Download 60 second binary options strategies system

Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
submitted by diogenesl to Games [link] [comments]

2.9.3 Stable update!

2.9.3 Stable update!
What is up Depthians!
We are back with another monstrous update as this one incorporates five beta test builds, so we have a lot to cover.
If you want to dive straight into the massive changelog/dissertation Click
We should probably start with the biggest change to From The Depths in this update and that is the change of fuel and ammo storage.
Quoting Nick, our lead developer
The change is quite simple: "remove ammo and fuel as separate resources. Weapons will consume materials directly, fuel engines and CJEs will burn materials directly".
Before I dig into why I think this is the right thing for FtD, I'd like to explain a few details.
Energy, fuel and ammo are still needed for your constructs.
We have changed the "ammo barrels (etc)" and "fuel tanks" so they are just alternative material storage containers, but with the following properties:
--"ammo barrels" now increase the maximum possible rate of usage of materials as "ammo" for reloading guns. They still explode.
--"fuel tanks" increase the maximum possible rate of use of materials as "fuel" for fuel engines and CJEs, with the future stretch goal of fuel tanks being flammable.
--So ammo racking is going to remain a feature of the game- vehicles that need to reload a large amount of materials may need additional ammo barrels
Ammo and oil processors are replaced ship-wide with existing material storage containers of the same size. They'll be made decorative blocks so you can still use them decoratively in future if you want to.
The oil refinery will be repurposed (described later in the patch notes)
There are two main reasons why I think this is the right move. Why it's right for the business and why it's right for the player.
Let's start with why I think it's right for the player:
Ammo and fuel containers are currently purchasable as either "empty or full". This is confusing when considered in the context of the campaign, story missions, custom battles, multiplayer matches...how do empty and full tanks behave in these modes? I'd need an hour to study the code and a small essay to explain it. That's not good game design.
Localised resources, when considering just the moving of material (and energy, if you want), becomes infinitely more manageable. The supply group system and the transit fleet system are not intuitive and for a lot of situations, their usage becomes fiddly and too complicated. We've replaced these systems with a new supply system that is much more intuitive for moving materials and energy around.
The UI is less cluttered now that ammo and fuel bars are not shown. This is not a minor point...it'll reduce the amount of data on screen by about 40% in a lot of the different views. It'll be so much easier to know at a glance if a particular fleet is running low on "materials" or doing fine. Is a transport ready to leave, or does it need to pick up more materials? Will a set of vehicles have enough materials for the next fight...this is so much easier with just one main resource type per vehicle.
When you or an enemy run out of ammo or fuel in a battle it's just frustrating. By combining fuel, ammo and materials for repairing you can guarantee that if someone runs out, the fight is going to be over quickly.
I imagine that deep down the majority of players would rather not have to create, stock and resupply fuel and ammo. I know that personally, the requirement to do this puts me off playing the campaign. By using a single material it still focuses the game on making efficient war machines, maintaining supply lines and growing your economy, but without the extra confusion of mat->ammo and mat-> fuel conversion.
Being able to assess weapons, engines and vehicles in terms of material cost and running cost is elegant.
Most grand strategy games and RTS games don't have localised resources, and many don't have more than 2 resource types to handle. Very few combine localised materials with multiple types.
Why it's right for the business:
The ammo and oil processors were created about 8 years ago. Boring single blocks that don't add much to the game. It's been our intention to add something similar to the oil refinery but for ammo creation. That's a lot of work and adds to the complexity of the logistical part of the game, which we feel is already a burden.
Making the localised resource supply system more user friendly to make it easy/natural/pleasant to move ammo, fuel and material around the map would require a lot of effort and, quite frankly, I'm not sure we'd ever manage it.
The complexity of the UI scares off a lot of our customers. The barriers to getting a gun firing or a boat moving will be lowered if a single material container can theoretically get everything working.
Running out of ammo/fuel in combat is a problem for our players. We want to find a solution to that, but it would take a lot of effort to do so. We also want the strategic AI to always enter a battle with enough ammo and fuel for the fight- that's another massive bunch of work.
The campaign's strategic AI has to work hard to get materials where it wants them. It's a bundle of work and added complexity to get NPC fleets to restock ammo and fuel as well.
We had proposed work to make resource dumps (from dead ships) contain ammo and fuel...again, that's more work, more bugs, more testing.
Certain game modes such as story missions, tournament mode, and multiplayer maps should theoretically allow the player to choose the amount of ammo or fuel stocked into their vehicles before the match begins. That's another bundle of work and added complexity we'd like to avoid.
Currently out of play units on the map can run out of fuel and will still continue to move "for free". It's exploitable and we don't have a solution to that...but if all the different out of play movement calculations are burning material, there will be no avoiding the cost.
The development effort can be much better spent polishing up other features that I actually believe in, rather than flogging the dead horse of logistical complexity in an attempt to make it interesting, approachable and fun for everyone (which I fundamentally don't think it would ever be).
Fundamentally I think that by winding back this feature we tie up a large number of loose ends and it results in a far more finished and enjoyable product.
And what's-more everyone on the development team agrees that we enjoy the game for fighting, looting and creating...not staring blankly at dozens of resource bars trying to figure out who needs to head back for more fuel and how long we need to wait for ammunition to process.
We've also simplified the resource transfer system. "Supply groups" and "Transit Fleets" have been replaced with a simple but comprehensive three-tier system. You can mark a vehicle as a "Creator", a "Cargo" or a "User". Creators fill up Cargos (and Users), Cargos give to Users (up to procurement levels). Users equalise their material with their neighbours, so do Creators, and there are a few handy transfers from Users back to Cargo and Creator to make sure they maintain their procurement levels as well. This system covers 95% of the way people were using the resource system and does it all semi-automatically. This simplification is much more possible now that materials are the only resource, as they invariably just need to flow from the resource zones to the front line, with everyone (Creators and Cargo) keeping what they need and passing the rest on. This new resource system also facilitates the long-range transport of materials from refinery to refinery, which is neat. The system also has an option, for Creator and Cargo types, to set their "supply chain index", so if you want to relay materials from output to output in order to accumulate them at a central location you can set the supply chain index to determine which way along the chain the materials will flow. It's all explained in the game.
After spending a lot of time with this new system from adventure to campaign and designer mode, the gameplay feels a little faster to get going and a little simpler for fleet management. As if you didn’t already know, you can shift+right click (with your supply construct selected) on the target construct / flagship of a fleet to keep supplied, keep holding down shift and right-click where you want to pick the resources up from and once again while not letting go of shift, shift+right click on the target construct/flag ship to finish the loop.
This would be done of course after setting up the settings Creator, Cargo and User.
Creator as an example is the harvesting construct, Cargo which would be the supply ship, User which would be a single target construct that uses the mats.
This will keep the supply ship target waypoint updated and therefore your supply ship will always head to the target construct no matter where it has moved to after setting up the loop.
You still need ammo and fuel boxes on your constructs, as these are governing the transfer rate / the speed that stock your turrets and fuel engine with the materials needed for them to run. You can run a construct without fuel or ammo boxes, however, once your APS clips are empty you will see a drop in your rate of fire as the material is not being transferred fast enough, this is the same for fuel engines and CJE.
Another change that goes hand in hand with resource management is the changes to fuel refineries.
In short:
Refineries on a force with greater than 1 million materials on it will begin refining the material into 'commodities' that are stored centrally. Commodities (AKA centralised materials) can be added by the player to any vehicle in allied territory, at any time.
Resource zones have a new feature too, and that is the ability to deactivate a resource zone on your owned tiles and if you own enough territory as you can see from the UI when double-clicking on the resource zone “Zone Deactivation”.
https://preview.redd.it/284w9khtt9t51.jpg?width=1920&format=pjpg&auto=webp&s=9dd61b06b2b6d0431bbb35c44a4d54563b81fbf0
Custom Jet Engines, have had some additional parts and new features.
We have the new ducted air intakes which as you can see have different attachment points
https://preview.redd.it/qaqeplmwt9t51.jpg?width=1920&format=pjpg&auto=webp&s=2ac2019d4b0c908019bf0ef0d53ad3a718fc4f4d
These ducted intakes allow you to have your CJE enclosed inside your construct enabling you to pass ducting through to access airflow outside.
https://preview.redd.it/pge1x43yt9t51.jpg?width=1920&format=pjpg&auto=webp&s=f2ee0cf35276f45feeb7320b29d844fa54776cdf
https://preview.redd.it/scych37zt9t51.jpg?width=1920&format=pjpg&auto=webp&s=1bf7559bc2379b692b7a318ba8f43708f5bba81e
And as you can see in the pic below they are enclosed and making use of the air duct intakes.
https://preview.redd.it/ucidv351u9t51.jpg?width=1920&format=pjpg&auto=webp&s=7d93e0c08d381fcaea2bcfc315c7b676f4006b51
You can also funnel the exhaust of your CJE's that would be under the waterline by using the two new connector blocks, a 90-degree corner and an extension piece which allows them to work as long as you funnel the exhaust out above the waterline.
https://preview.redd.it/aiofdee2u9t51.jpg?width=1920&format=pjpg&auto=webp&s=72c1dd2023195ef2337704d0547904031ad97e6c
PACs have also had a rework and new additions.
We now have the long-range lens which has a circular 10° field of fire, the close-range lens which has a circular 35° field of fire, the scatter lens which has a circular 30° field of fire, and the vertical lens which has a 10° horizontal / 60° vertical field of fire (good for AA). The other differences between them is the percentage of damage drop off at certain ranges, which is marked in their UI.
https://preview.redd.it/zvg2u0c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=567a2c4e092ea5fef62e67b051a74151e48b58d4
https://preview.redd.it/mboi63c5u9t51.jpg?width=1920&format=pjpg&auto=webp&s=78690d46df1466844cc38ff6b6623a30d910b726
One other awesome change to the PAC system is that melee lenses do not need to be hooked up to the now called long-range lens. Simply setup your melee head and snakey noodle PAC tubes with a terminator on the end, then link up to your other melee lens via Q in the drop-down menu. The scatter lens also deserves some attention here, as it can double up the number of beams if we increase the charge time max x4 at 30 seconds. The PAC system has had many tweaks which you should check up on in the changelogs.
Shields have also had some love. Projector shields reflect and laser scatter modes are now merged and have also had a slight buff to ricochet chance. Ring shields armour bonus has also increased by 50%.
We also have some new additions to APS in terms of coolers.
From left to right we now have an L shape, 4 way and a 5 way cooler.
https://preview.redd.it/lfi937e7u9t51.jpg?width=1920&format=pjpg&auto=webp&s=4ff99ceae914777137262754baa017300c2f4c1f
We now have some new wide wheel additions too for all you land vehicle lovers.
https://preview.redd.it/1ysi7u68u9t51.jpg?width=1920&format=pjpg&auto=webp&s=0760606aa3aebbde24a44fcb7319477453ee3b99
The next biggest change would be steam engines even though other changes will be implemented in this update. We are once again rehashing the whole system, which will be released in the following updates.
I had asked Weng a number of questions as to why the change was needed, why are the parts expensive, when and why would you use steam over fuel, and this is what he had to say:
Reason why steam changes are needed:
  • Steam was previously totally unbalanced and arbitrary. For example, 9 small boilers with 1 small piston was the optimal steam setup, which was more efficient and denser than almost all other engines; and turbine power generation only depended on its pressure, so compact turbines were always optimal.
  • It lacked many critical info in its UI.
  • It was hard to control the usage of steam

What's good with new steam:
  • A bit more of realism and complexity
  • Larger steam now generally have better efficiency and density than equivalent smaller steam
  • More useful info such as total power production, performance over time
  • Possibility to regulate steam usage with valves

Pros of steam compared to injector fuel:
  • Denser and more efficient
  • Even denser with turbines
  • Easier to fit into irregular space
  • Provides a buffer with flywheels or steam tanks
  • More efficient when used for propellers
  • Doesn't require fuel containers, uses material directly from any type of storage
  • Computationally less intensive
Cons of steam compared to fuel:

  • Still hard to regulate, so it's only useful when the power usage is constant or there's a buffer energy storage
  • Turbines waste energy when batteries are full
  • Crankshafts waste energy when reaching speed limit
  • More susceptible to damage (injector engines can often still run fine even when half of it is gone, steam can stop working when a single pipe is destroyed)
Why cost of parts is hilariously high: Steam engines have better efficiency and density (many players seem to forget that one) than injector engines. So a higher initial costs makes it less overpowered.
(In my opinion, the potential waste of energy is a major drawback of steam and justifies for its high potential power. But iirc Draba said that injector engines would be useless on designs that require a lot of power if steam doesn't have higher initial cost, which also makes sense.)
Problem with new steam that can't be fixed:
  • Many old designs are broken due to low power output
  • More complexity
Problems that can probably be fixed but I don't have a solution:
  • Inefficient steam engines are ridiculously bad (a bad steam engine is like 30 PPM and 50 PPV, while a good one is around 600 PPM and 110 PPV) (I tried to fix this and spent like 40 hours on that, but I only managed to make it easier to build a mediocre engine)
  • Cannot be simulated to calculate a stable power output, like fuel engines do (actually it's easy but would take a lot of time to do and I don't think it's necessary)

Another massive change is the detection rework which I also left a few questions for Ian AKA Blothorn to explain the system and how it works.
Why a change was warranted:
  • Different types of detection weren't well balanced--for instance, visual components had better accuracy than IR and vastly better range.
  • Detection autoadjust used an incorrect formula, so optimizing adjustment was both mechanical and tedious.
  • Trackers having much better detection ranges than search sensors meant that detection was very binary--if you could see something at all you could usually get a precise lock (barring ECM, which was only counterable by large numbers of components).
  • Needing both sensors and munitions warners made reactive missile defence difficult on small vehicles.
  • There were a number of other inconsistencies/imbalances, e.g. some visual/IR sensors working through water, steam engines producing no heat, etc.
Overview of the new system:
On the offensive side, each sensor type now has a role in which it is optimal, and large vehicles are best using a variety to cover their weaknesses. Visual probably remains the default for above-water detection--it remains impossible to reduce visual signature other than reducing size. IR is better against fast vehicles, as they have trouble avoiding high IR signatures from thrust and drag. Both visual and IR are weak in rangefinding (although coincidence rangefinders are adequate for most purposes); radar is correspondingly strong in range and weak in bearing, although it often offers better detection chances against vehicles that don't pay attention to radar stealth.
On the defensive side, there are two approaches. Most obvious is signature reduction--while it is deliberately difficult to avoid detection entirely, reducing signature reduces detection chances and thus degrades opposing accuracy. At short ranges, however, this doesn't work well--detection chances are likely high regardless, and low errors at short range mean even sparse detections can give a good fix. Smoke and chaff can be useful here: they increase detection chance while adding a distance-independent error to opponent's visual and radar sensors, respectively.
ECM, buoys, and radar guidance have also been reworked. Buoys are more powerful, becoming more accurate as they get closer to the target. While their base error is high, at long ranges a buoy at close range can beat the accuracy of any onboard sensor. If you worry about opponents’ buoys, ECM can now intermittently jam them--except if they are connected to their parent vehicle by a harpoon cable, in which case they don't need the vulnerable wireless connection.
Most blueprints should need no modifications under the new system, although a few may want a few more or less GPP cards. The one exception is water interactions--IR cameras, laser rangefinders, and retroreflection sensors can no longer work through water, so submarines that used them underwater or vehicles that used them to detect submarines will need to replace them (likely with buoys). Vehicles that predominantly used visual detection should also consider adding a greater variety of sensors--in particular, visual camera trackers tied to AA mainframes should likely be replaced with IR cameras. Also, radars and cameras can take over missile and projectile detection (radar is required for projectile detection), so munitions warners can be removed/replaced with additional sensors.
Last but not least a sweet little addition to our build menu prefabs.
https://preview.redd.it/iqw1ymabu9t51.png?width=1920&format=png&auto=webp&s=aa1e3cdba6e1d62e07aef83caf0acad2a39249ed
Please do make sure you go through the changelog as a hell of a lot has changed!
submitted by BaconsTV to FromTheDepths [link] [comments]

AJ ALMENDINGER

glimpse into the future of Roblox

Our vision to bring the world together through play has never been more relevant than it is now. As our founder and CEO, David Baszucki (a.k.a. Builderman), mentioned in his keynote, more and more people are using Roblox to stay connected with their friends and loved ones. He hinted at a future where, with our automatic machine translation technology, Roblox will one day act as a universal translator, enabling people from different cultures and backgrounds to connect and learn from each other.
During his keynote, Builderman also elaborated upon our vision to build the Metaverse; the future of avatar creation on the platform (infinitely customizable avatars that allow any body, any clothing, and any animation to come together seamlessly); more personalized game discovery; and simulating large social gatherings (like concerts, graduations, conferences, etc.) with tens of thousands of participants all in one server. We’re still very early on in this journey, but if these past five months have shown us anything, it’s clear that there is a growing need for human co-experience platforms like Roblox that allow people to play, create, learn, work, and share experiences together in a safe, civil 3D immersive space.
Up next, our VP of Developer Relations, Matt Curtis (a.k.a. m4rrh3w), shared an update on all the things we’re doing to continue empowering developers to create innovative and exciting content through collaboration, support, and expertise. He also highlighted some of the impressive milestones our creator community has achieved since last year’s RDC. Here are a few key takeaways:
And lastly, our VP of Engineering, Technology, Adam Miller (a.k.a. rbadam), unveiled a myriad of cool and upcoming features developers will someday be able to sink their teeth into. We saw a glimpse of procedural skies, skinned meshes, more high-quality materials, new terrain types, more fonts in Studio, a new asset type for in-game videos, haptic feedback on mobile, real-time CSG operations, and many more awesome tools that will unlock the potential for even bigger, more immersive experiences on Roblox.

Vibin’

Despite the virtual setting, RDC just wouldn’t have been the same without any fun party activities and networking opportunities. So, we invited special guests DJ Hyper Potions and cyber mentalist Colin Cloud for some truly awesome, truly mind-bending entertainment. Yoga instructor Erin Gilmore also swung by to inspire attendees to get out of their chair and get their body moving. And of course, we even had virtual rooms dedicated to karaoke and head-to-head social games, like trivia and Pictionary.
Over on the networking side, Team Adopt Me, Red Manta, StyLiS Studios, and Summit Studios hosted a virtual booth for attendees to ask questions, submit resumes, and more. We also had a networking session where three participants would be randomly grouped together to get to know each other.

What does Roblox mean to you?

We all know how talented the Roblox community is from your creations. We’ve heard plenty of stories over the years about how Roblox has touched your lives, how you’ve made friendships, learned new skills, or simply found a place where you can be yourself. We wanted to hear more. So, we asked attendees: What does Roblox mean to you? How has Roblox connected you? How has Roblox changed your life? Then, over the course of RDC, we incorporated your responses into this awesome mural.
📷
Created by Alece Birnbach at Graphic Recording Studio

Knowledge is power

This year’s breakout sessions included presentations from Roblox developers and staff members on the latest game development strategies, a deep dive into the Roblox engine, learning how to animate with Blender, tools for working together in teams, building performant game worlds, and the new Creator Dashboard. Dr. Michael Rich, Associate Professor at Harvard Medical School and Physician at Boston Children’s Hospital, also led attendees through a discussion on mental health and how to best take care of you and your friends’ emotional well-being, especially now during these challenging times.
📷
Making the Dream Work with Teamwork (presented by Roblox developer Myzta)
In addition to our traditional Q&A panel with top product and engineering leaders at Roblox, we also held a special session with Builderman himself to answer the community’s biggest questions.
📷
Roblox Product and Engineering Q&A Panel

2020 Game Jam

The Game Jam is always one of our favorite events of RDC. It’s a chance for folks to come together, flex their development skills, and come up with wildly inventive game ideas that really push the boundaries of what’s possible on Roblox. We had over 60 submissions this year—a new RDC record.
Once again, teams of up to six people from around the world had less than 24 hours to conceptualize, design, and publish a game based on the theme “2020 Vision,” all while working remotely no less! To achieve such a feat is nothing short of awe-inspiring, but as always, our dev community was more than up for the challenge. I’ve got to say, these were some of the finest creations we’ve seen.
WINNERS
Best in Show: Shapescape Created By: GhettoMilkMan, dayzeedog, maplestick, theloudscream, Brick_man, ilyannna You awaken in a strange laboratory, seemingly with no way out. Using a pair of special glasses, players must solve a series of anamorphic puzzles and optical illusions to make their escape.
Excellence in Visual Art: agn●sia Created By: boatbomber, thisfall, Elttob An obby experience unlike any other, this game is all about seeing the world through a different lens. Reveal platforms by switching between different colored lenses and make your way to the end.
Most Creative Gameplay: Visions of a perspective reality Created By: Noble_Draconian and Spathi Sometimes all it takes is a change in perspective to solve challenges. By switching between 2D and 3D perspectives, players can maneuver around obstacles or find new ways to reach the end of each level.
Outstanding Use of Tech: The Eyes of Providence Created By: Quenty, Arch_Mage, AlgyLacey, xJennyBeanx, Zomebody, Crykee This action/strategy game comes with a unique VR twist. While teams fight to construct the superior monument, two VR players can support their minions by collecting resources and manipulating the map.
Best Use of Theme: Sticker Situation Created By: dragonfrosting and Yozoh Set in a mysterious art gallery, players must solve puzzles by manipulating the environment using a magic camera and stickers. Snap a photograph, place down a sticker, and see how it changes the world.
OTHER TOP PICKS
HONORABLE MENTIONS
For the rest of the 2020 Game Jam submissions, check out the list below:
20-20 Vision | 20/20 Vision | 2020 Vision, A Crazy Perspective | 2020 Vision: Nyon | A Wild Trip! | Acuity | Best Year Ever | Better Half | Bloxlabs | Climb Stairs to 2021 | Double Vision (Team hey apple) | Eyebrawl | Eyeworm Exam | FIRE 2020 | HACKED | Hyperspective | Lucid Scream | Mystery Mansion | New Years at the Museum | New Year’s Bash | Poor Vision | Predict 2020 | RBC News | Retrovertigo | Second Wave | see no evil | Sight Fight | Sight Stealers | Spectacles Struggle | Specter Spectrum | Survive 2020 | The Lost Chicken Leg | The Outbreak | The Spyglass | Time Heist | Tunnel Vision | Virtual RDC – The Story | Vision (Team Freepunk) | Vision (Team VIP People ####) | Vision Developers Conference 2020 | Vision Is Key | Vision Perspective | Vision Racer | Visions | Zepto
And last but not least, we wanted to give a special shout out to Starboard Studios. Though they didn’t quite make it on time for our judges, we just had to include Dave’s Vision for good measure. 📷
Thanks to everyone who participated in the Game Jam, and congrats to all those who took home the dub in each of our categories this year. As the winners of Best in Show, the developers of Shapescape will have their names forever engraved on the RDC Game Jam trophy back at Roblox HQ. Great work!

‘Til next year

And that about wraps up our coverage of the first-ever digital RDC. Thanks to all who attended! Before we go, we wanted to share a special “behind the scenes” video from the 2020 RDC photoshoot.
Check it out:
It was absolutely bonkers. Getting 350 of us all in one server was so much fun and really brought back the feeling of being together with everyone again. That being said, we can’t wait to see you all—for real this time—at RDC next year. It’s going to be well worth the wait. ‘Til we meet again, my friends.
© 2020 Roblox Corporation. All Rights Reserved.

Improving Simulation and Performance with an Advanced Physics Solver

August

05, 2020

by chefdeletat
PRODUCT & TECH
📷In mid-2015, Roblox unveiled a major upgrade to its physics engine: the Projected Gauss-Seidel (PGS) physics solver. For the first year, the new solver was optional and provided improved fidelity and greater performance compared to the previously used spring solver.
In 2016, we added support for a diverse set of new physics constraints, incentivizing developers to migrate to the new solver and extending the creative capabilities of the physics engine. Any new places used the PGS solver by default, with the option of reverting back to the classic solver.
We ironed out some stability issues associated with high mass differences and complex mechanisms by the introduction of the hybrid LDL-PGS solver in mid-2018. This made the old solver obsolete, and it was completely disabled in 2019, automatically migrating all places to the PGS.
In 2019, the performance was further improved using multi-threading that splits the simulation into jobs consisting of connected islands of simulating parts. We still had performance issues related to the LDL that we finally resolved in early 2020.
The physics engine is still being improved and optimized for performance, and we plan on adding new features for the foreseeable future.

Implementing the Laws of Physics

📷
The main objective of a physics engine is to simulate the motion of bodies in a virtual environment. In our physics engine, we care about bodies that are rigid, that collide and have constraints with each other.
A physics engine is organized into two phases: collision detection and solving. Collision detection finds intersections between geometries associated with the rigid bodies, generating appropriate collision information such as collision points, normals and penetration depths. Then a solver updates the motion of rigid bodies under the influence of the collisions that were detected and constraints that were provided by the user.
📷
The motion is the result of the solver interpreting the laws of physics, such as conservation of energy and momentum. But doing this 100% accurately is prohibitively expensive, and the trick to simulating it in real-time is to approximate to increase performance, as long as the result is physically realistic. As long as the basic laws of motion are maintained within a reasonable tolerance, this tradeoff is completely acceptable for a computer game simulation.

Taking Small Steps

The main idea of the physics engine is to discretize the motion using time-stepping. The equations of motion of constrained and unconstrained rigid bodies are very difficult to integrate directly and accurately. The discretization subdivides the motion into small time increments, where the equations are simplified and linearized making it possible to solve them approximately. This means that during each time step the motion of the relevant parts of rigid bodies that are involved in a constraint is linearly approximated.
📷📷
Although a linearized problem is easier to solve, it produces drift in a simulation containing non-linear behaviors, like rotational motion. Later we’ll see mitigation methods that help reduce the drift and make the simulation more plausible.

Solving

📷
Having linearized the equations of motion for a time step, we end up needing to solve a linear system or linear complementarity problem (LCP). These systems can be arbitrarily large and can still be quite expensive to solve exactly. Again the trick is to find an approximate solution using a faster method. A modern method to approximately solve an LCP with good convergence properties is the Projected Gauss-Seidel (PGS). It is an iterative method, meaning that with each iteration the approximate solution is brought closer to the true solution, and its final accuracy depends on the number of iterations.
📷
This animation shows how a PGS solver changes the positions of the bodies at each step of the iteration process, the objective being to find the positions that respect the ball and socket constraints while preserving the center of mass at each step (this is a type of positional solver used by the IK dragger). Although this example has a simple analytical solution, it’s a good demonstration of the idea behind the PGS. At each step, the solver fixes one of the constraints and lets the other be violated. After a few iterations, the bodies are very close to their correct positions. A characteristic of this method is how some rigid bodies seem to vibrate around their final position, especially when coupling interactions with heavier bodies. If we don’t do enough iterations, the yellow part might be left in a visibly invalid state where one of its two constraints is dramatically violated. This is called the high mass ratio problem, and it has been the bane of physics engines as it causes instabilities and explosions. If we do too many iterations, the solver becomes too slow, if we don’t it becomes unstable. Balancing the two sides has been a painful and long process.

Mitigation Strategies

📷A solver has two major sources of inaccuracies: time-stepping and iterative solving (there is also floating point drift but it’s minor compared to the first two). These inaccuracies introduce errors in the simulation causing it to drift from the correct path. Some of this drift is tolerable like slightly different velocities or energy loss, but some are not like instabilities, large energy gains or dislocated constraints.
Therefore a lot of the complexity in the solver comes from the implementation of methods to minimize the impact of computational inaccuracies. Our final implementation uses some traditional and some novel mitigation strategies:
  1. Warm starting: starting with the solution from a previous time-step to increase the convergence rate of the iterative solver
  2. Post-stabilization: reprojecting the system back to the constraint manifold to prevent constraint drift
  3. Regularization: adding compliance to the constraints ensuring a solution exists and is unique
  4. Pre-conditioning: using an exact solution to a linear subsystem, improving the stability of complex mechanisms
Strategies 1, 2 and 3 are pretty traditional, but 3 has been improved and perfected by us. Also, although 4 is not unheard of, we haven’t seen any practical implementation of it. We use an original factorization method for large sparse constraint matrices and a new efficient way of combining it with the PGS. The resulting implementation is only slightly slower compared to pure PGS but ensures that the linear system coming from equality constraints is solved exactly. Consequently, the equality constraints suffer only from drift coming from the time discretization. Details on our methods are contained in my GDC 2020 presentation. Currently, we are investigating direct methods applied to inequality constraints and collisions.

Getting More Details

Traditionally there are two mathematical models for articulated mechanisms: there are reduced coordinate methods spearheaded by Featherstone, that parametrize the degrees of freedom at each joint, and there are full coordinate methods that use a Lagrangian formulation.
We use the second formulation as it is less restrictive and requires much simpler mathematics and implementation.
The Roblox engine uses analytical methods to compute the dynamic response of constraints, as opposed to penalty methods that were used before. Analytics methods were initially introduced in Baraff 1989, where they are used to treat both equality and non-equality constraints in a consistent manner. Baraff observed that the contact model can be formulated using quadratic programming, and he provided a heuristic solution method (which is not the method we use in our solver).
Instead of using force-based formulation, we use an impulse-based formulation in velocity space, originally introduced by Mirtich-Canny 1995 and further improved by Stewart-Trinkle 1996, which unifies the treatment of different contact types and guarantees the existence of a solution for contacts with friction. At each timestep, the constraints and collisions are maintained by applying instantaneous changes in velocities due to constraint impulses. An excellent explanation of why impulse-based simulation is superior is contained in the GDC presentation of Catto 2014.
The frictionless contacts are modeled using a linear complementarity problem (LCP) as described in Baraff 1994. Friction is added as a non-linear projection onto the friction cone, interleaved with the iterations of the Projected Gauss-Seidel.
The numerical drift that introduces positional errors in the constraints is resolved using a post-stabilization technique using pseudo-velocities introduced by Cline-Pai 2003. It involves solving a second LCP in the position space, which projects the system back to the constraint manifold.
The LCPs are solved using a PGS / Impulse Solver popularized by Catto 2005 (also see Catto 2009). This method is iterative and considers each individual constraints in sequence and resolves it independently. Over many iterations, and in ideal conditions, the system converges to a global solution.
Additionally, high mass ratio issues in equality constraints are ironed out by preconditioning the PGS using the sparse LDL decomposition of the constraint matrix of equality constraints. Dense submatrices of the constraint matrix are sparsified using a method we call Body Splitting. This is similar to the LDL decomposition used in Baraff 1996, but allows more general mechanical systems, and solves the system in constraint space. For more information, you can see my GDC 2020 presentation.
The architecture of our solver follows the idea of Guendelman-Bridson-Fedkiw, where the velocity and position stepping are separated by the constraint resolution. Our time sequencing is:
  1. Advance velocities
  2. Constraint resolution in velocity space and position space
  3. Advance positions
This scheme has the advantage of integrating only valid velocities, and limiting latency in external force application but allowing a small amount of perceived constraint violation due to numerical drift.
An excellent reference for rigid body simulation is the book Erleben 2005 that was recently made freely available. You can find online lectures about physics-based animation, a blog by Nilson Souto on building a physics engine, a very good GDC presentation by Erin Catto on modern solver methods, and forums like the Bullet Physics Forum and GameDev which are excellent places to ask questions.

In Conclusion

The field of game physics simulation presents many interesting problems that are both exciting and challenging. There are opportunities to learn a substantial amount of cool mathematics and physics and to use modern optimizations techniques. It’s an area of game development that tightly marries mathematics, physics and software engineering.
Even if Roblox has a good rigid body physics engine, there are areas where it can be improved and optimized. Also, we are working on exciting new projects like fracturing, deformation, softbody, cloth, aerodynamics and water simulation.
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
This blog post was originally published on the Roblox Tech Blog.
© 2020 Roblox Corporation. All Rights Reserved.

Using Clang to Minimize Global Variable Use

July

23, 2020

by RandomTruffle
PRODUCT & TECH
Every non-trivial program has at least some amount of global state, but too much can be a bad thing. In C++ (which constitutes close to 100% of Roblox’s engine code) this global state is initialized before main() and destroyed after returning from main(), and this happens in a mostly non-deterministic order. In addition to leading to confusing startup and shutdown semantics that are difficult to reason about (or change), it can also lead to severe instability.
Roblox code also creates a lot of long-running detached threads (threads which are never joined and just run until they decide to stop, which might be never). These two things together have a very serious negative interaction on shutdown, because long-running threads continue accessing the global state that is being destroyed. This can lead to elevated crash rates, test suite flakiness, and just general instability.
The first step to digging yourself out of a mess like this is to understand the extent of the problem, so in this post I’m going to talk about one technique you can use to gain visibility into your global startup flow. I’m also going to discuss how we are using this to improve stability across the entire Roblox game engine platform by decreasing our use of global variables.

Introducing -finstrument-functions

Nothing excites me more than learning about a new obscure compiler option that I’ve never had a use for before, so I was pretty happy when a colleague pointed me to this option in the Clang Command Line Reference. I’d never used it before, but it sounded very cool. The idea being that if we could get the compiler to tell us every time it entered and exited a function, we could filter this information through a symbolizer of some kind and generate a report of functions that a) occur before main(), and b) are the very first function in the call-stack (indicating it’s a global).
Unfortunately, the documentation basically just tells you that the option exists with no mention of how to use it or if it even actually does what it sounds like it does. There’s also two different options that sound similar to each other (-finstrument-functions and -finstrument-functions-after-inlining), and I still wasn’t entirely sure what the difference was. So I decided to throw up a quick sample on godbolt to see what happened, which you can see here. Note there are two assembly outputs for the same source listing. One uses the first option and the other uses the second option, and we can compare the assembly output to understand the differences. We can gather a few takeaways from this sample:
  1. The compiler is injecting calls to __cyg_profile_func_enter and __cyg_profile_func_exit inside of every function, inline or not.
  2. The only difference between the two options occurs at the call-site of an inline function.
  3. With -finstrument-functions, the instrumentation for the inlined function is inserted at the call-site, whereas with -finstrument-functions-after-inlining we only have instrumentation for the outer function. This means that when using-finstrument-functions-after-inlining you won’t be able to determine which functions are inlined and where.
Of course, this sounds exactly like what the documentation said it did, but sometimes you just need to look under the hood to convince yourself.
To put all of this another way, if we want to know about calls to inline functions in this trace we need to use -finstrument-functions because otherwise their instrumentation is silently removed by the compiler. Sadly, I was never able to get -finstrument-functions to work on a real example. I would always end up with linker errors deep in the Standard C++ Library which I was unable to figure out. My best guess is that inlining is often a heuristic, and this can somehow lead to subtle ODR (one-definition rule) violations when the optimizer makes different inlining decisions from different translation units. Luckily global constructors (which is what we care about) cannot possibly be inlined anyway, so this wasn’t a problem.
I suppose I should also mention that I still got tons of linker errors with -finstrument-functions-after-inlining as well, but I did figure those out. As best as I can tell, this option seems to imply –whole-archive linker semantics. Discussion of –whole-archive is outside the scope of this blog post, but suffice it to say that I fixed it by using linker groups (e.g. -Wl,–start-group and -Wl,–end-group) on the compiler command line. I was a bit surprised that we didn’t get these same linker errors without this option and still don’t totally understand why. If you happen to know why this option would change linker semantics, please let me know in the comments!

Implementing the Callback Hooks

If you’re astute, you may be wondering what in the world __cyg_profile_func_enter and __cyg_profile_func_exit are and why the program is even successfully linking in the first without giving undefined symbol reference errors, since the compiler is apparently trying to call some function we’ve never defined. Luckily, there are some options that allow us to see inside the linker’s algorithm so we can find out where it’s getting this symbol from to begin with. Specifically, -y should tell us how the linker is resolving . We’ll try it with a dummy program first and a symbol that we’ve defined ourselves, then we’ll try it with __cyg_profile_func_enter .
[email protected]:~/src/sandbox$ cat instr.cpp int main() {} [email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -Wl,-y -Wl,main instr.cpp /usbin/../lib/gcc/x86_64-linux-gnu/crt1.o: reference to main /tmp/instr-5b6c60.o: definition of main
No surprises here. The C Runtime Library references main(), and our object file defines it. Now let’s see what happens with __cyg_profile_func_enter and -finstrument-functions-after-inlining.
[email protected]:~/src/sandbox$ clang++-9 -fuse-ld=lld -finstrument-functions-after-inlining -Wl,-y -Wl,__cyg_profile_func_enter instr.cpp /tmp/instr-8157b3.o: reference to __cyg_profile_func_enter /lib/x86_64-linux-gnu/libc.so.6: shared definition of __cyg_profile_func_enter
Now, we see that libc provides the definition, and our object file references it. Linking works a bit differently on Unix-y platforms than it does on Windows, but basically this means that if we define this function ourselves in our cpp file, the linker will just automatically prefer it over the shared library version. Working godbolt link without runtime output is here. So now you can kind of see where this is going, however there are still a couple of problems left to solve.
  1. We don’t want to do this for a full run of the program. We want to stop as soon as we reach main.
  2. We need a way to symbolize this trace.
The first problem is easy to solve. All we need to do is compare the address of the function being called to the address of main, and set a flag indicating we should stop tracing henceforth. (Note that taking the address of main is undefined behavior[1], but for our purposes it gets the job done, and we aren’t shipping this code, so ¯\_(ツ)_/¯). The second problem probably deserves a little more discussion though.

Symbolizing the Traces

In order to symbolize these traces, we need two things. First, we need to store the trace somewhere on persistent storage. We can’t expect to symbolize in real time with any kind of reasonable performance. You can write some C code to save the trace to some magic filename, or you can do what I did and just write it to stderr (this way you can pipe stderr to some file when you run it).
Second, and perhaps more importantly, for every address we need to write out the full path to the module the address belongs to. Your program loads many shared libraries, and in order to translate an address into a symbol, we have to know which shared library or executable the address actually belongs to. In addition, we have to be careful to write out the address of the symbol in the file on disk. When your program is running, the operating system could have loaded it anywhere in memory. And if we’re going to symbolize it after the fact we need to make sure we can still reference it after the information about where it was loaded in memory is lost. The linux function dladdr() gives us both pieces of information we need. A working godbolt sample with the exact implementation of our instrumentation hooks as they appear in our codebase can be found here.

Putting it All Together

Now that we have a file in this format saved on disk, all we need to do is symbolize the addresses. addr2line is one option, but I went with llvm-symbolizer as I find it more robust. I wrote a Python script to parse the file and symbolize each address, then print it in the same “visual” hierarchical format that the original output file is in. There are various options for filtering the resulting symbol list so that you can clean up the output to include only things that are interesting for your case. For example, I filtered out any globals that have boost:: in their name, because I can’t exactly go rewrite boost to not use global variables.
The script isn’t as simple as you would think, because simply crawling each line and symbolizing it would be unacceptably slow (when I tried this, it took over 2 hours before I finally killed the process). This is because the same address might appear thousands of times, and there’s no reason to run llvm-symbolizer against the same address multiple times. So there’s a lot of smarts in there to pre-process the address list and eliminate duplicates. I won’t discuss the implementation in more detail because it isn’t super interesting. But I’ll do even better and provide the source!
So after all of this, we can run any one of our internal targets to get the call tree, run it through the script, and then get output like this (actual output from a Roblox process, source file information removed):
excluded_symbols = [‘.\boost.*’]* excluded_modules = [‘/usr.\’]* /uslib/x86_64-linux-gnu/libLLVM-9.so.1: 140 unique addresses InterestingRobloxProcess: 38928 unique addresses /uslib/x86_64-linux-gnu/libstdc++.so.6: 1 unique addresses /uslib/x86_64-linux-gnu/libc++.so.1: 3 unique addresses Printing call tree with depth 2 for 29276 global variables. __cxx_global_var_init.5 (InterestingFile1.cpp:418:22) RBX::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp.:415:0) __cxx_global_var_init.19 (InterestingFile2.cpp:183:34) (anonymous namespace)::InterestingRobloxClass2::InterestingRobloxClass2() (InterestingFile2.cpp:171:0) __cxx_global_var_init.274 (InterestingFile3.cpp:2364:33) RBX::InterestingRobloxClass3::InterestingRobloxClass3()
So there you have it: the first half of the battle is over. I can run this script on every platform, compare results to understand what order our globals are actually initialized in in practice, then slowly migrate this code out of global initializers and into main where it can be deterministic and explicit.

Future Work

It occurred to me sometime after implementing this that we could make a general purpose profiling hook that exposed some public symbols (dllexport’ed if you speak Windows), and allowed a plugin module to hook into this dynamically. This plugin module could filter addresses using whatever arbitrary logic that it was interested in. One interesting use case I came up for this is that it could look up the debug information, check if the current address maps to the constructor of a function local static, and write out the address if so. This effectively allows us to gain a deeper understanding of the order in which our lazy statics are initialized. The possibilities are endless here.

Further Reading

If you’re interested in this kind of thing, I’ve collected a couple of my favorite references for this kind of topic.
  1. Various: The C++ Language Standard
  2. Matt Godbolt: The Bits Between the Bits: How We Get to main()
  3. Ryan O’Neill: Learning Linux Binary Analysis
  4. Linkers and Loaders: John R. Levine
  5. https://eel.is/c++draft/basic.exec#basic.start.main-3
Neither Roblox Corporation nor this blog endorses or supports any company or service. Also, no guarantees or promises are made regarding the accuracy, reliability or completeness of the information contained in this blog.
submitted by jaydenweez to u/jaydenweez [link] [comments]

A guide to Battlecast Brawler Hyper Roll for patch 10.13

A guide to Battlecast Brawler Hyper Roll for patch 10.13

https://preview.redd.it/6auss91plw651.jpg?width=1209&format=pjpg&auto=webp&s=eb1e07aee7f71aa96df8c52179dfa6d0bd8b2b64

This is a guide to a battlecast brawler hyper roll build I've been working on in patch 10.13. (Or HyperBeam HyperRoll as i like to call it)


Down below I've shown what the comp should look like at various stages of the game, as well as the general strategy and itemization.

Hyper roll builds have disappeared from the meta with the introduction of set 3.5, mostly to to the nerfing of key 1 cost units like Poppy and Xylah, the removal of the Void alliance, and level 4 rolling odds changing from 60% to 55% for 1 cost units.
However, I think with the massive buffs to Illaoi and the battlecast synergy and it's units, as well as the massive increase in odds for 3 cost units from 10% to 15% at level 4 make this build viable if you abuse those odds to find an early Cassiopeia, and get 4 battlecast online early after hyper rolling at stage 3-1. You're almost guaranteed to have her on round 3-2, often you will even find 2 copies or a 2 star Cassiopeia on your first hyper roll. I think by shifting the focus of hyper roll builds away from 3 starring a board of 1 and 2 cost units, and focusing more on abusing the 15% odds for 3 cost units, and focusing on 3 starring a few one cost units, and getting super early 2 star 3 costs who unlock important synergies, hyper rolling can be quite good again.
Anyways, here's the rundown of the comp:

The build focuses on building Illaoi and Cassiopeia as your carries. The compound effect of all the buffs to Illaoi and battlecast have made her tankiness and power increase exponentially, especially at 3 star. Combining the buffed heal from battlecast with the bonus HP she got this patch, 10% more armor and magic resist steal and the massive 50% increase from 4 second to 6 second steal duration, allowing her to stack up much more at a single time makes her a way stronger unit at 3 star than she was in 10.12. Combining this with the right set of items easily rivals Poppy in the golden days of the Candyland build. As for Cassiopeia, despite getting a nerf to DPS, the amount of damage instances she does is very powerful with the battlecast synergy. With Blue Buff and Morellonomicon, you'll be dealing 2 instances of tick damage on your opponents entire team very early into the fight, triggering tons of blasts/heals. When played in this comp, she is a way stronger carry than she is in the Vanguard Mystic build, despite being nerfed. The 4 battlecast synergy has been buffed enough that it can crush early game and carry you through mid, until you find Urgot later, and the 6 battlecast alliance has been buffed enough to make this build viable in the late/top 4 portion of the game. Buffs to Nocturne and Kog'Maw aren't huge, but still relevant. This comp also makes great use of spatula. If you can get battlecast spat, you can run 6 battlecasts at level 6, without needing to to wait all the way to level 8 to find Urgot. The 480 damage blasts/heals at earlier stages of the game will pretty much ensure you steamroll.
In summary, the comp wants to have long fights with an unkillable Illaoi and Malphite 3 star in the front, buying time for Cassiopeia's damage over time, and your battlecast procs to do work, while the combination of Ionic Spark and Illaoi's resistance reductions massively increase your damage output as your tanks run endlessly into the opponents units and debuff them to oblivion.

Super Early Game (Stage 1-2)

In the super early game, you should econ as much as possible. Focus on making interest at all times, and only deviate from this if it means picking up an Illaoi, Cassiopeia, Malphite, or Nocturne. You want to hang onto as few units as possible that don't go into the level 5 comp shown below. Holding onto one Kog'maw is a good idea, but 2 starring him before you roll down your gold at 3-1 isn't worth it. It costs way too much in interest gold and you will always be able to 2 star him very early with your hyper rolls, and having him 2 star isn't the most important thing. What really matters is having him for an early 4 battlecast synergy. If you can sell Cog'Maw to make interest it's generally worth it, as you can always find another copy during your hyper roll. You want to streak for maximum econ without ever breaking your streak, which usually means loss streaking until the crug round. This also ensures you get first/early pick at the carousel. Getting the right items, specifically an early bramble for your Illaoi, is important for this comp, so it's normally the best approach. I wouldn't recommend committing to win streaking unless you're entering the first PVP rounds with 2 star units and some solid completed items, or if you lucked out and got Cassiopeia on stage 1. Ideally you want between 40-50 gold for stage 3-1, at which point you hyper roll to 0 and try to 3 star Illaoi Malphite and Nocturne, while 2 starring Kog'Maw, and finding Cassiopeia 1 or 2 star. Consider holding onto Blitz crank and Vi during your roll, until you find the 4 battlecasts so you can play a 4 brawler start as a backup plan if need be.

Sidenote: picking up as many 1 cost and 3 cost units as possible while you're rolling down your gold will slightly increase your chances of 3 starring units and hitting Cassiopeias by removing some units from the pool. This isn't huge but it can be the difference between hitting a 3 star unit a round or two earlier, which does matter.

Early Game (Level 4-5)

Level 5
You want to get Illaoi to 3 star as your top priority, while looking for Malphite and Nocturne 3 star along the way. Kog'Maw 3 star is nice but it isn't worth the bench space and gold and will ultimately slow you down too much. Getting him to 2 star early is all you need. The other goal is to find Cassiopeia 2 star early during the hyper rolls, but never roll specifically for her, as a 1 star Cassiopeia is all you need early on, and you should get her to 2 star extremely early naturally with your hyper rolls now giving you 15% chance for 3 cost units in the early game anyways. The only 3 star unit that is absolutely crucial to the comp is Illaoi. Malphite makes the comp much stronger if you can 3 star him, but the comp can function without him. 3 star Nocturne is much like Zoe in Candyland; a nice bonus if you find him, and quite useful with his 4 second stun, but you don't need him 3 star. It's always worth the econ and bench to hang onto him though. Since this is a hyper roll build, you never spend money on exp until you are fully ready to go to level 6, where your odds for finding 1 cost units decrease drastically. Once you find Illaoi 3 star, you should go to level 6 if you aren't anywhere near finding Malphite and nocturne 3, but if you have 5 or more copies of either of them, and if the units aren't being heavily contested, it's worth staying at level 5 longer and rolling down again for 3 star on all your 1 costs first. Be patient with your gold, and try to econ up to 30-50 gold before rolling down each time, instead of rolling all your gold as you get it, unless you are dying and have no other option. You usually want to run the 5 units shown above, however if you failed to find 4 battlecast, you can run 4 Brawler instead, although this isn't as good. The other main thing to consider is running Zed instead of Malphite. Zed can be worth it if you ended up with a 3 star Nocturne, or if you somehow didn't find 2 star Malphite on your first hyper roll, which is incredibly unlikely. Otherwise the 2 Brawler front line with 4 battlecast is your best option.

Mid Game (Level 6-7)

Level 6
level 7
At this point, hopefully Illaoi and as many other 1 costs as possible are 3 starred, or 1-2 copies away from being 3 starred, and you have 2 star Cassiopeia. The best option at level 6 is to add a Mystic to further increase your units durability. Soraka is great, and her healing has great synergy with the innate tankiness of your units. Karma is also great to link to your Cassiopeia. If you can't find a mystic the option of throwing in a 2 star Zed or a Fizz is also okay. Running Infiltrator in the place of Mystic can actually be better up until late game if Nocturne is 3 starred. At this point in the game, you don't want to be rolling any more. Just econ up and pick up more brawlers, and finish 2 starring everything you can, and finishing 3 star units unless it becomes unrealistic to keep looking for them. At level 7, you want to add in two brawlers and take out the mystic, for 4 brawler 4 battlecast. Adding Vi and Gnar provides much more valuable front line to buy time and drag out the fight for your Cassiopeia and battlecast procs to do work, as well as providing you with lots of CC. If the game is going well, i prefer to econ up to 50 on level 6 and slowly pump gold into exp, while remaining at 50 gold, then pump all my gold into levels to jump strait to level 8 right after, but if you are being pressured it's fine to go to 7 sooner if you're taking too much damage.

Late Game (Level 8-9)

Level 8
Level 8 alt
Level 9
At level 8, add your Mystic back in (Soraka being the best). You don't have much to do here as far as your build, aside from trying to find Urgot and Viktor, if you don't already have him, to go to 6 battlecast. Once you find Urgot, either replace Cog'Maw with him (or Nocturne if you never 3 starred him) or take out 2 of your brawlers and go for 6 battlecast, 2 brawler, 2 mystic. If the game goes to Level 9, you can simply play 4 brawler 6 battlecast. If you're facing heavy magic damage lineups that don't require you to strengthen your front line as much (such as Gangplank/Riven and 6 sorcerers) you can consider 4 mystics instead of 4 brawlers. This is especially effective if you have dragon scale on Illaoi, and practically allows her to 1v9 against those kind of comps.

Spatula Variation

Level 6
Level 9
If you get a spatula, you can make battlecast spat and put it onto your Malphite. Malphite carries Ionic spark in this comp, so giving him the ability to output some magic damage is nice while hes tanking for you, but more importantly he has tons of hp to work with so he will survive on the front line for much longer with battlecast heals and keep that ionic spark aura up for longer.
With battlecast spat, you can add Viktor in at level 6 for the 6 battlecast synergy. The DPS increase to 480 for each battlecast proc at this early in the game is brutal, and also makes Illaoi unkillable with the increase heal. You can play 4 brawler 6 battlecast at level 8 now as well, and at level 9 you can play a mystic on top of the normal comp, while dropping one of your less useful battlecasts.

Items

Carousel Priority is Spatula > Chain Vest > Cloak > TeaRod > Belt/Gloves

It's essential that you prioritize getting Bramble first, Blue Buff second, then two additional tank items for Illaoi and Morellonomicon as a third priority, and lastly Ionic Spark or Rapid Firecannon are luxury items (they help you win more if you're ahead, but don't stabilize you if you're behind).

Basically, Bramble vest is the most important item in the comp, with Blue Buff being a close second. They are the only irreplaceable items. Bramble plays a crucial role in carrying you through all stages of the game. It's value on tanky units, especially at 3 star, is too great to ever pass up. It will do a ton of AOE damage, and it creates quite a lot of damage instances throughout the fight to fuel battlecast.

Ideally, Illaoi wants Bramble, Dragon Scale and Quicksilver. I believe these items best leverage her stolen resistances from her spell and increase her survivability.
The armor from vest, plus the negating of crits, coupled with 20% evasion from quicksilver, makes her very durable against physical damage.
The magic resist provided by Dragon scale and Quicksilver bring her magic resistance extremely high, and she ends up taking almost no damage when incoming magic damage is reduced by 50% by scale before even considering her resistances.
The immunity to crowd control from Quicksilver is very important on her as well, as it allows her to cast without interruption, and she can't be stunned before she has a chance to steal resistances. Stacking up a few casts in the first 10 seconds of the fight is enough to make sure she is always working with added armor and magic resist.
Getting these 3 items isn't imperative though, as long as you have bramble you can replace one of the other slots. Warmog's works fine in giving her more raw HP to leverage her mass stolen armor and magic res, and gives her more HP to stay alive and heal back up with battlecast procs. Titan's resolve is also an acceptable replacement as she is one of the units who can actually get it to 50 stacks and then stay alive and heal back up for a long time thereafter to make good use of the item to its full potential.

Cassiopeia wants Blue Buff and Morellonomicon. With this combination of items, she can dish out tons of damage over time as long as she has a tanky front line to buy time for the damage to do its work, as we've seen in builds like Vanguard Mystic and Mystic Protectors. Given two sources of tick damage on every unit that she casts on, not only does she melt entire teams, she goes rapid-fire with the battlecast procs, even managing to stay alive through rapid healing if she gets jumped on the back line.

The last item is Ionic Spark. This is best on Malphite 3 star, but can be on any Brawler. I don't recommend putting it on Illaoi because it offers less defensively and we just want to make her as tanky as possible with her 3 slots. Combining the magic resistance debuff aura and Illaoi stealing 60% resistances every cast from whoever she hits, your team will be able to easily melt enemies.

Almost all item components have good use in this comp, but BF Sword is quite a dead item. The best you can do is make a Zeke's Herald or GA with it.

Other notable items if you happen to get them:

Rapid Firecannon - Great on Cassiopeia, and allows you to position her as safe and far away as possible. Any Bows you pick up should go towards building this item. It didn't make the cut for the item build, but it would be the next best thing that isn't on the core 6 item list. Don't prioritize bows on the carousel over anything else for this item, but it's nice if you end up with one.

Protector Spat - Spatula should be built into battlecast spat, but if that ends up being impossible, or you pick up the full item on a later carousel, it can be great for Cassiopeia to perma-shield once you activate protector synergy with Urgot. Jarvin and Karma can be played until you find Urgot, to get protector and dark star.

Thief's Gloves - If you end up with extra Sparring Gloves you can just combine them onto Nocturne or victor to get some value out of them.

Frozen Heart - If you have spare chain vest and tear drops, this is a nice item to have on either a brawler, or on Nocturne.

ZZ'Rot Portal/Redemption - If you end up with these, they're nice on Nocturne, as he will jump to the back line, cause havoc, then give you benefits for dying.

Positioning

Depending on what brawlers you're using, there are two general approaches to positioning Cassiopeia. If you have all your brawlers up front, it's best to have her to the second row against one of the edges, with a brawler directly in front of her. If you're running Blitzcrank, you can put him in the corner with Cassiopeia next to him. This will give her a target to attack in between casting her spell. Since she only needs to hit once to gain full mana with blue buff, she should be able to distribute her poison to most of the enemy team from the safety of the back row before the pulled unit dies, forcing her to move up closer.

Malphite (or whoever ends up with Ionic Spark) should be towards the center to maximize the aura's effect. Illaoi should also be centered. Her and Malphite are the tankiest units assuming they're three starred, and it's also best to have her near the Ionic spark to ensure she stacks magic resistance reduction from Tentacle Smash and ionic spark onto the same units, helping your team burst down targets better.

Nocturne can typically kill off a target during his 4 second stun duration, so having him jump onto a key spell caster such as Lulu/Xeraph or a carry is important. In the top 4 and above, his positioning becomes increasingly more important as you can target specific players more easily.

Cow'Maw isn't the most impactful unit, so he should be positioned in such a way that he will tankenemy Blitzcranks.

In general, I prefer to play towards one side in the early game, to better help your units focus fire, and cause battlecast to target the same unit. later on, I typically prefer to spread out more.

Pros and Cons

Pros:

- Counters Vanguards and Mystics. Cassiopeia with Morellonomicon melts them, and Illaoi's spell turns their own strength against them, making her ridiculously tanky and stripping them of their alliance bonuses.

- Counters Protectors due to Cassiopeia 50% shield reduction.

- Not Super contested in general. Not many players are 3 starring these units, and with hyper rolls you can get your hands on the highly contested Cassiopeia before anyone has a chance to empty them out of the pool.

- Good in Trade Sector, Neekoverse, Star Cluster, Superdense Galaxies.

- Easy Top 4 if you get some 3 stars at a reasonable time, or hit your items on Cassiopeia and Illaoi

Cons:

- Easy Bottom 4 if you get unlucky with your hyper rolls

- Can struggle against Blasters with the 80% true damage from Giant Slayers against your High HP units, and heal reduction from Red Buff. If more than two players are going blaster brawler, you shouldn't go for this comp, as your units will be contested as well and 3 starring the important ones could become impossible.

- Can be weak against sorcerers. Burst damage comes in less, more intense damage instances, and doesn't let you proc enough battlecast heals. Their units often don't have much resistance to steal making Illaoi less effective and more vulnerable, as well as losing value on HP% burn from Cassiopeia since their units are fairly low hp.

- Bad in Binary Star and Galactic Armory. Risky in Littler Little Legends Galaxy. If you snowball early you can crush the game easily, but if you take a bit too long hitting your power spikes, you'll be in a rough spot.

That's it for the guide, thanks for reading! I hope you give this comp a try and have fun!

If you have any feedback or questions, feel free to DM me!
submitted by vice4862 to TeamfightTactics [link] [comments]

Completing the Abyss of Legends with Stark Enhanced: A Breakdown of an aegon-less run

I recently completed the Abyss and felt like my experience might be a useful reference for those without Aegon. Most of the recommendations about the abyss say that you need high sig Aegon or you might as well not bother, and as someone with only a 6 star unduped Aegon, this was quite annoying.
With the recent lunar new year event being a great level 1 revive farm, and the Love is a Battlerealm side event giving quite potent health potions, this seemed like the perfect time to give Abyss completion a go. I recorded everything and uploaded them so if you want, you can see how the fight actually went.
Full playlist of all the fights: https://www.youtube.com/playlist?list=PLjvXd0r8th7YSgJlz0kn_ph4KHk1GbJTi
This breakdown is quite big so it might be worth skipping to parts you are interested in such as the final revive total or specific fights.

The Team:

The plan was use Stark Enhanced to handle the regular fights (healing him up when neccessary) while using Nick Fury for any fights he can handle as his ability to deal damage against champs that can bleed is pretty insane. I used Stark Enhanced for most of labyrinth when I explored it, so I'm very confident in using him and his taunt + special evasion help a lot in staying aggressive.
Symbiote Supreme was needed for the cosmic fights as they can be very tricky without some form of nullify, while Void was needed for Mephisto and also to help against both ducks due to being able to reverse their regen.
Finally, the most unusual pick, Corvus was brought because I noticed that some people running the abyss without Aegon ended up using 50 or more revives against the Collector due to how "fun and interactive" he is, and my other champs would not be able to handle him effectively once he got past 55% which disables evade, autoblock and miss from his specials. Since you can gain all four charges on the easy path, I planned to gain charges throughout the abyss and then switch to a full suicide setup once Stark Enhanced could no longer dodge his specials and try and burst him down before dying, which would happen way before Corvus ran out of charges.
Prepared units and revives:
Potions:
Also opened 147 free crystals (Found a total of 5 level 2 revives, 1 level 1 revive, 68 level 2 potions and 27 level 3 potions.)
Mastery setup:
If going for the abyss, I highly recommend maxing courage (20% attack below 50% health, which you'll most likely be at most of the time) and maxed Limber (there were several times I got hit and stunned but recovered in time to then deal significant damage that saved revives).
I also run maxed Assassin for the 60% attack boost below 18% health but you only really need 1/5 at least. The rest is optional besides the core masteries although since I was using nick fury, maxed Deep Wounds is a must for maximizing his damage. If using a mystic nullifier (which you should be ideally), having Mystic Dispersion can improve your damage output by a lot so I had it at 4/5.
Despair is also good to have maxed when reversing regen with Void but ideally need at least 1 point in it. 1 point in Unfazed gives a 17% chance anytime an evade occurs to go unstoppable which allows you to instantly react, and while not essential it is noticeable when every enemy has a chance to evade and can potentially save you taking damage.

The Fights themselves:

THING: Used stark enhanced for this fight. Quite a difficult start due to needing to manage his rock stacks, and also he disables Stark Enhanced's L2 with his protection shielding and shock immunity. The fights I had against him went really well but lost a lot of damage due to protection shielding and also losing the above 50% health crit bonus pretty easily. I used lower tier potions here as some were expiring.
4 level 1 revives, 15 level 1 potions, 10 level 2 potions, 5 level 3 potions. Used 1 of each middle tier boost to start off.
__
OMEGA RED: Stark enhanced again, but Corvus was used here to finish him off for the glaive charge. Omega red is easier than Thing but he has a tendency to continue attacks after his medium is dodged which can catch you out using stark. Died a lot in this fight due to this and mistimed dodges, as well as 1 case of dying to the spores. At least 2 deaths I almost did no damage while trying to build poise, so probably one of the fights I did the worst on despite it being easier than the others.
5 level 1 revives, 1 level 2 revive, 10 level 1 potions, 15 level 2 potions, 5 level 3 potions, 2 love juice
__
QUAKE: Nick fury for this fight. He is an absolute beast with how potent those light ending bleeds are combined with deep wounds. Having the permanent unblockable and ignoring the abyss evade makes this fight even easier.
First attempt took about 2mil health. Second attempt took a further 1.5mil but accidentally pushed her to SP3. Finished her off in 3 attempts which was nice to see for a champ with such a high health pool.
2 level 1 revives. 1 set of mid tier boosts.
__
MEDUSA: Symbiote Supreme for this fight. Pretty easy with mystic dispersion since you can just fuel your power with her buffs and use the L3 to spam back to back L2s. Dealt about 2mil in first attempt. Finished off remaining health with nick fury alive from the previous fight. This meant waiting out the 15 second unstoppable but she died quite soon after that.
No items
__
MEPHISTO: The main fight Void is needed for. Easy enough to fight mephisto with incinerate immunity but void is not a top damage champion so needs some patience and revives for this fight thanks to the hit cap.
Void at D140 can deal between 700k and 800k before the enrage kicks in. Died once due to mistimed dodge of the L1. In the final fight, Void survived with 1% thanks to maxed Limber preventing Mephisto from hitting me after I mistimed the L1 dodge. Pretty decent fight overall
3 level 1 revives, 15 level 1 potions.
__
CAPTAIN MARVEL MOVIE: This fight absolutely sucks. Degenerating any time you're above 1.5 bars of power is bad enough but then giving you power gain so you have to spam your own specials while also needing to deal with Captain Marvel spamming her own specials is not fun at all and overall a pretty frustrating fight. Very easy to die to fun and interactive damage or CMM deciding she wants to use the L3.
My plan here was to use team revives and try out different champs to see who could deal the most damage before dying. Void can reverse the power gain making the fight easier but I struggled to survive long enough to apply fear of the void with how you need to use the SP1 to avoid the degen but hitting her with the SP1 causes her to gain charges and eventually go into binary ignition and shrug all debuffs off.
I attempted Corvus and using the power gain to spam SP2, but overall healing SS and just tanking the energy damage was my best solution. The first 2 team revives did about 2.5mil, but then just focused entirely on reviving and healing SS. Used a third team revive when CMM was low health to have my other champs ready for the next fights.
3 level 2 team revives, 20 level 3 team potions. 1 of each greater boost.
1 level 1 revive, 7 level 2 revives, 14 love juice, 1 lesser love juice.
__
GHOST: Nothing too special here, just some annoying power drain and power gain to watch out for when not using an armor break champ. Can lead to her getting an SP3 easily if you don't keep an eye on the charges. All of the damage done here was from the team revive used in the last fight, mainly with Nick fury and Stark Enhanced. Corvus was also used at the end of this fight to gain another charge.
No items
__
IMIW: Most of the time this is not a very fun fight due to non contact attacks preventing parry and also how often he spams his specials, especially in the final 15%. My original plan for this fight was to use stark but I ended up trying Corvus since he had 3 charges and his armor break would disable the power drain.
He ended up dealing 1.6mil damage in a single fight.
The tactic was to use Corvus as normal (so MLM combos and L2 when possible) and afterwards delay the fight as much as possible and only hitting him once occasionally to stop charges falling off. I waited about 4 total cycles (so 200 seconds) so took some patience but overall it was a very good fight and being able to disable the enigmatic ability makes the fight far less annoying.
I got evaded in the second fight, but the third fight went really well too, and the final 15% was significantly easier since you can armor break him just by parrying and stop the power gain and autoblock. I still had the greater boosts from the captain marvel movie fight active however, so this reduced the duration of the fight by quite a bit. I expected to use quite a few more revives for this fight so it was a nice surprise to get it done in 3 attempts.
It's a good idea to learn how to double parry IMIW for this fight as it gives you a lot more openings to attack when you can stun his light attack after he uses a medium.
2 level 1 revives.
__
JOE FIXIT: Normally an easy fight for Aegon, but quite a pain otherwise. I originally planned for Nick fury to destroy this fight, but realised that one of the debuffs Joe fixit can apply is fate seal meaning your fury is gone reducing your damage output significantly. If you get lucky and avoid being fate sealed then the other debuffs generally don't cause any issue especially as you can shrug them off so easily, and most of the buffs just increase Joe fixit's power gain.
I tried him several times with Fury but kept getting unlucky so ended up trying Stark enhanced which went alright but didn't go as well as I'd hoped. I probably could have saved revives by healing up stark enhanced and trying with him more, but instead opted to continue with Nick fury after I had one run where I didn't get fate sealed until the enrage kicked in.
Theres also the chance he triggers hearts and regenerates for an insane amount so this is something to be careful of. I revived and healed up Stark to finish him off after nick fury left him with 200k health
7 level 1 revives, 10 level 1 potions, 11 level 2 potions, 15 level 3 potions. 1 of each mid tier boost.
__
MORDO: One of the more annoying things about the Abyss is that Mordo appears on every single path and you can never avoid him. His enigmatic ability also fate seals you after 10 buffs which hurts Nick Fury quite a lot, a champ I'd normally use for him. The abyss evade also causes astral evade to trigger, meaning you'll degenerate any time it happens which is not ideal. This combined with the inability to attack after a parry without very specific timing and the boosted SP3 damage from the abyss global make this fight pretty dangerous for a 2.6mil champ
I used stark enhanced from the previous fight but ended up losing a lot of charges as Mordo would consistently stay very passive even without the power gain buff. I tried twice with Nick fury but didn't go well after being fate sealed, and ended up finishing him off with Void as mordo can't astral evade while fatigued. Didn't use any potions for this fight.
4 level 1 revives
__
VENOM THE DUCK: This fight is quite fun with mystic dispersion as he gains an insane amount of buffs which can all be fueled into power for Symbiote Supreme. Void is also a great counter to this fight because while Venom the duck can't trigger regen from his buffs gained off special attacks, he can trigger it from his Abberation timer. It heals about 10% of his max health so reversing this deals quite a lot of damage.
The first attempt I used void who was alive from the previous fight, and ended up dealing about 2mil damage from reversing 3 regen buffs in the fight. Revived SS afterwards and managed to deal another 2mil damage with back to back special spamming which was incredibly satisfying. Expected a few more revives for this fight so was quite happy after this.
2 level 1 revives. 1 of each lesser boost.
__
HOWARD THE DUCK Mostly just an annoying fight, the enigmatic ability serves no purpose besides wasting your skirmish charges and time. Not that enjoyable even after the charges are gone. You can't afford to push him to the SP2 as it does a lot of block damage, and you have to keep an eye on the 60% and 30% health thresholds as otherwise he can trigger a very potent regen buff which you would need to quit the fight if you can't stop it.
Dealt about 900k damage with SS to start, and then wasted a revive due mistiming the dodge on Howard's SP1. Used nick fury afterwards. At around 65% health, I brought void in and managed to reversed 500k health from the regen. This didn't help as much as I initially thought but it was satisfying either way. After a few more deaths, used a team revive to finish him off and have my champs alive for the next fights.
5 level 1 revives, 25 level 1 potions. 1 of each mid tier boost
1 level 2 team revive, 5 level 3 potions
__
HYPERION: Nothing too special about this Hyperion when using SS. Managed to do around 1.2mil damage in the first fight but ended up getting L3'd and stunned. While SS with the shield can survive the L3, you can't avoid Hyperion punishing the stun afterwards even with maxed limber. Finished him off in 2 attempts, which is really good.
1 level 1 revive, 5 level 3 potions
__
THE CHAMPION: Same as above, nothing too special. Had some issues with SS not applying stagger and ended up dying due to block damage in the first fight. Besides that, just using the L3 with buffs active and spamming L2s immediately after will melt him pretty quickly.
2 level 1 revives, 5 level 3 potions, 2 lesser love juice
__
CYCLOPS: This fight is probably the best example of a skill based encounter in the abyss and I wish there was more fights like this. The constant management of the power gain timer and needing to keep track each of his modes made for some interesting gameplay and you get rewarded for parrying his special correctly with perfect block throughout it. I really enjoyed this fight even though I got clipped by his special 1 several times. Just seems like a great example of how to make content difficult but not unfair.
The way I approached this fight was to only focus on the spreadshot mode (green icon) and know that I needed to parry that special, and then treat cyclops as normal otherwise while keeping an eye on when he would gain an SP1. Stark enhanced can evade the unblockable version of the L1 so didn't have much trouble dodging the special normally. I found void can reverse the power gain buff meaning he can't trigger any specials, but this made for a very long fight and it was easier to use stark.
I attempted nick fury once but wasn't worth the attempt and probably should have saved him. Mostly just died either to not blocking the SP1 correctly or taking too much block damage. Overall a decent fight though.
1 level 1 revive, 3 level 2 revive, 1 level 3 revive, 5 love juice, 4 lesser love juice. 1 of each mid tier boost
__
LOKI: Most of this fight is just dodging his SP1 constantly and also being aggressive to ensure your power isn't at 0 for more than 4 seconds. Your power being constantly drained makes it difficult to use specials but otherwise it was pretty manageable since the power drain is not that strong.
Mostly used Nick fury for this fight, and had two good runs where I hit the full enrage. Did end up dying once though to a mistimed L1 dodge.
4 level 1 revives, 1 lesser love juice. Greater health boost + lesser attack and health boosts
__
AEGON: This fight would normally be quite annoying as he reduces 100% of your offensive ability accuracy except during special attacks. This disables things such as Starks taunt or Nick fury's bleed.
However, because of how Aegon gains 6 fury buffs when being struck, this makes him excellent Symbiote Supreme food with mystic dispersion. If you use your special 3 too soon after attacking, the ability accuracy reduction will affect it so you need to back off slightly before using the SP3 so it consumes the fury buffs correctly but otherwise it was just non-stop specials one after another.
I also started off both fights by hitting him 5 times, and letting the fury buffs expire to gain a burst of power so I had my L3 faster. Using the L3 with 5 fury buffs active means you can go straight into an SP2 and then back to back SP2s with the power steal, and then after the L3 phase is done go right back into another L3 after hitting him 5 times. Still ended up dying to evade but this fight should be possible to solo with SS.
2 level 1 revives, 10 level 3 potions
__
INVISIBLE WOMAN: Normally she wouldn't be a problem for Nick Fury but her shield in the abyss is very hard to break and I didn't practice fully dodging her specials so made quite a lot of mistakes. Without a champ like nick fury, this fight can be super rough as she power stings you constantly and stuns you when they expire unless she has a debuff. The power sting did almost no damage though so its better to just use specials than risking getting stunned. She also goes invisible very frequently so being able to avoid this helps a lot.
The first couple of fights went well but then had several fights where I either failed to dodge her SP1 or got hit after trying to attack after her heavy. Probably could have done this fight in 3 revives, but mistakes happen. Worth practicing dodging her SP1 before going into this fight as its very sudden and has a travel time, or just opting to block it completely.
5 level 1 revives, 5 lesser love juice
__
CULL OBSIDIAN: Kabam decided to be nice and give us a gimmick fight before absolute suffering. Cull Obsidian takes 1% of his max health whenever his buffs are nullified, so takes significantly more damage than most champs with a strong mystic nullifier.
I expected this fight to be a breeze but Cull was not keen to throw his specials and forced some charges to fall off, so only managed to get him down 50% in the first fight with SS. I used nick fury in the second attempt since he was still alive and managed to almost kill him which just showed how powerful he is in matchups where he can bleed. Ended up reviving SS and finishing him off but overall a very easy fight.
1 level 1 revive, 1 lesser love juice
__
UNIT COLLECTOR: No other way to describe this guy besides a massive revive sink. Since you always have class disadvantage, he has a 10% chance to evade from the abyss node making this fight significantly harder. You have to always be careful of him just deciding to evade your attack and countering you, and this hurts even more if he dodges your special 2 which happened multiple times. His specials also make him pretty unfair as you can't dodge the SP1 fully and very few people can consistently dodge the SP2 fully. Eventually he just starts ignoring part of your block proficiency and going unstoppable constantly. Most people attempting the abyss can mitigate some of the bs by using Aegons heavy tactic to nuke him down, but I didn't have this option so had to try something else.
My plan for this fight was to use a full set of greater boosts, revive and heal Stark up to around 70% health, and then use his auto-evade to reduce the damage from his specials significantly and wear The Collector down. Then, once he reached 55% and his specials could no longer be evaded, I would switch to a full suicide setup and go in with Corvus with the plan to just burst him down as much as possible and hope for the best. At this point I had used up the majority of my stashed revives but spent almost no units besides a couple of team revives.
The stark strategy worked as well as I expected against him and managed to get him to 55% in 13 revives. Most of the death was either being stunned by the SP1 or block damage. As for the final 55%, the plan didn't go quite as I had hoped.
Corvus with greater health and attack boosts + full suicides does a huge amount of damage, however the Collector goes unstoppable "periodically" and so anytime I hit him with a medium he went unstoppable instantly. This made it pretty difficult to do decent damage as I had to wait out the unstoppable and usually this meant taking damage from the time warp charge and also blocking a special.
Almost all the deaths in the final phase were either due to being hit while he was unstoppable as it happened so frequently or block damage, but each revive usually took off 1-2% of his max health so I was committed to getting him down especially as I hadn't spent much units up until this point. Attempting with Stark just caused him to use a special and kill him due to his low block proficiency.
I would expect to die at least 30 times if using anyone but Aegon, and even with him I'd plan for 15+ deaths minimum. Not a fun fight at all but considering Kabam didn't want this beaten for months I can see why they made such a revive sink boss.
Total collector item count:
  • 33 level 2 revives, 2 level 1 revives
  • 4 love juice, 2 lesser love juice
  • 50 level 3 potions + assortment of level 2 and level 1 potions
Total revive use before Collector:
  • 1 level 3 revive (1 total)
  • 11 level 2 revives (44 total)
  • 53 level 1 revives (55 total)
  • 4 level 2 team revives (4 total)
Units spent breakdown:
  • 133 on initial mastery swap
  • 200 on team revives (No units spent besides those up until collector)
  • 600 on level 2 revives for stark enhanced and some of Corvus
  • 143 on second mastery swap to full suicides
  • 520 on level 2 revives for rest of Corvus
  • 125 units to reset masteries back

TOTAL UNIT COST: 1721 units

(Without the revives farmed in the lunar event, likely would have costed an extra 1440 units at least)
Rewards:
6 star skill awakening gem (I have 6 star Aegon so most likely this will go on him, but I can only get him to D8 right now so might hold it until I get more sig stones)
T5CC tech (I have 6 star ghost so this is another great pull)
6 star Hawkeye and Ronin (Both new, not sure I'm getting any value out of either of them but got lucky earlier so not too bothered)

Final thoughts:

I don't consider Aegon mandatory for abyss completion, but it definitely saves a lot of cost and this run would have been a lot more expensive if not for the Lunar new year event and also the love juice potions from the valentine event, which helped especially against Captain Marvel Movie. <2k units is far under expectation for content such as this without the best champs. I think the team I brought did really well and had a lot of really good fights that only ended because of the hit cap.
Stark enhanced is still a god tier champion, but he did cost a lot of potions due to needing to be healed above 50% for his crit bonus, although sometimes I just ignored this as he still does great damage without it. Nick fury is one of the best champions in the game right now and I absolutely love him. His damage alone did so much work throughout the run. SS and Void also did super well but I'd easily replace them with Dr Doom and Human Torch if I had either of them, just because of how much of a difference those champs can make.
The Corvus strategy is somewhat viable but I didn't expect the collector to go unstoppable the second I hit him. There might be a better strategy besides Aegon for this dude but I think I did as well as I could for a champ designed specifically to milk you of revives. Killing IMIW in 2 revives was also a nice added bonus of bringing Corvus, since I hate fighting him.
Hopefully this breakdown gives some people a bit more confidence in attempting Abyss completion without waiting months just to land Aegon, although you still need great damage dealing champs, a strong mystic nullifier and an incinerate immune as well as at least 5-6k units to safely do it.
submitted by Sifakaster to ContestOfChampions [link] [comments]

Everything we Know About KSP 2: Post-PAX edition

I'll be honest, I didn't expect to be doing another one of these so soon. As some of you might remember, last week I gathered together everything we knew about the recently announced Kerbal Space Program 2 into a single post, and now that PAX is over, I'm back. If I missed anything, please let me know and I'll edit the post to include the new information.
So, a quick summary of everything we had learned by the time of my previous post before we get to the juicy new stuff. Those of you who would like to see my previous post in full can do so here.

Everything we Already Know

The New Stuff

Sources

(1) Scott Manley Interviews Nate Simpson
(2) The Struts of the Community Discussing their Talks with the Devs
(3) Kerbal Space Program 2: First Look from PAX 2019
(4) Twitter User @badnewsbaron's Infodump on KSP2
(5) 7 Big Questions About Kerbal Space Program 2 Answered
submitted by Cornflame to KerbalSpaceProgram [link] [comments]

Escape from Tarkov - New Player Guide!

Introduction

NEW VERSION: https://www.reddit.com/EscapefromTarkov/comments/ffyynf/escape_from_tarkov_new_player_guide_20_75_pages/

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)
Disclaimer: I haven't played Tarkov regularly in a couple months. It's possible there has been extensive changes that I have not kept up with. If there is anything I have gotten wrong or may have omitted, please let me know.
This is Primarily directed towards Tarkov Novices. 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.

Changelog

WORKING ON UPDATING FOR .12, HANG TIGHT.
6/2:
  • Added Veritas chart
  • Fixed Vaseline/Star Balm stats, lab key card.
  • Adjusted formatting slightly, spelling adjustments.
  • Added additional resource, updated old ones.

Table of Contents

  • Tarkov Overview - What is Escape from Tarkov?
  • Tarkov Resources - Useful links
  • Tarkov's Maps
  • Tarkov's Health 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
  • 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 'Scavs' (Scavengers) 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.
It features beautiful and immersive environments, intricate and in-depth weapon modification system, a complex health system, attention to detail with loot placement, and options for combat. 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 to 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

Created by SirKilljoy, you can find it here. Note: As of 6/2/19, Outdated. Searching for updated file. Send if you have one!
An updated ammo chart can be found here. It's not fancy or quick reference though. Sorry!

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.
Factory
Customs
Woods
Shoreline
Interchange
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.

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 exfils 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.
You can load Raids in an OFFLINE status, which allows you to explore the map or practice against AI without losing gear.
You do not keep any EXP or gear you find in the OFFLINE Raid, though.
To access OFFLINE Raids, head into a Raid normally until you see this screen.
Simply check 'Enable OFFLINE mode for this 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.)

Factory

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 recommend NOT to bring in a lot of gear to Factory until you are experienced.

Customs

Extract map
A fairly large map that was recently expanded. Essentially, players spawn either on 'warehouse' or 'boiler (stacks)' side. If you see a large red warehouse near you (Customs Warehouse), then you spawned on the warehouse side. If you don't, you likely spawned near Boiler side.
The location for most quests in the game. Finding geared players here is very easy, so if you are low level attempting to complete early quests (like The Bronze Pocketwatch) it's recommend to AFK in the raid for 20 mins or so, as most players will have moved out of spawns and hit the 'hot' areas already, so it's less likely to be contested, so you may grab your quest item(s) and proceed immediately to Exfil.
Contains a Scav Boss, which is a group of scavs with above-average to high-tier gear that has a chance to spawn in Dorms or Gas Station.

Woods

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 is the only known location to find the Arsenal Key, which is the rarest and most valuable key in the game at the moment.
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.

Shoreline

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.
Location of many quests, including a large quest chain where players are required to kill many, many, scavs on Shoreline.

Interchange

Detailed map
Great, great loot area, but very complex map. Doesn't run very well on old computers. Features a mostly-binary exfil system like Shoreline, but.. kinda worse. Exfil camping is fairly common on this map. 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. 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 before 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.

The Lab ('Labs')

Here's a map.
This is a very complex map, so I highly recommend you read the Wiki article and look at all the maps to get an idea of what it's like.

INSURANCE DOES NOT WORK ON THIS MAP.

If you purchase insurance and lose your items on this map, doesn't matter from whom, you will not get them back.

LABS IS NOT LIKE OTHER MAPS. READ THIS SECTION CAREFULLY.

Labs is by far the most lucrative map to play at the moment. You can easily earn several million roubles per hour by killing Raiders (Juiced-up scavs that are ONLY on Labs), looting their equipment, then running to one of the many, many extracts. Extract camping is hard to pull off and pretty much not viable on Labs.
DISCLAIMER: Labs, like much of Tarkov, is under constant development, so issues may be fixed or created without warning. Always check patch notes!

Raiders

Raiders are the avatars of Death in Tarkov, clad in USEC and BEAR hats, high-end armor, and plenty of firepower to boot. Do not fight Raiders directly. They WILL kill you. Raiders are absolutely broken this patch, and are getting fixed next patch to help fix their exploits of both poor AI and how they're a little.. insane. At the moment, the only way to kill raiders is to camp a hallway, room, or door, and attract the scavs to you, headshotting them the moment they enter before they have a chance to lock onto you.
Raiders can see you through and shoot you through surfaces you cannot.
This means you have to be very careful when engaging them. They are also often equipped with very high-end ammo, meaning that most faceshields (even Killa helmets) can be useless vs a Scav who spawned with 'big boy' ammo, 7N39. They can shoot your head if it's even slightly visible. They can prone instantly, as they have no ping. If they drop without slumping over, get to cover immediately.
Typically, strategies to farm Labs (barring rushing certain rooms for static loot) involve rushing a camp-spot and baiting raiders to your location and taking them out quickly, efficiently, and with no mercy. There are many locations to camp, and since there's so many exfiltrations, it's ultimately up to personal preference.
Raiders often spawn with armor (often Troopers and Gen4s) a rig (Sniper or Ana Alpha rig, usually) and a variety helmets and weapons. Always check the ammo the raiders spawn with. If they spawn with ANYTHING other than PS (and 12 gauge) LOOT IT! You can right click their magazine and hit 'unload ammo' to get the ammo without having to grab the mags, which saves space.
BS, BT, BP, 7N39, etc can be worth several hundred roubles a round on the market. They're extremely valuable.
Additionally, Raiders spawn IFAKS, Morphine, and grenades (F-1 & Flashbangs (Zarya)) with regularity. They can also spawn with random consumables and large clumps of cash in their pockets as well. They can spawn several backpacks, most of them being rather large, if relatively uncommon.
Additionally, Raiders can have American names, breach doors, and mumble as if they are a USEC PMC because some of the Raiders are actually USECs. You will learn with experience what the Scavs will or will not say.
Experience Farming on Labs
Labs is perhaps the best place to farm experience on the current patch.
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 currently undergoing an overhaul. At the moment, you require consumable Keycards to enter Labs, which may be purchased from Therapist or bartered Mechanic in exchange for 1 Bitcoin starting at Loyalty Level II. They can also be found in drawers and jackets. Scavs can drop permanent keycards that replace most keys used in the previous iteration of labs.
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.
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!
Losing a limb applies additional effects. Fractures also apply these effects but not the damage amplification (Except for damage if running on fractured leg.)
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.
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.
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.
Bandages
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. Activating takes 4 seconds, and removes bloodloss to one limb.
Splint
The newb's solution to fractures. Cheap, takes five seconds to use, and takes up 1 slot. Not generally recommended to take because fractures effects can be greatly mitigated with the use of Painkillers. Available from Therapist at Level I, no quest needed.
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.
Salewa
Good medkit for use in mid and end-game. Contains 400 total health and can remove bloodloss. Relatively expensive at 13k roubles per kit, though. 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.
Unlocked at Therapist Level II after completing a level 10 Prapor quest, Postman Pat Part II.
IFAK
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.
Grizzly
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.

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.
Analgin Painkillers
The holy grail of pain medication. With the recent changes, "Painkillers" now have 4 total uses, not 1. The total duration is now 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.
Morphine
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. 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.
Augmentin
Basically a cheaper Morphine. One use, 260s. 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 to sell to Therapist when found.
Ibuprofen
Powerful painkiller. Lasts 600 seconds and has 12 uses. However, it is not recommended to use it as a Painkiller. It is very valuable because it cannot be purchased from Dealers, it must be found, and it is a barter component to late-game containers, the Keytool and THICC Items Case.
Vaseline
Powerful medical item. Cannot be purchased from dealers. Has 10 uses. Removes Pain.
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. However, because Hydration is usually easy to restore (Liquids are easy to find as 'common' or 'trash' tier loot), and Energy at the moment can't run to 0 within current Raid timers, it is Recommended to just to sell to Therapist as a Loot item.
Medical Injectors are not covered here. Essentially, they are powerful but niche items with strong side effects. Most recommended use is to store them in your Secure Container and sell them either on the Flea Market or to Therapist for roubles.
To be able to Hotkey a medicine item, they must be in a tactical rig or your pockets.

Tarkov's Quest, Progression, and Experience Systems

Tarkov features a very immersive progression system where your main character (PMC) is going into raids to acquire loot - goods that can be sold for a profit to other players, to Dealers (NPC Merchants), or used to fulfill quest requirements in order to complete them and receive your rewards. Additionally, your main character will increase their prowess in a number of skills, which increases everything from how much they can run, increases the ease of which recoil can be controlled, and even how far you can throw grenades. These are referred to 'soft skills.'
Additionally, your PMC is assigned a Level. You can increase your Level by earning Experience - which is rewarded by performing numerous tasks throughout the Raid, completing quests, examining new items, killing other players and Scavs, etc. Successfully extracting from a raid will increase the experience you earn from the raid via a multiplier.
Increasing your PMC's level will allow you to complete additional quests, which increases your Reputation with certain Dealers (and may reduce your Reputation with others) allowing you access to better equipment to purchase. Additionally, completing quests will often reward you with large sums of currency and sometimes equipment, and certain quests unlock items for purchase from that dealer.
A Dealer's arsenal of available weapons, ammo, mods, medication, containers, and etc to purchase by you is determined by their Loyalty Level - or LL, for short. Certain Dealers specialize in different kinds of equipment, and they will pay different rates or straight up not buy particular items. In a future release, eventually Dealers will offer discounts to the player based off their Loyalty Level.
Article on Dealers

Increasing Loyalty Level

Increasing your Trader's loyalty level is extremely important to your progression and overall success in Tarkov. Being able to purchase better Ammo and Equipment is essential to being able to fight other players and secure their loot for your own. Owning Prepare for Escape and Edge of Darkness (EoD) editions of Escape from Tarkov will increase your starting Reputations with Traders. It is unclear if this change will stay after the game's full release.
Typically though, you need three things to increase your Trader's level.
  • Reputation
This is accomplished via quests. Completing a quest will reward you with an increase in the quest givers' reputation, sometimes an increase in another trader's reputation, and sometimes will reduce the Reputation of another trader. Not all Traders need a certain level of Reputation to increase their loyalty Level to II. Peacekeeper and Ragman, for example, just need you to spend a certain amount of money with them.
  • Character Level and Experience Gain
The primary gate behind your trade level (and thus your overall economy and gear leverage) is your Character Level. You increase this by gaining Experience. The easiest way to gain experience is to Loot high value areas, fight players, and kill scavs while completing quests. Generally speaking, your level will advance as you play the game at a moderate pace. One way to farm experience though is to avoid looting all-together and just focus on killing a large number of scavs from a safe distance, after learning where they tend to spawn on any given map. This patch however, labs is fantastic for experience gain. (See above.) Another strategy (albeit one that takes longer) is to loot everything, then drop what you don't want. You gain experience for finding items and picking them up, so picking them up to drop them is technically the best way to gain the most exp per kill.
You can receive additional bonuses to Experience earned. Successfully extracting will increase your experience by a multiplier, typically 1.5x the experience gained during the raid, escaping also rewards a 300 exp Escape bonus which is added to your total before the multiplier is applied.
You can also receive experience bonuses for Exploration, so visiting different parts of the map will reward you with sums of experience, usually 100 to 300 or so. Killing multiple enemies in a row will reward you with Streaks, whose rewards increase as you get more kills. Getting a kill with a Headshot also significantly improves experience gain from kills. You also receive a (very small) bonus when you survive consecutive raids.
Note: Completing a Raid too early (via extraction) will cause you to receive a Run-Through status, which reduces experience earned in that raid by 50%.
Most Quests require you to be a certain level to unlock, and upon completion rewards you with a lot of exp and usually the ability to purchase specific equipment.
  • Money Spent
This is pretty self-explanatory. As mentioned above, Peacekeeper and Ragman can be increased easily just be selling and buying from them. If you need to artifically inflate the amount spent, a good idea is to purchase a large amount of cheap items from them and sell them back to the Trader. You still take a significant loss, usually around 50-60% per purchase, but since the money spent counts both items sold to the vendor and purchases, you get about 140-150% credit per item at about half the cost.

Selling Efficiency

Not all dealers pay the same for certain items. It is important to note that a lot of this is my personal experience, and prices can fluctuate as the Developers may change them for any reason. Use your own common sense and check various dealers before selling particularly lucrative items.

Prapor

Sells AKs, Magazines, many different Ammo types, Grenades, and weapon modifications. I don't tend to sell to him very often, as he doesn't pay the highest for any items that I have personally seen and because you tend to buy most Ammo and mags from him it's not a particular issue to level him up with money spent.

Therapist

Sells medical supplies, food and drink, and storage cases, which are items that effectively increase the size of your stash because they have more space inside than they take up. Most storage items are restricted to certain item types. Pays most for items like Keys, Statues, Rolers, Bitcoin, etc. Many of these items should be sold on the market instead of to her, but often times it's not worth the hassle.

Fence

Pays least for items, sells items for more than other Dealers. Items other players have sold will appear here. Only sell items to Fence that other dealers will not take! Basically a placeholder for an expanded Market.

Skier

Sells various weapons, mods, ammo, Euros, and containers. Pays most for items like Armor, backpacks, headgear, facemasks, flashlights, sights, etc. It is important to note, that Skier will not buy Weapons or most Mods. That means for things like flashlights, you have to take the flashlights/sights off the mount or rail in order for him to buy them, but he pays the best.

Peacekeeper

Deals entirely in Western equipment, UN armor, helmets, etc. Will buy most items, but will pay USD for them. Deals entirely in USD. One good way to get his money spent requirement is just to buy USD, which is used for a later quest from Skier, which unlocks his quest chain. He has a lot of good deals, experiment for yourself. At the moment his MP5 for 10 'bars' knives (scav knives) is an exceptionally good deal and easy to accomplish for new players.

Mechanic

Sells mostly completed weapons with various modifications and unique names, and mods. Sells magazines and some ammo. Offers containers as you progress. His quests are easy to complete, but often are money dumps in exchange for large sums of EXP more than anything else. Pays the most for modifications (except for sights and suppressors) and stripped guns.

Ragman

Sells backpacks, armor, tactical vests, and helmets mostly. Offers aesthetic clothing. Can obtain LL2 by just purchasing from him, does not require reputation. In fact, his first quest tasks you with that very objective. As far as I can see, he does not pay the most for any items in particular. But he is a very useful merchant once you have him at level 2. He will sell Scav Backpacks, which are an extremely efficient backpack to use as it's fairly large but very cheap.
Rule of Thumb for selling items at most value
Weapons: Strip the weapon! Take apart ALL pieces of it (including gas tubes, separating flashlights from ring mounts, etc), sell what you can to Skier. For the rest, sell to Mechanic.
Keys, Food, Medical Items, Statues, Bitcoin, Rolers, etc: Therapist or the Market. For items like this, ALWAYS check the Market first! A lot of these kinds of items are in valuable trades or are required for quests; this means that other players are often willing to pay more for them, above trader prices.

Continued below in a comment, due to character limit.

submitted by dumnem to EscapefromTarkov [link] [comments]

60 Seconds binary options strategy 99 - 100% Winning (100% ... Amazing 60 seconds Binary Options Strategy - Successful Strategy Make $1,000 A Day Easy Binary options 60 Second Method - 1000 USD in 10 minutes www.wefx.london/ 1-minute (“60-second”) Binary Options Strategy - YouTube 60 seconds binary options strategy winning 22 out of 24 ... Profitable 60 Seconds Strategy for Binary Options - YouTube 60 SEC Binary Options Strategy : Profitable Logical Sixty ...

More 60 second binary options trading strategies articles; Good Day Traders, I’m Kostasze and my first article is about my trading style and some comments in my trades. First of all, I want to say that I am a short- term binary options trader, 1 min and 5 min expiry are both short-term trading.Personally, I prefer trading 1 min expiry with 1min chart.I sometimes use 5min chart to filter some ... Binary options are easy to understand. This is coming from someone who has little or no experience in the area. If your favorite approach to trading forex is to jump in on a fast price movement and ride the intraday trend for as long as the momentum lasts, you can learn how to make money trading binary options very quickly. When we first discovered binaries, the light bulb in our heads turned ... 60 second binary options strategies I jumped out of my regular pattern of trading 15-minute expiries in the 5-minute graph in favor of “60-second” binary choices.. For starters, I simply felt like breaking up things somewhat for my own pleasure 60 seconds binary option strategy.I understand that lots of dealers are into this fast-paced choice, as it is currently provided by many overseas ... Binary Options Strategies → 60 Seconds Simple Binary Options Strategy. 0 60 Seconds Simple Binary Options Strategy. This is a very simple 60 seconds binary options strategy composed of a short-term cross-over trending system with buy/sell entry signal indicator. Set the expiry time to 60 seconds, one bar close. Chart Setup . Binary Indicators: 5 Period Exponential Moving Average, 50 Period ... A Simple But Effective 60-Second Binary Options Strategy In the past we have often made reference to trading our 60-second options contracts in sets of three, which we refer to as a “series”. We have found this to be a simple but effective 60-second binary options strategy. This simple strategy can help you to become […] 60 seconds trades in Binary Options are sure risky because it’s very difficult to predict the price for one minute. It’s not for newbies. This setup above can give you solid trades if you follow the rules because it’s about human psycology with the volume and the price action but it’s still risky. Rating: 3.3/5 (140 votes cast) 60 Seconds Binary Options Strategy, 3.3 out of 5 based on ... 2016 V kategoriích: 60 second strategies, All Binary Options Strategies. The SuperSignal strategy for binary trading is, according to our opinion and experience, one of the best low timeframe strategies. It should be profitable if all indicators were used and money management rules obeyed. Beware of the occasional occurrence of false signals and open trades at your discretion. How to set up ...

[index] [15216] [10001] [22288] [12101] [6211] [18095] [5310] [25143] [15200] [2279]

60 Seconds binary options strategy 99 - 100% Winning (100% ...

60 Second Strategy: Learn how to trade binary options for a profit - Duration: 12:34. ... 100- 90% ITM - 1 min binary option win fast tutorial - stock pair, easy - Duration: 13:29. WEFX Official ... 💰💲FULL BEGINNER? Join My PERSONAL TRAINING!💴💵 BLW Trading Academy: http://www.blwtradingacademy.com/ Live Trading Signals HERE!🔙💲💹Join My ... In this video I am going to show you my 60 seconds binary options strategy which is 90 to 100% accuracy and 100% profit guaranteed. I am doing binary options... 60 Seconds binary options strategy 99 - 100% Winning (100% profit guaranteed) 90 - 95% Winning Binary Options Strategy in case of correct prediction - 1 to 5... 1-minute (“60-second”) Binary Options Strategy Download App... https://app.appsflyer.com/com.iqoptio... https://affiliate.iqoption.com/redir/... Once you understand how the process works, it is really easy to scale up your revenue from 100$/day to 1000$/day. The more work and time you put in, the more money you will generate in the long run. Hi Viewer I have Quite Binary Option Trading in 2018, And now you can learn FOREX from my new site http://fxhi5.com Free (Mastering FXHi5) -----...

https://binaryoptiontrade.tabfacana.ml