What are the key features of Under Armour ColdGear Base 2.0 Crew. How does it provide superior warmth and comfort in cold conditions. Why is it considered essential cold weather performance gear for athletes and outdoor enthusiasts.
The Evolution of Under Armour’s ColdGear Technology
Under Armour has long been at the forefront of innovative performance apparel, and their ColdGear line represents the pinnacle of cold weather gear. The ColdGear Base 2.0 Crew is the latest iteration of this technology, designed to keep athletes and outdoor enthusiasts warm and comfortable in even the most challenging conditions.
ColdGear technology has evolved significantly since its introduction. The original ColdGear fabric was revolutionary in its ability to trap heat while wicking away sweat. With the Base 2.0 version, Under Armour has refined and improved upon this foundation to create an even more effective base layer.
Key Advancements in the Base 2.0 Design
- Enhanced heat retention properties
- Improved moisture-wicking capabilities
- Greater flexibility and range of motion
- Reduced overall weight
- Increased durability for long-lasting performance
These advancements make the ColdGear Base 2.0 Crew a versatile and essential piece of gear for anyone facing cold weather challenges.
Cutting-Edge Fabric Technology for Optimal Warmth
The heart of the ColdGear Base 2.0 Crew’s performance lies in its innovative fabric technology. Under Armour has developed a dual-layer fabric that works in harmony to regulate body temperature and manage moisture.
How does the dual-layer fabric work?
The inner layer is soft and brushed, creating a warm layer of air next to the skin. This trapped air acts as insulation, helping to maintain body heat. The outer layer is smooth and fast-drying, efficiently wicking away sweat and moisture to keep the wearer dry and comfortable.
This dual-layer system is crucial for maintaining optimal body temperature during cold weather activities. By effectively managing both heat retention and moisture control, the ColdGear Base 2.0 Crew prevents the chilling effect that can occur when sweat accumulates and cools on the skin.
Ergonomic Design for Enhanced Performance
Under Armour has paid close attention to the fit and construction of the ColdGear Base 2.0 Crew to ensure it enhances, rather than hinders, athletic performance.
Key design features for improved mobility:
- 4-way stretch fabric for unrestricted movement
- Raglan sleeve construction to reduce chafing
- Flatlock seams to minimize irritation
- Strategic mesh panels for targeted ventilation
These design elements work together to create a base layer that moves with the body, allowing for a full range of motion without bunching or riding up. This is particularly important for athletes engaged in dynamic activities like skiing, snowboarding, or winter running.
Moisture Management: Staying Dry in Demanding Conditions
Effective moisture management is critical for cold weather performance gear. The ColdGear Base 2.0 Crew excels in this area, thanks to its advanced wicking properties and quick-drying fabric.
How does the moisture management system work?
The fabric actively pulls sweat away from the skin and spreads it across the surface of the garment. This increased surface area allows for faster evaporation, helping to keep the wearer dry and comfortable. Additionally, the quick-drying properties of the fabric ensure that any moisture is rapidly eliminated, preventing the buildup of dampness that can lead to chilling.
This efficient moisture management system is particularly beneficial during high-intensity activities or in situations where the wearer is frequently transitioning between active and rest periods.
Versatility: From Base Layer to Standalone Piece
While primarily designed as a base layer, the ColdGear Base 2.0 Crew offers versatility that extends beyond this traditional role.
How can the ColdGear Base 2.0 Crew be worn?
- As a traditional base layer under heavier outerwear
- As a mid-layer in extremely cold conditions
- As a standalone top for moderate cold weather activities
- For indoor training in cooler environments
This versatility makes the ColdGear Base 2.0 Crew a valuable addition to any cold weather wardrobe, providing options for a wide range of activities and conditions.
Durability and Longevity: A Worthwhile Investment
Under Armour has built a reputation for producing durable, high-quality apparel, and the ColdGear Base 2.0 Crew is no exception. The garment is constructed to withstand the rigors of intense physical activity and frequent washing without losing its performance properties.
What contributes to the durability of the ColdGear Base 2.0 Crew?
- High-quality fabric blend resistant to pilling and abrasion
- Reinforced stitching at high-stress points
- Color-fast dyes that resist fading
- Antimicrobial treatment to reduce odor-causing bacteria
These features ensure that the ColdGear Base 2.0 Crew maintains its performance and appearance over time, making it a wise investment for those who regularly engage in cold weather activities.
Sizing and Fit: Achieving Optimal Performance
Proper fit is crucial for base layers to perform effectively. The ColdGear Base 2.0 Crew is designed to fit snugly without being restrictive, allowing for maximum heat retention and moisture management.
How should the ColdGear Base 2.0 Crew fit?
The ideal fit for the ColdGear Base 2.0 Crew is close to the body without being constrictive. It should feel like a second skin, with no loose or baggy areas that could allow cold air to penetrate. The fabric’s 4-way stretch properties ensure that this snug fit doesn’t limit movement or comfort.
Under Armour provides a detailed sizing chart to help customers select the right size. It’s important to note that some users may prefer to size up if they plan to use the garment as a standalone piece rather than a base layer.
Comparative Analysis: ColdGear Base 2.0 vs. Competitors
The cold weather base layer market is competitive, with several well-known brands offering similar products. How does the Under Armour ColdGear Base 2.0 Crew stack up against its rivals?
Key areas where the ColdGear Base 2.0 Crew excels:
- Superior moisture management
- Excellent balance of warmth and breathability
- Durability and longevity
- Versatility for various activities and conditions
While other brands may offer comparable products, the ColdGear Base 2.0 Crew’s combination of advanced fabric technology, ergonomic design, and proven performance make it a top contender in the cold weather gear market.
Real-World Performance: User Experiences and Reviews
The true test of any performance gear comes in real-world use. Feedback from athletes, outdoor enthusiasts, and everyday users provides valuable insights into the ColdGear Base 2.0 Crew’s effectiveness.
Common praise from users includes:
- Exceptional warmth-to-weight ratio
- Effective moisture-wicking in high-intensity activities
- Comfort during extended wear
- Durability over multiple seasons of use
- Versatility across various cold weather activities
While individual experiences may vary, the overall consensus among users is that the ColdGear Base 2.0 Crew delivers on its promises of warmth, comfort, and performance in cold conditions.
Care and Maintenance: Preserving Performance
Proper care is essential to maintain the performance and longevity of the ColdGear Base 2.0 Crew. Under Armour provides specific care instructions to ensure the garment retains its properties over time.
Key care instructions for the ColdGear Base 2.0 Crew:
- Machine wash cold with like colors
- Use mild detergent and avoid fabric softeners
- Tumble dry low or hang to dry
- Do not iron or dry clean
- Avoid exposure to high heat or direct sunlight when not in use
Following these care instructions will help preserve the fabric’s performance properties and extend the life of the garment.
Environmental Considerations: Sustainability in Performance Wear
As consumers become increasingly conscious of the environmental impact of their purchases, it’s worth examining the sustainability aspects of the ColdGear Base 2.0 Crew.
How does Under Armour address sustainability in this product?
While the primary focus of the ColdGear Base 2.0 Crew is performance, Under Armour has made efforts to improve the sustainability of their products. This includes:
- Use of recycled materials in some components
- Efforts to reduce water usage and chemical treatments in the manufacturing process
- Durable construction that reduces the need for frequent replacement
- Packaging made from recycled materials
While there is always room for improvement in terms of sustainability, these efforts demonstrate Under Armour’s awareness of environmental concerns in the performance apparel industry.
Conclusion: The Ultimate Cold Weather Performance Solution
The Under Armour ColdGear Base 2.0 Crew represents the culmination of years of research, development, and real-world testing in cold weather conditions. Its advanced fabric technology, ergonomic design, and superior moisture management capabilities make it an excellent choice for athletes and outdoor enthusiasts facing challenging cold weather conditions.
While it may come at a premium price point compared to some competitors, the ColdGear Base 2.0 Crew’s performance, versatility, and durability make it a worthwhile investment for those who demand the best from their cold weather gear. Whether used as a base layer for extreme conditions or as a standalone piece for moderate cold, this garment delivers on its promise of keeping wearers warm, dry, and comfortable in a wide range of cold weather activities.
As Under Armour continues to innovate and refine their cold weather technology, the ColdGear Base 2.0 Crew stands as a testament to their commitment to providing athletes and outdoor enthusiasts with the tools they need to perform at their best, regardless of the conditions.
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Armorsmith Extended at Fallout 4 Nexus
In the immortal words of Shock G, dresshowyoulike. I give you the power to let your wild style show.
This mod does sixteen things.
One, every outfit in the game can now be worn under armor pieces and all armor pieces should show up when equipped.
Two, every hat and helmet in the game that doesn’t cover your face can be worn with bandanas & gas masks.
Three, every outfit and every hat & helmet in the game can have ballistic weave armor added to it.
Four, I completely redid the entire clothing modding system from scratch.
There are now 11 different types of mods: Clothing Protective Weave mods, Lining mods, outfit add-on mods, headgear add-on mods, Glove mods, eyewear mods, Color Swap mods, Therm Optics Booster mods, Base Carry Weight and Carry Weight Modifier mods, and mods to change the appearance of armor pieces to make them look like a different size or to make them invisible.
Revamped Ballistic Weave mods, added Ballistic, Energetic, Hybrid (Ballistic + Energetic), Biohazard (Protects against poison, infection, and parasites), Fire Retardant, Rad Protection, and Advanced Hybrid (all 5 types combined) weave mods.
Railroad 2nd DIA Cache retrieval quest unlocks Railroad versions of Hybrid and Advanced Hybrid weaves.
Out of the Fire quest unlocks Forged Hybrid (Ballistic, Energetic, and Fire Retardant) weaves.
Visions In The Fog quest unlocks Children of Atom Hybrid (Ballistic, Energetic, and Rad Protection) weaves.
All weaves are available in Mk.1 – Mk. 5.
Advanced Hybrid weaves have 4 perk requirements: Armorer, Science, Medic, and Chemist.
Forged Hybrid weaves require 3 perk requirements: Armorer, Science, and Chemist
Targeting HUD mod to uses custom effects that are more subtle than vanilla that are just a color outline. The old Targeting HUD mod is now the Targeting HUD Platform mod. It unlocks 3 new mod slots that allow you to independently apply Friend, Foe, and Corpse Recognition mods.
The categories of what mods are available for a specific item correspond with which of these 8 categories are present on that item.
Five, adds new color swap mods, gloves, Helmets/Hats With Hair, Under Helmet Flight Cap & BOS/Sack Hoods, Nudifying Rings, Invisible Therm Optics Combat Armor, and a wide variety of wearable weapons. Outfits are crafted at the Armorsmith bench, wearable weapons are crafted at the Weaponsmith bench.
Six, all clothing items are moddable now and are also rename-able.
Seven, I made this mod compatible with VIS-G Legendary Modifications.
Eight, for the master armorsmith/scientists out there I’ve implemented a new craftable set of armor called Therm Optics Combat Armor. Using stealth
technology it is now possible to create cloaked combat armor pieces. Also the chestpiece can be modded with a therm optics booster that will extend the cloaking field around the user when standing still and sneaking. There is a known bug with this: These new Therm Optic armor pieces will not automatically unequip previously worn armor, you have to do that manually. This was was the only way to do invisible armor with properly functioning mods.
Nine, this mod is now fully compatible with VIS-G Item Sorting. Also to make the inventory sorting experience even better I also recommend DEF_UI by Neanka and Valdacil. It makes a bunch of UI improvements and does cool stuff like replacing sorting tags with icons. From here on out Armor and Weapon Keywords Community Resource (AWKCR) is a required file for AE, as the ArmorKeywords.esm contains the framework to make AE compatible with VIS-G without compatibility patches.
Ten, I optimized the slot usage for all vanilla clothing to use the minimum amount of slots necessary for things to work properly. This was done to free up slots for use by modders for clothing and accessories. This was set up to use the Slot Usage Standard. Revision(3/25/2016)
30 – Hair on top of head/most hats
31 – long hair/flight cap linings/under helmet/hat hoods
32 – FaceGenHead (used if your worried about the face clipping through a full face mask)
33 – Full outfits – Shoes/Boots
34 – Left Hand
35 – Right Hand
36 – Arm Add-on (Bracelets), Melee weapon on back
37 – Torso Layered Add-on (Jackets)
38 – Separate Tops (for vanilla outfits that need a second slot to show all armatures-Cage/Spike/ChildofAtom)
39 – Leg Add-on (Gun on Hip/Tights/Stockings/Vanilla outfits that need a third slot to show all armatures-ChildofAtom)
40 – Separate Pants/Shorts/Skirts
41 – Torso armor
42 – Left Arm armor
43 – Right Arm armor
44 – Left Leg armor
45 – Right Leg armor
46 – Masks that cover face/headbands/(hats/helmets/hoods meant to show all hair)
47 – Eyes (Glasses/Eyepatchs)
48 – Beard (surgical mask/lower face masks)
49 – Mouth (surgical mask/lower face masks)(toothpick/cigarette/joint/cigar/blunt/lip rings)
50 – Necklace/Scarfs
51 – Ring
54 – Backpacks/ Capes/ Cloaks
55 – Satchels
56 – Shoulder Harnesses/Bandoliers
57 – Plate Carrier/Cargo Pack Vests(front and back torso)/ Belts(utility belts/gunbelts/sword belts)/ Capes/Cloaks(alternate backup slot)
58 – Body Jewelry (piercings)/ Gun on back
61 – Off-Hand Accessories (Sword Sheath/Decorative Gun/SOS if they need a Dong slot), Exoskeletons, non-eyewear head flashlights
Eleven, All apparel can now be worn by Nick Valentine.
Twelve, Strong or any other future super mutant followers/settlers can wear all hats/helmets, gas masks, bandanas/masks, and glasses.
Thirteen, Changes to vanilla Hazmat Suit and Damaged Hazmat Suit: now the armor index mod slot allows to to switch between vanilla opaque lens and transparent lens with a flight cap. I also added a craftable Hazmat Suit (w/Hair) with a transparent lens. Changes to vanilla Hooded Cleanroom Suit: now the armor index mod slot allows to to switch between vanilla opaque lens and transparent lens.
Fourteen, Added crafting recipes for all vanilla/DLC apparel/armor/power armor. (Weaponsmith update adds crafting recipes for all vanilla/dlc weapons and ammo. So for users of both Crafting Workbenches is redundant)
Fifteen, Added armor bench modifications to all vanilla/DLC armors for changing armor size. (So Craftable Armor Sizes is redundant). Added armor bench modifications to all vanilla/DLC armors for making non-helmet armor pieces invisible. (So Concealed Armors is redundant). Added armor bench modifications to all vanilla/DLC armors for making non-helmet armor pieces appear as the other armor sizes.
Sixteen, added scrap recipes for all apparel items so you’ll get 1/2 the components required to craft an item when you scrap an unmodded item instead of the nothing or next to nothing you’d get in vanilla.
This mod was made from scratch with FO4Edit.
Screenarchers, upload some pics of your wild style.
List of Contributors:
wax2k – Bug Tester Extraordinaire
aarlandsun – Dark Hooded Rags
agentbrea – Undies, Black Corset, Red Battlecoat, Grey Shirt and Combat Boots, Minuteman General Garvey Style
aothfezim – Darker Leather Coat and Green Hood
Azrative – Black Army Helmet, Black Flight Helmets
BMXNinja – White Military Cap (Cream Beret)
DanteMcGee – Black Dress, Black Beret, Blue Beret, Green Beret, Red Beret, Tan Beret
dheidland – Dogmeat BoS Armors, Dogmeat Minuteman Armors
wildgravity – White Nurse Uniform
StuykGaming – Black and Red Dress, Blue Brocade Dress, Burgundy Floral Dress, Cream Leaves Dress, Navy Blue Polka Dot Dress, Peach Floral Dress, Yellow Floral Dress
frogs345 – v2. 3 Added Gloves
nhimkoko – meshes for sniper rifle on back, pistol harness, katana belt, & jetpack.
SomberX – a bunch of knowledge and jetpack FX meshes
cat_woman1989 – material/meshes/textures for making the vanilla hazmat suits helmets transparent.
Genaeve – Bespoke Scottie Girl & 3 Skull n Crossbones outfits
Elianora – mesh for scarves
Jigodie – meshes for a lot of weapon wearables
Ousnius – weight painted the revolver and gave me a bunch of tutelage
zalteredbeastz – mesh for sawed off shotgun on hip
InsanitySorrow & Invalidfate – textures for Celtic Katana for Katana Belt weapons wearables.
Nonow – textures for Mysterious Magnum for Revolver Harnesses and .44 Revolver on hip Mysterious Magnum color swap mods.
Rakul – textures for Ranger Sequoia for Revolver Harnesses and .44 Revolver on hip Ranger Sequoia color swap mods.
Jerros – textures for Jetpack color swap mods.
Crimsomrider – assets for transparent Hooded Cleanroom Suit mask.
Standalone outfit mods with an AE Replacer plugin available here. All item crafting has been moved from Chemistry station to Armorsmith workbench.
Calyps – contained in AE Merged Calyps plugin
Daisy Nukes – Cutoff Jeans and much more – Craftable v1.2.8minis
Harness Wardrobe – Craftable Variants and Replacers v1.0.6b
cat_woman1989 – contained in AE Merged Cat_woman1989 plugin
Balaclava and Masks (Sack Remodel n Retex) v1.6,
Clean Drifter Outfit and Coat v1.4,
Commonwealth Camo by cat_woman1989 v1.1,
Dark Drifter Outfits by cat_woman1989 v1.8.1,
Faction Field Outfits v1.5, &
Helmetless Hazmat Suit by cat_woman1989 v1.8
nsk13 – contained in AE Merged Deserter X plugin
Chem I Care Outfit v1.3,
Commonwealth Mini Dresses Vanilla-CBBE v1.4,
Commonwealth Shorts Vanilla-CBBE v2.0,
Vault Girl Shorts Vanilla-CBBE v2.0,
Adventurer Outfit v1.1
Courser X-92 Power Suit CBBE and PipBoy v1.55
Nivea –
Courser X-92 Power Suit Male Addon v1. 2 (only need the assets, you can delete the plugin)
Eferas – contained in AE Merged Eferas plugin
Boston Jacket Fatigues v1.3 &
The Bad-Ass Vault Dweller Long Coat v1.4
Elianora – contained in AE Merged Elianora plugin
Apocalypse Accessories – Glasses – Scarves – Bags v1.1,
Apocalypse Attire – CBBE v1.1,
Eli’s Armour Collection Remade v3.4,
Eli’s Rugged Outfits – CBBE v1.0,
Rogue Outfit – CBBE by Alecu – Elianora v1.2
Nuka Gear by Elianora – Ellise – DDProductions83 v1.1
Hothtrooper44 – contained in AE Merged Hothtrooper44 plugin
Armored General by Hothtrooper44 v2 &
Wasteland Sniper by Hothtrooper44 v1
guffeh – contained in AE Merged Kerrigan plugin
Kerrigan Bodysuit v1.5 (color changing plugin no longer required, and I’m using the non-AE plugins if that matters), and the Nanosuit is now the male model for the Kerrigan Bodysuit instead of it not having a male body model.
LOrdOfWar – contained in AE Merged LOrdOfWar plugin
Fallout 4 B-90 ARMOR v0. 6, &
The Rebel v0.2
jet4571 – contained in AE Merged Pack It Up plugin
Field Scribe Backpack v1.06,
TotalMeltdown –
Hubris Comics Shoulder Bags v1.5d,
Aldebaran90, & Voivre –
Wearable Camo Backpack v1.0,
Eferas –
Wearable Postman Shoulder Bag or Backpack v1.7
Ellise –
Agent Outfit v1.0
hifoo –
Dogmeat’s Backpack v1.0
ilordg –
Armorsmith Extended flight helmet pack v1.1
Jordan1q2 –
JC – Shirt and Jeans v1.3
Lagrie –
Lagrie’s Helmet Collection STANDALONE v1.1.0
vasstek –
Nanosuit 6.0 Standalone Full package FOMOD v6.0 (suit, helmet and katana files) &
NanoArmor 2.0 StandAlone by vasstek( BodySlide compatible – 4 different skins – glow types ) v2.0
unoctium –
NCR Ranger Veteran Armor v0.202
siraxx –
PreWar Dress Retex Stand Alone v0.71
Vaultsuit – Proto Standalone by nitronizer
Proto Vault Suit – Standalone by srcanseco v0.9
MadMAX713 –
Raider Overhaul v9. 2
Crishark –
Stealth Suit v6.0
imAarwyn –
True Reporter – Piper Outfit Redone CBBE v1.9
okido –
Wearable Squire Outfit v1.12
Unique followers by FGmodule v3.5
is a required file for Armorsmith Unique Followers One Rings file.
Standalone outfit and armor mods I’m using with an AE version included on their page.
Craftable Custom Combat Armor -STANDALONE- NOW WITH CAMO OPTIONS by Endormoon
Combat Helmet Illumination by andysan84
Spartan Sniper Outfit – CBBE by Calyps
Rad-Ban Eyewear Inc. by Cedaie
RXL Collars by RustyXXL
Gurl by Babzero
n8k’s Black Rose Harness by herminia
Blade & Soul Schoolgirl outfit (CBBE body) by SlapMeSilly
Custom Armors by Bartholomew Roberts
Outlaw Outfit by brokefoot
Railroad Renegade Outfit by brokefoot
Synth Armors and Uniforms – Standalone Mega Pack – C.A.S.T by Echoes56560 and MaaroTakai
Wasteland Girl Armor Reloaded by cloud911 & Wasteland Girl Armor Reloaded MultiPack All-In-One by SkyCrap
My other Fallout 4 mods:
youth atv helmet with face shield
Scritto il .
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90,000 Destiny 2 Armor 2.0 explained: new armor mods, energy slots, all six stats, new upgrade materials, and more
(Image credit: Bungie)
Destiny 2 Armor 2.0 will be the biggest player customization change in Destiny 2 Shadowkeep. Among other things, it will double the number of stats per armor, allow players to add up to three mods of their choice to each piece of armor, and customize their appearance using a selection of versatile armor decorations.Bungie finally ripped the veil off the armor system on a recent live stream, so we’ve rounded up everything for Destiny 2 Armor 2.0 here.
Energy & Mod Slots
(Image credit: Bungie)
The basics of Armor 2.0 are pretty simple: each piece of armor has a supply of energy, and mods use some of that energy. All 2.0 armors have three slots for mods: one general slot for neutral items such as mods to improve stats or Minor Resistance, and then two slots for mods specific to weapons or abilities.If you have five energies, you can use two mods with one cost and a mod with three costs. If you have 10 units of energy, you can use two mods with five prices and leave the third slot empty. From what we’ve seen, armor usually rolls at three to five energies and can be upgraded to a maximum of 10 energies. Increasing the armor level will also increase all of its stats by two.
The biggest difference between the current mod system and Armor 2.0 is that mods are no longer consumed when applied.Once unlocked, you can apply and reapply it to any of your armor as much as you like. From what we’ve seen, it’s pretty cheap to change and change mods – within 500 Glimmer limits – so experimenting with different mods should be much easier.
Destiny director Luke Smith outlined the desired armor transition on his blog:
“If you’re a pretty hardcore player (or you’re really lucky!) And have a set of armor with perfect perks for you today (like the fully loaded Enhanced Gun You Like perk set), I think you’re going to keep using them for a while. …I would certainly expect the world’s first raid teams to be using the Forsaken Age gear that they infused throughout their Shadowkeep Power series ..
“After a few weeks, players are approaching the Shadowkeep Power limit and are starting to find mods with improved perks. We think that is when our investors chasing progress will begin to transition. Players can completely mix and match new armors and armors they have today too.
How can I get more mods?
When Armor 2 comes out.0, mods will be available from multiple sources. Gunsmith will continue to sell rotating mod kits that you can purchase using mod components. Likewise, you will receive mods from the Gunsmith packs, so start stockpiling weapon spare parts for these exchanges. Mods will also drop from world engrams, as well as from actions such as raids, the Iron Banner, and possibly strikes and dungeons. Bungie hasn’t determined which mods will come from where, but it looks like regular mods will drop all over the place, while specific actions will yield unique mods, not unlike the raid exclusive mods currently available.In addition, improved mods will only drop from the final game activities.
Will old mods carry over to Armor 2.0 ??
(Image credit: Bungie)
Old mods will not disappear in Shadowkeep, but they will not work with armor 2.0. You will still be able to use them in your 1.0 content, but you will not be able to promote them. You will have to unlock new mods by obtaining them from the sources described above. So instead of using the old Super mod, you will need to unlock and apply the new Intellect mod to get the same effect.
At least you can disable old mods for mod components, which you can then use to purchase compatible mods from Gunsmith. We don’t know how many components you’ll get for each mod – more than one, hopefully.
Can I use my current armor after Shadowkeep is released?
The existing armor will be perfectly usable even after the drop of Armor 2.0. However, it won’t have new stats – Intelligence, Discipline and Strength – and won’t have access to the three mod slots that Armor 2 has.0. The good news is that you will be able to craft stronger, more-looking versions of your favorite armor relatively quickly. Armor 2.0 is about to hit the reset button to some extent, but it looks like the new material is worth throwing away the old one.
Additionally, version 2.0 of Exotic Armor will be available to purchase from your Collections page when Shadowkeep drops. You may need to get one to cast in the wild to get the role you want, but you will have access to revamped exotics on day one.
You can take advantage of Armor 2.0 by using our Destiny 2 Solstice of Heroes 2019 Armor Guide. This year’s Solstice Armor Set will be turned into 750-Power Armor 2.0 at Shadowkeep launch, making it the perfect starting build.
Will old armor drop like 2.0 armor?
Bungy has confirmed that all existing armor, from planetary sets to raid raids, will start dropping as 2.0 armor once Shadowkeep is active.You will need to reassemble the pieces, but since you can modify them yourself, you will not need to pull out any more god. In theory, you can now make your own gods. There is still an element of randomness – mainly different stat rolls and energy types – but the average quality of the armor should increase dramatically.
Yes, and Bungie Community Manager DMG04 has confirmed that Year Vanguard and Crucible armor will be available in version 2.0 with matching decorations.exclamations of exultation.
How about these decorations?
(Image credit: Bungie)
The
Armor 2.0 is quite trendy overall, and the addition of versatile embellishments is one of its key pillars. All Eververse armor you collect will be available as universal decorations on all of your armor. You can apply them just like shaders or ornaments in the new cosmetics tab in the armor preview screen. Just select your piece of armor, choose the ornament you want and apply it.
Wow Wow Wow, types of armor energies?
(Image credit: Bungie)
Instead of elemental protection, armor pieces have elemental energy types in Armor 2.0, and they seem to affect which mods you can apply. Basically, different types of energy support different weapon mods. Exotic and Legendary armor rolls with random energy types and there doesn’t seem to be a way to change that after a fait accompli. Here’s what we know about energy compatibility:
Void : Supports hand cannons, sniper rifles, scouting rifles, shotguns and grenade launchers
Arc : Supports Bows, Pulse Rifles, Machine Guns, Shotguns and Swords
solar : Supports rifles, assault rifles, line rifles, submachine guns and rocket launchers
This energy system will invariably shape and / or restrict certain loads, but Smith says the modes may change in the future.“We could tweak their effect (how much speed does the reload effect add?),” He said, “we could tweak their cost (how expensive is this mod for sockets?), We could add mods to the pool for a different match. “. So if your dream combo doesn’t look possible right now, know that there is still hope. In any case, Armor 2.0 will always be less restrictive than the current system.
Intelligence, Discipline and Strength are explained
Apart from mobility, resilience and recovery – which still do the same – Armor 2.0 will roll with intelligence, discipline and strength. These were the armor stats in the original Destiny, and they have the same effects in Destiny 2:
Intellect : Increases Super Cooldown
Discipline : Increases Grenade Reload Speed
Durability : Increases melee reload speed
The new armor not only has more characteristics, but also more detailed statistics. Mobility, Resilience, and Recovery currently range from 0 to 10.In Armor 2.0, this range will be from 0 to 100. There are also performance levels in this range; every 10 points significantly increases the effectiveness of this stat. So we still have 10 levels for each character, but now each piece of armor brings more stat points. Additionally, you can apply mods to enhance any of these six stats. Hopefully the super recharge rates don’t get out of hand.
As Smith explained, current replenishment rates have been normalized to 30 Intelligence, Discipline, and Strength.In other words, you will need 30 points in each stat to maintain the current default deposit ratios. However, by wearing armor with the rolls you want and adding mods to them, you can increase the stats that you value the most. And Smith says that “it is quite possible to build a +100 intelligence assembly (100 is the limit) without connecting a single mod.”
Which fashions go where?
(Image credit: Bungie)
We haven’t seen every mod available, but here’s a rough look at how they shake out based on what we know:
Helmet : Ammo Finder, Targeting
Weapon : Reload, Grenade (Fastball, Impact Induction, etc.)D.)
chest : Reserves, undividedly
Legs : Scavenger, agility, traction
Class : Getting Orb (better narrower, etc.), Super energy on kill (remote connection, etc.), Bonuses to class abilities (distribution, etc.)
All new armor mods
We haven’t actually seen so many new armor mods yet. Bungie’s disclosure focuses on existing mods, but teases new mods as well.You can find more information on previous teasing mods here, and a list of confirmed new mods below:
Ammunition : Now specific to each weapon type. Bungie says they are more efficient than regular mods like Heavy Ammo Finder, and the ammo bricks generated by the Ammo Finder mod will glow on the ground to show you that the mod is working.
New content from update
(Image credit: Bungie)
To upgrade all of this new armor, you will need two new materials: upgrade prisms and ascendant shards.They only got teased live for a little while and Bungy didn’t explain where they come from, so we don’t have much to do at this point. We know that Upgrade Cores and Upgrade Prisms are not the same thing – no, they are not renamed anymore, but they can drop from the same sources. Notably, Ascendant Shards are exotic grade material, so you bet they’ll be harder to find.
Can I infuse my armor?
Aha! Refreshing your armor’s energy is a separate process from Infusion.You can still load high-level items into your favorite items to keep with you. This also applies to weapons, and the closest we can say involves dumping an Armor 2.0 loadout into an Armor 1.0 loadout, just in case you really want to hold onto that old helmet ..
Armor 2.0 will be shaped by changes to the Force in Shadowkeep. Here’s everything you need to know about them.
90,000 Destiny 2 – New Armor 2 Details.0 and other interesting information for the week, Studying news
New facts on armor
Just recently, another article appeared on the foreign portal Polygon, where they published new information from a conversation with the developers, unlike the previous one, this time the Armor 2.0 system was affected, which is designed to greatly change the way players approach their character development.
It should be noted right away that the aforementioned article begins quite interestingly, based on the words, the developers have no plans at all to change the current system of class sub-branches, at least this is not planned for the coming spring.
Instead, they decided to focus on how in the future users will perceive the armor and approach the process of customizing their character, it is now becoming clear that the changes will be much better than it seemed.
In addition to the already known information, it was clarified that the so-called energy system will appear in the game, most likely we could already see it in the very first vidoc, dedicated to the Shadowkeep add-on.
Roughly speaking, the main task of this system is to allow the player to make a certain part of the armor more powerful, in turn, based on the text, from a game point of view, this procedure will allow more modifications to be crammed at the same time.
I don’t know why, so far, based on the text, it turns out that users will have the ability to customize armor mods, but initially there will be a limited number of slots for this.
Users who have played the first part will most likely understand that it looks almost the same as the equipment / weapon leveling system, although I may be mistaken in the general concept of this feature.
As we already know, the basic characteristics from the first part (Intellect, Discipline, and Strength) will return to the game, they will slightly speed up the recharge of superpowers, grenades and class attacks in melee.
That’s just the developers decided not to stop at this, it becomes clear from the text that they want to change the basic characteristics of the second part (Mobility, Recovery, and Resilience), but how exactly they will tell you a little later.
An example was also given of how players can customize their armor, for example, if you like running around with a revolver, you can push two reload mods at once, because their effect will add up.
From here it is already becoming clear that a seemingly insignificant opportunity to set mods yourself can have a very huge impact in terms of customizing a character for a certain style of play.
At the conclusion of the first point, it became known that new modifiers for armor will appear in the game, only the team is still working on the details of how many new mods they will add and how powerful they will be.
If I understand correctly, the main idea here is that the developers want players to feel that their strength grows as they develop their armor.
Other information
Iron Banner, which will begin next week, will be the last activity where the exotic Lord of Wolves shotgun will fully work, and after that the developers will roll out the promised nerf patch for this weapon.
As previously mentioned, all users participating in the upcoming Iron Banner will receive a unique profile background.
Along with the launch of the Tribute Hall event, an unusual glitch appeared, it allowed some players to completely skip the main mechanics, of course, this is not very fair in relation to the players who spent their time and an impressive amount of resources.
This glitch will be fixed on July 30th ahead of the launch of the final Solstice of Heroes event, but Bungie will not directly punish players due to their “special” policy regarding various glitches and cheats.
So to speak, they decided to punish dishonest users in a different way, after fixing the system will only take into account physically placed tributes in a huge hall, and not just look at the number in the achievement.
Players who decide to use the glitch after fixing may find that the catalyst for the Bad JuJu rifle and the emote will disappear from their account, because achievements for unlocking them will show a completely different number.
Bungie talked about the strange situation around the moments of triumph and why people cannot get the title when completing all tasks, at the moment, users have the opportunity to complete only 22 tasks out of 24, since the last two will come with the final event.
Well, in conclusion, in a recent vidocq with illustrative examples, the developers showed how some significant locations of the Moon have changed during the transition from the first part to the second (some look very interesting).
The optical cable of the OKB is manufactured in accordance with TU, is certified in the field of fire safety and has a declaration of conformity registered with the Ministry of Communications of the Russian Federation Non-combustible OKB cable meets the requirements of technical regulations on fire safety. Fire safety class PRGP-2 (V) | |
Part number | Description |
---|---|
37555 | Transvok OKB-1 (4,0) -4 (1/50) Ts (7kN) Fiber-optic cable 50/125 multimode, 4 fibers, with armor made of round steel wire with a central tube, for laying in soils of all categories ( OKB-4 (1/50) Ts), black |
37558 | Transvok OKB-1 (4,0) -4 (1 / 62.5) Ts (7kN) Fiber-optic cable 62.5 / 125 multimode, 4 fibers, with armor made of round steel wire with a central tube, for laying in soils of all categories ( OKB-4 (1/62.5) C), black |
37595 | Transvok OKB-1 (4,0) -4 (2) Ts (7kN) Fiber-optic cable 9/125 single-mode, 4 fibers, with steel round wire armor with a central tube, for laying in soils of all categories (OKB- 4 (2) C), black |
37912 | Transvok OKB-1 (4,0) -8 (1/50) Ts (7kN) Fiber-optic cable 50/125 multimode, 8 fibers, with armor made of round steel wire with a central tube, for laying in soils of all categories ( OKB-8 (1/50) Ts), black |
37978 | Transvok OKB-1 (4.0) -8 (1/62.5) Ts (7kN) Fiber-optic cable 62.5 / 125 multimode, 8 fibers, with armor made of round steel wire with a central tube, for laying in soils of all categories (OKB-8 (1 / 62.5) Ts), black |
37948 | Transvok OKB-1 (4,0) -8 (2) Ts (7kN) Fiber-optic cable 9/125 single-mode, 8 fibers, with steel round wire armor with a central tube, for laying in soils of all categories (OKB- 8 (2) C), black |
37626 | Transvok OKB-1 (4,0) -12 (1/50) Ts (7kN) Fiber-optic cable 50/125 multimode, 12 fibers, with armor made of round steel wire with a central tube, for laying in soils of all categories ( OKB-12 (1/50) Ts), black |
37627 | Transvok OKB-1 (4.0) -12 (1/62.5) Ts (7kN) Fiber-optic cable 62.5 / 125 multimode, 12 fibers, with armor made of round steel wire with a central tube, for laying in soils of all categories (OKB-12 (1 / 62.5) Ts), black |
37628 | Transvok OKB-1 (4,0) -12 (2) Ts (7kN) Fiber-optic cable 9/125 single-mode, 12 fibers, with steel round wire armor with a central tube, for laying in soils of all categories (OKB- 12 (2) C), black |
37639 | Transvok OKB-1/3 (2.0) Sp-4 (1/50) (7kN) Fiber-optic cable 50/125 multimode, 4 fibers, with armor made of steel round wire of modular design, for laying in soils of all categories, black |
37567 | Transvok OKB-1/3 (2.0) Sp-4 (1 / 62.5) (7kN) Fiber-optic cable 62.5 / 125 multimode, 4 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37663 | Transvok OKB-1/3 (2.0) Sp-4 (2) (7kN) Fiber-optic cable 9/125 single-mode, 4 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37948 | Transvok OKB-1 (4,0) -8 (2) Ts (7kN) Fiber-optic cable 9/125 single-mode, 8 fibers, with steel round wire armor with a central tube, for laying in soils of all categories (OKB- 8 (2) C), black |
39152 | Transvok OKB-2/2 (2.0) Sp-8 (1/50) (7kN) Fiber-optic cable 50/125 multimode, 8 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37605 | Transvok OKB-2/2 (2.0) Sp-8 (1 / 62.5) (7kN) Fiber-optic cable 62.5 / 125 multimode, 8 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37662 | Transvok OKB-2/2 (2.0) Sp-8 (2) (7kN) Fiber-optic cable 9/125 single-mode, 8 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37642 | Transvok OKB-3/1 (2.0) Sp-12 (1/50) (7kN) Fiber-optic cable 50/125 multimode, 12 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37634 | Transvok OKB-3/1 (2.0) Sp-12 (1 / 62.5) (7kN) Fiber-optic cable 62.5 / 125 multimode, 12 fibers, with armor from steel round wire of modular design, for laying in soils of all categories, black |
37665 | Transvok OKB-3/1 (2.0) Sp-12 (2) (7kN) Fiber-optic cable 9/125 single-mode, 12 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37670 | Transvok OKB-4 (2.0) Sp-16 (1/50) (7kN) Fiber-optic cable 50/125 multimode, 16 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37635 | Transvock OKB-4 (2.0) Sp-16 (1 / 62.5) (7kN) Fiber-optic cable 62.5 / 125 multimode, 16 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37666 | Transvok OKB-4 (2.0) Sp-16 (2) (7kN) Fiber-optic cable 9/125 single-mode, 16 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37671 | Transvock OKB-4 (2.0) Sp-24 (1/50) (7kN) Fiber-optic cable 50/125 multimode, 24 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37636 | Transvok OKB-4 (2.0) Sp-24 (1 / 62.5) (7kN) Fiber-optic cable 62.5 / 125 multimode, 24 fibers, with armor from steel round wire of modular design, for laying in soils of all categories, black |
37667 | Transvok OKB-4 (2.0) Sp-24 (2) (7kN) Fiber-optic cable 9/125 single-mode, 24 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37672 | Transvok OKB-4 (2.4) Sp-32 (1/50) (7kN) Fiber-optic cable 50/125 multimode, 32 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37637 | Transvock OKB-4 (2.4) Sp-32 (1 / 62.5) (7kN) Fiber-optic cable 62.5 / 125 multimode, 32 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37668 | Transvok OKB-4 (2.4) Sp-32 (2) (7kN) Fiber-optic cable 9/125 single-mode, 32 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37673 | Transvock OKB-6 (2.0) Sp-48 (1/50) (7kN) Fiber-optic cable 50/125 multimode, 48 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37638 | Transvok OKB-6 (2.0) Sp-48 (1 / 62.5) (7kN) Fiber-optic cable 62.5 / 125 multimode, 48 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
37669 | Transvock OKB-6 (2.0) Sp-48 (2) (7kN) Fiber-optic cable 9/125 single-mode, 48 fibers, with armor made of round steel wire of modular design, for laying in soils of all categories, black |
90,000 Destiny 2 Potential Armor Issues 2.0, recent update and new details with PAX
In this short article, we’ll take a look at the latest information regarding the upcoming major update to Shadowkeep and the current state of the game, as well as share some concerns with you about some of the features already announced.
But first, let’s go over the recent update 2.5.2.2, it brought with it a number of long-awaited very nice changes and some other long-announced changes.
After almost two years, the developers realized that they needed to increase the maximum size of one stack.Thus, planetary materials, spare parts for the gunsmith, PvE PvP coins of the Iron Banner can be stacked in packs of 9999 instead of 999.
This will significantly reduce the space in the special inventory tab, finally allowing you not to constantly delete them or waste them.
The Braytech Schematics item, which is needed for Anka’s weapons, has been removed from the drop limit, and the chance of getting it has been increased by 25% when opening nodes.
Also, now users have a significantly increased chance of getting certain Anka weapons, which they still do not have, especially if you still have not fulfilled the conditions for the title.
Seasonal PvE and PvP weapon quests have been tweaked, so if you still haven’t received them, it’s worth considering, especially since there will be several events this month with increased PvP points.
- Wendigo
- Grenade Launcher kills are now 100% more effective for every mission.
- Performing raids in the playlist significantly increases the progress of the final objective, and also removed the penalty for the death of the character.
- Grenade Launcher Multikills speed up progress by 50%.
- Mountaintop
- Multi-kills requirement has been reduced from 200 to 75, and medals from 100 to 25.
- Increased the number of points you get depending on PvP mode, approximately x1 in quick play, x2 in Iron Banner and x3 for competitive.
In the Court, the damage to guards and HP of opponents was reduced, and in the third tier, the drop of weapons was significantly increased due to its total.
The drop rate of weapons has been raised for the Court and Gambit Prime, and the chance of obtaining weapons will gradually increase with each completed match.
Armor 2.0 and its features
Since the release of Destiny 2, the developers at Bungie have been experimenting with the equipment improvement system, gradually coming to the option using special improvement cores, a dubious option that even now not to the liking of all active users.
However, in a month this aspect of the game will radically change with the arrival of the new armor system 2.0, so far it looks very interesting, allowing players to fine-tune the characters, but already now possible problems are noticeable due to the introduction of two new resources.
As we already know, a new energy system will be used to install mods (except for some artifact ones), and it, in turn, will be tied to the process of improving armor up to the masterwork level.
That is, by gradually improving the armor, the user simply increases the maximum energy reserve (it is equal to 10 units) and as a bonus, upon reaching the masterwork, it slightly increases the main characteristics.
From an illustrative example, it can be seen that the first few levels require only a glimmer and legendary shards, while the remaining ones require improvement cores and two new resources (Enhancement Prism and Ascendant Shard).
Thus, we can say that the developers decided to develop the idea with kernels, adding a few more, I would say, rare resources, although on the stream they mentioned that they can be obtained in activities and, as you can see, just from a gunsmith (possibly by exchanging , say, kernels into prisms).
However, based on the demonstrated example, they will be required significantly less, for example, to improve five pieces of armor to a masterwork state, you will need 15 cores, 15 prisms and 5 shards. In the current version, this same example would simply require 250 cores.
As a result, at the moment such a difficult situation raises concerns among some players, because it may turn out that these resources will be even more difficult to obtain than kernels.
This is perhaps one of the topical issues, along with the increase in the level of light from the artifact and the features of the Iron Banner event mode.
New information from PAX
From August 30 to September 2, the PAX exhibition was held, where Bungie dropped in along with the upcoming update, some of its elements could be tried by everyone, which is why the vastness of the World Wide Web was simply flooded with screenshots with various equipment.
Below we will just look at what users managed to capture on their mobile phones and then merge into reddit.
- An automatic rifle of white grade Khvostov 7G-02 from the first part of the game was seen among the kinetic weapons in the collection. The peculiarity of this weapon is that there is another exotic version of the Khvostov 7G-0X, perhaps it will also appear in the second part.
- Deathbringer is a void exotic rocket launcher unusual in every sense of the word, it has already appeared in the latest teaser video.Its peculiarity lies in a projectile that can be remotely detonated, the principle of operation is exactly the same as that of a lion. After detonation, several likely homing void projectiles appear, roughly speaking, a miniature warlock ult.
- In the last video, you could also see an unusual machine gun that shoots like a cannon, it was also found in the PAX build, although instead of a name there is simply a plug. Actually, as expected, despite the type of weapon, it shoots heavy explosive shells, and the clip holds only 13 rounds.
- Another beam cannon will appear, dubbed Divinity. Continuous damage to a single target creates a field that weakens and dazes them.
- Warlocks will receive a new exotic Stormdancer’s Brace. Its unique perk Ascending Amplitude enhances Stormtrance (lower and upper electrical branch), after activating the ultimate, killing opponents increases your damage. For me, this is a great alternative to the crown, which simply extends the duration of the ult.
- Finally, we have merged the page with the Garden raid equipment, this is officially confirmed information and the developers will tell you a little more as soon as they return to the office.So far, the picture shows two shaders, several weapon options and, most importantly, armor. In the latter case, some users have noticed that, judging by the icons, this is just a reskin of the Everser kit from the Curse of Osiris add-on.
Source: goha.ru
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Premier Body Armor Kevlar Plate for Vertx Gamut 2.0 Backpack Coyote
This lightweight and flexible padded panel specially designed for Vertx Gamut 20, will provide you or your loved ones with many years of reliable service.
Features:
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Just 1 cm thick
Made from Kevlar® only and has a durable CORDURA® 500 Denier outer shell
Panel size: 28 x 46 cm
Made in USA
The Vertx Gamut 2.0 Backpack allows you to transport firearms and more,
while having a civilian appearance. The highlight of the company’s backpacks and bags
Vertx shipped from the USA by Abrams (We are the official
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By
the size of the backpack allows you to carry a 15 ” laptop. On the
on the front there is a large pocket with hidden MOLLE / VELCRO
panel (by opening this panel, the backpack can be reformatted to
tactical) that can be hidden in a hidden hole. External panel
pocket hides inside. There are additional straps in the pocket for
transportation of bulky items (helmet, fleece, shoes, etc.). Very important
moment,
that there are hidden lock buttons so that no one
someone other than you could not open this pocket.So valuable things underneath
reliable control! There are holes for the outlet of the hydrator tube.
Company
Vertx has provided a built-in hidden backpack handle in the form of
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high quality nylon is used.
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a 15 “laptop can easily fit here.The weapon can be mounted with
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large compartment is designed to accommodate various holsters and mounts from the series
Tactigami by Vertx (Sold separately). The inner walls of this section are made of
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size 50X30cm, placing the backpack on the chest.For quick access to
department with weapons specially provided for the patented Rapid system
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large handle for emergency opening of the compartment.
Back of Vertx Gamut 2.0 Backpack
there is a 3D panel with the Vertx branded logo for a comfortable and
comfortable wear. Also, the manufacturer has provided for the possibility of using a backpack with a built-in armor element as a ballistic shield. It is possible to attach the backpack to the handle of a travel suitcase.On the sides there are two cartridges for household items with water, which can be pulled with puffs.
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Volume: 28 liters
Bag weight – 1.343 kg.
YKK®
Zippers Material: Cordura / Nylon
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All pouches and holsters are purchased separately and are not included with this product!
Tug the Hot-Pull Tab to access the PDW rifle discreetly carried in an adjustable print-proof scabbard that doubles as a laptop and sensitive gear sleeve.The Gamut Backpack front flap can be configured as an external sling to carry larger items while your laptop stays snuggled in its dedicated sleeve. Loads of internal and external slots and pockets keep all your gear secure, organized and where you expect it to be when you need it.
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Weapon-compatible concealed carry platform with loop lining and a Rapid Access Pull tab
Concealed carry platform accepts ballistic panels
Convertible front flap stows behind loop-faced MOLLE webbing panel to provide ready access to items mounted there and to rapidly change the bag’s appearance
Snaps on front flap zipper pulls prevent accidental opening and G-hook straps enable front flap to convert to a sling for larger items
Main compartment has adjustable padded laptop sleeve, four gear slots, two abrasion-resistant zippered mesh pockets and strategically located loop panels for Tactigami ™ and other hook and loop-compatible accessories
Modular padded laptop sleeve in main compartment adjusts in size and position and adapts to become a print-proof protective scabbard for weapon or sensitive gear
Zippered admin pocket with key lanyard near top of the bag
Main compartment opens 1 80 ° to easily load and access gear
Dual snaps on main compartment prevent it from opening more than desired and deter pilferage
Hot-Pull Tab can be set up for quick access to the main compartment
Zippered side compartments open toward the body for improved security and enable organization for your admin gear with total of two zippered mesh pockets and 7 drop-in pockets
Stretch side pockets securely cinch water bottles or similarly-sized necessities
3-D molded foam back panel enhances airflow and comfort and has a pass -through for rolling luggage handles
Multiple strategically-located and Tactigami ™ -compatible loop panels
Adjustable shoulder straps with 1919 webbing and sternum straps
Adjustable waist belt tucks away when not in use
Hydration bladder compatible with dual hose pass-through ports
Light-colored interior improves interior visibility
Accommodate up to 15 ”laptop 9000 3
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Capacity: 28 liters
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Bonded nylon thread throughout with critical seams and attachment points bartacked for extra durability
VELCRO® Brand loop for top- of-the-line retention of Tactigami ™ and other hook and loop-compatible accessories (accessories sold separately)
YKK® self-repairing nylon coil zippers throughout
Quiet positive-grip zipper pull-tabs
3-D molded foam back panel and laptop insert
Abrasion-resistant mesh used on internal pockets