In our day to day life, its normal to encounter burst pipes. As a result, its sometimes a bit challenging what to do when your precious store floods; especially when the intense is great. Sometimes one is confused when the flooding keeps on increasing. Its very useful to keep yourself calm. This is key to carrying out the basic steps properly.
So what do you need to do?
First thing – Call plumbers Washington DC.
Lets take a tour of the basic steps that may help you counter a flooded store. First and the most important thing to do is to shutdown or simply switch off power from the main supply. This is the first step i would recommend you to do. Do not assume that since there is no power you need not cut power. No! Switch off in either cases. This is to avoid any damage caused by electricity on contact with water. You may also need to move electrical plugs to a higher place.
It’s also recommended to take pictures of the scene before touching anything. The pictures are used to inform the insurance company of the damage caused.
Call the insurance company and inform them of the incident.
One of the problem we make when floods occur is to leave the place without securing it. It is advisable to make sure you close the premises when leaving. This is to avoid theft which is kind of normal in flooded stores. You do not want to end up losing everything.
Call one of the plumbers Washington DC; collection of professional plumbers. If you do not have contacts to any plumber, I would advise you to ask a friend. You may also search the web for plumbers Washington DC. The web has proved itself very helpful nowadays. You get a variety of various plumber firms with a click.
Lastly, its important to try secure the affected items to avoid extra damages. Sometimes its worth one save. You may also think of removing the flooded water before the plumbers arrive.
Take note of the highlighted tips; you might find your video store flooded, they may be useful.
Running a video game store is a cut throat undertaking with stiff competition being one of the factors an entrepreneur has to contend with. The last thing gamers, as well as the store owner needs, is business down time due to leaking pipes which are a hazard both to the electronics on sale, on play and the savvy users who frequent these establishments.
Simply digging up and replacing damaged pipes is not an option for our businessman as repairs to walls, lawns, tiles and even driveways might take ages and ultimately become the death knell for the business due to lost clientele and expensive repair costs.
Luckily there is technology that will help our entrepreneur come up with a solution pretty fast at 40% – 50% fewer costs. Pipe Relining is a technology that has been in use in the US and Europe for the past thirty years which involves non-invasive repairs on blocked, cracked, leaking or even root infested pipes. Whereas traditional pipe repair methods involved digging up damaged pipes, Pipe Relining is non-invasive and non-disruptive repair method, meaning that no digging is required and repairs are done quietly in a day or less.
Getting the Service
Our Video game store owner will need to look around for professionally certified pipe relining company in his/ her locality. The Pipe relining company personnel will then come on site and follow these steps
1. Pipe System inspection
The pipe system will be drained and or unblocked first using various techniques such as high-pressure Jet Blasting, which is preferred. Next, Using a specialized camera called a flood Camera, the technician will insert it into the drained pipe and get a full video in color of the damaged section(s) of the pipes.
These sections are then marked and pipe liner is measured and cut on site. Our video store owner should get a copy of this full-color video.
2. Get a not to scale drawing of the piping system layout
The pipe relining company personnel issues the video store owner with a not to scale drawing of the piping system, highlighting the damaged sections.
3. A deficiency Report
A deficiency Report detailing the structural damage to the pipe system and the causes is generated and issued to the video game store owner. Normally this report is also accompanied by a proposal for remedy and the steps the pipe relining company will take to get the problem fixed.
Once our Store owner buddy consents to the repair, Pipe relining is done using various methods such as spot repair, Inversion lining, and Junction repair. These methods are dependent on the structural damage on the pipe system and the list is by no means exhaustive.
How it works
I will not delve into the workings of each but the general way that pipe relining works is simple. A liner is impregnated with a two part resin which is then inserted into the damaged section of the pipe. Using air compression, the resin is forced to conform to the inside of the pipe until curing is achieved and the inflation device is then removed leaving a new pipe that conforms to the existing old and damaged pipe.
The newer pipe achieved by this method is stronger than the existing pipe and the 40 -50 year warranty is a testament to that as opposed to the one year warranty that is issued for normal pipes.
This technology will be used on most types of pipes from two to twelve inches in diameter and includes Cast iron pipes, Clay, PVC and other plastics pipes, Concrete, copper pipes and steel pipes.
It is safe to inform our game store owner friend that repairs will take at most a day, will not disrupt any buyers or gamers and there will be no restoration costs after the plumbers are done. Clearly, pipe relining is the superior choice when it comes to non-disruptive plumbing repair works.
By the very nature of its roots in the amazing Dishonored 2, Dishonored: Death of the Outsider was already well on its way to being a great game. I was overjoyed to drop back into the city of Karnaca and try on a new set of supernatural assassin abilities, even if the things I did there weren’t quite as compelling this time around.
Death of the Outsider puts you in control of the charming but troubled Billie Lurk, who is helping her now old and dying mentor Daud get revenge on the black-eyed god behind all the magic happenings since the Dishonored series began: the Outsider. It aims to tie a neat little bow on the story arc that started with Jessamine Kaldwin’s murder in the first Dishonored, though it’s unusually light on story itself.
Destiny 2 is a lot more Destiny. The structure is largely the same, as is the mechanically excellent shooting and satisfying loot grind. But there are a variety of changes both under the hood and throughout your activities that make it a significant improvement over the original and a better experience for more than just the most hardcore players.
From the onset, there’s an overwhelming amount of stuff to do. The Red War story funnels you through the four areas you can explore, introducing you to each one as you go. At each destination, there’s a bunch of optional activities to choose from, including story-like Adventure missions, simple loot dungeons called Lost Sectors that lead to hidden areas of the map, and public events and patrols, which return from Destiny 1. Then, as you progress through the story, you’ll unlock the strike playlist and PvP in the Crucible. For a newcomer to Destiny, it can be hard to decide what to do and when.
The Red War story missions are less about plot and more about acclimating you to everything there is to see. You’ll level up at a pretty steady pace, but there are two level-gated missions that essentially force you to complete Adventures and other activities for XP before you can move on. There’s no actual reason for the missions to have level requirements, which can be annoying, but having direction is welcome after Destiny 1’s lack thereof. And aside from netting you XP and loot, the semi-hidden Lost Sectors reward exploration while Adventures are filled with lore and interesting details about the world that fall outside of the scope of the main story. Plus, if you’re burnt out on standard PvE, you can switch to PvP to level up, which requires different gear and skills.
The story is enough to serve its main purpose, which is to contextualize the shooting and looting you’re doing through it all. Its villain is a derivative conqueror figure with a hunger for power and destruction, and the save-the-world plot is tired. But you don’t need to know much to get going except that humanity is in danger, and you of all people have the power to help. The story’s strengths lie in atmosphere and side details, like the endearing craziness of the deranged AI Failsafe or the mysteries of the Vex machine race, and that should be fine for the majority of players who see the story as something to rush through in order to reach the high-level “endgame.” The mournful soundtrack in particular is fantastic, and it carried me through the most basic story beats, even on repeat playthroughs.
Like Destiny 1, there’s a lot of grinding to be done between finishing the story and moving onto the high-level endgame activities like the Nightfall strike and the Raid. And again like in Destiny 1, the shoot-and-loot feedback loop feels fantastic. The gunplay is still excellent, and being rewarded for your efforts with an even better gun is something worth celebrating. The biggest change is how much quicker it is to increase your Light level–now called Power–with minimal grinding early on. The combat isn’t any easier because of it, though, so it simply takes away the Destiny 1-era frustration of running the same few strikes a dozen times before you can move on to literally anything else. Plus, knowing you might get a slightly more fashionable pair of gauntlets from a five-minute public event gives you the kind of instant gratification that will sustain you through to the endgame.
There’s a decent variety of weapons and gear to find, mostly in random drops. And once you know what gear is desirable, it becomes a fun metagame to hope you’ll find it. A favorite around the GameSpot office has been the exotic auto rifle Sweet Business, and though no one has been using it, we had a lot of fun embarking on the quest to get Rat King. You might get lucky and get what you want right away, but for most people, finding a combination of great weapons for both PvE and PvP and gear with abilities that complement them takes some time. As far as customization goes, the Eververse and its microtransactions return, though leveling up after the official level cap grants you the new Bright Engrams that can be redeemed for consumable shaders, emotes, and more (for free). The change to shaders wasn’t popular among fans at first, but making them consumable allows for a greater range of customization on different pieces of armor as well as weapons.
Some activities and areas are more cleanly or interestingly designed than others, and after a handful of hours, you’ll start to identify the ones you love to play again and again and the ones you aren’t as fond of. At least two of the Crucible maps are circular in design and essentially funnel you to your death if you aren’t paying attention, which can get pretty boring; some areas require a fair amount of platforming, which can vary from tolerable to tedious depending on your class. But others are laid out in all the right ways to be memorable and fun to replay, like the Arms Dealer strike that keeps you running from room to room and preserving your heavy ammo for a series of tanks.
Though there’s plenty you can do on your own, Destiny 2 is undeniably better as a shared experience. That can come on many different levels; you can work silently with complete strangers to trigger a heroic public event that gets you all better loot, and on the opposite end of the spectrum, you can coordinate with five friends for hours on end to tackle the Raid. You can also join a Clan, which can grant you a number of passive benefits, like legendary gear, as long as someone in your Clan is meeting certain milestones. On top of that, Destiny 2 also introduces Guided Games, where solo players can search for groups who are short one person and willing to help them through difficult endgame activities like the Nightfall or Raid.
Success through strong teamwork is absolutely the best part of Destiny 2.
Success through strong teamwork is absolutely the best part of Destiny, and the top-to-bottom tweaks and additions in Destiny 2 make it more accessible without dampening your sense of accomplishment. Meeting the level requirement for the Nightfall or Raid and actually completing it are two very different things, and getting in sync with your Fireteam and flawlessly executing a strategy takes a lot of work. The first two Nightfall strikes, for example, both introduced a modifier to the original strike that forces you and your team to coordinate loadouts and stay in constant communication about which weapons and subclasses you’re using. You have to figure that out while also shooting waves of enemies and trying not to die. You’ll most likely fail, but each failure helps you perfect your strategy incrementally, and the process of collectively achieving that goal is immensely satisfying.
At the highest level, the vast and visually striking Raid combines the need for top-tier weapons and gear, picking the correct subclass and loadout based on what your team needs, strong combat skills, and problem-solving as a group. Destiny 2’s first Raid, Leviathan, is very, very difficult, and solving its often obscure puzzles can be both rewarding and frustrating. For the most part, each failure teaches you something new, and the GameSpot Raid team actually cheered when we came up with a solid strategy after going in blind. But there was one section in the middle that we struggled to complete even after we figured out what to do conceptually. Of course, this was after about five straight hours of raiding, so fatigue was definitely a factor–but it didn’t blend the puzzle-solving part with actual execution as well as the previous sections of the Raid.
In true Destiny fashion, if you do something once, you’ll probably end up doing it many more times. The difference with Destiny 2 is in the variety and accessibility of what’s available, which cuts down on a lot of the frustration associated with grinding. And even after you’ve leveled up, there’s still more you can do, from keeping up with daily and weekly challenges to just hanging out with friends. It’s a much stronger foundation than the original had and one that’s enough on its own to keep people coming back week after week.
Captain Phasma boasts what is easily among the most memorable character designs in the new Star Wars movies. Sadly, she fell into a grand tradition of Star Wars characters looking cool and doing little in The Force Awakens. But between the recently released Phasma novel and now this new Marvel miniseries, it appears that her stock is on the rise leading into Star Wars: The Last Jedi.
With Journey to Star Wars: The Last Jedi – Captain Phasma, Marvel’s goal isn’t to provide a sweeping, comprehensive look at the character’s background, but to tell a very specific story set in the immediate aftermath of The Force Awakens. Basically, this first issue answers two questions – how did Phasma escape the doomed Starkiller Base, and what did she do next? Writer Kelly Thompson is clearly taking a focused, efficient approach to this book. But given that one of the few things we know about Phasma is that she’s a very strict, no-nonsense commanding officer, that approach seems warranted. And the no-frills approach gives the comic an added sense of urgency that goes hand-in-hand with the looming destruction of Starkiller Base.
There have been so many Stephen King adaptations over the last four decades – many of them bad – that it’s easy to take them for granted. But there is something undeniably appealing about the sensibilities of this prolific author, a visual quality that translates effectively to the screen, and it’s something that director Andy Muschietti captures disturbingly well in his adaptation of IT or at least, in this first half of the two-part film.
Stephen King’s seminal work about a group of put-upon children who overcome their fears – personified as a demonic clown – and later revisit their childhood traumas as adults has been adapted once before, in a 1990 TV mini-series. And although that version features a haunting performance by Tim Curry as the titular monster, its workmanlike presentation doesn’t come close to this new adaptation, which understands that King’s small-town nostalgia is purposefully grandiose. Memories of childhood have a tendency to take on a larger-than-life quality, a perspective which Muschietti interprets on film with romantic sentimentality half the time and grotesquely distorted funhouse-mirror theatricality the rest.
With any series that’s run as long as The Walking Dead, the biggest challenge is in keeping things fresh and exciting over the long haul. Generally, Robert Kirkman and Charlie Adlard have risen to that challenge. But it is sometimes troubling that the newer additions to the cast rarely stand out as much as the classics. For every Negan or Alpha, there are several characters for whom it’s difficult to even remember their names. And as the creative team slowly kills off the old guard, the need to craft worthy replacements becomes all the more paramount.
The Walking Dead #171 reads like a concerted effort to rectify that problem. This issue introduces “Princess,” the flamboyantly dressed character on the cover. Her personality immediately proves to be as flashy as her outfit, as Princess is all too happy to jabber away at the bemused Michonne and her search party. If nothing else, there’s little chance of Princess getting lost in the shuffle or failing to stand out from the rest of the cast.
Iceman #5 deals with several familiar X-Men tropes. There’s the idea that coming out as a mutant is a metaphor for coming to terms with one’s sexuality. There’s the fact that Bobby Drake is too fearful and self-loathing to tap into the full extent of his mutant power. And there’s the obligatory fight with a rampaging Juggernaut. Familiar or not, writer Sina Grace is able to blend these tropes into an effective whole as Bobby finally gets in touch with his inner Iceman.
At the heart of this issue is the uncomfortable heart-to-heart between Bobby and his parents. Remember that iconic scene from X2: X-Men United where Mrs. Drake says, “Have you tried… not being a mutant?” That’s pretty much the reaction Bobby faces here. It’s to Grace’s credit that he doesn’t opt for the predictable, feel-good route here. The interaction here is messy and awkward. Grace talks here about how his own personal experiences informed his handling of this issue, and there is a real sense of authenticity to the dialogue and Bobby’s strained attempts to make his parents understand. In the process, Grace makes a strong case for why revealing Iceman’s homosexuality is a natural evolution for the character. So much of Bobby’s ongoing struggle has centered around repression and self-esteem. If anything, it feels like Grace is finally getting to the root of the character’s psychological woes.
One of the fundamental problems with the direction of Marvel Comics these days is the fact that so many of the company’s decisions seem to boil down to “This thing worked, so let’s do several more variations of it.” That certainly seems to be the case for Venomverse, a symbiote-flavored rehash of 2014’s Spider-Verse crossover. It features a similar multiverse-spanning cast, but little of the whimsical sense of fun and none of the dramatic weight of Spider-Verse. Like the prequel miniseries Edge of Venomverse before it, this issue does nothing to get the reader invested in this massive team-up.
This issue begins the core Venomverse conflict, with Eddie Brock being dragged into an alternate universe where his fellow Venoms are making a desperate stand against a powerful a seemingly unstoppable foe. Sound familiar? The basics trappings are very similar to those of Spider-Verse. The fun and adventure, however, are sorely lacking. The enemy introduced in this issue is faceless and generic – basically a mash-up of Anti-Venom and the Marvel Zombies. Venomverse doesn’t have the benefit of building on past conflicts as Spider-Verse did with its use of Morlun and the Inheritors. We have no reason to care about this enemy coming into Venomverse, and this issue does nothing to rectify that problem.
Batman #30 serves as another transitional chapter of “The War of Jokes and Riddles,” with perennial sad sack Kite Man again finding himself caught in the middle of the citywide conflict. But as solid as Kite Man’s origin story was in Batman #27, this issue truly captures the tragic, goofy appeal of this Z-grade villain.
Kite Man is a joke. That’s really the running theme of this issue. Writer Tom King and artist Clay Mann follow poor Chuck Brown as he teams up with one villain after another, each time ending in painful disaster and leaving Chuck even worse off than he started. The punchline is always the same, and Kite Man is determined to keep laughing or die trying. Over the course of these misadventures, King paints Kite Man as a pathetic yet compelling figure. He’s not clever or bloodthirsty or crazy enough to hack it as a Gotham City supervillain. Yet he keeps picking himself off and trying again, if for no other reason than he’d rather keep laughing at himself rather than face the misery his life has become. King’s script lends extra pathos to Kite Man’s sad plight by juxtaposing the present with a series of narrative captions relaying a conversation between Chuck and his late son. It takes skill to make readers care this much about such a dumb character, but King makes it seem easy.