Mk18 mod 1 carbine nerf gun
M1 Garands, M1 Carbines, M14's, and Mini-14's
2013.03.01 07:01 nabaker M1 Garands, M1 Carbines, M14's, and Mini-14's
THE place for M1 Garands, M1 Carbines, M14's, and Mini-14's!
2016.11.13 00:54 gabeb71 /r/GlockMod
The Official Modified Glock Subreddit
2008.03.06 16:26 /r/guns: Firearms and related articles
A place for responsible gun owners and enthusiasts to talk about guns without the politics.
2023.06.08 12:24 ilikemoose42 H: Trades W: Unyielding, AP, weapon weight, heavy leather left arm, plus a few other things
I am looking for a unyielding, AP, heavy leather left arm, with weapon weight, or maybe cavalier or sentinel.
A unyielding, intelligence, sentinel, wood left arm.
An AA, bash, 90% reduced weight, Minigun.
Chameleon, weapon weight reduction, excavator power armor, with a good second star, I don't need a left leg, or chest, and am mostly after a left arm.
Maybe a unyielding, +1 strength, weapon weight reduction, marine chest.
I will pay caps for weightless trapper, or forest scout armor, with slowly removes rads. For trapper I need a RA and forest scout armor I need a CP, LA, LL. If you have more then one piece I may offer more then caps
Now what I have for trade.
Rare outfits
tattered field jacket
blue ridge caravan outfit and and gas mask
both scout masks
white powder jumpsuit
responder fireman helmet
winter man mask
crazy guy mask
deathclaw mask
brahmin mask
demon mask
hag mask
buffoon mask
raven mask
weapons
Some enclave plasma rifles ready for rolling, and some mod boxes too.
ranged
aristocrats, explosive, less vats cost, double barrel shotgun
aristocrats, explosive, less vats cost, handmade
anti armor, explosive, V.A.T.S. critical meter fills 15% faster, radium rifle
anti armor, 50 more vats critical damage, less vats cost, pepper shaker
berserkers, 50 more vats critical damage, less vats cost, fixer
bloodied, explosive, breaks 50% slower, fixer
bloodied, faster fire rate, 90 reduced weight, minigun
bloodied faster fire rate 90 reduced weight gatling laser
bloodied, explosive, faster reload, submachine gun
bloodied, 50 more vats critical damage, less vats cost, gatling plasma
bloodied, 50 more vats critical damage, less vats cost, lever action
bloodied, faster fire, rate, 90 reduced weight, radium rifle
bloodied, faster fire, rate, less vats cost, railway rifle
bloodied, explosive, faster reload, ripe rifle/pistol
bloodied, faster fire rate, breaks 50% slower, ultracite gatling laser
executioner, explosive, less vats cost, fixer
junkies, explosive, faster reload, handmade
junkies, explosive, 90 reduced weight, handmade
junkies, explosive, less vats cost, light machine gun
junkies, explosive, less vats cost, 50 cal machine gun
junkies, explosive, less vats cost, pipe revolver
quad, 50 more vats critical damage, faster reload, fixer
quad, explosive, less vats cost, pipe revolver
quad, faster fire rate, faster reload, gatling gun
quad, faster fire rate, faster reload, assault rifle
quad, explosive, less vats cost, assault rifle
quad, explosive, less vats cost, bolt action pipe rifle
quad, explosive, faster reload, hunting rifle
quad, 50 more vats critical damage, less vats cost, gauss rifle
tse, less vats cost, pipe bolt action pistol/rifle
tse, faster reload, pump action shotgun
tse, less vats cost, combat shotgun
tse, faster reload, handmade
tse, less vats cost, radium rifle
tse, 90 reduced weight, 50 cal machine gun
tse, 90 reduced weight, gatling gun
two shot, faster fire rate, less vats cost, railway rifle
two shot, 50 more vats critical damage, faster reload, fatman
vampire, faster fire rate, less vats cost, railway rifle
vampire, explosive, less vats cost, railway rifle
vampire, explosive, faster reload, pipe revolver
vampire, explosive, less vats cost, assault rifle
vampire, explosive, faster reload, combat rifle
vampire, explosive, faster reload, radium rifle
vampire, explosive, less vats cost, pipe revolver
melee
anti armor, 50 more vats critical damage, less vats cost, chainsaw
anti armor, swing speed, + 1 strength, pole hook
anti armor, swing speed, + 1 strength, shovel
anti armor, swing speed, + 1 strength, shishkebab
aristocrats, power attack, breaks 50% slower, chainsaw
aristocrats, swing speed, + 1 strength, chainsaw
berserkers, power attack, + 1 strength, chainsaw
berserkers, swing speed, + 1 strength, chainsaw
bloodied, power attack, breaks 50% slower, chainsaw
bloodied, power attack, 90 reduced weight, chainsaw
bloodied, power attack, + 1 strength, chainsaw
bloodied, AP, 90 reduced weight, chainsaw
bloodied, power attack, + 1 strength, grognak axe
bloodied, swing speed, + 1 strength, assaultron blade
bloodied, swing speed, + 1 strength, sledgehammer
bloodied, swing speed, + 1 strength, hatchet
bloodied, swing speed, + 1 strength, multi purpose axe
furious power attack, + 1 strength, chainsaw
junkies, swing speed, +1 strength, pole hook
junkies, swing speed, +1 strength, cultist dagger
junkies, swing speed, +1 strength, death tambo
junkies, swing speed, +1 strength, chinese officer sword
junkies, swing speed, +1 strength, tire iron
junkies, swing speed, +1 strength, pickaxe
instigating, swing speed, +1 strength, super sledge
vampire, +25% damage while standing still, + 1 strength, chainsaw
vampire, swing speed, less vats cost, chainsaw
vampire, power attack, less vats cost, chainsaw
vampire, power attack, breaks 50% slower, chainsaw
armor
assassins, AP, sentinel, sturdy robot left leg
chameleon, ap, sentinel, heavy combat armor right arm
overeaters, + 25 fire resistance, weapon weight reduction, urban scout right arm
overeaters, receive 7% less explosion damage, sentinel, sturdy metal right arm
overeaters, + 1 perception, cavalier, trapper left arm
overeaters, poison resistance, weapon weight reduction, urban scout chest
overeaters, AP, cavalier, trapper left arm
overeaters, 25% disease resistance, weapon weight reduction, trapper left arm
overeaters, 1 strength, cavalier, forest scout right leg
overeaters, hunger and thirst 10% slower, sentinel, heavy leather left arm
overeaters, Fire resistance, weapon weight reduction, wood left leg
overeaters, Fire resistance, cavalier, wood right leg
overeaters, poison resistance, cavalier, heavy combat right arm
overeaters, radiation resistance, AWR, forest right arm
overeaters, poison resistance, AWR, marine right arm
overeaters, Fire resistance, sentinel, heavy combat left arm
unyielding, radiation resistance, cavalier, marine chest
unyielding, 1 strength, harder to detect while sneaking, forest scout chest
unyielding, 1 strength, sentinel, sturdy leather chest
unyielding, 1 strength, sentinel, heavy metal chest
unyielding, 1 strength, cavalier, forest scout left arm
unyielding, AP, cavalier, urban scout right leg
unyielding, 1 perception, weapon weight reduction, light leather left arm
unyielding, 1 intelligence, cavalier, heavy leather left arm
unyielding, 1 intelligence, sentinel, wood right leg
unyielding, 1 luck, sentinel, light leather right leg
unyielding, poison resistance, cavalier, forest scout left arm
unyielding, AP, sentinel, heavy combat armor chest
unyielding, AP, weapon weight reduction, light combat armor right leg
unyielding, AP, cavalier, trapper right arm
unyielding, radiation resistance, harder to detect while sneaking, marine left arm
unyielding, radiation resistance, harder to detect while sneaking, sturdy left leg
unyielding, 1 luck, sentinel, heavy raider chest
unyielding, 1 intelligence, cavalier, marine right leg
unyielding, AP, harder to detect while sneaking, sturdy robot right leg
unyielding, 25% cryo resistance, AWR, marine left leg
unyielding, radiation resistance, AWR, forest scout left leg
unyielding, poison resistance, weapon weight reduction, heavy raider right arm
unyielding, poison resistance, cavalier, forest scout left arm
unyielding, poison resistance, harder to detect while sneaking, trapper left arm
unyielding, receive 7% less explosion damage, sentinel, heavy robot left arm
unyielding, receive 7% less explosion damage, FDC weight reduction, heavy raider left arm
unyielding, radiation resistance, cavalier, heavy combat right leg
unyielding, radiation resistance, cavalier, wood right leg
unyielding, Fire resistance, harder to detect while sneaking, wood left leg
vanguard, radiation resistance, weapon weight reduction, heavy combat armor chest
vanguard, radiation resistance, weapon weight reduction, heavy robot chest
vanguard, ap, harder to detect while sneaking, forest scout right arm
vanguard, 1 strength, sentinel, heavy combat armor left arm
power armor
assassins, AP cavalier, excavator torso
assassins, radiation resistance, sentinel, excavator right leg
assassins, poison resistance, AWR, excavator right leg
Auto stim, AP, sentinel, excavator torso
Auto stim, AP, sentinel, excavator right leg
Auto stim, AP, FDC weight, excavator torso
Auto stim, AP, FDC weight reduction, excavator torso
Overeaters, receive 7% less explosion damage, weapon weight reduction, t45 right arm
Overeaters, Fire resistance, weapon weight reduction, excavator right leg
Overeaters, radiation resistance, weapon weight reduction, excavator torso
Overeaters, 25% disease resistance, weapon weight reduction, excavator right leg
Overeaters, + 1 endurance, FDC weight reduction, excavator left leg
Overeaters, 25% disease resistance, AWR, excavator left leg
Overeaters, 25% disease resistance, AWR, excavator left leg
Overeaters, Fire resistance, sentinel, excavator right arm
Overeaters, + 1 strength, sentinel, excavator left arm
Overeaters, poison resistance, sentinel, excavator torso
Overeaters, poison resistance, cavalier, excavator torso
Overeaters, + 1 strength, AWR, T60 right leg
Overeaters, + 1 intelligence, weapon weight reduction, ultracite right leg
troubleshooter's , 1 strength, AWR, excavator right leg
vanguard's, AP, weapon weight reduction, excavator right leg
plans
I have most rare plans such as.
I believe I have all the rare Ultracite power armor plans
dense trapper torso plan
dense marine torso plan
T60 full set of plans
And much more. If there is a plan you are after feel free to ask if I have one.
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2023.06.08 10:08 Tycoh Any plans for balance pass on Flames?
Is there any word on flames being nerfed? (That falls under the category of Flamethrower, Molotovs, and Engine Fires).
Players should not be catching on fire instantly from simply touching a lingering flame unless its from a direct stream of fire from a Flamethrower, it should be at least 1-2 seconds sitting in the fire to engulf yourself in flames (Damage over time still applies without the instant flame stun). What really ticks me off personally is the engine fires instantly catching me on fire when i'm trying to extinguish it from outside of the vehicle. How big is the flame damage entity on the back of the vehicle? It feels like it covers the entirety of the vehicle than just on the point that's on fire.
In terms of the Flamethrower weapon specifically: It seems logical and fair that it should get a turn speed nerf while firing and movement speed nerf; to what percentage I don't know, as long as a i'm not able to swing nearly 180 degrees with a single mouse movement and casually strafing back and forth while firing the flamethrower. I think it's a good way to balance it as players will simply sprint and burst fire from cover to adapt to becoming sitting ducks when firing for long periods of time in the open without the ability to swing back and forth like its a low pressure squirt gun. Even then, players being attacked by a flamethrower would still be blinded greatly by the flame plume so its not much of a nerf than a balance pass.
I don't want to pull the "Realism" card but a high pressure tank and hose shooting an ungodly hot liquid shouldn't be so easy to spray around willy nilly getting free kills with the most minimal effort.
-Dedicated Flamethrower main, burning players through walls since 2021
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2023.06.08 08:15 TheFlash263 Getting there!
| No cheats, no mod account. Still grinding on v. 1.6. That profit boost is gonna be hard to leave behind when/if I upgrade to 1.7. I hope the Devs fix the profit and salvage nerfs soon!! submitted by TheFlash263 to eatventureofficial [link] [comments] |
2023.06.08 05:29 Hot-Baker-9349 Can I replace the gear box in this gun if so what kind would it have to be
2023.06.08 05:15 da-betus69 (WTS) Hodge 12.5 carbine large port barrel, hodge 11.5 handguard ar15
Timestamp:
https://imgur.com/a/wwBCIf5 Pics Had these installed 120 rounds through it. Handguard and barrel have a few marks from use.
Handguard: Hodge Defense Cerakoted Hodge Defense S-Lock MLOK Rail System HDSI Spine Lock Rail 11.5” These have an Elite Series Cerakote finish instead of anodizing. The color is hard to tell digitally but it is like a dark FDE and also a little like ODG. Barrel nut, barrel nut tool, Allen key included. $269 shipped (add 3% if goods and services) pp, Venmo, cashapp, Zelle.
Barrel: Hodge Defense large port 12.5″ 5.56mm Carbine Barrel is the barrel used on the Hodge AU Mod 2 rifles. Incorporating FN’s proprietary steel (the same steel used in the M249 saw), these barrels were designed and made to Jim’s specifications and optimized for the M855A1 EPR ammunition, which is far more demanding on barrels.
M855A1 rounds operate at about 62,000 PSI (over 55k from M855) and are designed to perform to an expected standard of terminal performance and barrier penetration over a broader range of engagement distances, previous ammunition was criticized for being unstable and not providing consistent performance outside of a narrow optimal range.
The AU Mod 2 is optimized for running M855A1 EPR, and this Hodge barrel is at the heart of the system.
Proprietary midweight profile (close to Government profile) Military spec gas port optimized for use with 5.56 NATO spec ammo and suppressors .750″ gas block journal Standard carbine gas system 1/2×28 threaded Chrome lined, phosphate coated 1lb 8.5oz in weight 1:7 twist M4 feed ramps Made in the USA 0.0645″ Gas Port $269 shipped (add 3% if goods and services) pp, Venmo, cashapp, Zelle.
Can do $520 shipped if bought together.
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2023.06.08 03:58 Le_7r011 AITA for not playing with my Girlfriend's Nephews?
So, I want to preface this by saying I have severr PTSD due to childhood neglect and abuse, and while I do take medication to help with my anxiety and I am going to therapy, I'm more than willing to admit I can flare up and be wrong. When I do, I like to be alone so I can catch myself, take a breath, and not spin out and say something I'll end up regretting.
This evening I was out hanging out with my Girlfriends Nephews, 2 boys who'll we'll call Dom (7 years I think), Luke (6 years old) and 1 girl we'll call DD (10 years old). They had come back to convince me to play in a nerf war with them, and I had originally agreed. We were loading up, and everything was fine. All of the sudden, I hear the sliding black glass, and DD's father, who we'll call Alex.
Alex and I have a history, and he's always made it obvious he didn't like me for whatever reason. I've never had a positive interaction with him and he honestly reminds me of father with his obvious disapproval of me and who I am no matter how I behave. I've never once said anything rude or pushed back (I'm too anxious, I have a hard time standing up for myself) but he has always had a problem with me.
When I saw him I quietly started putting away the guns I pulled out and Nerf-darts I had and I was getting ready to head in, when Dom asked why I was heading in and I told him "I'm sorry bud, but my stomache is starting to bother me, how about later this evening or tomorrow." He agreed, and I went in. 5 minutes later, I was asked to come back outside and begrudgingly agreed to talk to thier mom, then I told her quietly "I'm sorry, Alex is here and I don't feel comfortable outside right now." She responded by saying, loud enough for Alex to clearly hear, "You won't finish a game you started just because he is here?!"
I told her, knowing I was ousted, "Yes! I'm uncomfortable with the fact that he is here. I'm uncomfortable because I know he doesn't like me, has never, and will never like me!" before turning around to head in, unable to stay outside. He said, "You are absolutely right" while I was walking in.
Now I sit here, trying to calm down and wondering, AITA?
Edit for clarity: I live with my Girlfriend and her parents as wells the Boys' mother, DD is Alex's kid visiting us, but DD is Dom and Luke's cousin. Also, to clarify, I had originally told her my stomache was bothering me, when she pressed I then said I was uncomfortable. Apologies for any confusion.
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2023.06.08 03:54 Answersplsthnx Louse
Louse
Kara Pierce (f-29) 300hp
damage
Bio engineer in insects/parasites, she believes that they who know the bugs, know the universe. Creator of the Bio-bomb, a walking War Crime, she won't let morales dictate the direction of her work. Thus finding kinship in Moira, thinking her like a dour older sister, she happily joins Talon to continue work with her babies.
melee- Sting- uses bayonet to thrust enemy 15hp
Passive- Leech- physically attacks on dead give small 20 hp and prevent Mercy res
Primary-Nail-gun(modified carbine)10 shots projectile .25 sec between shots 1 sec reload 15 hp headshots yes range 30m before drop-off
Second- Bio-bomb(infected status), after 1 sec charge dive forward to opponent (up to 20 meters) where she'll stab them (10 hp) and stay for .5 sec then done. (bomb will be inactive and die if left for 2 secs, it become active and matures upon any outside healing/ also preventing said healing, except stage health packs, for 1.5 seconds where it'll emerge and explode 35 damaging to host 15 damage to 5 meter area)(8 second cool down)
Ability 1 Flit- allows for a double jump and glide 10 meter
Ultimate Hive: She'll kneel down if attacked within 3 seconds she'll release a 20 meter area of "bees" that will implant bio bombs in any enemy in area and sting for 25 hp, plus infected status.
5sp damage +4 5ht (clubs +1pt) +0 ksp 2 movement +3 9cb unique status eff +3 (Infected) 10di ties talon +2 5di optimistic +2 kdi (rule world) +3 delusions of grandeur (j1) 4cb 300 hp +3 (j2) 6ht (di +1pt) +0
total 24 pt on medium
Personality: Super happy megalomaniac. She'll be in sugar high while describing how bugs will be the dominant species and how she'll survive. Or her latest sugar fix.
Interaction: (Lucio animal question) It's gotta be the jewel wasp. I found one in the wild when I was young, thinking it was actually jewelry until it stung me…and here we are!
Dva you haven't lived until you've tried my maple honey chocolate chip candied orange oat bars, they keep me going forever! (Dva) I think that's too much sugar. Even for me!
Winston can I check you for mites? (Winston) That seems offensive? Oh, sorry. I found this lone lice and… (Winston interrupting) Check me! Check me! Check me!
Let's go swimming after! (Mercy) I'm not going to that creek, it's infested with leeches! (Baptiste) Ok, but I'm not pulling leeches off you again. (Moira) Didn't I quarantine that cesspool? Hee he.
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2023.06.08 02:20 LowWhiff Thoughts and feedback after 100 hours and reaching lvl 100.
I want to preface this by saying this game is incredible, and has fully lived up to the hype, for me at least.
While this is going to be mostly about things that myself and many others in the community who have similar play time find to be pain points the overall vibe I get from people is that we all
love this game.
This is strictly my own opinion and by no means speaks for the entire community. This is going to be a very long post. There will be a TLDR at the bottom. Please keep any discussion civil, as it is a videogame after all.
General
- The stash currently feels really bad. Baked into the core design of the game are legendary aspects. By design you'll find yourself holding onto aspects, even for different builds than the one you are currently playing because you may want to try something new. Multiple of each of the good aspects in fact because nothing feels worse than finding a great upgrade and being unable to use it because you're missing a good roll on the aspect you need to put on it. Of course, you can always place a minimally rolled version of the aspect onto the item in the meantime but a lot of the time an item with worse stats but a perfect roll on the aspect ends up being significantly better than an item with better stats and the minimum roll.
Maybe you want to try a different aspect out and may end up wanting to swap back? Holding onto multiple of each aspect is something that is encouraged because of the core design around gear progression, and you quickly find yourself running tight on space once you start factoring in uniques you're going to be holding onto and well rolled rare items (even ones that are good for builds you aren't currently running, because they may be builds you want to try out later).
This isn't even factoring in playing more than one character yet. As it stands right now, it is
extremely tedious to play more than 1 character at endgame due to the limited slots. All of your characters share the same 200 stash spots, and 150+ of those are quickly eaten up by your first character's aspects, rares, and uniques. People are already having to create alt characters just to hold items as they level up new characters (remember doing this in diablo 2?), but in diablo 4 you're limited to just the characters inventory to hold extra stuff and you are limited to 10 characters per account. You at most on a single account have the additional inventory to comfortably play 2 characters of different classes. And you will need to do loads of juggling items into the stash from alts if you do.
200 stash spaces
PER CHARACTER feels like the bare minimum required to be comfortable while not completely eliminating the need for inventory management once a character reaches late game. Maybe have a large character stash and a smaller shared stash?
- We need a search function for both the stash and the inventory. I want to be able to search key words like "crit" "vulnerable" "pulverize" "ice shard" and have every item with these key words in them highlighted in my stash/inventory. Path of Exile uses key words and regex code to allow you to search for items, for example, you can type "ilvl: x" "tier: x" and many other syntaxes. Let me do this in diablo 4 so I don't have to search through all of my items multiple times to find an aspect that I swore I had in there.
- Respeccing the paragon board is tedious. Why can't I right click on a node and remove every node beyond it for the combined gold cost? Just add an "are you sure" confirmation button.
- Looking for group is nonexistent. While I feel a world chat system would be miserable moderation wise, can we at least get communities back like in diablo 3 so people can find people looking to do similar content? Clans can only hold 150 players, so as it stands right now you are forced to use outside of the game sources to find groups for things in a game with group content being a large part of the design.
Leveling
- The campaign length feels right to me. On average it took players who were rushing the campaign 12-14 hours to complete. Keep in mind we were all new to the game, on first characters with no account wide unlocks like aspects, lilith shrines, and skill points. As people become more experienced with the campaign leveling your first character in a season will be much faster, you'll know dungeon layouts, where to go, what level you need to be to go rush a specific aspect, what side quests you can grab along the way that don't slow down campaign progression much that will enable you to unlock skill points without much backtracking, etc. I estimate an experienced player can blast through the campaign in 8 hours or less. Which is on par with other ARPGs.
- The big elephant in the room is post campaign leveling. Another thing that's baked into the core design of the game is paragon, and the insane amount of power creep that comes with paragon. Of course, paragon can be tuned, but that can potentially bring along a whole host of tuning and balance changes that need to occur alongside it and by no means would be a quick fix and would have the potential to massively change the way the game works. I don't think mass nerfs to paragon is the answer.
Leveling provides such a
MASSIVE power gain that players are feeling like progressing through nightmare dungeons is a waste of time prior to reaching level 100, which in itself will take somewhere in the realm of 80-100 hours of total time played if being efficient. 80-100 hours to reach level 100 isn't an issue, the issue is the wild amount of power creep that comes with reaching level 100. To put it into perspective, with my current build, the very last 37 paragon points (or level 91-100) grants me the following assuming a level 21 glyph.
+35 int, 64 dex, 15 str, 55 willpower, +13% dmg to poisoned enemies, +132% crit dmg with core skills, + critical strikes increase the dmg enemies take by you by 2% up to 12% for 20 seconds, +10% werewolf skill dmg, +13.5% crit dmg, + critical strikes with werewolf skills restore 2 spirit.
Thats crazy power creep for 9 levels In other ARPGS, while there is power creep behind levels it's not nearly this much. In Diablo 2, the power difference between a level 90 vs a level 100 character is negligible. In Path of Exile it's the same. In Diablo 3 paragon points make a big difference very early, then have huge diminishing returns and requires a huge time investment to see a big difference through farming for main stat. This game takes level power creep to a completely different planet.
The wild amount of power creep from levels creates another issue. I touched on this before but doing any of the actual endgame content prior to reaching level 100 felt like a waste. Go into any community discords looking for group channel and you will see nothing but "LFM Demise t4 be able to clear your own lane" posts. Having a
normal dungeon being the best source of exp in a game where exp provides this large of a power boost is a huge oversight by the devs. There is no reason for a normal dungeon to have that amount of mob density, not only is it the best exp farm in the game, it's also the best source of loot.
As it stands currently, it seems there is no real reason to push nightmare dungeons other than to level glyphs. This can change as the community figures out where and how specific uniques drop, but at the moment this is the current climate of the game - get to level 100, then you can actually play the game is the meme right now.
So, what is the solution? In my opinion, they need to nerf the density in the dungeons people are farming for exp and shift that exp gain over to nightmare dungeons through adding exp modifiers to sigil modifiers. The harder the mod and the higher tier of the sigil, the more exp you gain. They also
need to increase the density in nightmare dungeons. Ill touch on density in the next section though.
Endgame
- Tree of whispers. This feels like it was designed as a small piece of entry level endgame content. Compared to the legendaries you obtain through helltides and NM dungeons (were going to ignore champions demise here) it isn't worth doing this for drops, as you can target farm specific item slots or aspects much easier through things like helltide and obol farming. I started doing whispers immediately when I reached WT4 with my group, but after that I saw no reason to ever go back to it. It's good for farming sigil dust but that's about it. And you get enough extra sigils farming NM dungeons leveling glyphs that it doesn't matter much anyway. But maybe I'm missing something here?
- Helltide. A common complaint I'm seeing is the density, it feels quite clunky to run from small pack of mobs to small pack of mobs. Constantly mounting up and dismounting. Aside from that, this is a piece of content that will become irrelevant over time as you play longer. Its solid early for target farming specific slots from chests + the obols you get from the events to gamble. Aside from that the only reason to do helltides is for forgotten souls and materials needed to craft elixirs and incense, which over time you will need less and less of them as upgrades become scarcer and you have a stockpile of mats to use for when you run high tier NM's.
I feel like after reaching level 100 I have another week of running helltides regularly before I stop touching them entirely as I average 30-40 forgotten souls per helltide in a group. And you get more uniques through farming champions demise while you level anyway. The only time I've gotten a unique from a helltide was from a mysteries chest, and that was 1 unique. Meanwhile my first stash tab is almost entirely full of duplicate uniques that I've gotten during the champions grind to 100.
This is of course assuming there aren't helltide specific uniques that come from say, maybe the mysteries chests but if that were the case, I'm positive we would have known about it by now.
- Nightmare Dungeons The density in nightmare dungeons seems no different than the density in their normal variant, which in many dungeons is pretty abysmal. Maybe it feels worse than it is because I am so used to the crazy density inside of champions demise, but the low density inside of nightmare dungeons can't be ignored.
There are many builds that rely on lucky hit procs to function and feel good, and any dungeon with poor density (which is most of them) makes these builds feel awful to play and slow, because they are awful to play and slow in there. For example, my warewolf tornado build has no survivability and no damage outside of grizzly rage, but I am entirely reliant on lucky hit procs from large packs of monsters to maintain good uptime on it. Even with 30% CDR and 34.5% additional lucky hit inside of Champions Demise I find myself outside of grizzly rage for anywhere from 1-10 seconds normally, hoping for more lucky hit procs to get it off CD faster and dodging CC to stay alive. It
genuinely feels awful to play a build reliant on lucky hit procs inside of most nightmare dungeons currently. I've seen other level 100 players playing different builds that need lucky hit procs to sustain resource or cooldowns say the same.
This will likely be a completely different story for those pushing high tier NM dungeons where you have Zdps builds grouping large packs of monsters where you blow your cooldowns and burn the pack down.
I touched on the exp and drops in nightmare dungeons earlier, this is largely due to the lack of density in these dungeons of course. Ive ran numerous NM dungeons tier 50-65 and ive found 2 uniques from dozens of runs. I think this only feels so bad because of how insane champions demise is for drops and exp, it's like going from driving a ferarri to a nissan altima.
TLDR
Overall, I feel they need to rework the density in dungeons and add density and exp scaling to nightmare dungeons. Add density to helltide, and buff rewards from the tree of whispers. This would fix numerous issues in my eyes. Leveling feels fine length wise, campaign progression time feels fine to me. But feeling like you need to spam the same normal mode dungeon for 60+ hours the moment you finish the campaign due to how much power creep comes with levels doesn't feel okay to me.
This game is awesome, the endgame gameplay loop on the surface is SUPER fun and engaging but is overshadowed by the player feeling the need to rush level 100 by design and the fastest way to do that by miles being to spam a specific dungeon for days or weeks on end. The power creep through levels is totally fine in my opinion, but at least make the best way to level be to engage with the actual endgame content gameplay loop.
And PLEASE give us a better stash and a search function. submitted by
LowWhiff to
diablo4 [link] [comments]
2023.06.08 00:49 For__tomorrow Balance changes i hope will happen in the near future
Dart
X5X - Plasma Monkey Fan Club - Plasma balls attack (Plasma Fan), Pierce Increased - 5p -> 8p
XX4 - Sharpshooter - Price decreased - $2,000 -> $1,800
Boomer
5XX Glaive Lord - bloons shred effect applies to increased - 1 -> 3
X4X Turbocharge - Targets Camo bloons
X4X Turbocharge - Price increased - $4,350 -> $4,500
XX3 Kylie Boomerang - Price decreased - $1,300 -> $1,000
Bomb
3XX Really Heavy Bombs - Pierce increased 50p -> 70p
5XX Bloon crush - Gains Camo detection
5XX Bloon crush - Stun duration vs ZOMGS/DDTs decreased - 1.75s -> 1.3s
5XX Boon Crush - Stun only affects a max of 50 blimps (what pierce is currently)
X4X Moab assassin - Now targets Camo bloons (DDTS)
X4X Moab assassin - Damages through Moab layers ( Note : Doesn’t damage ceramics, and Moab Elim has the same effect.)
X5X Moab Eliminator - Price decreased - $25,000 -> $23,000
Ice
3XX Ice Shards - Price decreased - $2,000 -> $1,700
4XX Embrittlement - Price decreased - $3,200 -> $3,000
5XX Super Brittle - Price decreased $34,000 -> $30,000
X2X Deep Freeze - Pierce increased - 40p -> 50p
X4X Snowstorm - Duration for Camo/White/MOAB increased - 3s -> 4s
XX3 Cryocannon - Pierce increased 30p -> 35p
Glue
Base - Glue duration increased - 11s -> 13s (XX2+ unchanged)
X3X Glue Hose - Can now attack MOAB class without 230 crosspath, Now Gains a 15% slow effect on MOAB class. Lowered to 12.5% on bfbs, and 10% on Zomgs and DDTs.
- XX2 Crosspath Slows by 5% more on moabs/bfbs and 2.5% more on Zomgs/DDTs.
- Note : X4X and X5X abilities also provide this slow effect.
XX3 Moab Glue - Price decreased - $3,200 -> $3,000
Sniper
5XX Cripple Moab - Moab Damage increased - 80d -> 300d
5XX Cripple Moab - Cripple Status duration increased on bads - 0.5s -> 0.7s
- 520 - Shrapnel Pierce increased - 2p -> 4p
- 502 - Cripple Status Duration increased on bads - 0.5s -> 1s
X4X Supply Drop - Extra shrapnel pierce increased - +1p -> +2p
XX3 Semi-Automatic - Attack speed increased - 33.33%s -> 27.33%s
Monkey Sub
3XX Submerge and Support - Price decreased - $950 -> $800
4XX Bloontonium Reactor - Pierce increased 26p -> 32p
- 410 Pierce increased - 32p -> 40p
- 420 Pierce stays the same
X1X Barbed darts - Price decreased - $450 -> $350
XX3 Triple Guns - Extra MOAB damage increased (Main dart) - +0md -> +1md
XX4 Airburst - Extra Moab Damage increased (Main dart) - +2md -> +3md
Buccaneer
3XX Destroyer - Pierce increased 4p -> 6p
- 310 Grapes attack - Pierce increased 1p -> 2p
- 310 Grapes attack - Attack speed increased - 3.9s -> 3.4s
- 301 Pierce increased - 6p -> 8p
4XX Aircraft Carrier - plane turn speed increased
4XX Aircraft Carrier -
Forward dart Attack speed increased (the forward guns on the planes) - 1.5s -> 1.3s
4XX Radial Dart - Gains slight homing.
5XX Carrier Flagship - Forward Dart Attack Increased moab damage - +0md -> +1md
5XX Carrier Flagship -
Flagship Buff now gives all affected towers normal damage type (Like a M.I.B village)
X3X Cannon Ship - Price decreased - $900 -> $800
X3X Cannon Ship -
Cannon attack Attack speed increased - 1.2s -> 1.1s
Ace - Buff
5XX Skyshredder - Price decreased - $40,000 -> $35,000
4XX Operation : Dart Storm - Dart gains extra ceram damage - +0cd -> +1cd
X4X Ground Zero - Bombing-run Damage type changed - Explosive -> Normal
X4X Ground Zero - Ability damage increased - 700d -> 750d
X4X Ground Zero - Price increased - $14,000 -> $15,000
XX4 Spectre - Price decreased - $20,000 -> $16,000
XX4 Spectre - Homing on both dart and bomb increased
XX4 Spectre - Dart moab damage increased - +0md -> +2md
XX4 Spectre - Both Projectiles have normal damage type
XX5 Flying fortress - Both copies of barrage have the same targeting as the first copy
Heli
4XX Apache Dartship - Machine gun attack speed increased - 0.05s -> 0.04s
- 402 Attack speed increased - 0.04s -> 0.032s
X4X Support chinook - initial cooldown for supplies ability increased - 20s -> 30s
XX3 - Moab Shove - Shove decreased - Moab -33% -> -22%, Bfb 0% -> 20%, Zomg and DDts 33% -> 60%
- 013 Moab Shove - Shove decreased - Moab -44% -> -33%, Bfb -10% -> 10%, Zomg and DDts 22% -> 50%
XX3 Moab Shove - price decreased - $3,500 -> $3,250
XX5 Comanche Commander - Price decreased - $35,000 -> $30,000
Mortar - Buff
Base Mortar - Price decreased - $700 -> $650
1XX Bigger blast price decreased - $350 -> $300
4XX Big One - Bloon stun increased 0.7s -> 0.9s
5XX Biggest One - Has Different Blimp stun times depending on type of Bloon hit
Moab - 0.4s, Bfb - 0.35s, Zomg 0.1s, DDT 0.3s
X3X Heavy Shells - Attack speed increased - 1.08s -> 0.8s (X4X attack speed stays the same)
XX1 Increased accuracy - Price decreased - $200 -> $150
XX3 Signal Flare - Decamo Radius changed to match explosive radius
Dartling - Buff
2XX - Laser shock - Gains lead popping (203 now pops lead)
3XX - Laser Cannon - Pierce increased - 5p (according to popology) -> 15p
3XX - Laser Cannon - Attack speed increased- 0.2s -> 1.8s
X3X - Hydra Rocket pods - Rocket Pierce can no longer be increased (Amount of explosions not the explosions caused by projectiles. Explosions can still have their pierce increased)
Wizard
X1X Fireball - Damage decreased - 3d -> 2d
X2X Wall of Fire - Wall-of-Fire Pierce increased - 15p -> 30p
- 021 Pierce increased - 20p -> 40p
X2X Wall of Fire - Wall-of-Fire Tick Rate decreased - .15s -> .30s
- 120 Wall of Fire - Wall-of-Fire Tick Rate increased - .30s -> .25s
X3X Dragon’s Breath - Fireball Damage decreased - 9d -> 5d
X3X Dragon’s Breath - Fireball Attack speed increased - 2.6s -> 1.3s
X3X Dragon’s Breath - Wall-of-Fire tick rate decreased - .1s -> .2s
- 130 Dragon’s Breath - Wall-of-Fire Tack rate increased .2s -> .17s
X3X Dragon’s Breath - Wall-of-Fire Pierce increased - 20p -> 40p
- 031 Dragon’s Breath - Wall-of-Fire Pierce increased - 40p -> 45p
XX3 Shimmer - Price decreased - $1,500 -> $1,200
Ninja - Buff
3XX Double Shot - Pierce increased - 4p -> 5p
4XX Bloon jitsu - Price decreased - $2,750 -> $2,500
5XX Grandmaster Ninja - Price decreased - $35,000 -> $30,000
X4X Bloon sabotage - Affects 2 layers of moab class bloons (Ex : Moab + ceram insides, Bfbs + moab, Zomg + Bfbs, DDts + Ceram insides)
XX3 Flash Bomb - Price Decreased - $2,000 -> $1,800
Alchemist - NERF
3XX Berserker Brew - Price increased - $1,500 -> $1,700
X2X Perishing potions - Fortified moab damage decreased - +15Fmd -> +5fmd (10Fmd)
XX4 Rubber to gold - PRice increased - $2,600 -> $2,800
Druid - Buff
3XX Druid of the storm - Tornado Attack no longer targets moab class bloons.
4XX Ball Lightning - Pierce of Tornado Attack increased - 30p -> 50p
4XX Ball Lightning - Size of Tornado Attack increased
X3X Druid of the Jungle - Pierce of Thorn attack increased - 1p -> 3p
Village - Buff
Base (000) - Price decreased - $1200 -> $900
3XX Primary Training - Now Increased attack speed - 100%s -> 90%s
5XX Primary Expertise - Now gives 1 Extra Damage - +0d -> +1d
XX3 Monkey town - price increased - $5,000 -> $6,000
XX4 Monkey city - Price decreased - $7,000 -> $6,000
Engineer - Buffed
X1X Larger service area - No longer increases range sentries can be deployed
XX4 Bloon Trap - Trap deployment speed can now be affected by attack speed buffs
XX4 Bloon Trap - Can now profit off of player sent bloons
XX4 Bloon Trap - Income reduced $1,200 -> $300 per trap
XX5 XXXL Trap - Can NOT make Money off of moab layers (bloons have to be popped into cerams/insides to make money)
XX5 XXXL Trap - Income reduced - 7,500$ -> 5,000$ per trap
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2023.06.08 00:29 KMV2PVKhpDF7jNuxfgLd Bulgarian military aid to Ukraine by the new government
Yesterday the Bulgarian parliament has voted in a pro-EU and pro-NATO government. The defence minister Tagarev is pro-Ukraine and
has announced they must send military aid to Ukraine.
So how big of a deal is it?
Bulgaria is the poorest country in EU per capita, there is no budget for 2023 because of a lack of proper government since August 2022, forecast for
end-of-year deficit is 6.4% of GDP and the country tries to adhere to Eurozone criteria, which limit deficit to 3%, so the new government has to make unpopular budget cuts. Donations would be hard.
The armed forces have kept a large stockpile of Soviet military equipment and regularly sell it to African and Middle Eastern countries to get some money for it. For example, if you check out
the 10 April 2023 revision of List of equipment of the Eritrean Army it claims Bulgaria has sold hundreds of tanks in the mid-2000s and cites SIPRI. After checking that,
according to SIPRI the deal was for 120 of them.
I tried some other queries and they have sold hundreds of tanks to Ethiopia in the late 90s. They have also sold hundreds of armored personnel carriers to Iraq in the mid-2010s and dozens of tanks just 2 years ago. Dozens of tanks to Angola and Uganda. Fighter jets and combat helicopters to Burkina Faso, Cote d'Ivoire, Georgia and Mali.
In addition,
according to Oryx they have sold Su-25, T-72M1, D-20 and BM-21 Grad to NATO member states in early-2022 before the government got voted out. In April 2022 TVs captured loading of a tarp covered vehicle on a Ukrainian An-124 Ruslan and it looked a lot like 2S1 Gvozdika. There was also a truckload of shells of course, uncovered.
European Peace Facility is an off-budget instrument. The previous pro-Russian government has not utilised it but other countries have. If there is enough money in it, they inspect the equipment and agree on a fair price, that should benefit both parties. Ukraine can get heavy weapons for the counter-offensive and Bulgaria can get funds to order NATO compatible equipment.
So what of the equipment would be useful to Ukraine? The exact inventory of the military is classified information so sources do not agree on the numbers but for most of it they agree that they are triple digit (in the hundreds) except for jets and helicopters.
Wikipedia -
Air Force and
Land Force European Defense Information Global Firepower A PDF with declassified military statistics as of 2013 Aircraft
Mikoyan MiG-29, MiG-29UB and Sukhoi Su-25 Grach jets
Mil Mi-17, Mi-14 and Mi-24 helicopters
MiG-29/Su-25-compatible bombs and missiles and Mi-24 rockets
Air defence
S-300 and S-200 long-range surface-to-air missile launchers
2K12 Kub, S-125 Neva/Pechora and S-75 Dvina medium-range surface-to-air missile launchers
9K33 Osa and 9K35 Strela-10 short-range surface-to-air missile launchers
ZU-23-2 and AZP S-60 anti-aircraft autocannons
Armoured vehicles:
T-72A/M2 tanks
BMP-23/30, BMP-1P, BTR-60PB, MT-LB/MT-LBu, BRDM-2, 9P148 Konkurs armoured vehicles
Artillery
OTR-21 Tochka ballistic missiles
BM-21 Grad multiple rocket launchers
2S1 Gvozdika self-propelled howitzers
D-20 howitzers, MT-12 anti-tank guns; M-46 field guns in-store
M82 Mod 1937 (82-BM-37) and 2S12 Sani mortars
Apart from heavy weapons, there are also many ZIL-131 trucks and UAZ-469 utility vehicles that should really get replaced.
From the man-portable weapons I think the below could be of some use:
Strela-2, Strela-3, Igla-1, and Igla man-portable surface-to-air missiles
9M17 Fleyta, 9M14 Malyutka, 9K111 Fagot and 9M113 Konkurs anti-tank missiles
In addition, there are RPK, PK and NSV machine guns that can be mounted on armoured vehicles and also some Dragunov SVD rifles if Ukraine still needs them.
S-200 was retired by Ukraine because it is outdated but the missiles have a 217 kg warhead. If you replace it
with GBU-38 you get a cheap GLSDB. If you replace it
with ALARM you get ground-launched SEAD.
There is some evidence
a S-200 may have landed in Belgorod Oblast.
In addition, there are mothballed T-55 and T-62 tanks that could be adapted as armoured recovery and mine clearance vehicles. The TV-62M is the standard armoured recovery vehicle of the Bulgarian Land Force.
This has already happened in Ukraine:
“This old tank is no good for war,” says Anatoly, “so we have cut off the top of it, the turret and we are going to turn it into an evacuation vehicle that can pull heavy armoured tanks when they get stuck.”
Which of these do you think would be most useful? My guess is S-300 and 2K12 Kub surface-to-air missile systems. The jets would be nice too but the NATO allies would have to take over Bulgarian air defence if they are sold.
P.S. International news sources if you want to read more:
Reuters - https://www.reuters.com/world/europe/bulgarias-parliament-elects-new-government-led-by-pm-denkov-2023-06-06/
Agence France-Presse - https://www.france24.com/en/live-news/20230606-bulgaria-parliament-approves-pro-european-government-ending-deadlock
Associated Press - https://apnews.com/article/bulgaria-parliament-government-denkov-gabriel-corruption-reform-035a8cef395eca4c2a5a0443c12534ea
Financial Times - https://www.ft.com/content/298fb6e6-40bc-4769-b04b-88dbff3971f4
Radio Free Europe - https://www.rferl.org/a/bulgaria-parliament-approves-new-government-denkov/32447233.html
Radio Free Europe editorial by its director explaining the background of events - https://www.rferl.org/a/bulgaria-new-government-analysis-europe-russia/32447397.html
Euractiv - https://www.euractiv.com/section/elections/news/gabriel-set-to-form-bulgarian-government-with-her-partys-arch-foes/
Euractiv, a bit more recent article - https://www.euractiv.com/section/elections/news/bulgarian-president-hostile-to-coalition-set-to-try-form-government/
Politico - https://www.politico.eu/article/bulgaria-finds-government-agreement-with-rotating-pm/
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2023.06.07 23:52 buccanearsfan24 Tips & Tricks for Solo Flawless Ghosts of the Deep w/ Arc Hunter
Greeting raidsecrets, I figured I'd post my tips & tricks along with the build that I ran that got me my solo flawless. Hoping this helps for those who might be struggling!
Lengthy detailed post ahead about my run and how I did each encounter. This will be focusing on just the Ecthar and final boss encounters. I achieved my solo flawless run on my Arc Hunter with Assassin’s Cowl build. This build will keep you healed up, keep you invisible so you're safe from enemies shooting at you, and takes use of Gathering Storm which makes doing boss dmg easy. 😃
This is my general Assassin's Cowl build and we'll be changing some stuff out for each encounter:
https://dim.gg/cssas7y/Arc General notes:
- I was 1822 power level when doing this. (1810 + 12 bonus power)
- For all 3 encounters, I used double specials with at least ONE One Two Punch (OTP) shotgun in either slot for maximum heavy ammo drops.
- This build's main focus is just trying to keep Combination Blow x3 up as often as possible to maximize ad clear, majominiboss kills, and for survivability (invis and heals).
- For the opening encounter I ran around with Wastelander w/OTP, Coldheart, and an Eager Edge Sword. Feel free to use whatever weapons you prefer here, but def keep at least a OTP shotgun on you.
For Ecthar and the things/mods that would need to be changed from what’s shown on the build in the DIM link:
- I ran around with 2 shotguns, both with OTP, then used Lament as my heavy for boss dps.
- On your chest piece you want one arc resist, one lucent blade (this will help with your sword block regen for Lament’s damage rotation), and concussive dampener (this helps with the boss stomps when in their super mode and any moth explosions that may occur). And on your boots you want 2 Solar Surges for extra Lament damage during boss dps.
- Put as much mobility on as you can while staying at 100 resil, because in the water section down low to activate the symbols, it’s going to help staying away from the boss so they don’t damage you. My build had me at 76 so the boss was never a problem when trying to run away. I would recommend at least 50 mobility here, if you can't get 50 with just using stat mods, feel free to run a Font of Agility for the extra 30 mobility when you have an armor charge.
- To start, build up your combo blow x3 with acolyte powered melee kills. Once you get x3, go around and kill each knight with a OTP shotgun shot, dodge, and melee hit. The jolt from lethal current should kill the knights, then do the same when the ogre spawns. Feel free to kill an acolyte nearby to refresh combo blow x3 and to go invis as you go along. After the ogre is dead head down to the middle to activate the deepsight to see what symbols are needed to be activated in the water section.
- For the water section, what helped me the most and to make sure I knew what symbols I had I would talk out loud to myself what symbols I needed. I would then use/reference this map on a secondary monitor to navigate the water for symbol activation. After you successfully located and marked all 3 symbols, it's time to go back up top into the boss room.
- 3 wizards should have spawned and you must kill each lucent wizard and collect their visages. I like killing one at a time, collecting their visage, then move to the next one, then the 3rd one. Quickest way to kill the wizards are going to be with your OTP shotgun and combo blow x3 with lethal current active.
- My rotation for killing the wizards: Building up combo blow x3, charge melee kill a 4th enemy to go invis (which will then refund my dodge), dodge near the wizard to proc lethal current and to refund my charged melee, shoot wizard with OTP shotgun, melee the wizard, and then finish the wizard. This should "1 shot" the wizard due to the damage of the punch and shotgun plus the jolt from lethal current. After the finisher, then repeat that process on the all 3 wizards, then go dunk. Then deposit your visages at each statue and be sure you are ending on one of the side ones. Keep up your Combo Blow x3 while going to each statue.
- After you’ve deposited your 3rd visage, get another powered melee acolyte kill to go invis and to refund your dodge. Run down the stairs and dodge past/next to Ecthar to get your charged melee back + lethal current. Shoot the knight that spawns with your OTP shotgun, melee the knight and it should die from the jolt explosion if your combo blow x3 is up.
- Once the knight is down and you’re standing in its pool, immediately turn around to face the boss and throw your Gathering Storm super (this should help with getting his shield down quick) switch to lament and then wait for the boss to run to you or run to the boss. Once the boss is on you throw your pulse nade at your feet for extra damage on the boss.
- My rotation I used on the boss for Lament to keep my health up as much as possible and to do get quick but strong dmg was: Block, Rev’d Light Attack, Rev’d Light Attack, Rev’d Heavy Attack, then a normal Light Attack, and another normal Light Attack. Repeat. If you can land this combo consistently it will net you a 4 phase but if not it’s a guaranteed 5 phase. If you start taking too much damage or feel like you might die during this do not feel discouraged to disengage and either kill a nearby acolyte with your charged melee for invis & heal or just dip into the water (I would sometimes have to do this -AFTER- the boss goes immune to save my ass lol).
- This fight took me 5 phases due to the combo not always landing correctly. The reason being is I would just phase thru Ecthar and miss, or it do that laggy thing where he'd teleport like 2 feet behind me but overall it was very consistent on damage.
- Knights are the biggest factor in taking damage here during boss dps. Sometimes they like to artillery strike you from the stairs (worst outcome), sometimes they’ll run at you and you can kill them with Lament when you’re dps’ing the boss (better outcome), or they just won’t bother with you at all until dmg phase is over (best outcome). More often than not they will usually arty strike from the stairs. So be cautious.
- For this entire encounter keep Combination Blow x3 up as much as possible as this will allow you to one shot all acolytes in the arena. Land your shotgun shots for OTP, and make sure to get lethal current up as this will basically “one shot” the lucent wizards, knights, and ogres. And as a reminder these kills will keep you invisible as well as heal you whenever you need it, makes navigating the arena just that much safer.
For the final encounter on the build as well things that would need to be changed from what’s shown on the DIM link:
- So for this encounter I ran Arby, OTP energy shotgun, and an explosive light rocket with tracking for boss damage. If you don’t have a rocket with explosive and track, ascendancy is in the kiosk at the tower where you can claim past seasonal exotics and legendaries. Main thing for this loadout is to again rock double specials and making sure one of them is a OTP shotgun to help with majors and mini bosses (the lucent hive).
- If rockets aren’t your play or don’t feel comfortable, linears (vorpal, frenzy, bait and switch, etc) will be your next best option, followed by a machine gun (vorpal, target lock, killing tally).
- On the chest piece make sure you have 2 arc resists on (for the boss when she shoots at you) and a concussive dampener. There seems to be some talk about moths ignoring resists, but in my runs it seems the concussive dampener actually helps with this. On the boots use the surge to whatever element your heavy is, mine was Arc cause of Hothead.
- When the battle starts head over to Oryx’s right hand, wait for the ads to spawn. Powered melee kill them to get your combo blow x3 going. Keep up combo blow x3 as much as possible to stay invis from the boss as much as you can during this encounter.
- After you’ve gotten combo blow x3, you’ll want to clear out and kill the 3 major knights in the arena. First one should be near you down by Oryx’s right knee, then the 2nd one will be over by Oryx’s left hand (near where you enteplace down the rally flag), then the final one will be up at the top by Oryx’s head. After you’ve killed all 3 knights activate the deepsight (melee kill an acolyte to go invis so the boss doesn’t blast you while you activate it). Map of the arena for reference.
- Locate which limbs you need to activate. It will always be chest/heart + 2 other limbs, and you must always activate one of the other 2 limbs first. For whatever reason doing chest first doesn’t work when I was doing my runs. When activating the limbs, you don’t actually have to kill Vorlog within the circle that glows (I initially thought you had to), just make sure you're standing in the glowing circle when you kill Vorlog.
- Now this is where Assassin’s Cowl comes into play very nicely for this encounter. Every time you complete the “look thru the circle and line up the symbol” at each limb, the boss likes to spawn those nuke moths. If you complete a limb while invis, these moths will -DESPAWN-. This is a massive benefactor to this fight simply cause you do not have to deal with the moths that are shoot at you. Another note: if you complete a limb and then go invis right after with a melee kill, the moths will spawn but they won’t track for you and will instead just track to a hive npc to give them the shield.
- Once you have all 3 limbs activated it's time to grab visages from the lucent hive. My method was always killing the 3 lucent hive in the exact same order every phase (from hardest to kill to easiest to kill for me) so I knew when I was about to start dps phase. My order was Knight 1st > Acolyte 2nd > Wizard last Every. Single. Time. I always found the knight to be the toughest of the 3 due to the double shield throw and melee/slam damage the knight likes to do. I would usually try to shoot him first while clearing out the ads so he would super and I wouldn't have to worry about a potential death from the shield throws.
- When entering in the area to kill the lucent hive I -ALWAYS- said to myself out loud the symbol a bunch of times so I knew where I was dunking it at. Then before finishing the lucent ghost I would look at it one more time and continue to say it out loud as I killed the ghost. Feel free to type it in the chat, but speaking it out loud helped with remembering it much better for me. Also, same as the Ecthar fight I would build up my combo blow x3 to clear out the acolytes, run up to the lucent hive, dodge for jolt, shoot a OTP shotgun shot, then 2 melee hits to kill.
- After killing the lucent hive and was back in the main boss area I made sure to melee kill an acolyte for invis, go activate deepsite while invis, then dunk the symbol while invis as well. You should have plenty of time between, but if not just get another melee kill to refresh invis.
- Once the 3rd symbol is dunked or you're heading to dunk it make sure you're invis. Once dunked pull out arby, hit the boss once to get rid of the shield, and throw your Gathering Storm super at the boss right after.
- Now here’s where it can get tricky cause I wiped a couple times due to this cause I used rockets. When doing heavy weapon dps on the boss, be sure to clear out any ads (especially thralls) at your feet before starting for extra orbs for surge dmg if you need it.
- Now, when going to shoot your rockets (if you’re using them) either jump up on an area where thralls can’t get you easily or jump and shoot around in the arena (I did a mix of both). This helps with not killing yourself by shooting an ad in your face.
- Another thing to note, when going to shoot your rocket (if you’re using one) make sure the boss is actually shooting at you or else she’ll move and dodge the rocket. Her shooting at you allows you actually land your shots cause she won’t be moving around actively trying to dodge your rockets/shots.
- Rinse and repeat these steps and you should be good. This took me 4 times/phases to beat and just over 90 minutes to complete.
- -DONT FORGET TO FINISH THE BOSSES-
Proof 1 Proof 2 Dungeon Report Let me know if you have any questions about it! Took me about 8 hours of grinding over the course of 2 days this past weekend to get thru this dungeon solo flawless.
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2023.06.07 22:28 SupermarketTiny5681 Not the best so I wanna hear yalls' opinion
Lifeweaver: I think we can all agree Lifeweaver isn't the best character, so I came up with a buff that may make him a bit better. I believe Lifeweaver should be able to tap an ally to put them in his bubble then chose where they go, instead of just pulling them. He should only have around 3 seconds to chose where they go but in those 3 secs they're immortal and then he can just put them somewhere else. Say high ground when he's not there, or if he's also not in the safest place then just put them somewhere else.
Ana: Ana is a very all around character but I feel her most recent nerf was useless (the nerf on her grenade). She definitely could've used a nerf but I think they nerfed the wrong thing. The problem with Ana is the ONLY thing countering her Anti every 7 seconds was Kiri. I believe they simply make her anti cut all healing in half, instead of completely stopping it AND allowing both anti and buff healing to be on at the same time. It would make it so if there's both on one char they kinda just cancel each other out. It would also make Ana kinda counter herself while making one anti not end the whole game.
JQ: JunkerQueen is currently extremely strong in my perspective. I believe she needs a bit less lifesteal and maybe make it so her axe recharges a bit slower.
Orisa: Orisa is pretty fine rn. It's just I don't know why but I feel like her fortify never does anything, but I may be wrong. Just make it a bit more noticeable imo.
Mercy: Put her at 175 up. She's supposed to be rewarded for flying around and be constantly moving, so if she can just tank shit anyways it's kinda useless. I believe her gun should also do a lot less damage. I understand the katrina/bumblebee meme, but I think too many people just throw the game trying to do it every game and end up only getting a clip every 1/5 games. The other 4 times they just stop healing/damage boosting to pull out the barbie blaster and throw the game.
Tracer: Give this bitch ass 100 hp. She deserves to be one shot by anything and everything in the game. /j (not really she's annoying af)
Like I said I'm not that good. I am also a Ana main so the Ana buff may be a bit biased.
submitted by
SupermarketTiny5681 to
Overwatch [link] [comments]
2023.06.07 19:30 Suspicious_Shoob A disappointing 'introduction to British Forces'
| I've already posted this in the Discord server but I thought I'd share it here too for some additional opinions and perspectives. Included are my thoughts for improvements to the Loadouts, Vehicles and Cosmetics as well as some general issues, mostly relating to the British faction as they are currently very disappointing and nowhere near as good as they should be. This has been edited somewhat following on from some of the discussions I've been having over there. All in all, this update feels incredibly rushed to me and I'm sceptical as to how much QA was actually conducted on it. As a side note, I do like the speed increase and think it's a good change but am of the opinion that it should've been brought in with some additional changes and improvements to movement across the board. Any criticism, or other ideas, will be gladly accepted. And now, onto the post - As someone with an interest in the British Army of WWII, I was very much looking forward to this update, however, I was sceptical when the Lewis, Lanchester, Jungle Carbine and P14 were shown in the Dev Brief and now I see I had every reason to be. It sucks that I've basically got to go back to CoD 1 and 2 to get a comparatively decent representation of British equipment and weaponry to what we've gotten. I don't know how much of this update is BM's work and how much is T17's and frankly I don't care. All I care about is the British getting to, not only a playable state, but, a state where they're actually fun and enjoyable to play. With that in mind, I thought I'd put together this post and, while I know I'm mirroring a lot that's already been said (which I hope is getting the message across to the devs), I'd like to put forth some suggestions on how I think the British faction could be vastly improved. Though I am a bit of a stickler for historical accuracy, the gameplay should take some priority in this matter. These are purely my thoughts but I welcome any criticism or ideas. When it comes to the Loadouts I think the P14 should be removed for all Roles except the Sniper, and the the Lanchester and No. 5/Jungle Carbine should be removed for all Roles. Personally, I think the Lewis should also be removed or, at the very least, made the second loadout option for MG (I'd like to see it replaced with the Vickers GO No. 2 Mk. I Land Service). Also, the Bren needs the ability to use its bipod as do the BAR and FG42. I appreciate that the PIAT might be a bit of a trickier weapon to implement but it was not a rocket projectile and it shouldn't be able to shoot halfway across El Alamein. The relative lack of range that a proper implementation would bring can be offset by its fast reload. The sights on the British weapons also need adjusting (as was done to the Garand) as well as their general placement on-screen. I appreciate that the sights might be true to real life but that doesn't necessarily translate well into a video game with a fixed view. I've used CoD 1 and 2 screenshots of the Sten and Bren as examples of how these guns can be implemented without completely destroying the player's view. The Sten and Bren are the worst offenders for this but the No. 4 needs a little adjustment too I think. https://preview.redd.it/s72fjrh8pm4b1.jpg?width=1920&format=pjpg&auto=webp&s=88d5854b9891c8a30fad242ef808cb019477f880 https://preview.redd.it/1umjeqh8pm4b1.jpg?width=1920&format=pjpg&auto=webp&s=035dd703ded2da2e780f0a1b03f0521da57c8eb1 https://preview.redd.it/90q5wfegpm4b1.jpg?width=1920&format=pjpg&auto=webp&s=18ddb00253ebe3813c260e55d4cdbb5603613516 https://preview.redd.it/mjipav4ipm4b1.jpg?width=1920&format=pjpg&auto=webp&s=2721063b6ff545114e23a9da5aef3458814b2e47 Loadouts Commander Fine as they are Officer Standard Issue - Replace the Lanchester with the Sten Mk. II Point Man - Fine as it is NCO - Replace the Lanchester with the Sten Mk. V or the M1928A1 w/ box mag Rifleman Standard Issue - Replace the P14 with the SMLE No. 1 Mk. III Grenadier - Fine as it is Trooper - Replace the Jungle Carbine with the Lee-Enfield No. 4 Mk. I Assault Standard Issue - Fine as it is Veteran - Replace the Lanchester with the M1928A1 w/ box mag Grenadier - Fine as it is Raider - Replace the Bren with the Sten Mk. V Automatic Rifleman Standard Issue - As it is but allow the Bren to use its bipod (I believe AR and MG roles both having the Bren could help against the Germans' higher RoF and ammo capacity of their MGs) Veteran - Add this second loadout and give it the M1928A1 w/ 50 round drum magazine Medic Standard Issue - Replace the P14 with the SMLE No. 1 Mk. III Corpsman - Fine as it is Support Standard Issue - Replace the P14 with the Lee-Enfield No. 4 Mk. I Ammo Carrier - Replace the Jungle Carbine with the Sten Mk. II Flamer - Fine as it is Machine Gunner Standard Issue - Replace the Lewis with the Bren. Allow the Bren the use of its bipod. Veteran - Ideally I'd like to see the Lewis removed but at least move it to this loadout if it needs to stay. I'd like to see it replaced with the Vickers GO No. 2 Mk. I Land Service or at least add the VGO in a third loadout slot. Anti-Tank Standard Issue - Replace the P14 with the Lee-Enfield No. 4 Mk. I Gun Crew - Fine as it is Ambusher - Fine as it is Elephant Gunner - Replace the Lee-Enfield No. 4 Mk. I with the SMLE No. 1 Mk. III Engineer Standard Issue - Replace the P14 with either the Lee-Enfield No. 4 Mk. I or the SMLE No. 1 Mk. III Sapper - Replace the Jungle Carbine with the the Lee-Enfield No. 4 Mk. I Field Engineer - Replace the Lanchester with the Sten Mk. II Tank Commander and Crewman Fine as they are Spotter Standard Issue - Fine as it is Scout - Replace the P14 with the Lee-Enfield No. 4 Mk. I Sniper Standard Issue - Fine as it is Veteran - Replace the P14 with the No. 4 Mk. I (T) Cosmetics The Brodie looks like it's riding too far up the head and should be a bit lower to the brow I think. Variations could be added to show some of the different ways in which they were worn i.e. at an angle with/out the chin strap in use. (I personally also think the faces look a bit weird but that's not really something limited to the British faction.) The Rifleman and Automatic Rifleman both need the Bren magazine pouches adding to their webbing but keep the bandolier on the Rifleman. Remove the Tank Commander's second Pixie Suit and all the extra bits and pieces hanging off them. Tank crews would try to have as few things as possible that could get snagged if they needed to bail out. Do the same thing for the Soviet tank crews' uniforms. Future cosmetics suggestions are just things that I hope to already be in consideration and development i.e. Denison smocks, Para helmets, RAC helmets for tank commanders, Battle Dress for tank crewmen, Berets, Mk. III Turtle helmets, leather jerkins, late-war uniform variations, desert uniforms etc. https://preview.redd.it/lciko3oupm4b1.jpg?width=386&format=pjpg&auto=webp&s=44299d4e8e92d3d9cd452c9af63dc4a95162b865 Vehicles I've not used any of the British tanks yet but, from what I've pieced together from others' comments, it's not good. Tetrarch The Tetrarch doesn't fit with the game at all. They saw barely any use with the British with only a few being used in West Africa and Madagascar and then only 20 being taken to Normandy in Hamilcar gliders as part of 6th Airborne Armoured Reconnaissance Regiment, seeing a bit of action and then being relegated to HQ roles after being replaced with Cromwells. I think the Tetrarch should be replaced with the Stuart Mk. III (M3A1 Stuart). The Stuart Mk. III was used in North Africa, Italy, the Far East and North-West Europe and while, yes, it would be another Stuart in the game, it would at least be a different variant to the US faction's M5A1. The Stuart Mk. III being the British light tank would also give them another tank with a hull MG that the Tetrarch and Firefly are both lacking. A Stuart tank of 34th Armoured Brigade crossing a Bailey bridge over the Antwerp-Turnhout canal at Rijckevorsel during the attack north of Antwerp, 22 October 1944. IWM B 11111 Cromwell Improve its forward speed, make it a bit more manoeuvrable. It was a very fast tank irl and just using the same stats as the other tanks doesn't work for it. Firefly Remove it from the Heavy category, give it it's proper medium movement characteristics. The complaints I've seen are that the Firefly is horrid to drive and lacks any sort of proper manoeuvrability. Also, when it comes to the roster of vehicles, this is what makes sense to me if they're gonna continue pushing this symmetry but still go somewhat historical. North Africa: Sd.Kfz. 222 - Daimler AC Panzer II - Crusader Mk. II Panzer III - Valentine or Crusader Mk. III Panzer IV Ausf. G - Crusader Mk. III or Matilda II (possibly even Grant or Sherman Mk. II) Tiger - Churchill Mk. III or Mk. IV North-West Europe: Puma - Daimler AC Panzer II Ausf. L - Stuart Mk. III Panzer IV - Cromwell Panther - Firefly or Challenger (only 200 built but they saw service with all of the Armoured Division's Armoured Recce Regiments and the CIAB from July to VE-Day in NWE excepting 79th AD) Tiger - Churchill Mk. VII or Churchill Mk. III or IV with 6 pounder Mk. V and applique armour. (Mk. VII seems more likely looking at the hilarious level 3 bunker) General The radio messages for the OP/garrison are pretty bad and I cringe every time I hear it. Please replace it with something at least a bit more authentic. Playermodels in the back of the Bedford are squashed together and clip through each other. https://preview.redd.it/dmp2yjclqm4b1.jpg?width=1920&format=pjpg&auto=webp&s=72000121e4d8daf905008651b96e84d688d8a731 Unfired bullets are ejected from the Webley when reloading. https://preview.redd.it/0ff6relmqm4b1.jpg?width=881&format=pjpg&auto=webp&s=3567af5db85ee87f771f59d5b1ecee874c25c4d1 On El Alamein replace the models of American vehicles and wrecks with British vehicles and replace the Tiger wrecks with Panzer IV wrecks. https://preview.redd.it/dtrjwkzoqm4b1.jpg?width=1920&format=pjpg&auto=webp&s=a4fd92b8ee090cc0564fb781b4dbeb997bf7ee84 https://preview.redd.it/9kjdndyqqm4b1.jpg?width=1920&format=pjpg&auto=webp&s=b6a2b391e67fbf7797c768837a5b8dc4bd2b983d Left arm's sleeve is stretched when holding the Sten, I'll have to check if it affects other guns. The Cromwell's turret is raised a bit too high off the hull and the BESA sticks out a bit too far. https://preview.redd.it/d4v50nlvqm4b1.jpg?width=1920&format=pjpg&auto=webp&s=bc5241ea895bdd3f3383d651a70c302f1c9005b2 While I appreciate using actual markings on the tanks, straight up copying Bovington's Cromwell just feels a little lazy to me. Bovvy's Cromwell is also marked up as being Polish 1st Armoured Division and so doesn't really match entirely with the faction. I've got nothing against the Poles (they did their part tremendously and deserve recognition) but surely one of the actual British units that used them would be more appropriate? https://preview.redd.it/l1d64t2yqm4b1.jpg?width=1024&format=pjpg&auto=webp&s=ce60547806e1c2adfaad7ff83bb61dee54bf401e https://preview.redd.it/u4oe0nxzqm4b1.jpg?width=1920&format=pjpg&auto=webp&s=b8309cdd8b0e4b600686ff05130042a02649b8f7 The Firefly's markings are an incorrect and clumsy mix of Guards Armoured Division (Europe) and New Zealand 4th Armoured Brigade (Italy). Remove the Airborne Divisional marking from the 6 Pounder, doesn't really make sense to me to have it on while it's just used by normal infantry and will mostly remain that way even if Para cosmetics get added. https://preview.redd.it/45s51y63rm4b1.jpg?width=334&format=pjpg&auto=webp&s=f664eca3c0df25c8383289d21d02f5bcbbfb9182 Also, all the markings seem oddly bright to me and almost look like magnets that have been stuck on rather than painted on, especially when the vehicle's been destroyed. https://preview.redd.it/9fql979arm4b1.jpg?width=1920&format=pjpg&auto=webp&s=48f620a34e9d1b83a352e802e977b3d654e3a1a1 https://preview.redd.it/eyuwpjucrm4b1.jpg?width=990&format=pjpg&auto=webp&s=e25385309b4808e38c338b86c955972e2cc77ed6 https://preview.redd.it/9basfjucrm4b1.jpg?width=1219&format=pjpg&auto=webp&s=23417df9bb0b8a8aeb48ea0f88e76b8dc4063716 https://preview.redd.it/4bsvlrucrm4b1.jpg?width=1111&format=pjpg&auto=webp&s=696a424b6007eaa43bb56d38780055046e971359 https://preview.redd.it/qhn0fmucrm4b1.jpg?width=1541&format=pjpg&auto=webp&s=50470b77f3cbd666e76131ad51e8cb8c4ec11bcd Any criticism, or other ideas, will be gladly accepted. Tl;dr Copium at the shite implementation of the British forces submitted by Suspicious_Shoob to HellLetLoose [link] [comments] |
2023.06.07 18:56 FreshMeatSeller Tech Tree Guide - Grille 15
I have not seen many tech tree guides on the subreddit, so I decided to make one, starting with my favourite tech tree (and one that is very popular in general): the Grille 15. I'll skip the T6, because it should be a quick grind and that tank is kinda just food for KV-2s and Smashers...
The light German TD line is known for being squishy yet stealthy and having big and reliable guns that hit hard. This line is mostly about hanging back and supporting your team where it is most needed, because you lack armour and basic brawling ability. This does not mean you should sit in a bush until the heat death of the universe: big alpha guns give you a lot of power in the late game, where you can even start trading shots with other, even heavy tanks.
Sturer Emil: a weird one.
The St. Emil is an outlier in its own tech tree, boasting the best gun depression angles in the game, a huge punchy gun for its tier, a lack of prammo and somewhat HE-resistant armour. In my opinion, the Steyr WT would have fit this line perfectly, but I won't complain that we got such a special tank for free :D
Pros: - Amazing alpha for the tier, even in a full uptier
- Gun is accurate in comparison with the alpha
- AP pen is plenty enough
- -15 degrees of depression is the best in the game
- Gun mantlet can be trollish
Cons: - Speed is very underwhelming
- Frontal armour won't stop any HE shells bigger than 120mm (the sides won't stop anything)
- Camo isn't as good as other tanks of this line
- Engine tends to be damaged and set on fire
- Not game-changing, but sometimes annoying: only 10 degrees of elevation...
Others: For the equipment, this is a T7, so a gun rammer and camo net will be enough. I wouldn't run adrenaline but rather have double repair kit and medkit, because this tank's crew drop like flies. Ammo choice is simple: mostly AP, rest HE
Playstyle: This is an absolute odd unit... And the playstyle is not only incoherent with the rest of the line, but also with itself. On one hand high alpha and great gun depression point to a ridgeline warrior, but the weak engine (garbage reverse speed as well) and poor armour point towards a campier playstyle.
This tank sits in the middle and requires a hefty amount of map awareness: useless if too far back, will explode instantly if getting shot. This tank should be played second line, behind the heavies or meds, but in front of a pure-sniper TD such as a Skorpion. Early game, you should focus on finding a spot where you can safely hide, and quickly put a massive 500 damage in before disappearing: a ridge, such as the one on Winter Malinovka (just outside of spawn) or Rockfield (behind the second line bushes) are a perfect spot to lurk at.
Once the fighting has advanced, you can decide to reposition or push, knowing that you will probably outtrade anyone. Using this wisely, you can lock out the enemy from an area, secure a cap, or if shit hits the fan, trade shots. Don't forget to abuse those -15 degrees of gun depression, going over ridges and appearing in spots the enemy doesn't expect. Watch out for packs of mediums/lights, as one is already a lot of trouble, but several are a death sentence.
Rheinmetall-Borsig Waffenträger- the spirit of the line If you needed even more alpha and sneak, this is THE tank for you. The Borsig is a widely used tank, despite going completely against the heavy tank meta in this game: if that does not prove to you how good it is, nothing will. People simply love the idea of being undetected 70 meters away from an enemy, knowing they could hit them for 1k damage if they wanted to...
Pros: - Great alpha damage for the tier
- Fully rotatable turret
- Camo rating is among the best in the game
- Amazing HEAT pen: nearly 370mm
- Decent HE pen
- Access to a ridiculously strong set of superconsumables and provisions makes this tank exponentially better
- Good hull traverse
Cons: - No armour whatsoever: any tank can pen with HE
- The derp is inaccurate and unreliable at mid-to-long range
- Low AP pen
- Low shell velocity
- Tank is very light: takes a lot of ramming damage
- Gun depression is subpar
Equipment: Camo net, along with refined gun and calibrated shells are a must. EGLD and supercharger are both good (depends on your playstyle: supercharger for longer range engagements, EGLD if you find yourself closer to the enemy often), the rest is up to you.
Provisions: I run chocolate and improved fuel, but an absolute must (and an insanely broken provision that everyone should exploit) is the HE Spall liner, reducing HE damage to below AP-ish levels of damage.
Consumables: My go-to consumables are double repairs and reticle calibration, because this gun is quite inaccurate (the reason I don’t take adrenaline is that adrenaline is made for situations the Borsig shouldn’t be in in the first place, while reticle calibration serves the useful purpose of making your accuracy go from very bad to acceptable)
Playstyle: This tank is sniper-second line hybrid, although completely different from the Emil. Instead of hiding behind ridges and trying to stay within trash talking distance of the fight, this tank relies on its incredible camo values: if you find a bush, enemies will have to get nearly within proxy-spotting range to see you. Always find a good position for your flank, while always minimising the risk of being rushed with no support. Pushing alone is a death sentence.
At the start of a match, you should use this incredible camo to take a position that is hidden, preferably behind a bush (relatively far from the action, around >220m) so that you may stay undetected after shooting, or if you are unlucky and get city maps such as New Bay, Port Bay or the TD nightmare a.k.a Himmelsdorf, find a corner you can peek while minimising exposure. The priority is to get to a safe position with favourable view on your flank: the hills at spawn on Castilla, the tall ridges near the railways on Alpenstadt... Stay safe until the fighting has died down, but don't hesitate to find another sniper's nest or to reinforce the other flank if you are not being too productive for your own team. This is also the ideal moment to use reticle calibration to make every shot count.
Late-game the goal is to push with what is left of your allies: trading shots is less advisable than with the Emil, as your HP relative to the tier is worse, and high alpha guns become more common at T8. Instead, you can be a bit more daring with your positioning: take spots that are concealed without being concerned about remaining invisible after firing, any bush will do. Relocate often while keeping an eye out for enemies that are not within one-shot range, as they will be able to take the initiative against you. Basically: use the element of surprise.
Waffenträger auf Panzer IV- the true peak of the line We are at T9, yet we have reached the apex predator of the line, the reason of this line’s popularity, and the bane of all your enemies on open maps. Tell me: when was your last T9 ratings match without at least one, or even two Waffenträgers on either side? Yeah, I can’t remember either… And honestly, rightfully so, as this is probably my favourite tank in the entire game, even after the nerfs.
Pros: - Fully rotatable turret
- Very good camo values
- High accuracy and better shell velocity than Borsig
- Good pen for all shells
- Both guns are viable
- Access to HE spall liner
- Good hull traverse
- Rear placement of the turret is an advantage: more on this later...
Cons: - Turret is quite large and weak
- Engine is weak and easily set on fire
- 12.8cm: bad depression angles over the front, the gun is quite a bit heavier
- 15cm: the gun shield becomes MUCH bigger, elevation when looking backwards is 0 degrees
Equipment: Camo net and refined gun are a must, but on this one improved assembly is as well. Calibrated (for the HEAT and HE pen) and supercharger (for the subpar shell velocity) for the 15cm, rammer (for extra DPM) and EGLD (the aiming time isn’t amazing for a sniper) for the 12,8cm.
Provisions: Same as with the Borsig, I take improved fuel, HE Spall liner and chocolate
Consumables: You get more of a choice here for what you can take, depending on gun choice and your personal playstyle preferences. The only thing I would not let go of under any circumstance is my double repair kit, because the engine on this tank is made of explodium. I usually run this tank with double repairs and medkit (with the 15cm), but you could make the case for both RC and adrenaline on the 15cm, while RC is kinda pointless on the 12.8cm.
Playstyle: The Waffle does what the Borsig did save for camo but outshines the Borsig at everything else and feels more flexible. Thanks to the now good accuracy of the 15cm, it can stay back and safe for longer while hitting shots way more often, allowing you to focus on survival instead of constantly being pressed to get as close as you can without dying. And when the time is right, better mobility, turret traverse, accuracy and higher HP make you infinitely more capable of standing alone.
Early-game should be standard for a sniper tank: just find a bush with good vision over your flank and take shots whenever possible. You can’t be as daring in positioning as a Borsig (your camo is somewhat worse), but here comes the twist that has defined the Waffle’s playstyle: the rear-mounted turret. Use this to your advantage by sneaking around a corner or a rock undetected, taking a shot, then quickly going back. Same thing applies when in bushes: only your turret is sticking out when you take a shot, so that you minimise exposure to the enemies. The reason I call the rear-mounted turret an advantage when most oftentimes it’s regarded as a drawback is that this tank has a high camo rating and good manoeuvrability, while other rear-mounted tanks tend to lack both.
Once you have abused your newly learned trick and the battle has advanced, it’s time to think about repositioning. Just like this tank’s predecessor, a careful approach, methodically going with your allies and finding hiding spots such as bushes or corners where you can’t be surprised is better. The reason I said the Waffle is better when standing alone is because anything can stand better than a fish on dry land (a.k.a the Borsig). Tanks you should be especially wary of are anything with a gun as big as yours, because spall liner can negate SOME damage but not module damage, and people love to shoot at such a squishy target as you.
Grille 15- an underwhelming ending So, you kinda got carried away playing the amazing Waffle, huh? So, you buy this tank, and are met with a disappointing blend of characteristics… A decent damage per shot, good DPM for the alpha, good mobility and a dispersion on the move so bad you could miss a building from the inside. It does play slightly differently than its predecessors in that it has less than half of the Waffle’s camo rating and loses the fully rotatable turret: everything that made this whole line special…
Pros: - Decent DPM
- Best accuracy ingame when fully aimed
- Fast aiming time
- Great shell velocity
- Good mobility
- Access to HE spall liner
- Good AP pen
- Wide turret arcs
- Long gun barrel occasionally blocks shots
Cons: - Little armour
- One of the biggest aiming circles when not fully aimed (on par with the likes of KV-2)
- Terrible camo values
- Terrible HEAT pen
- Low HP
- Subpar traverse speed
- Barely any depression over the front (-4 degrees) and the sides (-5 degrees)
- Tank is very tall: on par with Jg.Pz. E100
Equipment: Camo net, refined gun and calibrated shells are most important. Supercharger isn’t necessary so go with EGLD, and I suggest taking engine accelerator as well as improved assembly. The rest is up to you, it won’t change that much.
Provisions: As per usual, chocolate, improved fuel and spall liner do wonders
Consumables: I’d say the choice boils down to two selections: either double repairs and medkit, or double repairs and adrenaline. I don’t understand people who take RC, as it brings little value to a gun that is already very accurate when aimed in…
Playstyle: The Grille definitely feels like it’s been made with camping all the way back in mind, having no fully rotatable turret, on the move dispersion factors worthy of a KV-2, little armour, little HP and not enough traverse speed. I play this tank as a dedicated sniper, taking advantage of its #1 accuracy when standing still, and sitting far enough from the engagement (>270m) to not be spotted after firing. Sometimes moving up is better, although you need to perfectly calculate your route to not end up in a sticky situation.
The early game consists of fighting the enemy team, but also your own tank: finding a position that has good view over your flank, doesn’t require good depression angles and is far enough to not immediately blow up after firing is hard. A few examples: the hill near both spawns on Castilla medium side, the classic camping ridges at spawn on Canal, the bridge at both spawns on Alpenstadt… And if you are very unlucky, you’ll end up on Himmelsdorf, which is completely flat (If you end up on the worst map in the game a.k.a Dynasty’s Pearl, Alt+f4). Fortunately for the player, the Grille excels at this, being insanely accurate and having a very easy time landing shots at this stage of the battle.
Now comes the hard part: moving up with the Grille. It is very easy to get carried away and ending up facing an enemy alone, which is an absolute no-no in this abomination. If you get caught off-guard, your enemy will always be able to either outtrade or outmanoeuvre you. When there is no choice, stick to tight corners on areas as open as possible: for example, the houses in the middle Oasis Palms are perfect cover if there are enemies on either side of the map. Try to quickly peek the enemy if they don’t know where you are, or if they do, try to bait a shot onto your tracks, or your extremely long barrel. DO NOT, under any circumstances, facehug the enemy because you are tall and have no depression while the enemy will have an easier time pushing you in a disadvantageous position.
This ended up being a gigantic wall of text, but hey, it's detailed alright, and I really tried giving my best tips from playing this line this much :)
submitted by
FreshMeatSeller to
WorldOfTanksBlitz [link] [comments]
2023.06.07 18:44 Zayde-Chaotic Anyone need one?
I've been farming Uranus for a whole day and I've been getting a lot of legendaries and some rainbow stuff, if anyone needs something from the list lemme know! Please keep in mind these items are all level 48 to 50. Leave a comment and I'll get to ya!
I'll keep it updated
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Weapons
Nassty Madhous! - Non
Analytical Bitch - Slag
Extra Large Deliverance - Shock
Refill Baby Maker - Non
Corporate Bitch - Fire
Akurate Slagga - Slag
Apt Hellfire - Fire
Trick Shot Maggie - Non
Stabbing KerBlaster - Explosive
Explicit Unkempt Harold - Explosive
Royal Deliverance - Fire
Quick Drawler Badaboom - Explosive
Resolute Shredifier - Non
TI'kope Skullmasher - Non
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Class Mods
Legendary Soldier Cooldown +32% Gun Damage +24% Fire Rate +17%
Legendary Mechromancer x2 Cooldown +34%
Legendary Pyscho Burn Damage +25% Magazine Size +27% Shield Recharge Delay +1.25%
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Grenade mods
The Electric Chair
Fireball
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Shields
submitted by
Zayde-Chaotic to
Borderlands2 [link] [comments]
2023.06.07 18:41 RevoHits US PC Chernarus "~Escape The Night~ PvE w/PvP ZonesWIPED3PPHelisAI-BossesRaidingBBP100kNoobsKeycardsAirdropBunkersParty-SystemTraderBlackmarketBankingDrugsBedRespawnSpawnSelectVehicles+Guns+Loot+"
~Escape The Night~ PvE w/PvP ZonesWIPED3PPHelisAI-BossesRaidingBBP100kNoobsKeycardsAirdropBunkersParty-SystemTraderBlackmarketBankingDrugsBedRespawnSpawnSelectVehicles+Guns+Loot+
IP: 51.81.221.168:7915
Join Our Discord
https://discord.gg/2EQPEZ8 Server Restart Intervals Are At 5:40AM PST - 11:40AM PST - 5:40PM PST 11:40PM PST
BASE BUILDING: AT THE MOMENT TRADERS DO NOT SELL NAILS/FOOD/ARMOR, for a more survival feel we made base building a little more grindy than other servers for a better experience (MOD: BASE BUILDING PLUS), THERE IS NO BUIDLING NEAR PVP ZONES, HIDEOUTS, OR TRADERS (500m from Hideouts/Traders, 300m from PVP zones). Get your grind on and have fun with more of an immersive pvp building system. We have BasicTerritories/PVEZE Flag Zones. You need a flagpole to make a base & you need a flag fully raised on your pole to enable PvP. Since we use PVEZ the flags help in case you need to defend against a raid. The flag also helps keep all your items secure from poofing away. Sadly bases can be raided even with your flag pole lowered. So it’s recommended that you keep your flag pole raised.
ALL BASES HAVE A LIMITED AMOUNT OF VEHICLES THEY CAN POSSESS! Each base can have a max of 3 Land Vehicles & 2 Helicopters (This Is To Help Prevent Lag)
PVP ZONES/PVE: All PVP Zones contain either a military spot on the map, or Custom Keycard areas, Custom Key Cards spawn randomly around the map or in airdrops/military bases/bunkers.THERE IS ABSOULETLY NO KILLING OUTSIDE PVP ZONES, what ever damage you afflict on another Survior, that damage will come back to you, this a noob/pve setting of a server so show some respect.
KEYCARDS: There many different keycards you can get but they all are different. Some have different loot, some have mixed loot. Rare keycard rooms give 10x better loot than normal military/bm loot. There Is 2 Red/Black/Violet/Green Rooms. 1 Yellow/Blue/Med Lab/White Rooms.
Right Now The Keycards Ranging From Best To Worst Are Red, Black, Yellow, White, Violet, Green, Blue, Med Laboratory. There will probably be more in the future. Red Keycard Loaded but is suuuper rare.
(NOTE: Right now please don't fly into keycard areas. We recently added helis again and some areas are possible to fly into (AI will probably shoot them down but still we want keycards to be used to access keycard areas. ALSO When you open a keycard room it will stay open until server restart because the loot crates wont reset until after restart)
THE BUNKER: Right now there is currently 1 bunker on the server. You need a White Keycard to enter it & when you enter it turns to total darkness. You'll need a light or nvgs too see anything after entering. This place is worth checking out but be careful of possible chances of Zombies/AI. The bunker is really nice for finding blackmarket items and chances decent/guns/armoammo.
TRAVEL TRADER: We recently added a trader that can change locations and also change what they Buy/Sell! The Travel Trader Can Spawn At Any Keycard Locations (Based On When I Move Them) & Trades Rare Items Other Traders Might Not Sell Or Might Buy/Sell At A Discount!
TRADERS: Traders are all around the map and they only sell certain items there. Very high powered weapons cannot be bought a civ traders, they will most likely be purchasable at Blackmarket or not purchasable at all, you will need to scavenge your way around the map if you want to be the best, there are no handouts. Normal Civ Traders will have the essentials there to survive.
AI/BOSSES: AI spawn at all keycards/hideouts except Blue/Green Keycards. They have a chance to spawn anywhere else. There are 3 Bosses on the server. Killa, Zryachiy, the Goons. Killa spawns at Red/Black/Yellow Keycards. Zryachiy spawns at Prison Island. The Goons can spawn at Red/Black/White/Med Lab. The Goons are the rarest Bosses to run into right now while Killa and Zryachiy are about the same. Killa and Zryachiy can have guards.
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2023.06.07 18:25 giu9514 Birthday Sale 2023/ Lost and Found- Opinionated Prediction/Mega Thread
As confirmed yesterday in this stream, Blitz Birthday activities are starting soon. O
n June 8th the birthday event “Lost and Found” event should start according to the above mentioned stream , so this means that probably there will be a tank sale like it happened last year.
This post, like the one I did for Black Friday, aims to predict tanks that might be sold in this event on the basis of recent offers in shop and past year activities. I
f you want to simply read my predictions, jump to the Sample Line-Up section What is Lost and Found and birthday sale all about?
This point is dedicated strictly for newer players, but it can also serve as a refresher for those, who forgot what the Birthday sale Event is all about.
Last year's bonus level event included collector tanks, a background picture, a crate with a guaranteed tank and other small rewards. These goods were purchasable with in-event coins that were included in tanks sales, as well as in gold purchases. You can find
here more details.
This year “Lost and Found” seems to include basically the same rewards, in addition they have the same price as last year. This means that the crate with a guarantee should cost more than 100€/$, so it's not worth it to get it.
Bonus Level 2022 and Black Friday 2022
Let's recall what took place during previous events… The Bonus Level Event 2022 took place last June during the celebrations of WoT Blitz Birthday and following Premium Tanks were sold for gold at discounted price: Tier | Tank | Price | Coins | Sold In BF 2021? |
10 | Object 260 | 15.000 | 130 | no |
9 | Kpz 70 | 9.000 | 85 | yes |
8 | Progetto 46 | 7.500 | 70 | no |
8 | Skoda T27 | 7.500 | 70 | no |
8 | Kanonenjdpz. 105 | 6.500 | 70 | no |
8 | T-2020 | 5.500 | 65 | yes |
8 | T-54 first prototype | 4.500 | 55 | no |
8 | Fcm 50t | 4.000 | 55 | no |
8 | Chieftain T/95 | 4.000 | 55 | no |
7 | FV201 (A45) | 2.500 | 40 | no |
7 | AT 15 A | 2.000 | 30 | no |
6 | Churchill Mk. VI | 1.500 | 20 | no |
6 | Ac IV Sentinel | 1.000 | 20 | no |
During Black Friday 2022 following Premium Tanks were sold for gold at discounted price: Tier | Tank | Price |
10 | Object 907 | 15.000 |
10 | Amx 30B | 12.500 |
9 | K-91 | 9.000 |
9 | T-55a | 8.000 |
8 | Skoda T 56 | 8.500 |
8 | Object 274a | 8.500 |
8 | Lansen C | 8.000 |
8 | T54E2 | 7.500 |
8 | Keiler | 6.500 |
8 | Kanonenjdpz. 105 | 6.000 |
8 | TS-5 | 5.000 |
8 | 59-Patton | 4.500 |
7 | M41D | 3.000 |
7 | AMX 13 57 | 2.500 |
6 | Type 64 | 2.000 |
6 | Pudel | 1.500 |
In addition we can divide Tier VIII into two subcategories: High-end with a price of 5.5k gold or higher and Low-end with price tag below 5.5k gold respectively Birthday Sale 2023 Structure:
After analysing data from last year events, following tanks are most likely to appear in the Birthday sale:
1 Tier X Premium Tank
1 Tier IX Premium Tank
~8 Tier VIII Premium Tanks: ~3 High-end and ~5 Low-end, one more Low-end than last year
~3 Tier VII Premium Tanks, one more than last year
2 Tier VI Premium Tanks
Alongside discounted tanks listed above, other collector tanks are expected to be offered in the “Lost and Found” side event, available for purchase through in-event currency. Thanks to WG we can already tell what those tanks are: Sold for First time in the event is the Churchill VIII, a tier 6 premium tank that features an 84mm derp gun. Seems something different from current premiums. Do not worry if you can’t grab it this time, it’s gonna be in store in a few months.
Kunze Panzer is a german tier 7 light tank. Featured in a marathon during Birthday celebrations in 2021, it’s a nice light tank, with great alpha but low shell velocity., It was sold in shop before, and even in auctions last year
P 43/’06 Anniversario is a tier 6 european medium tank. Featured for the first time in the 6th Blitz birthday as a free reward, it’s almost a copy of the tech tree p43 bis, but better. Never sold in shop nor in auction, so this is your only chance to get it this year.
Lastly Y5 tanks feature three tanks across tiers VII-V, that are almost carbon copies of respectively Comet, Cromwell and T-34. However, apart from tier 5, they are nothing amazing and inferior to their tech tree counterparts. Never sold in shop nor in auction, so this is your only chance to get it this year.
The “Lost and Found” is confirmed to take place from 8th June till 18th June, before the main progression event starting on 16th June Birthday Sale 2023 Predictions:
This section in contrast to previous ones is far more speculative, since there's simply no way to accurately tell which tanks exactly will show up on the Birthday Sale… There are tanks that are almost impossible to show up on Birthday Sale sale, such as: - Newly released Premium Tanks or such that have been sold only once outside or in crates
- Premium Tanks that appeared in the Bonus Level 2022 and Black Friday 2022 are less likely to appear, but they are not totally excluded. Two tanks featured in Bonus level 2022 were sold the prior Black Friday.
- Premium Tanks that have recently been in the shop. This means Tier X that were sold this year, and Tier IX and below tanks sold within last 4 months
- Halloween Tanks: the Annihilator hopefully will never come back to the shop. Smasher technically is not a Halloween Tank, but It most likely will be sold in a draw as rumoured here Premium Tanks that were released throughout 2023 in F2P events: Object 244, Super Hellcat, T23E6 Eagle 7, CS-52 LIS
Now let's move to the interesting part, which is predicting which tanks may appear during the Birthday sale… Tier X: Some Tier X were sold in Personal offers this year only for players that have spent a decent amount of cash in the game. Nevertheless, most tier X collectors were sold in shops in dedicated offers so far this year, apart for the following tanks:
121B
Object 260
M 60
VK 90.01 P
AMX M4 54
The most sought-after tanks in this last, the AMX M4 54 and VK 90.01 P were sold during last
auction so I think they are unlikely to show up soon. Object 260 was sold last year, so I think it won’t be part of the Birthday event. This leaves two medium tanks as possible deals:
M60
121B
Tier IX: Tier IX has very few Premium/Collector Tanks, so there's no need to get in greater detail here: Only one Tier 9 satisfies the conditions I have listed above, the Object 752. However, I think T-55a could be considered also as an option, as it was sold for cash only in late March, and was part of the Black Friday last year.
Thus, there are two Tier 9 Collectors/ premium tanks as possible deals:
Object 752
T-55a
Tier VIII: As mentioned above, it's possible to distinguish between high-end and low-end Premium Tanks in Tier VIII on the basis of their Price and in some cases Release Date Tier VIII - High-Ends: Titan 54D
WZ 112-2
E 75 TS
Chrysler K
SU 130PM
AMX CDA 105
These tanks were not sold in the shops in the last 4 months, nor were featured in events.
Titan 54D, AMX CDA 105 and SU 130Pm were last sold in auctions, and apart from the french tank destroyer were sold at higher price than other tanks then.
Chrysler K ,E-75 TS and WZ 122-2 were sold repeatedly the last two years as part of bundles, respectively with IS-2Sh, Le Kpfz 41 90mm and T-34-3. However these bundles have been absent from stores for the last 4 months.
Tier VIII - Low-Ends: Kv-5
Vk 168 01.P
IS-2Sh
Turtle Mk1
ISU 130
Type 59
Super Pershing
Amx CDC
Panther 8.8
O-47
KV-5 and ISU-130 were sold in cheap bundles last year like the Le Kpfz 41 90mm did recently, although not this year IS-2Sh was sold alongside Chrysler K last year as I said above, so it makes it a candidate for the birthday sale.
Vk 168 01.P, Type 59, Super Pershing are old premium tanks that were sold originally at least 5 years ago. They are powercreep on most stats, so that it makes them cheap.
Panther 8.8, AMX CDC, O-47, and Turtle Mk.1 are newer premiums, but they do not perform greatly or they don’t offer compelling experience above other premiums. The German, French and blitz nation mediums are mediocre single shot mediums in a tier where Chimeras and Bourrasques can outperform them in battle. Turtle Mk1 was first released as a poorly balanced tank destroyer that was slightly improved in January 2022. Nevertheless, this assault Td is outperformed by the cheaper Jagdtiger 8.8.
Tier VII. Tier VII is slightly less popular and it offers less options to choose from: IS-2 (1945)
Vk 45.03
T-34-85 Rudy
Panther M/10
AMX 13 57
SU-122-44
Most of these tanks were not sold this year, thus making them more likely to appear in store during the sale event.
Tier VI. Su 100Y
Bretagne Panther
Churchill Mk VIl
Loza’s Sherman
Premium/Collector Tanks from Battle Pass are not likely to appear in the Black Friday 2022 event because of the their nature, in addition one of them are offered every month after purchasing the Battle Pass Again, these tanks have not been sold yet in store this year.
At the very end please keep in mind that those are just predictions,
so don't take them for absolutely granted. Birthday Sale 2023 Sample Line-ups:
Now let's quickly summarise the predictions I made above into two line-ups, including also a selling price: Line-up .1: 1 Tier X Premium Tank: 121B - 12.5k gold
1 Tier IX Premium Tank: Obj. 752 - 10k gold
8 Tier VIII Premium Tanks: WZ 112-2 - 7k gold, Chrysler K - 6.5k gold, Amx CDA 105 - 6k gold, KV 5 - 5.5k gold, Super Pershing - 5k gold, Panther 8.8 - 4.5k gold, ISU 130 - 4K gold, AMX CDC - 4K gold,
3 Tier VII Premium Tanks: AMX 13 57 - 3.k gold, Vk 45 03 - 3.k gold, T 34-85 Rudy - 2.5k gold
2 Tier VI Premium Tanks: Bretagne Panther - 2.5.k gold, Su 100Y - 1.5k gold
Line-up .2: 1 Tier X Premium Tank: M60 - 15k gold
1 Tier IX Premium Tank: T-55a - 8.5k gold
8 Tier VIII Premium Tanks: TItan 54D - 7.5k gold, E-75 TS - 5.5k gold, SU 130PM - 7k gold, Turtle Mk 1 - 5.5k gold, VK 168 01.P - 5k gold, Type 59 - 4.5k gold, IS-2Sh - 4.5k gold, O-47 - 4k gold
3 Tier VII Premium Tanks: SU 122-44 - 3k gold, IS-2 (1945) - 2.5k gold, Panther M/10 - 2k gold
2 Tier VI Premium Tanks: Churchill Mk VI - 2k gold, Loza Sherman - 1,5k gold
The prices to buy each line-up amount to
78k gold , this is similar to the Bonus Level event last year.
Summary:
Congratulations! If You have read anything above,
Thank You! Keep in mind this post was done in a few days, so unlike previous predictions it might feel less polished. I thought the Birthday Sale was scheduled around June 20th, unlike what Alexandra confirmed on stream June 5th. I hope you found this post interesting enough to read it fully or at least you found my predictions accurate. If not, leave a comment explaining why.
submitted by
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2023.06.07 18:21 TheFlash263 Waiting….
I am one of the fortunate few who has not upgraded to v 1.7 yet. I turned off automatic updates on my phone so it would not be forced on me until I was able to ascertain if the new version was good or not. Obviously, there have been some bugs that have come out, namely the profit and salvage nerfing.
I am going to camp at v 1.6 until I have my ultimates and whatever other gear I need upgraded to at least level 13. That way they all automatically go to max 50 level. V 1.6 build is Robot head, shark body, laser gun. V 1.7 is robot head, kimono black belt, two laser guns. That will give me AW 90% perfect, AW 120% instant, and AW walk 396%.
After I get v 1.7, I’ll address pets and pet merging. I have lots of eggs still not hatched and I’ve heard it doesn’t matter if I hatch them now or in v 1.7.
If you have a different take on the pet issue, please post a comment.
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2023.06.07 17:41 Singapore_DLC_Pack Today Is The 1st Anniversary Of The Celestial Fire Scorch/Ignition Bug
Happy Birthday Celestial Fire As of today, the 7th of June, the Celestial Fire Scorch/Ignition damage issue is one year old.
Celestial Fire Issue:
The Scorch or Ignition applied by Celestial Fire is not credited as Solar Melee Ability damage.
If the damage from Celestial Fire’s Scorch/Ignition kills the target instead of the base damage, it will not be considered a Solar Melee kill to activate any Melee-Related Weapon or Armor Perks/Mods.
More detailed explanation of this issue can be found
here.
On the 7th of June of 2022, Hotfix 4.1.0.2 debuted, which updated Celestial Fire to apply Scorch:
Each Celestial Fire projectile now applies 10 Scorch stacks. This is increased to 15 stacks with Ember of Ashes equipped.
This change was a welcome addition as it allows Celestial Fire to interact with Solar 3.0 Scorch and Ignition Verbs. However, it created an unintended issue that if Celestial Fire’s Scorch/Ignition kills the target instead of the base damage, it will not be considered a Solar Melee kill to activate any Melee-Related Weapon or Armor Perks/Mods, such as:
- Sunbracers Exotic Armor Perk
- Necrotic Grips Exotic Armor Perk
- Felwinter’s Helm Exotic Armor Perk
- Winter’s Guile Exotic Perk
- Karnstein Armlets Exotic Armor Perk
- Impact Induction Armor Mod
- Focusing Strike Armor Mod
- Heavy Handed Armor Mod
- Hands-On Armor Mod
- Swashbuckler Weapon Perk
- Grave Robber Weapon Perk
- Golden Tricon (X2) Weapon Perk
- Pugilist (Handling Boost refresh on melee hits) Weapon Perk
- Any other Perk that is related to Melee hits/kills.
11 months later, the bug was acknowledged by a Bungie Member and it is currently undergoing investigation:
"Thanks for the report. We're currently investigating this issue."
There is no known ETA on a fix.
After the Starfire Protocol nerf, more people are going to realize this issue when people jump ship to Sunbracers, Karnstein Armlets, Necrotic Grips or even Felwinter’s Helm.
For those who had discovered this issue and felt the pain since Season of the Haunted, you have literally 300 Resilience.
How far have we come...
I know game developing and bug fixing are both very tedious, but almost a year of neglecting this issue is kinda too long?
I apologized if this sounds disrespectful but I really want to express my concerning feedback as someone who has been supporting Destiny since late 2014.
Armchair Developer Hope Ensnaring Slam got fixed to count as a Class Ability to activate Armor Mods in 3 months.
Speedbooster does not activate if you get Amplified while sprinting was not fixed until 9 months later.
So this Celestial Fire issue could probably take 3 to 9 months to fix.
I am copping hard that it will get fixed during the mid-season update on Solstice 2023 Event in the upcoming weeks.
Why are we not allowed to be the sky angel of restoration and destruction? Why Bungie?
Add on to the fact that Sunbracers is currently bugged to not grant Fastball and +4 seconds increased duration.
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2023.06.07 17:18 Left4DayZ1 Update on Sell/Trade Policy
As you may know, we have not allowed the sale/trade of ANY gun-related part or item on this sub.
The reason we flatly banned these transactions is to eliminate the possibility that somebody may slip something by when the "Mods are Sleeping", and get the entire sub in trouble with Daddy Reddit.
After some consideration, I've come up with a way to allow CERTAIN types of sale posts without the risk.
- Following ALL posting Guidelines, you must first post your item on GunAccessoriesForSale (GAFS). If your post meets their requirements, then it is surely safe to post here.
- DO NOT simply remake the post here - you will need to copy the URL from your GAFS, and link it in your post here.
- Items offered for sale must be SPECIFIC to the 1911 Pistol. Not universal pistol cases or magazine pouches, not targets, lights, optics, etc- if they aren't tailor-made for a 1911, they are not eligible to be shared here.
- DO NOT POST PHOTOS OF A FIREARM OR SERIALIZED PART IN YOUR SALE POST.
- Do not spam this sub with sale posts. If you're posting things for sale constantly, your posts will be removed and you'll be put on a time out.
TAKE THE TIME TO READ GAFS's POSTING GUIDELINES CAREFULLY. They are as follows:
https://www.reddit.com/GunAccessoriesForSale/wiki/rules/ Reddit Global Rules:
First and foremost, all items traded in this subreddit must adhere to applicable Federal, State, and Local laws. Secondly, they must comply with Reddit’s policy against transactions involving prohibited goods or services and Account and Community Restrictions in regards to External Links to Firearm or Ammunition Vendors:
Direct user-to-user transactions arranged on Reddit for firearms or ammunition are also prohibited, regardless of whether either user holds an FFL.This policy does not impact goods that do not meet the ATF definition of firearms or ammunition.
As defined by ATF:
The term "Firearm"1 means:
Any weapon (including a starter gun) which will or is designed to or may readily be converted to expel a projectile by the action of an explosive;
The frame or receiver of any such weapon;
Any firearm muffler or firearm silencer
Any destructive device.
The term **"Ammunition"**2 means ammunition or cartridge cases, primers, bullets, or propellant powder designed for use in any firearm. The term shall not include (a) any shotgun shot or pellet not designed for use as the single, complete projectile load for one shotgun hull or casing, nor (b) any unloaded, non-metallic shotgun hull or casing not having a primer.
1 Firearms - Guides - Importation & Verification of Firearms, Ammunition - Gun Control Act Definitions - Firearm
2 Firearms - Guides - Importation & Verification of Firearms - Gun Control Act Definition - Ammunition
Ensure that you are familiar with both these definitions and Reddit's policy, as any violation will result in immediate action. If you are unsure if an item is prohibited, contact the mods prior to posting it.
Do not include photos of above prohibited items in your posts. This can and may be viewed as solicitation by administrators. These items cannot be offered for sale on Reddit, so they shouldn't be included in your albums.
All inert devices, including explosive devices, tubes, training and/or faux suppressors (i.e. Surefire training suppressors), etc. Additionally, the sale of 80% lowers and solvent traps/parts (regardless of milled/clipped) will be prohibited. Please note that any additional items may be added at anytime per mods discretion.
Items specifically not allowed to be sold or purchased on GAFS:
All of these can and will result in a temporary or permanent ban
Firearms
Ammunition (including brass/casings, projectiles, primers, powder, etc.)
NFA Items (suppressors, SBRs, and/or AOWs)
All inert devices (including de-milled receivers, explosive devices, tubes, training suppressors (i.e. Surefire training suppressors), etc.
80% Lowers and/or solvent traps/parts (regardless of milled/clipped)
Flamethrowers
All launchers (37mm, 40mm, etc.)
OFFERING ANY SERVICES FOWITH THESE ITEMS IS CONSIDERED PROHIBITED AND WILL RESULT IN THE ASSOCIATED BAN
The mod team can change/add to this list at any time.
No selling or distributing of files related to 3D printed firearms. If you have no idea what this is referring to, please educate yourself before posting anything related to 3D printing files by reading up on them at the following websites:
FOSSCAD.org
Defense Distributed
Bump-Stocks are considered Machine Guns by the ATF and are therefore prohibited from trading on the sub. Forced Reset Trigger designs (including but not limited to FRT, WOT, ART etc) triggers are also prohibited due to them being classified as machine guns by the ATF (until that ruling is reversed).
Binary Triggers, Cranks, belt loops, shoelaces and Rubber bands and other such items are not (currently) affected by this prohibition.
Due to the complexities of US export and International Import/Export laws, this subreddit is only open to those in the US.
submitted by
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2023.06.07 17:16 SubManagerBot Incomplete and Growing List of Participating Subreddits Thread 2
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ModCoord [link] [comments]
2023.06.07 17:07 BotchedRevolution H: Big List of Guns, Melees, and Armor W: Offers (Will Bundle, Looking for Apparel mainly)
AA 25ffr 2* Gatling Laser
AA 25ffr 2* Gatling Gun
Bloodied 25ffr 2* Gatling Gun
Bloodied 25ffr 2* Ultracite Gatling Laser
TwoShot Explosive 2* .50 Cal
TwoShot 25ffr 2* Cryolator
Quad RAP 2* Fixer
Vamp RAP 2* Fixer
Asn Ex/50bs Railway
Asn Ex/15c RailwayAsn 25ff15c Gamma Gun
Asn 50c/15fr Fixer
Asn 50c/25Ap Double Barrel Shotgun
Asn Ex/15fr Handmade
AA 50c/Movement Automatic Ultracite Laser Rifle
AA 25ff15fr Gamma Gun
AA Ex/90rw Railway
AA 25aim/15fr Napalmer
AA 25ff15fr Gatling Gun
AA 50c/50bs EPR (reflex, stock, stabilized automatic)
AA 25ff50dr Pepper Shaker
Aristo 25ff25Ap EPR (perfect mods and sights)
Bloodied 50LD/Stealth EPR (perfect mods and sights)
Bloodied 50c/25Ap .50 Cal
Bloodied 25ff50bs Handmade
Bloodied 50LD/15c Railway
Bloodied Ex/90rw Railway
Bloodied 50c/25Ap Radium Rifle
Bloodied 25ff25Ap Railway
Beserk Ex/25Ap Handmade
Beserk Ex/25Ap Fixer
Exec 25ff15c Fixer
Exec 25ff15fr Harpoon Gun
Instagate 50c/25Ap Compound Bow
Mutant 25ff15fr Lever Action Rifle
Mutant 25ff15c Gatling Gun
Quad 25ffmovement Fixer
Quad 25Aim/25Ap Cryolator
Quad Ex/25Ap Mini Gun
Quad 50c/25Ap .50 Cal
Quad 50vhc/15c Fixer
Quad 25ff90rw Mini Gun
Quad 50c/25Ap Combat Rifle
Quad 25ff25Ap Alien Blaster
Quad RAP/+1 P Railway
TS 25ff15fr .50 Cal
TS Ex/movement LMG
TS Ex/15fr Lever Action Rifle
TS RAP/90rw Cryolator
TS RAP/15fr Fixer
TS RAP/15fr Handmade
TS 25ffmovment LMG
TS 25Aim/50bs Napalmer
TS 50c/25Ap Fixer
TS 25Aim/90rw .50 Cal
TS RAP/25Ap EPR (Aligned Flamer, no sights)
TS Ex/90rw Black Powder Rifle (Legacy)
Vamp 25ff15fr Fixer
Vamp 25ff250dr .50 CAl
Vamp 25Aim/25Ap Gatling Gun
Vamp 25ffmovement LMG
Vamp Ex/15c Railway
Vamp Ex/15c Gatling Gun
Vamp 25ff15fr Mini Gun
Vamp RAP/25Ap Gauss rifle
MELEES
AA SS/+1s Pole Hook
AA 40PA/+1s Grognaks Axe
Bloodied 40PA/+1S Boxing Glove
Bloodied 25standing/+1s Chainsaw
Bloodied SS/+1s Pick Axe X2
Bloodied SS/+1s Pitch Fork
Bloodied SS/+1s Bowie KnifeBloodied SS/90rw Deathclaw Gauntlet
Bloodied 40PA/+1S Boxing Glove
Beserk SS/+1s Chinese Sword
Beserk 40PA/+1s Golf Club
Exec 40PA/+1s Golf Club
Exter SS/+1s Shovel
Furious SS/+1s Tire Iron
Furious SS/+1s Switchblade
Gour 25standing/+1s Chainsaw
Hunters SS/+1s Chinese Sword
Hunters SS/+1s War Drum
Jug 40PA/+1s Baseball Bat
Jug 40PA/+1s Lead Pipe
Jug SS/25Ap Chainsaw
Mutants SS/+1s Pole Hook
Mutants SS/+1s Grognaks Axe
Sup SS/25Ap Chainsaw X2
Vamp SS/+1s Multi Purpose Axe
Vamp 25standing/+1s Chainsaw
ARMOR
Asn Sent/Ap PA Raider LA
Asn Cav/+1C PA Raider LA
Asn AP/FDCrw PA Raider RA
Asn Sent/25fire PA T45 Chest
AutoStim Sent/+1S FCA LL
AutoStim Sent/7led FSA RL
Bol Sent/25poison FSA LL
Bol WW25fire Marine LL
Bol Cav/+1S PA Raider Chest
Bol Cav/25Cryo USA RL
Cham Sent/25fire PA T45 RL
Cloak WW+1Intel Heavy Raider LL
Extermin Sent/+1S Sturdy Robot LL
Noct WW+1S FSA Chest
OE Cav/+1Intel PA Excavator Chest (no jetpack mod)
OE Sent/+1L Marine RL
OE Cav/+1Intel Sturdy Metal LL
OE Cav/H&T10%slower USA RL
Regen JW7led PA T45 LA
Uny Sent/+1S Combat LA
Uny Ap USA LL 2*
Uny RFD/25cryo USA RL
Uny Cav/+1A USA LA
Uny Cav/7led FSA LA
Uny +1S FSA 2*
Uny Cav/Ap FSA RA
Uny AWAp Leather Chest
Uny JW+1S Marine LL
Uny Cav/Ap USA Chest
Uny +1Intel USA LA
Uny Cav/+1A USA LL
Van WW25fire Combat LL
Van Cav/7led Heavy Raider RL
Van WW25Cryo Sturdy Metal RL
Weightless Ap/Harder to detect Marine Chest
Zea Sent/Ap PA Raider RL
submitted by
BotchedRevolution to
Market76 [link] [comments]