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Escape from Tarkov New Player Guide 2.0: 75 Pages and packed with all the information you could ever need for success!


Greetings, this is dumnem, also known as Theorchero, but you can call me Theo. I'm an experienced Tarkov player and I'm writing this guide to try and assist new Tarkov players learn the game, because it has one hell of a learning curve. We'll be going over a lot of different aspects of this guide, and it is going to be huge. Feel free to digest this in parts.
Additionally, this is a work in progress. I will write as much as I can in one Reddit post, but subsequent parts will be in additional comments. Google Docs Version (Note: Link is placeholder atm, but here is a sneak preview!)
Disclaimer: Tarkov recently updated to .12! That's a HUGE amount of information that I need to update. Please be patient! If there is anything I have gotten wrong or may have omitted, please let me know.
This is Primarily directed towards Tarkov Novices, but should be useful for even Tarkov Veterans. It hopefully includes everything you need to know to be able to go into a Raid equipped for success and to successfully extract with gear.
Want to play with friends? Want to have fun and learn Tarkov? Check out my discord here.


  • [Updated for .12]
  • Money making strategies completed.
  • Minor grammar adjustments, adding additional medical items.
  • Added additional resources, updated old ones.
  • Hideout section complete

Table of Contents

  • Tarkov Overview - What is Escape from Tarkov?
  • Tarkov Resources - Useful links
  • Tarkov's Maps
  • Tarkov's Health System
  • Tarkov's Hideout System
  • Tarkov's Quest System and Progression
  • Tarkov's Hotkeys to Know
  • Getting Started
  • Player Scavs
  • New Player's loadouts - LL1 Traders
  • What to Loot - How to get the most money per slot
  • Stash Management - How to combat Gear Fear
  • Tarkov Economy - How do I make money?
  • What now?

Tarkov Overview - What is Escape from Tarkov?

Escape from Tarkov is a tactical, realistic, FPS with MMO elements developed by Battlestate Games. It is currently in closed Beta. The game features several maps in which your primary character, your PMC, goes into Raids in order to find and salvage loot and useful equipment to survive and thrive in Tarkov. Death is very punishing in Tarkov. If you die you lose everything you had on you when you die (with the exception of what's inside your Container and your melee weapon) including any equipment you brought with you or what you found inside the Raid.
Enemies can be players (PMCs) or Scavengers ('Scavs') that are either controlled by AI or by players. Unlike many shooters, AI enemies in Tarkov are deadly - they can and will kill you on sight. They have recently been upgraded to act more intelligently, shoot more accurately, and react to situations on the map, such as investigating noise of gunfire or searching. It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, dynamic and specific loot placement, and multiple options for engagement. Do you want to play slow and stealthy, to avoid fights, or set up a deadly ambush on an unwary foe? Or do you prefer raw combat, where only your quick wit, placements of shots, and tenaciousness determines who gets out alive? It's your Tarkov. You make the rules.

Tarkov Resources - Useful links

I take no credit or responsibility for any of the content in these links. To the best of my knowledge, these are updated consistently and are accurate, but user beware.

Quick-Reference Ammo Chart

An updated ammo chart can be found on the wiki.

Tarkov Wiki

Absolutely fantastic resource. You can visit them here.
It is a massive collection of everything that we players have been able to find.
They contain trades, user-created maps, lists of ammo, parts, weapons, loot, etc. If it's in the game, it's on the Wiki, somewhere.
I highly recommend opening the wiki page for the Map that you plan on raiding in.
The Lab ('Labs')

Map Keys and You

Huge collection of all the keys in the game. These are also on the wiki, but this page has them all on one page, and tries to inform the user if the key is worth keeping or using.
Check it out here.
This section is open to revision. Mention me in a thread (or in the comments below) about a resource and I'll see about adding it here.

Tarkov's Weapon Compatibility Guide

Pretty self explanatory. Also includes a Key guide and a Mod guide.
Check it out here.

HUGE Reference Bible by Veritas

Courtesy of Veritas (Send me his reddit username?), It's located here. (Open in new tab.) Contains: Detailed information about: Ammunition, Health, Firearms, Body Armor, Helmets, Rigs & Backpacks, Labs & Quest keys. Outdated! Needs to be updated for .12

Offline Raids - Player Practice

Offline raids is a feature added for testing and learning purposes for both new and veteran players alike. It is an incredibly useful tool.
In an offline raid, your progress is not saved. This means you don't keep anything you find, keep any experience 'earned' if you successfully extract, or lose any gear when/if you die. To access OFFLINE Raids, head into a Raid normally until you see this screen. Then Check the box indicating that you want to do an OFFLINE raid and you're good to go! You even have a choice on whether or not to add AI. You can also control how many AI enemies spawn, fewer than normal or a great deal more! You can even make Scavs fight each other. (Framerates beware.)
You can control how many scavs spawn (if any) as well as a number of other paramaters. New players should use offline raids as a tool to practice shooting, controls, movement, etc.

Tarkov's Maps

Tarkov features several maps - ranging from wide, beautiful vistas to ruined factory districts, to an abandoned laboratory where illegal experiments were being conducted. It is important to learn the maps you intend to play. In order to keep your gear, you must 'extract' at one of your designated exfiltration points. Not all extracts will be active every game, and some are conditional.

To see what extracts are available to you, double tap 'O' to show raid time and your exfils. If it has a ???? it might not be open.


Gate 3 Extract
A small, fast-paced map that was primarily created for PvP. Scavs spawn in all the time. Very close quarters, shotguns and SMGs tend to dominate here. PMCs can only access one Exit (Gate 3) without the Factory Exit Key. Good place to go if you need PMC kills as action is pretty much guaranteed. It is recommended NOT to bring in a lot of gear to Factory until you are experienced.
Factory Map in PvP is best played in Duos - due to the layout of the map, a Maximum of 6 PMCs may be present in the game. Due to the split spawn points, you effectively have 'sides' that have up to 3 spawn locations that are close together. This is why it is recommended to secure/scout enemy spawn locations. If you go in with a Duo, you at max have 2 players on your side for an even 2v2, and if played smartly you can eliminate them and know your 'side' is secure from aggression for the time being.
Upon loading in, scavs usually take a couple minutes to spawn, though this depends on the server in question and isn't super reliable. For new players, the best loadout in Factory is going to be a MP-153 Loadout - using just an MBSS (or similar bag) and ammo in your pocket to fight other players and Scavs. Scavs will often spawn with AKs and other 'vendorable' weapons, so is a good source of income.
Factory is also one of the best maps to Scav into, as Scavs can typically avoid the Exit camping strategy employed by a lot of weaker or newer players in order to secure gear, because they typically have extra exfiltrations whereas PMCs without the Factory Exit Key are stuck using Gate 3.
If you go in with a modicum of gear, it is recommended to keep at least a flashbang (Zarya) in your container. This will allow you to quickly slot it into an empty chest rig or pocket so you can throw it into the exit door, this will flash enemies and is cheap to do - the one time you survive because you flashed the 3 exit campers using shotguns will make this strategy extremely valuable.


Extract map
A fairly large map that was recently expanded and is expected to receive an overhaul within a patch or two, due to the choke point design of the map. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse ('big red') near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side. Players can also spawn in several places in the woods North of boilers.
This map has the most quests in the game. Geared players often come to customs to challenge other squads over Dorm loot and to fight a Scav boss. New players are usually trying to do one of several early quests, such as ‘Debut’ which tasks them with killing 5 scavs on Customs and acquiring 2 MR-133 shotguns (pump shotties) from their corpses. Construction is also a popular hotspot as it has a lot of scav spawns as well as the location for the Bronze Pocketwatch, which is Prapor’s second quest.
Customs itself does not offer very much loot on average. There are several spots which can contain decent, but the vast majority is located in a couple different locations.
Dorms is the best loot location for Customs. It has two sets, 2 story and 3 story dorms. They each have their own sections of good loot, but the best is considered to be 3 story dorms, due to the presence of the Marked Room. The marked room requires a marked key to open, and has a good chance to spawn rare loot, such as keytools, documents cases, weapons cases, and high-end weapons. Due to the nature of the high value of this room, it’s almost always contested and it’s one of the best rooms in the game to farm, albeit with difficulty to successfully extract with the loot found. Note, though the key required has a maximum amount of uses, it is a fairly cheap key, and worth buying if you like to run customs and go to Dorms.
Dorms also has a ton of early quests (Operation Aquarius, for one) with some keys being valuable to use, but most dorms keys aren’t worth that much on the market. There’s too many to list here, but make sure to check the Map Keys and You at the top of the guide to determine what the value of a particular key is.
Checkpoint (Military Checkpoint) is also a decent loot spot, though not nearly as good as Dorms. If you have the key, it has a grenade box and 2 ammo boxes which can spawn good ammo. The jacket in the blue car also can spawn good medical keys as well as medical items. It is very close to the gas station, so I’ll include that here as well.
The Gas Station is one of the possible spawn locations for the scav boss. It has loose food items, a weapon box in the side room, with two keyed rooms leading to a safe and a med bag and box. Also contains a couple registers and food spawns on the floor. The emercom key can spawn on the seat in the ambulance out front.
North of the gas station is the Antenna, which contains 3 weapon boxes, a tool box, and a med bag. Possible location for scav boss spawn, albeit rarely, and also spawns regular scavs, like checkpoint and gas station.
Beyond that, there’s scattered loot around the map in different places, but usually not enough to warrant going out of your way for. There’s also scav caches, mostly around the middle road outside construction and around the boiler area.
The scav boss for customs is 'Reshala.’ He has 5 guards that have above-average gear and can be tough to deal with solo. The guards tend to be more aggressive than normal scavs, so they can be a lot to handle but are vulnerable to fragmentation grenades or flashbangs due to their close proximity to one another. Reshala himself has a good chance to have one or more bitcoin in his pockets, as well as his unique Golden TT, which is required for a Jaegar quest and used in conjunction with other Golden TT's to purchase a Tactec, good plate carrier. Reshala may spawn either Dorms (either bldg), New Gas Station, or rarely the tower north of the gas station. Scav bosses are dangerous enemies with escorts that have above-average loot (sometimes great loot) and are hostile to everyone, Including player scavs. Scav guards will approach a player scav and basically tell them to leave the area, and if they walk closer towards the scav boss they turn hostile.
The ‘official’ spawn rate for Reshala is 35%.


Woods Map with Exfil
A very large map that is mostly just a large forest, with the occasional bunker, and the Lumber Mill in the center. The Lumber Mill is the primary point of interest, as it contains a couple quest locations and is the primary location to farm Scavs, as Scavs killed on woods are a good source of end-game keys that are hard to find.
Since the map is so large and open, sniper rifles with scopes usually reign king here. You will see a lot of players with Mosin rifles as they are a cheap way to train the Sniper skill (for a quest later on) and are capable of killing geared players and scavs alike.
Overall, not usually very populated. An early quest from Prapor sends you here to kill a number of Scavs. A good map to learn the game, as although the loot is not fantastic, you can get experience with how the game runs and operates while fighting AI and possibly getting lucky with a key find off a scav.
As of .12, Woods now houses a Scav boss that acts as a Sniper scav. He is incredibly dangerous and usually carries a tricked-out SVDS. The 7.62x54 caliber is not to be underestimated. That caliber can and will wreck your shit through what most players are capable of wearing, especially early on in a wipe. He may also carry an AK-105, so he's going to be dangerous at both short and long ranges.
He has two guards, and he typically patrols the area around the Sawmill, and carries a key to a cache nearby full of goodies. His key is part of a quest for Jaegar.
Woods also has two bunkers, one of them being an extract and requiring a key. Both bunkers have some moderate loot in them, thus worth visiting, though not necessarily worth going out of your way for them. Several quests occur around the sawmill area, which contains a good couple keys that can spawn.


Shoreline Map, with Loot, Exfil, etc
A very large map, notorious for its FPS hit. Generally speaking, one of the better maps for loot. The primary point of interest is the Resort, but scavs spawn there, and is primarily occupied by hatchlings (players only with hatchet, ie melee weapon) and geared players. Resort has great loot, but requires keys to access most of it.
A great map to learn though from new players as the outskirts still contains plenty of loot and combat opportunities with AI scavs. You can hit Villa, Scav Island, Weather station, Docks, etc and come out with a backpack full of valuable gear fairly easily. The Village (Not to be confused with villa) contains a lot of toolboxes which can contain lots of parts used to upgrade your Hideout.
Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline. For this and other reasons, probably the best map for new players to learn the game with.
A good loot route is to hit the village (caches in it), scav island (2 med bags, 2 toolboxes, 2 weapon boxes, 1 cache), burning gas station (weapon boxes and a safe), pier (potential extract, 2 pcs 2 safes and lots of filing cabinets), and weather station. Scavs may spawn around these areas, but most players just head straight for resort anyway, so you are much less likely to encounter them, especially if you avoid Mylta power (most players hit it on the way to or leaving from the resort). Excellent route as a player scav as well.


Detailed map
Great, great loot area, but very complex map. Old computers might face unique struggles with this map. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map, but usually avoidable. Huge map with multiple floors and many many different stores. Communication with teammates is a challenge on this map, but the map is also fantastically detailed.
This map features a lot of loot that depends on the kind of store you're in. It's a great place to farm rare barter materials which are valuable to sell on the Flea market or to use for quests or for hideout upgrades. An early quest (from Ragman) sends you here to kill a large amount of Scavs. I'd recommend getting Ragman to level 2 and accepting his quest asap when going to Interchange, as getting this quest done can take a while as it is and you want all scav kills to count towards progress.
Both the tech stores (Techlight, Techxo, Rasmussen) and department stores (Groshan, Idea, OLI) are the primary places to hit. There’s also Kiba (weapons store) as well as Emercom and Mantis. Players have different strategies, but this map is unique in the sense that it really rewards exploring. Most stores will have things you can grab that are worth quite a bit but are often overlooked. Very popular place to go in as a Player Scav.


Brand new map, chock full of loot. Has more complex extracts than other maps, save for Labs. Excellent place to farm rare barter items, computer parts, and especially military hardware. PMCs have limited extracts, most being conditional, and the ones that aren’t require activation of ‘power’ to turn on the extract, which alerts the map the extract has been opened and can spawn Raiders (more on them below.)
Additionally, has a scav boss by the name of Glukhar, who has multiple heavily armed guards. He has multiple spawn locations and can arrive with the train.

The Lab ('Labs')

Here's a map.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!
Labs is a very complex map compared to the rest of Tarkov. There is a great deal more exfiltrations but many of them have requirements or a sequence of events needed to be able to extract from them. It is recommended to read the Tarkov Wiki on Labs before raiding there.


Labs is a lucrative end-game raid location, comparable to 'dungeons' in other games. They are populated by tougher enemies that give greater rewards. In order to go to labs, you need to acquire a keycard, this functions like mechanical keys but instead of opening a door, they unlock your ability to select Labs for a raid.
They may be found in-raid in various locations, most notably in scavs backpacks, pockets, and in filing cabinets. They may be purchased from Therapist at LL4 for 189K Roubles. Labs are populated by a unique kind of AI enemy, Raiders.


Raiders are the Labs form of Scavs, or AI enemies. However, unlike other maps, they cannot contain player Scavs. Raiders have a much tougher than your average scav, they are capable of advanced tactics (such as flanking) and throw grenades and use other consumables as a player would. Once 'locked' onto you, they are typically capable of killing you very quickly, even if you are wearing high-end armor.
In Tarkov, Raiders act like the avatars of Death. They are clad in USEC and BEAR equipment, as they are effectively AI PMCs. Many changes have been made to labs and specifically how Raider AI works and to prevent exploits to easily farm them as well as bugs where they could be deadlier than intended.
A general rule of thumb is not to fight Raiders directly. They can and WILL kill you. Raiders can spawn with 7N9, or 'big boy' ammo. This ammunition type is incredibly lethal to players, even those wearing the toughest armor. If you get shot in the head, doesn't matter what kind of helmet, face shield, killa helmet, etc you are wearing, you will almost certainly die.
Because Raiders are controlled by AI, they have zero ping. They may also end to immediately respond as if you were aggressive even if they did not originally know you were there - ESP Raiders effectively will prone and return fire even as you ADS and put them in your sights.
This is why engaging a Raider must be done very, very carefully. There are a few strategies that you may employ, most commonly some form of baiting them towards an area and then killing them when they arrive. Players may accomplish this by generating noise - gunfire, melee weapon hitting walls, crates, etc, player deaths, players Mumbling (F1 by default) can all attract Raiders to investigate your area.
Due to the high power of Raiders, players often go in with minimal loadouts and seek to avoid conflict with other players, especially geared ones. Most players avoid PvP in Labs, though a good portion of the playerbase thoroughly enjoys hunting down poorly-geared players after they kill a few Raiders for them.
As such, players will lay prone in a hallway, or crouch in a room, and attract Raiders to enter their domicile by opening the door, and immediately headshotting them. Few Raiders actually wear helmets (though some do) so most players specialize in 'flesh ammo' or, ammunition that foregoes armor penetration in favor of raw damage in order to kill Raiders more reliably, because Raiders have slightly higher head health than PMCs do.
Raiders spawn with a great variety of equipment, weapons, armor, and materials such as medication or hideout parts. They tend to have chest armor and may have different helmets. Their pockets can contain Labs keycards, morphine, Ifaks, cash, and other items. They're always worth checking.
Raiders are a good source of grenades, they will often have F-1's and Zarya's in their rig or pockets that you can use to fight off players and Raiders alike.
Recently, changes have been made to Labs to make them less profitable so that other maps are more appealing. The cost and rarity of keycards increased, as well as reducing the frequency that raiders spawn, so that they come in more infrequent groups but also tighter in formation, while also lowering the overall output of individual Raiders, so that they are less likely to have a bunch of extra materials, such as grenades and other items.
Experience Farming on Labs
Labs is one of the best places to farm experience in the entire game. Killing a Raider with a headshot awards 1100 Experience. This does not include any looting, inspection (searching bodies), examine, streak, or other experience.
Killing a large sequence of Raiders gives additional bonus experience in the form of Streak rewards, usually 100 bonus exp per additional kill.
Surviving the raid multiplies all of these sources of experience by 1.5x
Changes coming to Labs
Disclaimer: I am not a BSG developer or employee. This is what I have seen on this subreddit and heard elsewhere. Some might be purely rumor, but other points are confirmed by Nikita Labs is undergoing constant changes. Nikita and BSG take feedback seriously, and always consider what the players are telling them. It known that Labs will eventually be accessed via the Streets of Tarkov map, and will require you to enter that map, make it to the labs entrance, and then extract from Labs to return to Streets of Tarkov and exfil from there as well. This will likely add an additional layer of risk to being ambushed for your goodies along your way out, as well as punishing damage taken in labs more severely. Additionally, keycards will have a limited number of uses, and may open more than one room.
The full extent of the changes coming is not known.
Remember, you can load a map in OFFLINE mode to practice against bots or to learn the map without fear of losing gear.

Tarkov's Health System

Tarkov Wiki Article
Tarkov has a very advanced health system, and while it might seem overwhelming at first, you'll get the hang of it rather quickly. It features a very wide variety of effects and injury, including hydration, energy, blood pressure, blood loss, fractures, contusion, intoxication, exhaustion, tremors and more.
Not all of the Health System is implemented yet. Expect changes!
Your character (PMC, or otherwise) has a combined Health of 435. Each of his limbs have separate health. Taking damage to a limb that reduces it to 0 'blacks' that limb. Blacked limbs are a problem. They greatly impair the activities your PMC performs, and taking damage in a blacked limb amplifies the damage by a multiplier and spreads that damage among your other non-black limbs equally. You cannot heal a blacked limb without the use of a Surgical Kit.
Notes: Bloodloss applies damage to the affected limb and can be spread like other damage to a blacked limb. Treat immediately. Also causes significant dehydration! Bloodloss also helps level your Vitality skill, which in turn gives you experience towards your Health skill, which is necessary to reach level 2 of in order to improve your hideout.
Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.) Fractures require specialized medical kits to heal.
Dehydration is what happens when your Hydration level reaches 0. You can view your Hydration level in your gear page, at the bottom left. Becoming dehydrated is extremely bad. You take constant damage. Taking dehydration damage can kill you if you have a black chest or head. Restoring hydration helps train Metabolism, which improves positive effects from food and drink.
Head/Chest: Bullet damage resulting in losing your head or chest is instant death. Note: Bloodloss resulting in your Head/Chest being black does not result in death, but any damage to them beyond that point will! A back chest will causes you to cough (much like your stomach!)
Painkillers: Prevents coughing that comes from your chest. Doesn't help otherwise.
Stomach: Massively increased rate of dehydration and energy loss. You must find liquids or exit the Raid soon. Additionally, your PMC will cough sputter loudly, attracting attention. A black stomach multiplies damage taken by 1.5 and redistributes that damage across your entire health pool.
Painkillers: Significantly reduces the frequency and volume of the coughs.
Arms: Makes activities like searching, reloading, etc, take additional time, as well as adding a sway, reducing accuracy. Arms have a .7x damage multiplier.
Painkillers: Reduces sway, removes debuff Pain.
Legs: Blacked legs cause your PMC to stumble and be unable to run. Blacked legs have a 1x damage multiplier.
Painkillers: Allows you to walk at full speed and to run.
WARNING: Running while your legs are blacked or fractured WILL DAMAGE YOU.
Health Items
Tarkov features many health items - 'Aid' items, which can be used to restore your characters health and to fix ailments or injuries he receives as the result of combat or mishaps. The two most important health conditions to consider are bloodloss and fractures, which have both been covered above. Some food items may have ancillary effects, such as losing hydration.
Since in the current patch the only ailments to worry about are bleeding and fractures, it changes which health items are most necessary. We'll go over them below.

Health Restoration

Medical Items on Wiki
AI-2 medkit
The newb's medical kit. You receive several of these when you start Tarkov - they'll already be in your stash. Available from Level I Therapist, they are cheap and effective way of healing early in the game. They will not stop bloodloss. Because of this, you also need to bring bandages or a higher-grade medical kit. Affectionately called 'little cheeses' by the Tarkov community. Using it takes 2 seconds, and because of how cheap it is, it's often brought in by higher level players to supplement their healing without draining their main kit (which is capable of healing bloodloss or sometimes fractures). Due to its short use time, it's often very useful during combat as you can take cover and quickly recover damage taken to a vital limb. They're also useful as you can buy them from Therapist to heal yourself if you died in a raid.
The newb's bloodloss solution. Available from Therapist at Level I. A better version, the Army Bandage is available at Level II, after a quest. Mostly obsolete after unlocking the Car Medical kit, but some players value them due to the Car's overall low health pool. Activating takes 4 seconds, and removes bloodloss to one limb.
The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Fractures are much more common this patch, due to them being added back in the game from standard bullet wounds, not just drops. Available from Therapist at Level I, no quest needed. Can be used to craft a Salewa.
Alu Splint
More advanced form of the normal split. Works the same, but has up to 5 uses. Recommended to carry in your container if possible, due to frequency of fractures from gunfire.
CMS (Compact Medical Surgery) Kit
New medical item added in .12, fantastic item. Allows you to perform field surgery, removing the black limb state and allowing you to heal it beyond 0 hp. Takes 16 seconds to use, and cannot be cancelled so make sure you are safe if you are using it! Will reduce the maximum health of the limb it's used on by 40-55%, but will effectively remove all negative effects incurred by having a black limb. Highly recommended to carry in your container for emergencies. Can be bartered from Jaeger LL1, and purchased for roubles LL2.
Surv12 field surgical kit
Same as the compact surgical kit, but takes 4 seconds longer, and the health penalty is reduces to 10-20% max health of the limb. Considering this kit is 1x3, taking up a huge amount of space, it's probably not worth using. It's just too large. Better this than nothing, though.
Car Medical Kit
The newb's first real medical solution. Available LL1 as a barter (2 Duct Tape) and available for Roubles after completing Therapist's second quest. Has a larger health pool than AI-2's (220, vs AI-2's 100), and removes bloodloss. Takes up a 1x2 slot, so requires to be placed in a tactical rig in order to be used effectively. Cheap and fairly efficient, takes a standard 4 seconds to use. Rendered effectively obsolete when the Salewa is unlocked.
Often kept in a player's secure container as a backup health pool, before IFAKs are unlocked.
Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. More rouble efficient form of a healing due to its high health pool, costs 13k roubles. Same size as the Car medical kit, so requires a tactical rig to use effectively. Because Tarkov does not currently have effects like Toxication in the game at the moment, this kit is favored by most players who go into a raid with at least a moderate level of gear. With a high health pool and relatively low cost, it's also a more efficient way of healing damage sustained while in raids. Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II. Required as part of Therapist's first quest, Shortage. This makes Salewas very valuable early on in a wipe as it gatekeeps the rest of Therapist's quests, most of which occur on Customs early on. Can be crafted in your meds station with a painkiller, splint, and bandage.
Fantastic medical kit, and is the one preferred by most players. Features 300 health and the ability to remove bloodloss and a host of other negative effects that are not yet implemented into the game. It does not, however, remove fractures. Taking up only a single slot, it is favored by players in all stages of gear, and it is recommend to carry one in your Secure Container in case of emergencies. Is available at Therapist Level II for a barter (Sugar + Sodium), and may be purchased for Roubles at Level III after completing Healthcare Privacy, Part I. It is a fairly expensive kit, but due to its durability, its small size, and ability to remove bloodloss, it is a very common medical item used by players of all levels. Can be crafted in Lvl 2 medstation.
The 'big daddy' medical kit, boasting an impressive total health resource of 1800. It is also a very large kit, taking up 4 slots (2x2) - in order to be able to use this quickly, it would require specialized tactical rigs that feature a 2x2 slot. It removes all negative effects (some costing HP resource), including fractures. Used by highly-geared players who intend on staying in raids for an extended period of time, or by players with additional Secure Container space available in case of emergencies. It is available for barter at Therapist Level II, and purchase at Therapist Level 4. Due to its price point from Therapist at just under 23k Roubles and its healthpool of 1800, it is by far the most efficient method of healing from raid damage, at a 1.3 roubles per health, dramatically lower than other options available. Can be crafted in Lvl 3 medstation.

Pain Management

Using any of these items results in your character being 'On Painkillers' which allows you to sprint on fractured and blacked legs, as well as reducing effects of fractures and blacked limbs, and removing the debuff Pain. Essentially, the only difference between most of these items are the speed of use, price, availability, and duration of the effect. Note that the Hideout has changed how some of these items are used, and because Tarkov is under constant development, it is very likely that these materials may be used to create higher-grade medkits or to upgrade your medstation. That being the case, it's best to hoard the unknown items for now as efficiently as possible until you know you don't need them.
Analgin Painkillers
The holy grail of pain medication. "Painkillers" have 4 total uses. The total duration is greater than Morphine and less risk of waste. Takes a short time to use, and is available from Therapist Level 1 for both barter and Roubles. Makes a loud, distinctive gulping noise. Can be used to craft Salewa kits.
Quick application of painkillers. Favored by some highly geared players as it has greater usability in combat then it's typical counterpart, Painkillers. Has a longer duration, but only one use. It is required for a fairly early Therapist (and a late Peacekeeper) Quest, so it is recommend to hoard 10 of them, then sell the rest unless you intend on using them. They are worth a good amount to Therapist and take up little space so they are a valuable loot item. Available from Therapist for Roubles at Level 4, after completing Healthcare Privacy, Part 3.
Basically a cheaper Morphine. One use, 205s. Not recommended over Painkillers due to its cost. No current barter for this item, so usually it's just a fairly expensive, small loot item. Most likely a component of a medstation manufacturing process or upgrade. Keep it.
Powerful painkiller. Lasts 500 seconds and has 12 uses. This item is recommended as your long-term solution for painkillers. While it is valuable because it's used to trade for THICC items case, it's the cheapest component and is very useful as a painkiller. It has a long duration and a large amount of uses, so keep it in your container for use as a painkiller if your primary painkillers wear off. Don't use it completely up, though. Keep the 1/12 bottles for the trade.
Powerful medical item. Cannot be purchased from dealers. Has a maximum of 10 uses. Removes Pain, applies Painkillers for 500 seconds (8.3 minutes). Useful to keep in your container as an alternative to Painkillers, though it takes 6 seconds to use, which is longer than other painkillers. Used as part of a barter trade for the Medcase.
Golden Star Balm
Fairly useful medical item. It can remove Pain and Contusion (not a big deal of a debuff, goes away on its own shortly) and provides a small bonus to hydration and energy. It also removes toxication and Radiation exposure, both of which are not yet implemented into the game. Like Vaseline, has a maximum of 10 uses. Painkiller effect lasts for 10 minutes, and takes 7 seconds to apply. Recommended to take only if you are going on large maps and you have extra room in your container. Can be used with Ibuprofen and 5x Med parts to craft 7 Propital.

Continued below in a series of comments, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

Some things I wish I'd known earlier being a CS major at UGA

I've graduated, I have a job, and it's a pretty cool feeling. I know in 2 months I will be stressing about my H-1B visa, but right now I feel pretty good about myself, so I wanted to make a post on what I wish I'd known a little earlier. I am only talking about CS not because I want to be snobby or anything, but because it's all I know. I haven't majored in any other major.
First, a little about me. I'm an international student who went to high school here, my high school was pretty much in the middle of nowhere so I didn't exactly have access to computer science courses, nor did I have much passion to learn. I played a lot of Starcraft 2 in my free time and wanted to do either accounting or history, but my parents were asian. My SAT and SAT 2 scores were comfortably high with a few extracurriculars so based on that I applied for GT CS and UGA. I was deferred, then waitlisted from GT so I chose UGA, as my parents had to go back to their home country soon and I had to make a decision to either go back or stay (Later, GT sent me an email that I was denied so I made the good choice).
So, starting CS with no prior experience - is hard. But I genuinely think if you don't have a concrete idea on what you want to do with college and don't think you will anytime soon, or if you are an international student who wants to get work experience/live in the U.S., CS is the road for you. It's gotten extremely hard since 2016 to obtain the H-1B visa, and companies just flat out don't sponsor a lot of CPT (internship) and OPTs anymore based on the level of commitment the company is required to make.
For example, if you are not a STEM major, your OPT will only be a max 1 year. If you are a STEM major, that time is extended to 3 years. Even if the company makes that leap of faith, the visa has a very small quota now so you are quite literally put in a 1/5 odds lottery regardless of whatever. Starting this March, I'm pretty sure companies also have to go through a similar process to even put you in the roulette - there will be even less companies investing in international students. So honestly, if you are in a non-STEM field, your american dream kinda ends here.
So what should you do as an international student? Take a STEM major, and EXCEL at it. You don't have the luxury of bonding with local companies with great work culture anymore. You want great work culture? Google is quickly becoming your only option. Why is this relevant to any non-immigrant students? Because the international student pool is undeniably getting tougher to make it out of, the remaining international students will get stronger and stronger giving you guys more way more competition if you want to get into the dream companies. I won't pretend I'll be working at any of your dream companies right now though (hence the title of article) - the company is sponsoring me though, for now.
Anyway - doomsday warnings aside, more to the point of the post.
I'll be pretty frank with you guys - about half of UGA CS are dejected kids who got denied from GT but think they're too good for State. The other half are either double majoring in Terry (the poster child of UGA), big dawg fans ("my mee maw and my momma is dawgs and it just don't feel right to go anywhere else"), or just wanna get away from their parents for some 'college experience'. I was in the first pool of kids, and that's my first regret.
Wish I knew earlier: 1. College only matters on Thanksgiving.
Regardless, if you are here at UGA CS for whatever reason, an important thing to remember is that regardless of what your (likely asian) mom is telling you, it is possible to make it through UGA CS. Honestly, it is also possible to make it through Georgia State CS. The majority of people I knew at UGA went to Fortune 500s, one went to Google, another went to Facebook, 2 people from Georgia State went to Amazon and a large number of them also went on to fortune 500s - and these are just people I know. It's hard right now, but you have to drill it in your head - UGA has resources and you can use them. UGA now has a very big CS and Engineering fair. I recommend printing out your resume, getting it fixed at the Career Center (or PM it to me, I'll get to it early January), and taking it to the career fairs. Even if you are a freshman, please explore the events UGA has out pertaining to your career - it acquaints you with the atmosphere and you are still putting yourself out there.
Wish I knew earlier: 2. You need something other than schoolwork.
However, in order to make it yourself, you have to be proactive in what you're doing. A big factor in my hiring was my personal coding projects and club activities. By personal projects, they don't have to be super big projects - honestly, creating your own website from scratch is one of the most standard, yet effective personal projects to do. It gives you a link to put on resumes aside from your github, and you can grow the website with you as you learn more about web programming. Personal projects don't have to be all about the stuff you learned in school - in fact, many tools you may pick up, you won't be touching much in UGA and that's completely fine. For your sake though, I recommend working on something that you have interest in. For example, if you like playing League of Legends, try utilizing the League of Legends API and make a mockup of opgg . If you are on Discord all the time, try making a simple Discord bot.
Club activities don't have to be exactly related to CS - but if you can find a way to put CS in there, it is also big bonus points. A common trend is designing club websites. If you are their treasurer, perhaps try to look for a way to automate their billing process. GPA does not become a high factor if you show your recruiters that you are working outside of school. In fact, those become reasons and defenses as to why you may be more skilled than someone with a 4.0 GPA but no personal projects to speak of.
I'd go so far as to say CS is one of the least stressful majors in terms of GPA - a lot of companies never really ask for it. However, do keep in mind that some companies still do and cap their applicants. AT&T, for example, requires a 3.2 or higher GPA to apply, and firms like Deloitte and PwC require 3.3 or higher. Hi-Rez, where many aspiring game devs apply for their first internship here, require a 3.5. So don't sweat it if you're losing that sweet 4.0, but do keep in mind that a good GPA always unlocks more opportunities for you.
Wish I knew earlier: 3. Buy (and actually do the exercises in) Cracking the Coding interview
All too often, I see students think of CS courses as some sort of prerequisite for a job. The biggest thing I heard is "I learned data structures, but I still struggle in interviews". You see this in every freaking school. UGA, State, Tech.... The truth is #2. You have to have additional input from yourself, regardless of which school you go to, in order to succeed in coding interviews. And while I didn't have that mindset, I still regret not actually working on Cracking the Coding Interview until my junior year. I'd start on it as soon as possible, and maybe even work on it with data structures. From Arrays to Binary Trees, Cracking the Coding interview is important in not only does it set you up for coding interviews, it provides a way for you to get adjusted to how to work with a computer to solve problems, and also guides you in a way to explain your thought process out to interviewers. The book went over in 2 pages what took me a year to learn, and it's actually making me salty as I'm typing it out. Treat it like your own little CS sudoku game and start posting solutions on github. Hey, they're personal projects ;)
Wish I knew earlier 4. CS is so much better once you like it
I mean, I'm fairly confident that this is true for all majors, but especially true in CS. It is agonizing to do personal projects just because you want to fill up a resume. You will strike a block in your code, give up, and desert whatever shameful shamble you have onto your derelict github and call the project a wrap. I hated CS my first 3~4 semesters (out of 7), and I regret never really giving it a chance before I did. The main reason was that I never met people who I felt enjoyed the subject of CS (aside from professors), and as a result never went out to related events or talked about the major. This created a continuous cycle of me not liking CS, not going to CS events, then only meeting people who also didn't like CS much. The event that changed my mindset on CS was through a hackathon and I highly recommend students to try out going to hackathons and meeting new people there.
Wish I knew earlier 5. Go to hackathons
The big thing I'd recommend is going to a hackathon. UGA hosts an annual hackathon now know as UGAHacks ( ) and it is a very, very solid hackathon (if I do say so myself). Hackathons have different cultures and I am pretty confident in saying that UGAHacks is a pretty beginner friendly one with people from different majors, including design, engineering, and MIS come together to try out new technologies. A hackathon is a 24~36 hour event where you can team up with other people, brainstorm a software idea, and develop it in the allotted time. Food and snacks are provided and there will be many sponsors hosting workshops where they will give you ideas on technology to use as well as challenges you can complete to receive prizes.
If you don't have an idea or don't feel like teaming up with people, I still recommend going to it and working on a school project or personal project. It's a bit like studying at a library, everyone is focused on studying around you so the atmosphere rubs off. You also get to meet representatives from companies that don't necessarily come to career fairs and get your resume feedbacked, or when you get stuck on code you can call a mentor for help, or better yet, a hackathon team right next to you - I love flexing knowledge and I guarantee you that they will too. You can meet students from other schools including GT, State, KSU, Emory... even students from Florida and Tennessee!
Wish I knew earlier 6. Go to class
I know, its so obvious- but we dont do it. We google most of the project, lectures seem to have nothing to do with whats on the test... why go to class? Its such an easy, seemingly logical trap to fall into.
Go to class because you will get easy points just by being there. Many professors take attendance or give extra points by doing attendance quizzes. My last semester, I believe quizzes were 10% but we ended up replacing them with attendance quizzes. Free 10 points for chilling in class. My last semester, I never skipped class for a known hard course, but skipped half the classes for a known easier course. I struggled so much harder in the easier course, and was able to last minute understand the material because it genuinely was easy - I just blew the chance to stroll through a course because I didnt go to class.
Focusing in class is hard - especially when you're used to the 50 minute high school classes. I recommend asking a professor if you can record lectures and listening to them later- I cant count the number of times I've been saved by it for my hard classes - I'd have it on as I drive to a test, and a random tidbit would stick that would be on the test.
Wish I knew earlier 7. Start projects earlier
Not gonna lie - if you know what you're doing, the project probably takes around 12 hours to actually implement. But the trick is that we never really do. By starting early, I don't mean actually churn out code. I mean start struggling, start getting stuck, because you will. Start googling stuff we haven't learned yet - but this time, dont panic if google doesnt give you answers because you have time. Time to actually ask questions when the professor asks in class. Time to ask and wait for the office hours. Starting the project a week ahead of time was such a game changing moment for me, I regret starting it my last semester.
Cool story, I'm gonna transfer anyway.
Honestly, I think you are making a good choice. I'm just telling UGA students that they aren't making the "wrong choice" by staying here. I see so many students (including me) say its 'because they aren't in tech'. I just want to let them know that they are too talented for their life to be decided because they didn't get into a college. So why do I think you transferring is a good choice? Because there are more resources out there. You are literally in a campus that is walking distance from multiple software companies. You will be stressed out from coding, walk outside, and see the Fortune 500 company you want to work for. You are close to the Atlanta Airport and that means more sponsors are willing to fly out to your college. You are literally taking courses with like minded students who have the passion for CS. Clubs will be more abundant and varied. They have hackathons more well funded than UGA's. The infrastructure is indeed very established and if you have a base in CS, it will carry you very, very high. I wish you the best of luck.
Appendix 1. If you are looking for somewhere to host a website or develop webapps, I highly recommend as a starter. It will automatically host your website for you and you have many tools built in, including a template code that will link your CSS and JavaScript files for you, an asset folder which autogenerates links, and a .env to store your valuable API keys. You can even import your code from github.
Appendix 2. Even if it isn't exactly hardcore coding github boogaloo, hosting and maintaining own servers (Minecraft, CS:GO), creating mods and making maps (Starcraft), are all very impressive personal projects related to gaming that I wish I had done instead of simply playing the games. In fact, if you are applying for a gaming company, I'd even go so far as to say it is one of the requirements.
Appendix 3. If you don't want to use Cracking the Coding Interview, at the very least use
Appendix 4. UGA's CS clubs have increased in size over the years. I highly recommend looking into UGA's ACM chapter - they have expanded into machine learning, ICPC, mobile development, and more! IEEE of engineering also does solid development stuff (at least back in 2017~2018)
Appendix 5. If you are sending me your resume to look at (why would you though), please put it in a google docs so I don't have to download them. If you are looking to get your resume peer reviewed online, I highly recommend putting your resume in a google docs so you can get it edited in real time, or get comments put on it without having to download multiple copies with small changes each time.
TL:DR: CS students, you got this.
submitted by pieholic to UGA [link] [comments]

Live Q&A 22 [Readers Digest]

Hello fellow redditors,

caught quite by surprise Sub_Octavian organized a Live QnA. And judging by the number of comments ... I got some work ahead of me. As always, the "Q" provides a link to the comment chain of the adjacent question. Starting web radio. Let's go:


Q: Could we get a % damage dealt stat in the postbattle screen? Or maybe in-match as well? And the API as well of course ;)
A: It's in our backlog, and thanks for the reminder. I will refresh the discussion in the team :)

Q: Now that IJN AA was further nerfed with the CV/AA Overhaul, can Atago finally get her missing AA, as well as an updated superstructure to match her actual hull?
A: Missing AA? Atago plane kills score is surpassed by only Baltimore, Cleveland, Kutuzov and Wichita, and only by 1-1,4 frags on average, while all other combat stats are absolutely decent. Pre-rework she was roughly in the same spot, and I don't recall her being strongest AA ship on T8. Sorry, there is no justification for buffs at the moment. As for model improvements, we normally do this for older models from time to time, if there are better references and free resources. If there is room for improvement, she will get them some day.

Q: Will WoWs ever get the same treatment WoT did in regards to graphics, performance, and optimization?
A: I think I commented on it a few times. We do not plan to make any complete and total tech overhaul in one huge updates. We do incremental changes. Some FX improvements here, sound improvements there, x64 client there, etc, etc. For now, there is no plan to change it approach. We will update visual, tech and under the hood part from time to time. Your question is valid and good, but for the future, I want to clarify: WoT and WoWS are different teams, studios and even before WoT engine changed, our common engine versions were very different. There is almost zero point in connecting this games from this point of view.

Q: Given the feedback from the testing, what is your opinion of the concept of the Pobeda/Slava? A lot of people don't seem to like a ship that promotes a very passive, sniping playstyle.
A: It's a WIP ship; pretty soon her testing will be stopped, then feedback and data will be studied and then GD will decide what to do with her for then next test stage. With most obvious options being: to continue with the same concept, but change it to be bettemore balanced/better perceived or to try different concept.
Speaking about my personal opinion. I've been hearing "it promotes passive playstyle" all the time, about everything, for years. Anything people don't like, they slap this "passive gameplay" marker on. In reality, it usually does not affect anything a lot. Campers continue to camp, pushers push. But this time I actually 100% agree with your evaluation. It is a true glass sniper cannon. Yamato and Montana can be very good at long range, too, but unlike Slava, they are not useless in CQC and can push.

Q: What is the status on the gun fire bloom change?
A: Same, in dev queue. Unfortunately, it's a game logic component, so it's in the same bin with, like, Priority sector rework or CV autopilot improvements. We will get there, but we're not ready to increase the priority of this feature to emergency (aka drop everything else and do it ASAP), because, at the time all this gun bloom changes were happening, it was obvious (after several weeks) that the impact is really low. For sure, there IS impact, in some particular cases it can be a game changer, and no denying that we're bringing this back as we promised. But right now, other things are just more important and cover much more players. TLDR - Work in progress, sorry for taking so long, will be done as promised.

Q: Are there any plans to adjust the German battleships?, there are multiple different small changes that could be implemented to make them relevant again. They are fun ships but simply not working in the current meta.
A: I cannot back the opinion that German BB are "not working". If we look at different stats, German BB are in the middle of the group on each tier in terms of WR. They may not have stellar absolute avg. damage, but they're contributing to the team success well enough. Their popularity is also very high, even with all other options which are in the game.
There are a few additional factors, though:
  1. Meta changes indeed, and so does feelings and gameplay experience. I am not arguing that German BB gameplay may feel different, most likely, it does (for me personally - no, but again, I appreciate other opinions).
  2. There are quite a few strong premium/coal/freeXP BB on almost every tier, and a lot of skilled players stick to them. E.g Missouri, Musashi and JB are very solid, very popular, and a lot of good players use them for farm regularly. When such ships are in the group, other ships can feel weaker.
All in all, we're not opposed to improve German BB experience while staying within balance. Right now RU BB are being introduced, and they occupy the same slot of CQC BB. Let's see how their stats settle, how they shake down with German BB and then we will address this question one more time. If there is room for improvements, I don't see any single reason not to give them love. Also, I'm a fan of secondary build BBs, can be sure I will be the first to vouch for that :)

Q: Is WG happy with the effect that CV has on Tier 8 matchmaking? T8 ships are helpless against T10 aircraft, and T8 aircraft are helpless against T10 AA. This is punishing for surface ships and CV alike when being bottom tier in a T8 boat is bad enough already.
A: T8 vs T10 MM situation is roughly the same regardless of the class. As stated before, some global MM improvements are being worked on, and no CV-specific changes are currently planned. We want to improve the experience for T8 in general, for all classes.

Q: Could we ever get a soft-cap for only 1 CV per match like you did for T10 but for all tiers or was it the intention from the start to have at least 2 CVs in a match? Maybe a slightly changed cap for 1 minute or so instead of 3. Bottom tier in a double CV game feel really frustrating, not to say about the amount of spotting they can do.
A: We're not against soft cap for 1 CV on T8 in the same way it's implemented for T10. The problem is T8 CV popularity. We update the data from time to time, and overall, when it becomes viable, we will strongly consider doing this cap. Right now it's not going to work, and I actually did a long post about it here:

Q: What happend to Viribus Unitis, Yahagi and Leone?
A: I mean some ships are just being put aside for some time, until there is a good moment to release them. It's fine, not all WIP content is scheduled to be release immediately after testing.

Q: Are there any plans to update the Gearing’s model? Currently, it’s proportionally wrong and quite a bit wider than it should be (it should have the same width as a Sumner like the Yueyang).
A: We will update old models from time to time, as we recently did with Yamato.

Q: Do you think AP bomb mechanic in general (not just Graf which is already being tested) needs to be changed and explained better as well? Currently its behavior is too extreme and difficult to predict imo. It either deals 15-25k citadel damage which is super frustrating to the receiving side or deals 2-3k overpen damage which is meh from the CV player view. There is also no baseline stat to compare the penetration number of each kind of AP bombs either, unlike HE bombs which is a fixed number.
A: No. We're quite happy with the current base mechanic, and think that it has good skill / reward ratio. What we're concerned about is AP alpha strike potential on some CV, especially while the general playerbase progresses in terms of skill and learns how to use this armament properly. So there may be some, most likely minor, tweaks in future. But the base concept itself, in our opinion, works well.

Q: Is WG happy with the amount of spotting and the more and more reduced value of concealment in the game?
Same question, only longer:
In the days of old with few/no CVs/RadaHydro concealment was very very powerful and a tool that good players could use to play with for interesting and often tense results.
A: Hello,
CV related part:
Not entirely.
That may not be obvious, but the planned 0.8.4 changes, which, basically, affect the squadron speed WILL influence spotting. And for us, these changes are targeted at dpm and spotting equally. The takeoff delay will affect initial spotting, which we do consider a problem as well.
We cannot promise that it will be enough, but:
  1. I can absolutely confirm that in any case, there is new meta, where there IS more spotting overall. We do not consider it a bad thing.
  2. While working on this issue further, we will try hard to use tweaks, not reworking the mechanic. Which means that options like "CV only spots for itself" and "CV spotting has delay like Radar" are not viable for us at the moment, and we will consider them only if absolutely necessary (everything else won't work).
Overall spotting part:
Not entirely.
All factors combined, we are concerned about spotting in the game. We're fine with meta changing, but would like to keep it soft, when possible. Right now we're concentrated on CV part, as obviously CV rework had big and immediate effect, when we're fully happy with it, we will look at everything else.

Q: Can you give us a penetration value of AP bombs? It's really interesting to know. Thanks.
Hosho (Type 99 25 Mod1): 174
Ruyjo (Type 3 25 Mod1 Mk4): 228
Shokaku (Type 2 50 Mark1): 262
Hakuryu (Type 2 80 Mk5 Mod1): 351
Enterprise (M62): 244
GZ (PD 500): 334 (pre buff)
These should be the base values. Please take this into account:
  1. Penetration capability is always the same, it's not affected by anything.
  2. However, bombs interact with effective armor, so angle matters and they even can bounce.
  3. They have normalization. It's base value is bigger than AP shells, but it's applied non-linearly; if the angle is bad, even great normalization won't help.
  4. Aircraft angle and speed affect bomb speed and trajectory (but bombs do not loose penetration from speed!). Which means that for maximum penetration capabilities we must make the drop as close to 90 degrees as possible -> dropping early. For soft targets it may make sense to drop lately because, as with AP shells, for soft targets you don't want overpens and increasing effective armor turns into a benefit.

Q: Are there any plans to add a german coal or steel ship to the armory in the near future?
A: There are always plans to add ships of all nations and all tiers to the game for all currencies. But in Q&A, we do not make such announcements, sorry. The only thing I can say there are some cool German ships planned for the foreseeable future and I look forward to them myself :-) But that's true for other game nations as well.

Q: Has there been any thought given toward allowing 19 pt captains to further specialize in skills(picked by the player) much the same way the special coal/doubloon captains do now? To clarify I mean skills, not special traits that activate when certain conditions are met.
A: Captains "meta" is something we may want to update in the future, but from all "meta" things at the moment, we have higher priorities.

Q: Are there any plans to address the (imho) imbalance between the volume of almost non-stop damage over time ships have to deal with since the CV rework and the very limited (few heals and repair parties with long cooldowns) possibilities a player has to counter DOT damage, given the fact that surface ships can not disengage against a CV like they could against any surface ship (stop shooting to reduce spotting range, take cover, move away) ?
A: Overall CV balancing and AA improvements will affect his anyways. Less plane speed + better AA counterplay = less strikes = less hits = less damage, including DoT. It does not make any sense to do your proposed change until 0.8.4 and further planned changes are made and do their impact.
Also, their damage structure is not so DoT-reliant as you may think. Torps have very nerfed flooding chance, rockets are not stellar either. T10 CV atm have roughly 6% of flooding and 13,5% of fires in their damage structure, and that's the highest value of the class. T10 cruisers do 21% in fires alone.

Q: Regarding AA, would you consider the outcome of this clip to be working as intended? It’s a 20 second clip, just an Atlanta with DFAA vs Tier 6 torpedo bombers.Without giving too much away, would the future planned changes to AA change this interaction in a meaningful way?
A: We're happy with Atlanta herself. From all non CV ships in the game, Atlanta avg plane kills are surpassed only by Minotaur,Worcester and a couple of USN BB. Relatively to the game, Atlanta has an amazing AA.
However, we're not entirely happy about CV-AA interaction globally, especially in regards to priority sector. We want the combination of AA ship/build + skillful priority sector usage to have noticeably more impact on ship's AA defence, and that's what we're working on right now.

Q: Are there any plans on making secondaries more viable as a build?
We now have a pair of US ships that show that a good build can be fun but that's about it. ManSecs is a waste of 4 points for 99% of ships. Between a T9 BB having 5km guns and the Vanguard having the wrong ones it seems to be an area that's been mostly overlooked.
A: Yes. But it is not simple. I doubt we will make significant changes with current settings, and new secondary mechanics obviously will be a long term project, given other things being worked on. I can say this: we want to do something cool with secondaries, but there is no final decision what and when yet. At the moment we do not treat " secondaries being a fun alternative for just a couple of ship lines " an emergency. It is an area of the game we will eventually revisit, along with many others.

Q: I have a question regarding Catapult Fighter consumables. As of now, they seem rather slow to actually attack enemy aircrafts, and also, the full squadron is depleted even when they shoot down a nearly used-up squadron consisting of, say, 2 aircrafts. Is WG happy with the current efficiency of Catapult fighters? Any tweaks to make players feel more protected when using the consumable?
A: Yes, we're happy with the efficiency of this consumable. It does what it was meant to - inflicts losses on enemy squadron or, in some cases, creates area denial. It's more efficient when launched with good timing, it's less efficient when launched late. It's more efficient if CV plays aggressively, it's less efficient if CV plays carefully. TBH, we're fine with its state right now, and our nearest efforts to improve AA protection will be targeted at priority sector mechanic, not at fighters.

Q: What is WG's opinion on presence of skill gap between players in current reworked CVs? I have personally seen fails in current CVs worse than anything I have ever encountered in old CVs.
A: The presence of skill gap is not a problem (good players should be rewarded, bad players should be punished), the question is in the "width" of this gap, and it's effect on the game: on player's personal performance and on the team. Pre rework CV were very different in this aspect from everybody else. And in this aspect, with all data we have, we don't have any doubts that new CV are much much better than old CV.

Q: While I understand specific changes to a module and/or system would be reserved for the Dev Blog, can you update us on the plans for the system as a whole? Approximate timing of the change?
The number of new T10 ships is continually increasing thus the inventory of ships with and without Legendary Modules grows. Would premium ships ever have a Legendary Module opportunity? What about CV’s?
A: That's not about getting in trouble :) As I've hinted a few times, we're at the design stage. It may be completely new system, or complementing system or just "keep these mods and do more of them". Right now there is truly no answer, and the decision is in the process.

Q: Any chance for a setting to disable the in-game chat (apart from system messages like consumable use and the wheel messages)?
A: It's being discussed right now actually, as there are quite a few requests to do it from the players. We will let you know when the decision is made, of course.

Q: Right now CVs feel very removed from the gameplayloop. A lot of the time as a surface player i feel like just a target / NPC for the damage race between the two CVs. This is made worse by there being basically no interaction between CVs. Fighters are buggy as hell and usually just cancel each other out.
  1. We want to add more counterplay, as stated several times in thisn QnA. Please check out my replies about Priority sector.
  2. Fighter cancelling each other is exactly what we want. If you have a fighter ready you can try to cancel enemy fighter. Also, we don't want them to be "press the button to wipe the enemy out immediately". For now we see that they work as they should.
  3. I play the same game, regularly, on various ships classes and tiers. Sorry, but I feel you are blowing this out of proportion. Some issues? Sure. NPC mode? Eh, no, and it is not backed by stats either. CV damage increase with player skill is relarively higher than on other classes, but WR increase is lower. CV as a class influence battle outcome less than other classes and much less than they used to. Also, please read about new AA mechanic. Auras deal very consistent damage. They were much more RNG pre rework.

Q: What are the alternative ways for players to acquire the Admiral Kuznetsov captain after the Victory event? Will there be a permanent campaign for Kuznetsov similar to the campaigns for Yamamoto and Halsey? Given that Kuznetsov has abilities that give a significant advantage over a standard captain, if players who miss out on the campaign cannot get him later on, they would be significantly disadvantaged during combat.
A: It's WIP, but according to the current plan, there will be means to get this commander afterwards, however, not immediately after the event. For exactly the reasons you state: we don't want newer players to miss out good content. What it will be (a campaign? an armory item?) - I cannot confirm now.

Q: Has there been any updates regarding linux players getting warnings and potentially banned?, I know you guys aren't officially supporting linux but the game runs perfectly under wine it's just the warning system causing issues since the last update.
A: We're looking into it, but unfortunately, as Linux is NOT officially supported, I cannot give any guarantees. Sorry :(

Q: Is there a possibility of another captain skill rework. I feel that AA skills should be separated from secondary skills currently as both suffer from their meh performance together and their significant investment away from skills that increase survivability and/or captain skills that increase comfortability.
A: Some updates are more than possible in foreseeable future. Complete rework - highly unlikely this year or even beyond.

Q: I know that balancing is cyclical, and that you're actively working on spotting and CV balance in general (thanks!), but my question is on the DD side of the equation: Are you seeing as significant of an affect on DD's as a class since rework as the population of DD mains is claiming?
A: DD popularity has decreased of course (what's interesting quite a few DD players have become very active with CV). It is on acceptable level, and to be honest, I don't think it's something very special. We had a lot of popularity fluctuations over the years - at some point BB were over dominating and cruisers were nearly obsolete, and even before thet DD were on top. Right now the class distribution is okay (cruisers did big comeback btw), and with a few changes to CV, most likely, DD and CV populations will bounce back a bit more (more DD less CV).
As for DD efficiency, it's definitely fine stats-wise, but we fully understand subjective, situational factor. Hence the upcoming changes to HE bombs for example, the already done nerfs to the rockets, etc, etc.
Balance is cynical, but numbers is not the only thing we care about. Sentiment has huge weight too, and the biggest challenge is to balance these things before balancing the ships :-)

Q: Are there plans to introduce similar things for the AP shells ? Say at 5,10 and 15km where applicable ? That would be extremely useful for certain ships in deciding whether to use AP or not.
A: Not a priority, as unfortunately, AP shells loose penetration with distance non linearly, they have different trajectories, hit at different angles, and normalize. We're not fans of adding super hardcore information to the client, which the bulk of playerbase will never use. On the other hand, adding this information in interactive and digestible form so it actually helps players to make decisions, is a big task. A good one, but very costly. So it sits in back log for now.

Q: Do you think that the binary nature of HE penetration is a problem when it comes to balancing skills like IFHE and small-caliber guns, or do you guys think that its fine and you can balance it regardless?
A: I do not comment on leaks and speculations ;) But answering the main part, we think that core mechanics of HE is fine, and with 99% probability any further improvements will be "tweaking the knobs" rather then "2020 year of HE rework".

Q: Has the dev team considered "changing/nerfing" IFHE by buffing the consistency of small caliber AP a small amount (like lower arming threshold, OR slightly better normalization, OR slightly better bounce angles, etc.) in order to create a competitor to IFHE?
A: Yes, along with many other options, but there is no direction that we're firmly believe in just yet.

Q: Are there any new operations in development?
A: Apart from some..interesting special events - no. Our efforts in terms of game modes will be concentrated more on enriching PvP and making cool events this year.

Q: Is there any chance to increase the punishment for afk and bot at asia server? Since the chinese server stopped update and remained at 0.7.3. There are many players from Chinese server moved to Asia server since last year. Bots are everywhere, You can meet at least 1 bot or afk players per team per match. Situation are even worse at low Tier during morning and midnight server time. It is just not fun to play with such numbers of bot and player who fire once every 5 mins.
A: Yes. And not only for Asia. Actually, we're readdressing our system right now to better detect and better suspend the accounts which looks like "bots". Whether they are bots or just zero-effort farm accounts played by 10 ppl, is not relevant - we know they ruin the experience for fair players. So there will be improvements here in the near future.

Q: Are there any plans to introduce a game mode without carriers anytime soon?
A: No (apart from various events, that can be "no CV", "no BB" and "no whatever class, because it's an event").

Q: Any plans on completely rebalancing Graf Zeppelin, now that its biggest weapon --- speed --- has been nerfed 40 knots? Any plans for further AA/CV balance that you can share at the moment?
A: Question 1: no, the speed boost mechanics is being changed globally and systematically. It's not a GZ nerf, it's a global mechanics nerf affecting all CV in the game. In the meantime, GZ retains her individual quality - high speed, with DB and TB planes having 181kt of base speed while other CV at this tier have it in 130ish range. What's more, her DB are being buffed. Better accuracy, more comfortable attack and, what's IMO even more important, higher bomb speed and penetration. The numbers do not seem huge, but in game it can be a difference between penetrating or not penetrating armor deck, especially against higher tier ships. And we all know that citadel hit is very desirable when you use AP bombs. If GZ will be weak after the changes for some reason, she will be improved in some other way - that's a standard workflow.
Question 2: everything we can share ATM is in Dev Blog.

Q: Special commander Kutznetov has a much less specialised (ship reaches <10% HP) special ability activation threshold. This was because Yamamoto and Halsey’s were considered too specific (score a kraken, ect.).
With this in mind, will there be a revision of Halsey and Yamamoto’s special ability threshold?
Is this activation threshold something we could see in future special commanders of other nations?
A: The idea is that we want to try slightly different concept.
Right now we have guys like Doe Brothers (no super talents, improved skills), Epic Yamamoto and Halsey ( improved skills, super rare and super epic talents), and now we want to try Kuznetsov as "less improved skills, less epic, but easier to trigger talents".
Right now we're not 100% sure of the further developments. But if Kuznetsov is successful, I'm pretty sure there will be more commanders like that for other game nations. At the same time Yamamoto and Halsey future in this case is an open question. Should they be reworked, removing their mega epic effect in favor of less good/easier to trigger? Or should we get the alt.versions? Or maybe all 3 types of commanders will co-exist to suits different tastes :-) We will see.

Q: Have you considered making AA rewarding or at least the investment for AA specs less costly?
It requires a substantial investment to specialise any ship for AA, yet there is next to no control.
A: Yes, and that's kinda in the plan. To reward more for AA control and/or AA loadout. Without making ships like Mino into "I evaporate you in a second before you even notice", preferably.

Q: Will the Yueyang ever be rebalanced to account for the unnecessary nerfs a few patches ago?
A: As any other ship, YY can be changed in the future, but we do not consider the nerf "unnecessary", happy with the result, and there is no reverting planned. YY sits firmly in the middle of T10 DD in terms of damage, WR, frags and other stats. At the same time, YY audience skill curve is not special (as opposed to Daring for example), so her relative performance is also fine. She's the least popular T10 DD, but always was like this, and her popularity is still acceptable to us. She used to be OP, now she's OK. Can it be "more OK" (better) while staying within acceptable balance? Yes, as many other ships, too. So we will consider it for the future updates.

  1. Citadels that are small in size and are placed in the stern. In the case of the Enterprise almost none existent.
  2. Automatic fire and flood control damage
  3. High resistance to fire and flooding
  4. The automatic movement control moves the CV in reverse. This has the effect of not exposing a citadel that is already hard to get to.
What is the rationale for these design features?
  1. Citadels in the game are being defined according to a specific set of rules. CV citadels follow this set as well, and their citadel placement has nothing to do with rework. From what I see in game and in stats, they can be easily citadeled in most cases.
  2. Already explained long time ago in DevBlog.
  3. Same.
  4. Same.

Q: When will the Midway and Hakuryu get their Legendary Module back? They got frozen after 0.8.0 and currently cannot be used (although they can be earned).
Personaly I would love to see the Midway get its old jets back from the Closed Beta when the Legendary Upgrade gets mounted. Dont know how it should balanced, but it would be cool to look at nonetheless
A: I'm not 100% sure they will, actually. Because in our plans, we want to readdress the Legendary Mod thing overall. Maybe there will be some other system instead. Or maybe there will be changes. There is no exact decision right now; it may turn out that these mods will appear in some time as a part of current system, or they may be replaced (for all ships) with something completely new. Or these systems will co-exist. Sorry, in all fairness, we don't know ourselves right now :-)

Q: In about another 6-8 months, when it is finally admitted that the CV rework has failed, how will WG attempt to repair the damage done?
A: While "never say never" is true (looks at Halloween subs), we don't have any indication that CV rework is a failure. It has some issues, part of which are still to be resolved, it has some negative constructive feedback, and, sorry to say that, I mean no disrespect, it also has some echo-chamber hatred sentiment, which is not really constructive, too.
As you can guess, no developer is interested in making the game worse, less popular, less enjoyable, etc. WoWS is the result for our effort, it's main career project for most of us, and it's huge part of our lives. From all main audience metrics, overall results of CV rework are good. From balance metrics, CV rework is good. Some players being unhappy or salty is of course NOT good, but:
  1. We're addressing the players concerns, and working on feedback points.
  2. We had the gut to rework the class from scratch, and none of us had pink dreams that CV rework would suit absolutely everyone.
If you disagree, fine, everyone is entitled to own opinion. And I apologize if the game is worse for you as a result of out efforts to make it better. Obviously none of us can be happy about it. But in all honesty, I am not going to admit something I don't believe in, while the full picture looks good and the game is alive and kicking. Even if this sub has turned into CV hate fest for some players, when many positive opinions are actively mocked and downvoted.

Q: My clan is one of the top Naval Battle clans in the world. We set the pre-damage star record with 164 stars and put up 245 last week. We have really enjoyed the game mode and how it brings the clan together.
However, the change to damage from base XP had a HUGE side effect last weekend. A strategy I saw was to div in a co-op game with two other players and have them not fire their guns until the player going for the star gets their damage. This makes what was a fun game mode very boring, especially when more players take advantage of this. Can WG either to go back to base XP or only allow Naval Battles to be done in randoms? Thank you.
A: Feedback appreciated, most likely we will get to XP and think about damage more.

Q: Will there ever be high tier operations It would give me great feels to play operation Ten Go as Yamato/Musashi at Leyte or something with Missouri
A: Unfortunately our current efforts are mostly switched to PvP maps and modes, and to thematic events. For now, we're not able to spend any significant resources on Operations, simply because there are things much bigger chunk of playerbase cares about.

Q: Kinda two questions stuffed in one, but. Will there ever be considered doing a BB line split for RN and KM, for Battlecruisers? Having vessels like HMS Renown would be awesome.
A: There is no reason for not adding new interesting lines, but I am not announcing them on QnA ;)


That went quicker than I thought! As always, I have omitted super obvious questions that result in a "This is confidential" answer. Also: If I have forogotten any important question OR a link is broken, let me know.
Enjoy reading!
submitted by Vectoranalysis to WorldOfWarships [link] [comments]

Should I Farm That - FFXIV Raid #3 (Garuda) Edition

Should I Farm That - FFXIV Raid #3 (Garuda) Edition

So, the only thing I really know about FF14 is that the original release was so terrible that they scrapped it and started over with something better. Around the same time I was in a relationship that was so terrible that I scrapped it (restraining order to keep her away) and started over with someone much better (married with 3 kids). See how bad the original game was? I didn't even play it and it seriously screwed with my personal life.
Let's stop sifting through bad memories and SIFT through these raid rewards instead!

Raid unit TMRs

We've gone a very long way since the previous FF14 raid. I remember when my Rem was using 3 Sage's Prajnas and a couple earrings and thinking she was a well equipped and strong unit (to be fair, she was by far my strongest attacker with her measly 800 MAG...). I remember salivating over the revised version that gives +25% MAG and +15% HP. Now I don't care much about any TMR materia without at least 40% in total stat boosts. While these raid TMRs are of questionable use for veterans on their main units, they are still excellent gear for both newer players and expedition units. These should make it ever so slightly easier to get 90+% on S level expeditions without putting your best gear on your expedition slaves.  
While it is very tempting to upgrade as many materias as possible to the "true" forms, everyone should take into account their expedition needs. If you need 20 Follower's Oaths to consistently get 100% success on your expeditions then you might not want to upgrade all of them. I strongly suggest that you think this through carefully before upgrading if you do a lot of expeditions. If you have a good variety of level 100 units you shouldn't need to worry about any B or lower expeditions.
Thancred Follower's Oath: +10% HP/ATK True Follower's Oath: +15% HP/ATK Upgrade cost: 5 for 1  
With both magic and physical AE cover tanks being a part of standard trial teams, the HP isn't nearly as desirable as it once was for veterans. Generally, non-tanks in a AE cover + provoke tank team will only take damage during threshold or other timed attacks when the attack type doesn't match the AE cover tank's skill. General damage mitigation skills and judicious use of the guard command tend to be more effective than stacking HP on your physical attackers.
Anyone paying attention to my inane posts (bless your soul, you poor sod) knows that I find anything that gives a 10% boost to two different stats to be very good for expeditions units. Obviously that applies to both the base and true forms of the materia. As I stated earlier, you may want to consider keeping several unfused to spread them out over more units. You can always fuse them later.
Minfilia Hydaelyn Guard: +10% resist to all elements True Hydaelyn Guard: +15% resist to all elements Upgrade cost: 2 for 1  
Elemental resists don't come into play for expedition units so just fuse all of them together. At only 15% resists for the upgraded version, this is pretty low on the totem pole for general elemental resist gear. Garnet's 20% across the board and Kryla's 25% with +15% SPR boost and 1 LB/turn. On the flip side this is "free" so there's no wasting of moogles or energy to farm these. Generally, you'll only be using these when either you need to deal with preemptive elemental attacks (screw you, RNG ice bird) or when you need resists against multiple elements and battle includes elemental debuffs (yay dual element 3 star espers!). This is by far the most niche TMR from the FFXIV crew. You're more likely to figure out how to pronouce its name than use it.
Yda Spirit of Freedom: +15% ATK, +10% evade True Spirit of Freedom: +20% ATK, +15% evade Upgrade cost: 3 for 1  
If there's one thing GL can do better than JP it is evade cheese. Our RoL evade stacks, we have quite a bit of GL exclusive evade gear, and we have iNic. With a source of 15% evade materia, a whole slew of new units will be able to reach 100% evade. Mix that with counter units and you can come up with some fun (albeit questionable) strategies. I'll finally have my 100% evade Santa Roselia and slowly die inside as I watch her cure status ailments over and over and over again instead of healing once... I could enhance that skill so it only procs once per turn but then I'd end up watching her only heal self repeatedly...
I only got 3 of these from the previous raid (missing maybe 10-15 orbs over 2 weeks) so if you are really hoping for the 15% evade, you'll need to farm the hell out of the raid or hope for the bots to boost our rewards. Fortunately, you probably only need one of these so no harm in fusing all of them. EDIT: I was thinking about newer players when I suggested fusing them all. Optimally you’d keep at least one of the original version as they stack with each other. It’ll be extremely unlikely a newer player will get 6 copies of the original so fusing all is still the best route for them (with 3 copies fusing is the better option in the long run). Anyone that played the previous ffxiv raid will want to keep at least one copy of the original unless they already farmed enough Shines.
Papalymo Sage's Prajna: +20% MAG, +10% HP True Sage's Prajna: +25% MAG, +15% HP Upgrade cost; 3 for 1  
Papillomavirus is a family of DNA viruses that infects epithelial cells. While most commonly known as genital warts, a sexually transmitted disease, infections are not limited to reproductive organs and can be spread by non-sexual contact. Ever see an HPV infection of the eye? Scary stuff. But nowhere near as scary as the cancer risk that comes with HPV infections. On the bright side, this game's version of an advanced HPV infection increases you innate magical powers by 25% and you can also take 15% more abuse. Multiple infections will grant an additive effect to you enhancements. Please be aware that your enhanced powers are not a form of birth control. Unless of course your partner sees those nasty bad boys on your junk. That'll put an end to your night of fun pretty quickly.
I only got 4 of these last raid (the raid units, not the genital warts) so keep that in mind before fusing all of them. Depending on your current gear situation, you might be better off leaving them unfused for now. I'm keeping mine unfused for expedition units.
Y'Shtola Shard of Genius: +20% DEF when equipped with robe, +20% SPR when equipped with staff True Shard of Genius: +25% DEF when equipped with robe, +25% SPR when equipped with staff Upgrade cost 2 for 1  
During the first FF14 raid, getting a second Y'Shtola for her TMR was considered amazing luck. Plenty of people were farming this TMR to put on their Warrior of Light for those at-the-time amazing +20% stat boosts. All we needed was for his 6 star awakening which coincidentally would have really come in handy against the Titan. (TUMULT! TUMULT! TUMULT! TUMULT! TUMULT! TUMULT! TUMULT! Traumatized yet?). Fast forward to today and these aren't that great for tanks outside of strange circumstances (HP boosts preferably with a DEF/SPR boost are generally better). The only times I ever used the +20% flavor of this TMR is on Marie to further boost her huge HP heals.
One big change since the last FF14 raid is that damage scaling against SPR is now a thing (and temporarily became OP in JP with Lila). +25% SPR is a huge boost for a "free" materia but odds are you may never use a SPR based attacker for the foreseeable future. 20% boosts to two stats is huge for expeditions, so don't necessarily fuse them all together. Fuse with caution.

Raid rewards

Fun fact: Wind up toys have been around in some form for over 500 years. Leonardo da Vinci created wind up lions and gifted one to King François I of France. The king liked it so much he invited da Vinci to France. da Vinci brought along a few pieces of artwork he created including the Mona Lisa which has remained there since then. Yes, the reason why the Mona Lisa is the most famous and recognized painting in the world is because da Vinci made some badass toys and gave one to the descendant of very successful mass murderers (that's what makes a person royalty - their ancestors were really, really good at killing others. Except on Naboo. They elect children to be their figurehead serial killers. Fuck you, George Lucas).
Sadly, most of these aren't even that good for expedition units. The crafted rings will provide far better overall bonuses. However, they are all still decent accessories.  
Wind Up Y'Shtola: 30 SPR, Auto-shell  
An automaton catgirl? That sounds like the premise of an anime from the 90's. Oh wait, it is. I watched it on a VHS copy that I rented from Hollywood Video. It was one out of about 20 anime options and that was considered an enormous collection at the time. Kids got it easy today. And get off my lawn!
SPR is bit of an odd stat. Your tanks would rather have HP from an accessory (preferably with DEF and SPR in the mix), healers/bards only kinda want it, and SPR based attackers aren't meta (again, Lila will be but only until 7 star lands). While this won't be one of your go-to accessories, it's still a pretty good item. However, Wind Up Garuda also offers 30 SPR but instead of auto-useless, it has +30% wind resist and confusion immunity which can be very useful. Players that have been playing since the previous FF14 raid should already have Wind Up Titan (at least those that survived the tumult spammer) so no surprises for you on whether or not you'll use this much.
Wind Up Yda: 20 ATK, Auto-brave  
Much like Yda, you probably aren't going to use this if you've been playing for a while. This is just a shade better than +10% ATK which is easy to come by and you'll get other bonuses better than auto-brave. It is a solid option if you've hit the 300% cap for ATK and still don't have Ifrit's claw or farmed one of the many 30+ ATK accessories yet.
Wind Up Minfilia: 30 DEF, Auto-protect  
This is like Wind Up Y'Shtola only with DEF so there's even less useful situations. Pretty sure there's an anime about a robotic girl that isn't part cat if that's your thing.
Wind Up Papalymo: 20 MAG, Auto-faith  
Only slightly better than +10% MAG and auto-faith still doesn't automatically play George Michael. Gumi, Wham collab when?
Wind Up Thancred: +15% HP, Auto-regen  
This one is very good for your tanks if you don't have enough Arsha's Talismans or Jake's Pirate Rings farmed out. For some comparison here's the "free" accessories that give 15% HP or better: Vitality Apparatus (15%, limited time), Germinas Boots (15%, key vault reward), Rain's Insignia (rain's trial), Loren's Insignia (15%, limited event), Ankh of Goddess (15%, limited TMR). This doesn't offer as much extras as most of those but still a solid accessory for a freebie.
Wind Up Alphinaud: Auto-Refresh (5%)  
I remember when I pulled for Cupid Luna to make sure I would be able to farm her TMR because it would make Tilith super awesome with never ending MP. In the 14 months since I pulled her she's only at 15% trust. And that's from the 3 copies I pulled this year. I really should fuse the two spares I have as I obviously have no need for an auto-refresh accessory. That said, this will be an excellent item for anyone that doesn't have a lot of flexible MP healing options at their disposal.
Wind Up Garuda (trial reward): 30 SPR, +30% wind resist, confusion resist  
Better version of Wind Up Y'Something. (Yeah, I stopped trying a few items ago...)

Other rewards

JP got Gugnir (90 ATK) as a raid reward but my Spider sense is tingling and telling me that if I do a write up for it, they'll change it and I'll have to update my post (I could just wait to see the rewards before I post but where's the fun in that?). So watch this section for updates that give an obvious analysis of equipment that looks great but you'll never use. While you wait for that update, here are some jokes I couldn't work into this shitpost useful guide:
Why did I make chicken soup? Because that goddamn chicken kept flaunting its freedom to cross the road with impugnity. So I chased it down, snapped its neck with my bare hands, tore the flesh off its carcass with my teeth, and made it into a soup to share with my anger management group.
Yo mama is so stupid, she kept you.
Have you heard about the mythical milk? It was legend dairy.
Whenever I see a person posing for a picture with their hands forming a heart, I mentally replace the hand-heart with a puppy's head. Then I ask myself, what kind of sick fuck smiles like that while killing a puppy by jamming their fingers into its brain. Answer: the same idiot that thinks hand hearts are cool.
Press Alt-F4 to see the joke.
There are 10 type of people in the world. Those that find binary jokes funny and normal people.
I had no idea that my wife was a mail carrier until my son was born.
How many FFBE players does it take to change a light bulb? None, they are all waiting for a step up banner so they can reach the light bulb.
After the Great Flood, God created the rainbow as his way to promise to his people that there will only be a 97% chance of another Great Flood.
submitted by testmonkeyalpha to FFBraveExvius [link] [comments]

MAME 0.203

MAME 0.203

With Hallowe’en basically over, the only thing you need to make October complete is MAME 0.203. Newly supported titles include not just one, but two Nintendo Game & Watch classics: Donkey Kong and Green House, and the HP 9825B desktop computer. We’ve added dozens of new versions of supported systems, including European bootlegs of Puck Man, Ms. Pac-Man, Phoenix, Pengo and Zero Time, more revisions of Street Fighter II and Super Street Fighter II, and a version of Soldier Girl Amazon made under license by Tecfri.
There are major improvements to plug-in TV games in this release, specifically systems based on the XaviX and SunPlus µ'nSP processors. The Vii is now playable with sound, and the V.Smile can boot games. Tiger emulation has come to the point where all but one of the games are playable. Some long-standing issues with Tandy CoCo cartridges have been fixed.
It isn’t just home systems that have received attention this month: Namco System 22 emulation has leapt forward. Yes, the hit box errors making it impossible to pass the helicopter (Time Crisis) and the tanks (Tokyo Wars) have finally been fixed. On top of that, video emulation improvements make just about everything on the system look better. In particular, rear view mirrors in the driving games now work properly. If that isn’t enough for you, the code has been optimised, so there’s a good chance you’ll get full speed emulation on a modern PC. There have been less dramatic improvements to video emulation in other Namco and Tecmo systems, and CPS-3 row scroll effects have been implemented.
MAME 0.203 should build out-of-the-box on macOS “Mojave” with the latest Xcode tools (provided your SDL2 framework is up-to-date), a number of lingering debugger issues have been fixed, and it’s now possible to run SDL MAME on a system with no display. MAME’s internal file selection menus should behave better when you type the name of a file to select it.
MAME 0.203 is a huge update, touching all kinds of areas. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

Emma Frost (mini)Guide + Review



Emma Frost was added in the Special X-Men update (v3.9.0), together with Angel, Colossus, and Magik.


Emma Frost can only be obtained by buying the Emma Frost package for 2 500 crystals. She will already be at 6 stars when you buy the pack. Once you've bought the pack, the contents within it will change. For 1 250 crystals you can obtain the following:
Note that her X-Genes can only be obtained in this pack and are unobtainable in the Lab Processor or 20 X-Gene Daily Subscription. You can use Tier-2 Advancement Tickets on her, which is highly advisable given that her X-Genes are expensive.
To T2 her you will need about 5 000 crystals to 6 250 crystals [2.5k to unlock + 1.25 for gears + 1.25 for gears (+1.25)], in the worst case scenario, 7 500 crystals.
Breakdown of crystal saving
A grand total of 1 920 monthly crytals and in 4 months you will have 7 680 crystals. This, however, is not advisable since you will be missing out on uniforms released during the updates of those months. I might have missed something please do tell me in the comments

Basic Information

In-Game Bio:
Emma Frost, also known as the White Queen, is a powerful mutant telepath who can transform into pure, organic diamond form. Her moral flexibility makes her an unpredictable villain and sometimes, a reluctant hero.


Active Skills
Going around the normal attack button from right to left (Stats based on skill level 1):
15 seconds base cooldown
Frost transforms herself into her diamond form with a quick stance.
A great skill to open a fight with because it gives her Super Armor, a buff to her attack, and a damage reduction. There is a slight delay when the buffs apply but it has a quick animation which is helpful in chaining skills smoothly.
Mind Damage 112% of Energy Attack + 30 Mind Damage
7 seconds base cooldown
Frost runs towards the enemies and leaps to the left and then releases five mind blasts from her hand. These mind blasts are shot to the right and curves towards the enemies. The leap is an instant I-Frame.
This skill is best used to escape enemy attacks, but can also be used to dish out a decent amount of damage. I DID FURTHER TESTING AND THIS SKILL ACTUALLY DOES RESPECTABLE DAMAGE, I WAS ABLE TO ONE SHOT A WOLVERINE IN TL WITH THIS SKILL.
Mind Damage 139% of Energy Attack + 73 Mind Damage
7 seconds base cooldown
Frost crouches a little then leans forward to cast an illusion that jumps forward to strike enemies. The crouch is an I-Frame and the I-Frame will last till the illusion casted makes its spinning kick that hits the enemies four times. Frost then returns to where she originally stood.
Another skill with a good amount of damage but is best utilized when there is an incoming enemy attack.
13 seconds base cooldown
Frost releases a huge beam of mind blast to the enemies with her left hand (Immunity is applies once the blast is released), then amplifies the blast with both hands increasing the width of the beam. She then proceeds to amplify it again with both hands that makes the AOE larger, which pushes her back. This skill has a total of eighteen hits.
This skill is the bread in Frost’s kit. A great skill that dishes out a great amount of damage, and applies immunity to her for survivability. This skill is best used when enemies are grouped together in a single line for maximum damage. Use this skill when you have the 3rd Skill buff to amplify the damage even more.
15 seconds base cooldown
Frost walks likes a queen towards the right, serving a condescending look on her foes and teleports towards them. But don’t be tricked it isn’t really her, it’s just another illusion, the illusion then raises its right hand to cast a mind trap that applies the decrease mind resistance, increase damaged received, and bind debuff on the enemies. The illusion then bursts into nothingness for a final hit which also applies the Mind Control debuff to the enemies. This skill is a full instant I-Frame and has a total of ten hits.
This skill is both bread and butter in Frost’s kit. A skill with a premium debuff, Mind Control, which makes enemies target each other, and if that isn’t good enough for you it can be applies to anyone. It also is a massive AOE skill that targets every Ultron bot in the skill preview. Not only is it a full instant I-Frame it is also a good source of DPS. What did I say, bread and butter.

Skill Rotation

General Rotation: Diamond Form3 > White Queen’s Trap5 > Enhanced Mind Blast4 > Mind Blast1 ( > Illusion Strike2 )
It is important to open with the 3rd skill to acquire the buff, then proceed to the 5th to reduce enemies’ defenses/resistances.
PVE/Damage Proc: Let the proc activate on the 5th skill then cancel into the 4th skill for maximum DPS then go for the 1st skill. If you are low on SC, then use 2 to escape attacks and be safe. [3>5(c)>4>1(>2)>3]
PVP/No Damage Proc: Let the 5th skill playout, after the last hit proceed to the 4th skill then go for the 1st skill. If you are low on SC, then use 2 to escape attacks and be safe. [3>5>4>1(>2)>3]

Passive Skills

Applies to Self:
At T1, her passive is not that great but is a slight boost to her already good survivability, but at T2 it can really shine like a diamond since it will be improved to Guaranteed dodge making her tankier and increasing her survivability even more.
Applies to: All Allies
A meh, leadership for her. Not useful, don’t use. She should have had the same leadership as Jean since it’s almost similarly worded: Psychic Shield.
Applies to Self:
A great T2 passive, makes her well-balanced, not to OP, not to weak. The pierce is useful against the likes of Silk, Loki, and other characters who have barrier. The mind resist is helpful against Mind Damage dealing characters (She could possibly be a counter to Wanda? No?). Mind Damage to increase DPS.
I have no experience with a T1 Frost(I T2’d her immediately) but based on what I’ve seen and information I gathered, her T2 isn’t really necessary for her. She can clear Floor 24 of Shadowlands at T1. Her T2 is more of a luxury but she will become very good with it.


Gear Name Base Stat 1 +20 Bonus Base Stat 2 +20 Bonus Base Stat 3 +20 Bonus
1 Telepathy Energy Attack+ 816 Ignore Defense+ 561 All Attacks+ 875
2 White Dress All Defenses+ 694 Critical Rate+ 537 All Defenses+ 776
3 Cloak of the White Queen Skill Cooldown- 1194 Crown Control Time- 608 HP+ 3116
4 Diamond Form Critical Damage+ 1205 Attack Speed+ 573 Optional 1180
Optional: The general rule of the thumb is to go for Skill Cooldown if it isn’t capped, or Ignore Defense. If both are capped, then it will depend on you, for PVE/More DPS go for either of the Crits. For PVP/More Survivability go for HP or Dodge (this coincides with her T2 enhanced 4Star Passive).
For PVE/More DPS:
PVP/More Survivability:


General Rule: 2 Energy Attack Uru for Energy Attack Users, 2 Physical Attack for Physical Attack Users
Since she uses Energy Attack, I think it’s self-explanatory
PVE/More DPS: 2 for either of the Crits/IgnDef, whichever you need, the last for either IgnDef, SC (if not capped).
PVP/More Survivability 2 for HP or Dodge, the last one could be IgnDef, SC, or either of the Crits.


Go for attack set, she already has lots of survivability, it’s best to improve on her DPS even more. Overdrive is optimal but is expensive so you have Power of Angry Hulk and Hawk’s Eye. Though HE is sub-optimal since she has native SC on her gears, you can get by with it. I DIDN'T REALIZE THAT HER 3RD SKILL OVERRIDES THE BOOST, SO AN ATTACK SET MAY NOT BE VERY OPTIMAL, GO FOR A DEFENSIVE SET, IDEALLY DDE.
If you really wanna be a troll in PVP, go for either Drastic Density Enhancement, Binary Power, or Prince of Lies.
Use All Attacks for Powerful(White) Isos, Use All Defenses for Impregnable(Blue) and Absorbing(Green) Isos, Never have Physical/Energy Defense for Chaotic Isos.


Frost only has a few team-ups, but most of them are good:
Note: Number in square brackets [x], refer to the skill used by the character when pressing the Team-Up Button
Summer Love: Emma Frost[5], Cyclops[4], Jean Grey(Phoenix)[4] : Energy Attack +5.4%, CritRate +4.8%, CritDamage +4.7%
Telepathic Counseling: Emma Frost[1], Cyclops[3]: All Attack +5.4%, Crowd Control Time -4.8%
Phoenix Five #2: Emma Frost[5], Cyclops[4], Magik[5]: Energy Attack +5.4%, Cooldown Duration -4.8%, CritDamage +4.7%
Telepathic Counseling: Emma Frost[1], Cyclops[3]: All Attack +5.4%, Crowd Control Time -4.8%
Ruler of the Dark: Emma Frost[5], Green Goblin[4], Loki[1]: CritDamage +4.8, Dodge +4.8%, Cooldown Duration -4.8%
Inhumans Vs. X-Men: Emma Frost[1], Medusa[1]: CritDamage +4.9%, dodge +4.7%
Thorn in Medusa’s Side: Medusa[5], Ironman[4]: Energy Attack +5.2%, Physical Defense +5.1%
I’m naming this IVX + Civil War + AVX
Cards and Build
Please note, that I am a semi-casual semi-competitive player (more on former).


Mission Clearing:
Damage Output:
Alliance Battle Screenshots for Alliance Battle Clears
World Boss Screenshots for World Boss Clears


Emma Frost is overall a great character. She may not be a high DPS meta character that will replace Cable in free ABX Day, her damage is still amazing. She’s can be a literal tank, someone who has high survivability and can dish out a great amount of damage, a well-balanced character in my opinion.
But she is really expensive and just luxury character to have. You don’t necessarily need her for any game mode. You should get her if you have the crystals and if you really love the character, but if not, there are more characters in the game you can focus your attention on.


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