Binary Options Trading Strategy – Best 60-Seconds Strategies

A guide on hitting Legend in Comp

Crossposting this from /crucibleplaybook, figured some people on here might find this helpful as well. A lot of this post applies to all Comp, not just hitting Legend.
I’ve been seeing a lot of posts lately asking for tips for hitting Legend in Comp so I figured I’d put together a brief guide for anyone that’s interested. I’m happy to see so many people interested in hitting Legend!
Intro
First off, a little bit about me. I never played D1 so I had a rough first few months of D2Y1 (and a rough first few weeks of Y2 with the new special weapon uptime and TTK) as it was my first time with the Destiny franchise. But even then had a blast in Crucible and I always wanted to get better. I’m also an extremely competitive person so that helped fuel my desire for improvement.
I play on Xbox and I just got my Unbroken title this season so I’ve been to Legend 3 times (S4, S6, S7). I’ve learned a ton along the way and hitting Legend each season has been easier and more enjoyable than the previous one for a variety of reasons that I’ll share in this post.
Improvement Mindset
While your end goal is to hit Legend, focusing on this binary goal isn’t a good idea. A better approach is to think of playing Comp with the main goal of improving both as a player and a team. With this more open and long-term mindset, you will improve rapidly as a player, win more often, and have a much more enjoyable experience as a result.
When you focus on something as binary as hitting a certain rank, every game or even decision within a game starts to feel tense and you put an immense amount of artificial pressure on yourself. This often builds over the course of a game. Even if it’s subconscious, it will effect your play. You’ll play too passive, too aggressive, and/or make bad decisions. Your brain will be too wrapped up playing out the consequences of failure to focus on what you should be doing to give yourself and your team the best chances of winning. It’s been scientifically proven both in real sports and in E-Sports that tension leads to poor performance.
Instead, take every engagement and every game as an opportunity to learn something and to improve. You WILL start getting your ass kicked at some point, it’s just a matter of when. It might be at 3k and it might not be until 5k, but at some point it’ll happen. And when it does, the best thing to do is to record your gameplay and watch it back.
Gameplay Review
You can easily record your gameplay via Twitch by streaming and having it save past broadcasts. Then you can watch your gameplay there, or you can take it a step further and download your gameplay and run it through a free video editing program such as DaVinci Resolve or iMovie. The advantage of doing it this way is you can better control the playback and even view it frame-by-frame.
I’d recommend picking a game that you performed poorly and watch it once all the way through and take some mental notes. Then I’d watch it again, noting each death with why you died and what you could have done better to either kill your opponent first or escape safely. Even if you died to a Wardcliff or a solo super, write down something you could have done differently to prevent dying. Then categorize and tally them the best you can. The most frequent ones are what you should focus on getting better at. This can be during your next Comp session or QP/Rumble.
The reason reviewing your gameplay is so important is it’ll help speed up your rate of improvement and help you get past your current plateau a bit faster. Games in high comp tend to be very fast paced so it can be hard to think about or remember exactly what happened. Or what you think happened in the moment wasn’t what really happened and the gameplay review will show you this.
While it’s certainly possible to improve naturally and over time, recording and reviewing your gameplay will make you improve faster.
Playing the meta
A lot of people seem reluctant to use meta loadouts for whatever reason. I think most of it boils down to either wanting to be unique, or having a superiority complex by refusing to use certain good or easy to use weapons and strategies because they’re “cheap” or too easy. Throw all of this out the window.
There’s nothing cheap in Comp (other than DDoSing which is actual cheating and we won’t discuss it). There’s nothing that takes “no skill” to use. If it’s in the game then it’s fair game to be used as much and as effectively as possible. Everything has a counter. If you don’t believe this then you probably have a scrub mentality and it’s going to hold you back. There are some great posts about scrub mentality on this very sub.
Meta loadouts or weapons are usually the perfect cross section of both lethality and ease-of-use - USE THEM. This is the time and the place. Your opponents are trying to win at all costs and so should you.
I don’t want to go too much into detail here or debate here, but in general these are the best options for high comp on Console (4k+). They’re ranked in terms of effectiveness, so it’s probably better to improve with something at the top of the list than use something at the bottom.
Primary Weapons: * Luna (NF if you have it already) * Adaptive or Aggressive pulse rifles * Ace/Thorn/TLW * Very well rolled Legendary HC * Jade Rabbit/Mida/Polaris Lance (large maps only)
Special Weapons: * Aggressive or Precision frame Shotgun (MindbendeToil/Imperial Decree/DRB/Retold Tale) * Erentil or Wizened Rebuke * Beloved/Twilight Oath/Supremacy/Revoker
Heavy Weapons: * Wardcliff * Truth * PotG * Any rocket launcher
Subclasses: * Hunter - middle void, middle or bottom arc * Titan - bottom void or bottom arc * Warlock - top arc or bottom solar
Exotics: * Stompees for Hunter * OEM or Antaeus Wards for Titan * Transversive Steps for Warlock
Mods: * 3+ super mods * 1-2 paragon mods for hunter if desired * 1-2 grenade mods for stormcaller or sentinel if desired * Otherwise 5 super mods
Stats: * Minimum of 1 resilience with as little as possible (Titans min is 3 or 4 I think). The rest goes to mobility and/or recovery. I’d recommend 6+ mobility for most people, but some prefer a lower mobility and higher recovery.
I don’t really want to debate what else is meta or what’s the best or other specifics. But in my experience both playing and watching others play high comp, this is the meta.
For weapons, Luna and a shotgun is still the best and most versatile loadout for most people and most maps. Consider swapping to a pulse or scout instead of Luna (or a sniper instead of a shotgun) for larger maps. Especially for countdown, consider having at least one sniper on your team as being able to get a pick and play 4v3 puts your team at a huge advantage. Fusion rifles are also incredibly strong right now. You can basically treat one like your primary weapon and just use your actual primary to clean people up or shoot people past ~30m.
In the current meta supers are incredibly important. You want to use them frequently and make orbs for your teammates for them to pick up and vice versa. Try to use your super when the enemy team doesn’t have any supers ready or heavy ammo is about to be up. Coordinate with your teammates on who’s popping a super and when so you don’t double pop and your teammates can get heavy, map control, and shoot the enemies running away from you.
I’ve gotten some questions on why so little resilience so I’ll answer it here. You’re going to die to supers, heavy ammo, and special weapons a lot more than primaries. Your resilience won’t really matter against those things. Plus the primaries you do see in high comp (mostly NF) don’t get effected by resilience. And even the other ones that you’ll occasionally see, resilience doesn’t really change the TTK, it only requires more headshots instead of body shots. At this level most players will be hitting their headshots anyways. Resilience was much more important in Y1 when there was a lot of primary weapon uptime.
The only time I’d recommend a higher resilience is if you’re on a Titan with OEM (to supplement recovery) and prefer low mobility. 7+ resilience will cause Erentil to take 5 bolts instead of 4 and might occasionally make a shotgun need to hit an extra pellet out of the spread to kill you (10 pellets of the 12, instead of 9 of 12 for example), among a couple of other minor advantages. I still wouldn’t really recommend it as I think you get more overall usage out of high recovery, but I’ve seen some people in high comp make it work.
Controlling heavy ammo wins games. Titans can use their barricade to pull heavy even while the other team is laning it. Prioritize getting the heavy and preventing your opponents from getting it. Once you get it, use it and don’t die with it. I’d recommend using it quickly but if you’re running Wardcliff it’s not a bad idea to save a rocket for an opponents super.
Finding Teammates
One of the most important parts of hitting Legend is having quality teammates. And by quality I mean both skill and temperament. Unless you already have a large friends list filled with quality teammates, you’ll need to network to find some. You can do this both in-game and using LFG. You can solo queue with a decent amount of success until about 3.5k or so, then you’ll want to start forming a team. If you seem to gel with teammates when solo queuing, shoot them a message and ask if they’d like to team up.
As far as LFG goes, there are lots of LFG websites these days. I’ve personally had a lot of success with Xbox’s built in LFG system. LFG can get a bad rep at times which is understandable. Some people are toxic, can tilt easily, blame teammates, complain all the time, not very skilled, etc. You obviously want to avoid these types of people and instead find teammates that are skilled, chill, encouraging and fun to play with. The best way to do this is to host the LFG group yourself by making the post and weeding people out. I’m not going to debate if/how important KD is to determine someone’s skill and if/what minimum you should ask for, use your own discretion here.
Once you get a team, just start playing. It might take a game or two for everyone to start to feel more comfortable with one another based on playstyles, tendencies, personalities, communication, etc. If things are going well after 4 or 5 games, keep playing. If they keep going well, add them to your friends list and ask them to do the same. If the games are not going well, you don’t seem to be playing together well as a team, and/or your personalities don’t seem to fit, consider politely excusing yourself and forming a new group. There’s absolutely nothing wrong with doing this. Sometimes the team is just not a good fit for whatever reason, it’s best for everyone to just move on with no hard feelings.
And by games going well I don’t necessarily mean winning. Are you guys teamshotting well? Baiting and switching effectively? Controlling the power ammo? Timing super usage? Moving together as a team? Playing complimentary angels and watching each other’s back? All of these things are good signs of a team working well. One of the best indicators is the number of assists you’re getting as a team (these can be looked up on any 3rd party website).
If your team is playing well together over a long session, like I said, add them and ask if they’ll do the same. Next time you get on, ask if they want to play before looking for a group via LFG. Sometimes they’ll even have friends that want to play as well which is great! Add anyone and everyone you play well with and seem to be on the same page with both in-game and personality wise. Rinse and repeat and you’ll have a solid list of friends to play Comp with. If you keep networking you can grow your friends list very quickly and effectively. You can also use Discord to schedule comp sessions.
The best way to attract good teammates is to be the best teammate you can. Be the teammate that you’d want on your team every single game and make things easy on your teammates. Hype them up for making good plays and encourage them if they make a bad one. Team shoot, make good callouts, don’t tilt, etc. Anything you’d look for in a good teammate, try to do that yourself and you’ll attract some great people to play with.
Always warm up before playing Comp and make sure your teammates have too. Rumble or QP is fine, but even a quick 10 minute private match rumble with your comp team can help warm up and build some camaraderie.
Closing Thoughts
Reaching Legend in Comp is seen by most as a daunting task and not how it should be seen - a huge accomplishment. Most people won’t even attempt to try for a variety of reasons ranging from pride to not enough reward to time and effort. High Comp is very challenging and honestly a much different game than QP or low Comp. It can be frustrating and stressful. But if you think of it as playing to improve and become the best player you can instead of just hitting Legend, then it’ll be very well worth it. Drastically improving as a player and as a result eventually hitting Legend is by far the best feeling in the entire game.
You might not even get there this season but that’s okay! But by having an improvement mindset and improving as a player, you’ll have a leg up next season - just stick with it and you’ll get there.
My final parting piece of advice is to just enjoy the journey. You’ll lose some close games and you’ll win some close games. You’ll get blown out by streamers or recovs and you’ll surprise yourself and beat some teams that are much better than you. Don’t sweat any of the losses, just enjoy playing the game. At the end of the day, this is a video game that we all play for fun.
One thing to keep in mind, especially once you get past 5k and are making that final push, you’re playing against some of the best players in the world and many of them play Comp for a living or it’s literally all they do. For most of us this is just one of many hobbies that we do for fun in our spare time, so don’t get too upset when you lose to these teams.
Thanks for reading - good luck and have fun! I’d be happy to answer any questions that anybody has.
Cheers!
submitted by Keetonicc to DestinyTheGame [link] [comments]

A guide on hitting Legend rank in Comp

I’ve been seeing a lot of posts lately asking for tips for hitting Legend in Comp so I figured I’d put together a brief guide for anyone that’s interested. I’m happy to see so many people interested in hitting Legend! A lot of this post applies to comp in general, not necessarily just hitting Legend.
Intro
First off, a little bit about me. I never played D1 so I had a rough first few months of D2Y1 (and a rough first few weeks of Y2 with the new special weapon uptime and TTK) as it was my first time with the Destiny franchise. But even then had a blast in Crucible and I always wanted to get better. I’m also an extremely competitive person so that helped fuel my desire for improvement.
I play on Xbox and I just got my Unbroken title this season so I’ve been to Legend 3 times (S4, S6, S7). I’ve learned a ton along the way and hitting Legend each season has been easier and more enjoyable than the previous one for a variety of reasons that I’ll share in this post.
Improvement Mindset
While your end goal is to hit Legend, focusing on this binary goal isn’t a good idea. A better approach is to think of playing Comp with the main goal of improving both as a player and a team. With this more open and long-term mindset, you will improve rapidly as a player, win more often, and have a much more enjoyable experience as a result.
When you focus on something as binary as hitting a certain rank, every game or even decision within a game starts to feel tense and you put an immense amount of artificial pressure on yourself. This often builds over the course of a game. Even if it’s subconscious, it will effect your play. You’ll play too passive, too aggressive, and/or make bad decisions. Your brain will be too wrapped up playing out the consequences of failure to focus on what you should be doing to give yourself and your team the best chances of winning. It’s been scientifically proven both in real sports and in E-Sports that tension leads to poor performance.
Instead, take every engagement and every game as an opportunity to learn something and to improve. You WILL start getting your ass kicked at some point, it’s just a matter of when. It might be at 3k and it might not be until 5k, but at some point it’ll happen. And when it does, the best thing to do is to record your gameplay and watch it back.
Gameplay Review
You can easily record your gameplay via Twitch by streaming and having it save past broadcasts. Then you can watch your gameplay there, or you can take it a step further and download your gameplay and run it through a free video editing program such as DaVinci Resolve or iMovie. The advantage of doing it this way is you can better control the playback and even view it frame-by-frame.
I’d recommend picking a game that you performed poorly and watch it once all the way through and take some mental notes. Then I’d watch it again, noting each death with why you died and what you could have done better to either kill your opponent first or escape safely. Even if you died to a Wardcliff or a solo super, write down something you could have done differently to prevent dying. Then categorize and tally them the best you can. The most frequent ones are what you should focus on getting better at. This can be during your next Comp session or QP/Rumble.
The reason reviewing your gameplay is so important is it’ll help speed up your rate of improvement and help you get past your current plateau a bit faster. Games in high comp tend to be very fast paced so it can be hard to think about or remember exactly what happened. Or what you think happened in the moment wasn’t what really happened and the gameplay review will show you this.
While it’s certainly possible to improve naturally and over time, recording and reviewing your gameplay will make you improve faster.
Playing the meta
A lot of people seem reluctant to use meta loadouts for whatever reason. I think most of it boils down to either wanting to be unique, or having a superiority complex by refusing to use certain good or easy to use weapons and strategies because they’re “cheap” or too easy. Throw all of this out the window.
There’s nothing cheap in Comp (other than DDoSing which is actual cheating and we won’t discuss it). There’s nothing that takes “no skill” to use. If it’s in the game then it’s fair game to be used as much and as effectively as possible. Everything has a counter. If you don’t believe this then you probably have a scrub mentality and it’s going to hold you back. There are some great posts about scrub mentality on this very sub.
Meta loadouts or weapons are usually the perfect cross section of both lethality and ease-of-use - USE THEM. This is the time and the place. Your opponents are trying to win at all costs and so should you.
I don’t want to go too much into detail here or debate here, but in general these are the best options for high comp on Console (4k+). They’re ranked in terms of effectiveness, so it’s probably better to improve with something at the top of the list than use something at the bottom.
Primary Weapons: * Luna (NF if you have it already) * Adaptive or Aggressive pulse rifles * Ace/Thorn/TLW * Very well rolled Legendary HC * Jade Rabbit/Mida/Polaris Lance (large maps only)
Special Weapons: * Aggressive or Precision frame Shotgun (MindbendeToil/Imperial Decree/DRB/Retold Tale) * Erentil or Wizened Rebuke * Beloved/Twilight Oath/Supremacy/Revoker
Heavy Weapons: * Wardcliff * Truth * PotG * Any rocket launcher
Subclasses: * Hunter - middle void, middle or bottom arc * Titan - bottom void or bottom arc * Warlock - top arc or bottom solar
Exotics: * Stompees for Hunter * OEM or Antaeus Wards for Titan * Transversive Steps for Warlock
Mods: * 3+ super mods * 1-2 paragon mods for hunter if desired * 1-2 grenade mods for stormcaller or sentinel if desired * Otherwise 5 super mods
Stats: * Minimum of 1 resilience with as little as possible (Titans min is 3 or 4 I think). The rest goes to mobility and/or recovery. I’d recommend 6+ mobility for most people, but some prefer a lower mobility and higher recovery.
I don’t really want to debate what else is meta or what’s the best or other specifics. But in my experience both playing and watching others play high comp, this is the meta.
For weapons, Luna and a shotgun is still the best and most versatile loadout for most people and most maps. Consider swapping to a pulse or scout instead of Luna (or a sniper instead of a shotgun) for larger maps. Especially for countdown, consider having at least one sniper on your team as being able to get a pick and play 4v3 puts your team at a huge advantage. Fusion rifles are also incredibly strong right now. You can basically treat one like your primary weapon and just use your actual primary to clean people up or shoot people past ~30m.
In the current meta supers are incredibly important. You want to use them frequently and make orbs for your teammates for them to pick up and vice versa. Try to use your super when the enemy team doesn’t have any supers ready or heavy ammo is about to be up. Coordinate with your teammates on who’s popping a super and when so you don’t double pop and your teammates can get heavy, map control, and shoot the enemies running away from you.
I’ve gotten some questions on why so little resilience so I’ll answer it here. You’re going to die to supers, heavy ammo, and special weapons a lot more than primaries. Your resilience won’t really matter against those things. Plus the primaries you do see in high comp (mostly NF) don’t get effected by resilience. And even the other ones that you’ll occasionally see, resilience doesn’t really change the TTK, it only requires more headshots instead of body shots. At this level most players will be hitting their headshots anyways. Resilience was much more important in Y1 when there was a lot of primary weapon uptime.
The only time I’d recommend a higher resilience is if you’re on a Titan with OEM (to supplement recovery) and prefer low mobility. 7+ resilience will cause Erentil to take 5 bolts instead of 4 and might occasionally make a shotgun need to hit an extra pellet out of the spread to kill you (10 pellets of the 12, instead of 9 of 12 for example), among a couple of other minor advantages. I still wouldn’t really recommend it as I think you get more overall usage out of high recovery, but I’ve seen some people in high comp make it work.
Controlling heavy ammo wins games. Titans can use their barricade to pull heavy even while the other team is laning it. Prioritize getting the heavy and preventing your opponents from getting it. Once you get it, use it and don’t die with it. I’d recommend using it quickly but if you’re running Wardcliff it’s not a bad idea to save a rocket for an opponents super.
Finding Teammates
One of the most important parts of hitting Legend is having quality teammates. And by quality I mean both skill and temperament. Unless you already have a large friends list filled with quality teammates, you’ll need to network to find some. You can do this both in-game and using LFG. You can solo queue with a decent amount of success until about 3.5k or so, then you’ll want to start forming a team. If you seem to gel with teammates when solo queuing, shoot them a message and ask if they’d like to team up.
As far as LFG goes, there are lots of LFG websites these days. I’ve personally had a lot of success with Xbox’s built in LFG system. LFG can get a bad rep at times which is understandable. Some people are toxic, can tilt easily, blame teammates, complain all the time, not very skilled, etc. You obviously want to avoid these types of people and instead find teammates that are skilled, chill, encouraging and fun to play with. The best way to do this is to host the LFG group yourself by making the post and weeding people out. I’m not going to debate if/how important KD is to determine someone’s skill and if/what minimum you should ask for, use your own discretion here.
Once you get a team, just start playing. It might take a game or two for everyone to start to feel more comfortable with one another based on playstyles, tendencies, personalities, communication, etc. If things are going well after 4 or 5 games, keep playing. If they keep going well, add them to your friends list and ask them to do the same. If the games are not going well, you don’t seem to be playing together well as a team, and/or your personalities don’t seem to fit, consider politely excusing yourself and forming a new group. There’s absolutely nothing wrong with doing this. Sometimes the team is just not a good fit for whatever reason, it’s best for everyone to just move on with no hard feelings.
And by games going well I don’t necessarily mean winning. Are you guys teamshotting well? Baiting and switching effectively? Controlling the power ammo? Timing super usage? Moving together as a team? Playing complimentary angels and watching each other’s back? All of these things are good signs of a team working well. One of the best indicators is the number of assists you’re getting as a team (these can be looked up on any 3rd party website).
If your team is playing well together over a long session, like I said, add them and ask if they’ll do the same. Next time you get on, ask if they want to play before looking for a group via LFG. Sometimes they’ll even have friends that want to play as well which is great! Add anyone and everyone you play well with and seem to be on the same page with both in-game and personality wise. Rinse and repeat and you’ll have a solid list of friends to play Comp with. If you keep networking you can grow your friends list very quickly and effectively. You can also use Discord to schedule comp sessions.
The best way to attract good teammates is to be the best teammate you can. Be the teammate that you’d want on your team every single game and make things easy on your teammates. Hype them up for making good plays and encourage them if they make a bad one. Team shoot, make good callouts, don’t tilt, etc. Anything you’d look for in a good teammate, try to do that yourself and you’ll attract some great people to play with.
Always warm up before playing Comp and make sure your teammates have too. Rumble or QP is fine, but even a quick 10 minute private match rumble with your comp team can help warm up and build some camaraderie.
Closing Thoughts
Reaching Legend in Comp is seen by most as a daunting task and not how it should be seen - a huge accomplishment. Most people won’t even attempt to try for a variety of reasons ranging from pride to not enough reward to time and effort. High Comp is very challenging and honestly a much different game than QP or low Comp. It can be frustrating and stressful. But if you think of it as playing to improve and become the best player you can instead of just hitting Legend, then it’ll be very well worth it. Drastically improving as a player and as a result eventually hitting Legend is by far the best feeling in the entire game.
You might not even get there this season but that’s okay! But by having an improvement mindset and improving as a player, you’ll have a leg up next season - just stick with it and you’ll get there.
My final parting piece of advice is to just enjoy the journey. You’ll lose some close games and you’ll win some close games. You’ll get blown out by streamers or recovs and you’ll surprise yourself and beat some teams that are much better than you. Don’t sweat any of the losses, just enjoy playing the game. At the end of the day, this is a video game that we all play for fun.
One thing to keep in mind, especially once you get past 5k and are making that final push, you’re playing against some of the best players in the world and many of them play Comp for a living or it’s literally all they do. For most of us this is just one of many hobbies that we do for fun in our spare time, so don’t get too upset when you lose to these teams.
Thanks for reading - good luck and have fun! I’d be happy to answer any questions that anybody has.
Cheers!
submitted by Keetonicc to CruciblePlaybook [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]

Live Q&A 22 [Readers Digest]

Hello fellow redditors,

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

********************

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

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

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

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

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

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

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

Q: Could we ever get a soft-cap for only 1 CV per match like you did for T10 but for all tiers or was it the intention from the start to have at least 2 CVs in a match? Maybe a slightly changed cap for 1 minute or so instead of 3. Bottom tier in a double CV game feel really frustrating, not to say about the amount of spotting they can do.
A: We're not against soft cap for 1 CV on T8 in the same way it's implemented for T10. The problem is T8 CV popularity. We update the data from time to time, and overall, when it becomes viable, we will strongly consider doing this cap. Right now it's not going to work, and I actually did a long post about it here: https://www.reddit.com/WorldOfWarships/comments/b62cx7/just_a_small_clarification_on_mm_cv_limits/

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

*******

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

MAME 0.207

MAME 0.207

It’s almost the end of February, and more importantly it’s time for MAME 0.207 to be released! We’ve added two Nintendo Game & Watch titles this month: Fire (wide screen) and Snoopy Tennis. If you’re at all interested in plug-and-play TV games, this is going to be a huge update, with all the newly-supported JAKKS Pacific titles, including Disney Princess, Dragon Ball Z, Nicktoons, Spider-Man, and Wheel of Fortune, as well as a number of matching Game-Keys. The other big batch of additions this month comes in the form of a whole lot of e-kara cartridge dumps from Japan. For younger players, we’re steadily filling out the V.Smile software list, with eighteen newly supported titles. The VGM software list has been updated with the latest video game music rips, and we’ve added some more original floppy dumps and clean cracks to the Apple II software lists.
With the latest improvements to the MIPS R4000 CPU, WD33C93 SCSI and SGI Newport graphics emulation, it’s possible to install and run IRIX in MAME. This is a milestone achievement, and wouldn’t have been possible without some amazing dedication and collaboration on the part of the contributors and team members involved. With the addition of graphics and mouse support, Windows 1.0 runs on MAME’s Tandy 2000 emulation. MAME continues to add additional variants of supported systems, including the HP 9825T and the Esselte Modulab educational system.
Newly supported arcade games include an earlier prototype of Rise of the Robots, bootlegs of Ghost Chaser Densei and The Glob, and additional versions of Raiden Fighters 2, Guardian Storm, Pasha Pasha Champ, Lethal Enforcers, and X-Men. General usability improvements include friendlier Apple II disassembly, the restoration of key map support in SDL builds (Linux/macOS), and better initial window positioning on Windows.
You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

Clones promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Translations added or modified

Source Changes

submitted by cuavas to emulation [link] [comments]

Is minimax of the game Go NP? I suspect it is both NP and exptime, because you dont need to recurse minimax if

UPDATE: Nevermind the score funcs. If you have the choice to move first or second, and if there is any strategy that all possible moves of opponent still lose, then NP can binary search the space of possible games where you win. No need to recurse minimax to adjust the score or chances of losing vs winning. You know you will win so theres no need to consider which move is better or worse than which other move since you've already done that in binary searching the space of all possible playthroughs (at exptime/NP cost) where you win and at each turn choose any next move where no playthroughs exist where you lose. Its not a practical way to actually do things, but its useful to know not to attempt minimax or gametheory on turingcomplete processes.
You dont need to recurse minimax if you are committed to finding the exact best solution. Imagine the set of all possible Go games. This is a recognizer function of the rules, checking if each part of a sequence of game states is a Go game or not. Similarly, given a function that takes a playthrough of Go as param and returns the final score (or sum of qscores, whatever you want to optimize for), and such a func is well within P (probably runs in a millisecond), and such a func of course always halts that fast as its mindlessly counting score by the rules, whatever those rules are (some people say counting territory is vague, but that just means theres multiple well defined variants of go or at least if you dont play until the board is maximally filled. The point is, whatever well defined function is agreed is how the game is scored, a fast function, there exists a NP problem of checking does any possible playthrough of Go start with a certain prefix (history of this game) and obey all the Go rules and have a score at least X, and NP can be called up to P times, actually needing only log times to binary search X to find the minimum or maximum scores reachable from here, or from 1 more ahead. It doesnt matter what an opponent would do. It only matters that you take the path where the set of all possible games reachable are all higher score than the other path(s) you could have taken as 1 action in 1 turn (at most as many squares on the board number of actions). The set of all possible Go playthroughs is contained in the set of all 3d bit arrays, many of which are not valid moves from one 2d slice to the next but all valid moves and playthroughs are in there, also needing a few other vars for the dependence on previous turn (dont go back and forth taking 1 piece).
If minimax in general is in NP of the size and time steps of a game world, conditional on the score function of the game and rules can be checked in P time, AND if as is commonly believed minimax is exptime, then P != NP could be absolutely proven so directly no expert would disagree by defining a translation between minimax and 3sat or clique or subset sum etc, that each could emulate the other at most P times slower. I would not expect any prototype to actually find the best move in Go but only because exponential time (if Go minimax really is exptime) is not available to compute it.
But there is still the problem of you would be acting now to prevent your future self from things that you wouldnt actually have done. So maybe if another loop going backward from all possible longest last moves and somehow having the 2 calls of NP, one on the last move to exclude possibilities where I move stupidly (which searching the whole possibility space would not if theres only 1 move left)... then call NP on the second last move somehow combined with that other NP of the last move so that the second last move doesnt have to choose a less than best move to prevent itself next move (actually should have said 2 moves back other player moves) from having the option to do something it wouldnt choose. If the 2 calls of NP can somehow be connected, then its still P to do all that stuff timeSteps times more. But how can the 2 NP calls be connected? One detects min or max score given all possible middles of the game, and would want to add NP constraint that no version of self will ever choose a path with score lower than that, so the NP call 1 of my turns back (crossing opponent turn, think about that later....) can (1 of log steps in) binary search a modified rules+score func that returns (tells existence of, doesnt find it directly) does any path exist from here that [has score at least X or at most X AND does not have score lower than those things the NP call ahead measured that I would not do even though I might have the option]. Might have fixed it. Have to think more about it.
submitted by BenRayfield to agi [link] [comments]

Lengthy analysis: Thoughts on arena, tier lists, and the low placement of Caeda/Clair

So this think piece is mostly a response to seeing Caeda and Clair's questionable middling tier placements:
Both tier list creators have stated things like availability and budget not being a factor, but seeing Caeda being rated at the same tier as Athena on both lists really highlights imo how misguided these placements are.
From gamepress:
Caeda is the definition of missed potential: instead of her signature Wing Spear, Caeda's weapon is an Armourslayer+, which is doing her no favours with her 25 base attack. A Wo Dao+ can help improve her offensive potential, but she still can't hold a feather to other red fliers such as Elincia or Halloween Nowi. Her high resistance lets her take on the role of an anti-mage unit, but this advantage is not enough for her to compete against her rivals.
Erm, clearly not even updated to account for Wing Sword.
Gamepedia actually has an updated review, but I'll single out a particular bullet point:
As previously mentioned, her Attack and Defense stats hold her back. Unfortunately, she's pretty much limited to taking on Green armored units and debuffed red armors, as her low Attack betrays her weapon.
This... isn't simply true.
In any case, arguing a single unit's placement is imo an unproductive use of time: players will see each unit and rate them differently based on their subjective criteria.
But really, what I want to do is not argue Caeda's placement in said tier lists, but use Caeda's questionable placement in both lists as an opportunity to highlight some differences in perspectives I have that these tier lists seem to fail to consider.

Dueling potential as an overrated rating criteria

Defense teams do not need to be practical

Arena offense favors enemy phase over player phase units

Diminishing returns off overly min-maxed offensive spreads

Quick Riposte in relation to middling vs high speed

Chill Speed is recontextualizing what it means to be top and middling speed

Stacking supports in the context of player vs enemy phase

Optimal builds vs "ceiling" builds

Finally, the Caeda vs L!Ryoma comparison

Closing Thoughts

EDIT: Fixed some typos
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5 Min Best Binary Option Strategy 2019 Iq Option - 200$ to 1000$ New strategy

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