We have a fix identified and prepared for our next hotfix. In the meantime, you can save the customization and then go in and do it again. New Illuminate Enemies Stingray: Jetfighters that provide Illuminate support from the sky, targeting Helldivers and lining up devastating strafing runs. Crescent Overseer: Has the ability to lay barrages on Helldivers in cover. Fleshmob: A failed Illuminate experiment made up of Voteless parts turned into a brute battlefield force that the Helldivers must work hard to destroy. ‌ Balancing Weapon balances: Spread Drag Sway Melee weapons stamina cost Shrapnel spawning Fire damage Spread Spread refers to how much a projectile veers from the point you're aiming at when you fire. This rebalance primarily targets SMGs and sidearms, which previously had noticeably higher spread values. We've reviewed all primary, sidearm, and support weapons with the intent to significantly reduce spread overall, as it didn't make much sense for these specific weapons to have such high inaccuracy. Drag Drag determines how quickly a projectile loses speed over distance, affecting its damage. We've increased drag for pistol-caliber ammunition (used in SMGs and some sidearms) to better represent its shorter, wider projectile compared to rifle rounds. As a result, these weapons will be slightly less effective at longer ranges. ‌ Sway Sway refers to how much the weapon's aim shifts, influenced by factors like movement and stance. It represents the weapon's inertia and stability—so weapons with lower ergonomics will experience less sway, while those with higher ergonomics will have more. Sidearms will naturally have more sway than primaries due to the lack of support features like stocks. This balance patch specifically focuses on adjusting sway for primaries and sidearms. Stamina Cost All melee weapons now consume less stamina when attacking, reducing the cost from 0.1 to 0.05. This change makes melee combat less punishing and allows for easier repositioning between strikes. The affected weapons include the CQC-30 Stun Baton, CQC-19 Stun Lance, CQC-5 Combat Hatchet, and the Entrenchment Tool. Shrapnel spawning With this update, shrapnel will now always spawn in a full 360-degree spread, regardless of where the explosion occurs. This means weapons like the R-36 Eruptor will now more reliably hit the intended target with their shrapnel. ‌ In addition, we've adjusted shrapnel performance against armor. Shrapnel now has reduced effectiveness at poor impact angles, to reflect its lack of design for armor penetration in such situations. These shrapnel balance changes will impact the following weapons: R-36 Eruptor G-6 Frag Grenade AC-8 Autocannon ‌ Balance Changes Armor Penetration decreased on shrapnel projectiles from 3-3-3-0 to 3-3-2-0 Each of these numbers represent an angle threshold, which means we've reduced the AP value of 3 to 2 in the last range where a shrapnel projectile would penetrate an enemy. Frag Grenade Increased Shrapnel spawned from 30 to 35 ‌ Autocannon Flak Increased Shrapnel spawned from 25 to 30 Fire and Flamethrowers This update aims to better balance fire damage between direct hits (like those from flamethrowers) and burn effects over time, while also introducing scaling of fire damage depending on the size of the enemy. Previously, burn damage didn't scale well against larger enemies, making putting them on fire feel less effective in those encounters. Now, the larger the enemy, the more damage they take while burning. However, bigger enemies will also be slightly more resistant to ignition. Additionally, direct fire damage now scales with enemy size—so large enemies like Chargers will still take roughly the same damage as before, while smaller enemies will take slightly less. ‌ We have also increased the magazine capacity of the FLAM-66 Torcher and the FLAM-40 Flamethrower because putting stuff on fire is fun! Damage Burning damage now scales with enemy size and will do more damage over time to larger enemies Fire direct damage also scales with enemy size. The base damage of direct fire hits has been lowered as compensation. This means that large enemies will take roughly the same amount of damage as before, while smaller enemies will take slightly less Time to ignite Larger enemies now take longer to ignite Robotic enemies are harder to set on fire than organic ones Incendiary Ammunition and Lasers are now less effective at igniting enemies, but once they do, the resulting burn damage is more impactful thanks to the new scaling system ‌ The Helldiver The Helldiver is now slightly more resistant to being set on fire Burn damage taken by the Helldiver remains unchanged Primary weapons AR-23 Liberator Spread decreased from 4 to 2 AR-23P Liberator Penetrator Starting magazines increased from 5 to 6 Max spare magazines increased from 7 to 8 ‌ AR-23C Liberator Concussive Spread decreased from 24 to 4 StA-52 Assault Rifle Spread decreased from 4 to 2 AR-23A Liberator Carbine Spread decreased from 4 to 3 ‌ AR-61 Tenderizer Spread decreased from 4 to 1 SMG-37 Defender Spread decreased from 20 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 SMG-72 Pummeler Spread decreased from 20 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 ‌ MP-98 Knight Spread decreased from 25 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 StA-11 SMG Spread decreased from 25 to 5 Drag increased from 0.3 to 0.6 Sway increased from 1 to 1.2 SMG-32 Reprimand Spread decreased from 40 to 5 Drag increased from 0.3 to 0.6 ‌ JAR-5 Dominator Sway decreased from 1 to 0.8 R-63CS Diligence Counter Sniper Sway decreased from 1 to 0.8 FLAM-66 Torcher Magazine capacity increased by 25% ‌ R-36 Eruptor Spread decreased from 10 to 5 Ergonomics increased from -14 to 25 Sway decreased from 1 to 0.8 Fire rate increased from 25 to 32 Fixed a bug that allowed players to cancel the Eruptor's round cycling animation, effectively increasing its fire rate The intent with these changes: The improvements made to the Eruptor are designed to compensate for the removal of the reload exploit, ensuring that its overall power remains steady or even improved ‌ PLAS-39 Accelerator Rifle Drag decreased from 1.5 → 0.1 Is now categorized as an energy weapon in the loadout menu The changes to drag means it won't lose speed and damage as it travels through the air and does the damage you would expect it to do Sidearm weapons GP-31 Ultimatum Is now affected by the Hellpod Optimization Booster Explosion damage increased from 1000 to 2000 Explosion inner radius decreased from 4 to 2 m Projectile damage decreased from 3500 to 1000 Demolition strength decreased from 50 to 40 Sway increased from 1 to 1.3 The intent with these changes: ‌ We want to maintain the Ultimatum's overall power level while rebalancing how that power is delivered—shifting more of the damage from the projectile itself to the explosion. Previously, the Ultimatum behaved more like a massive kinetic projectile (similar to the 380mm shell) because of its high projectile damage and relatively weaker explosion. This update reinforces its intended identity as a powerful explosive weapon, emphasizing high explosive damage over impact force Most heavy enemies will now die from a close hit instead of a direct hit, except for the Factory Strider Additionally, due to its reduced demolition strength, the Ultimatum will no longer destroy Stratagem Jammer Objectives or landed Illuminate Warp Ships through their shields. However, the dropships now have health, allowing the Ultimatum to destroy them once the shield is down P-2 Peacemaker Decreased Spread from 30 to 10 Sway increased from 1 to 1.2 P-19 Redeemer Decreased Spread from 35 to 10 Sway increased from 1 to 1.2 ‌ P-113 Verdict Decreased Spread from 30 to 8 Sway increased from 1 to 1.2 PLAS-15 Loyalist Decreased Spread from 25 to 10 Sway increased from 1 to 1.2 LAS-58 Talon Sway increased from 1 to 1.2 ‌ P-72 Crisper Sway increased from 1 to 1.2 GP-31 Grenade Pistol Sway increased from 1 to 1.2 LAS-7 Dagger Sway increased from 1 to 1.2 ‌ P-11 Stim Pistol Sway increased from 1 to 1.2 SG-22 Bushwhacker Sway increased from 1 to 1.3 P-4 Senator Decreased Spread from 30 to 8 Sway increased from 1 to 1.3 ‌ Stratagems RS-422 Railgun Decreased Spread from 10 to 0.1 FLAM-40 Flamethrower Magazine capacity increased by 30% LIFT-850 Jump pack Increased break force on landing to make Helldivers less likely to ragdoll when landing ‌ Eagle 110mm rockets Stagger strength increased from 35 to 40 Increased armor penetration in certain angles Enemies Automaton Bunker Turret Spread increased from 20 to 50 Automaton Conflagration Devastators Reduced damage per pellet More pellets are now required to hit you to put you on fire ‌ Automaton Gunship Body armor value reduced from 4 to 3 Main body health increased to 950 from 700 Now shoots more and the aim is slightly more accurate Automaton Bulk Fabricator Health increased from 1500 to 5000 Automaton Troopers There was a bug where some Trooper variants reloaded after every shot, it's now been fixed so they only reload when they're actually out of ammo ‌ Terminid Spore Spewers Demolition level decreased from 60 to 50, making it easier to kill with heavy ordnance weapons Illuminates Landed Warp Ships will now be easier to kill with Anti-Tank weaponry once the shields are down Fixes Resolved Top Priority issues: Crash Fixes, Hangs and Soft-locks: Fixed a crash which could occur when returning to your Super Destroyer from a host parked at a planet with the Democracy Space Station in orbit, if the Democracy Space Station had just moved to a new planet Fixed a crash when writing a specific sequence of text in the chat Fixed a crash that could occur after partially destroying an Automaton convoy Fixed crash when attempting to drop into a mission on Tien Kwan ‌ Weapons and Stratagems The SMG-37 Defender does not trigger the anti tank mines anymore Improved the effectiveness of flashlight attachments Fixed a bug that was causing the camera to be stuck in Aim Down Sights (ADS) mode when discarding the MLS-4X Commando when utilizing that camera mode Cancelling laser weapon reloads no longer gives them infinite ammo Missions Fixed issue of black boxes being stuck in holes and inaccessible if it got dropped in one on 'Retrieve Recon Craft Intel' missions. Miscellaneous Fixes Fixed an issue with intermittent flickering of distant visual effects Fixed an issue where the FRV and Helldivers embarked in it would get covered in blood after a Helldiver would attack the FRV from any passenger seat Spore Scavengers can now properly attack Vehicles now correctly show the appropriate enemy blood colors Lowered the target node for the Illuminate tesla tower so that the StA-X3 W.A.S.P. Launcher can properly hit it No longer shows the reconnect popup if the host leaves while on the Destroyer Fixed an issue that resulted in some cases where the momentum could get reset at the end of moving emotes Sample containers can now be properly pinged again Corrected misaligned logo of the Borderline Justice Warbond Fixed an issue with the illuminate Cognitive Disruptor not turning off correctly for hot joining players Decreased a big hitch that could occur during the dropdown sequence The game is now showing the correct amount of total samples on missions Fixed a bug that caused held stratagems to be stuck in Helldivers hands after taking fall damage Performance improvement in the particle subsystem It's a huge number of changes to simply drop into the game, but Arrowhead is playing it fast and loose here. It takes a lot of guts to drop an announcement and update like this, and with such stacked Helldivers 2 patch notes, it's clear they have a lot of faith in this collection of changes. After all, more chances to pick off the Illuminate are always welcome.

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