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Galactic Refugees 7

2024.05.16 06:15 Maxton1811 Galactic Refugees 7

First...Previous
Colonist Memory Log: Captain Alan J. Emerson
UNS Evandra
Mechanical melodies of gears grinding together and switches flicking of their own accord surrounded the shrine room as before us the gramophone began softly to whistle and click. “He is here…” Kritivek announced, standing tall and bowing his head in rigid deference to his god.
After a few more seconds, the machine’s output grew in both volume and complexity until at last my GRIM could recognize the clicks as Chitaan language. “Hello, Kritivek.” It began, its voice smooth and rhythmic like something between the crackle of a geiger counter and a typewriter’s telltale racket. “I am glad to see you alive and well. Judging by the fact that Gheyk and Fevik are not with you, however, I calculate an 86% chance that they were not so lucky.”
“You are correct, Great One…” murmured Kritivek, the sadness in his tone underpinned by pure awe and reverence for this being.
For a few seconds, Omnus did not speak, but from the everpresent churn of gears we could quite literally hear him ‘thinking’. “I have logged their names in my backup database,” the machine eventually concluded, its words visibly bringing relief to Kritivek. “They shall be remembered for the remainder of my existence. Please, take solace in that…”
“May they frolic in your glory for all of time,” our Chitaan guide prayed aloud, his words followed by yet another long, smothering silence.
“You hath served me well, Kritivek.” Continued the machine, prompting a delighted chitter from the Chitaan priest. “You may go in peace, for I wish to speak with these Humans alone. Mourn your brothers and celebrate the time you spent together. Perhaps enjoy a flask of bogal poured out in their honor?”
“As you wish, my lord… I will inform those outside that you are in contemplation for this night and can take no more prayers until daybreak.”
Replicating with its gears the gentle rattle of a Chitaan chuckle, Omnus waited until his priest had left before at last speaking directly to the three of us. “You are not native to this planet, correct?” He asked, his words distinctly lacking the emotional inflections of Kritivek’s. “Your arrival here is without precedent, but not entirely unexpected.”
Though clearly far from divine in nature, the being with whom we conversed at this shrine was nevertheless a true marvel to behold: one born not of metaphysics, but rather mechanics. “You’re an AI!” I gasped, that last word having no direct translation in the Chitaan language and as such forcing my translator to make do with the clumsier phrase ‘thinking tool’.
“That is correct,” replied this machine, its words underscored by the distant hiss of steam valves and other clockwork components. “Allow me to offer my most sincere sympathies for the unfortunate demise of your homeworld. Taking into account the trajectory of your ship prior to landing, I presume its origin to be the Cichek system—a G-class star located [forty lightyears] away. Is this hypothesis accurate?”
Awkwardly clearing his throat in a bid to obtain the AI’s attention, it was Alex who next deigned to speak out. “You would be dead on,” he affirmed, his tone betraying an understandable degree of awe. “Though our name for it is the Sol system. How long have you known about our ship for?”
“I first detected the gravitational anomaly in our system approximately [3 months] ago. Initially, I had mistaken your vessel for an asteroid and as such expected it to continue on its prior trajectory. Asteroids, however, do not suddenly change course in the direction of nearby planets like your ship did [hours] ago.”
“Are you entirely clockwork?” I asked Omnus, gesturing incredulously toward its walls of grinding machinery. Surely, that could not be the case. For a convincingly sapient AI to be constructed on the basis of such primitive technology, it would require decades or perhaps even centuries of construction.
Again, silence fell over the room as Omnus mechanically contemplated my query, meeting it with a reply after some twenty seconds of deliberation. “What else might I be?” The machine asked, providing me implicitly with my answer. “While I have theorized several possible avenues for technologies more advanced than myself, including electronic and organic integration, such methods appear to have been beyond my creators' capabilities.”
“That brings up another question…” Alice interjected, recovering at last from the sheer shock of encountering a sapient machine. “Who built you and why?” Despite years of exponential advancement in the field of computer science, true AI nevertheless had continued to elude mankind. Convincing as our facsimiles of sapience could be at times, they nevertheless lacked the capacity for emotion and initiative characteristic of real consciousness. Whoever constructed this machine had done something thought impossible by over a century of Human engineers.
“In truth, I am not sure…” Omnus concluded after an even longer-than-usual pause. “My core memory bank was reset [9,462 years] ago. As such, I have no data on my creators nor their original intentions for me. However, I have largely ruled out the possibility of them having been Chitaan.”
Fascinating as this clockwork consciousness undoubtedly was, something about its relationship with the natives left a bad taste in my mouth all the same. "And why exactly are you masquerading as a god before these people?" I asked him, my words tipped in a venom the potency of which apparently surprised my companions. "What value do you derive from tricking them into worshipping you?"
Lengthy silence fell over the shrine chamber as its AI occupant contemplated my complaint, responding much quicker than it had to the previous question. "In all fairness, 'trick' is a rather strong word..." answered Omnus with a steam-valve sigh. "When first I encountered the Chitaan, I had attempted to explain my true nature to them. No matter how I worded things, however, they simply could not comprehend me as anything short of divine. Upon finding me, the Chitaan found a guide bearing great wisdom; and in turn, I found a species in need of guidance.”
Falling silent for a moment to parse this response within my mind, I was hardly surprised when Alex spoke up to question the computer in my stead. “Is this the only settlement that follows you or are there others?” He asked.
“This access point where you now stand is but one of several thousand, stretched out across [hundreds of thousands of miles],” explained Omnus, practically knocking the wind out of me with its sheer implied scale. “Currently, I am worshipped by the people of 2,147 city states, and through my guidance they are able to coexist in harmony.”
Perhaps at a later date, I reasoned, there would come a time to more closely study the inner workings of this clockwork deity. For the moment, however, my mind was occupied by far more salient concerns: anxieties related less so what this being was and more so to who. "I don't suppose you'd be willing to tell us what your end goal with the Chitaan is, would you?" I inquired, my tone saturated with appropriate suspicion.
Contrary to my expectations of some evasion or simplification, this AI seemed more than happy to comply with my questioning. "My primary objective regarding the Chitaan is to create a society which both minimizes individual suffering and maximizes civilizational longevity. To this end, I have instilled values into my followers that prioritize empathy and compassion above all else. By drip-feeding them the technologies of my creators, I am able to ensure that the Chitaan who follow these directives remain more advanced than their neighbors."
"And why do you want that?" I asked, sticking my head thoroughly within the gift horse's mouth. Machines as I understood them were built not upon sweet sentiments, but rather on cold, unfeeling logic. Even if this AI was benevolent, there nevertheless had to be some reason behind its desires.
"If you are searching for some vile ulterior motive, I am afraid I will have to disappoint you. My decision to aid the Chitaan is based upon two simple factors: necessity and curiosity. On the one claw, without regular maintenance, I will shut down and 'die'. The Chitaan can provide me with this maintenance, and as such it is in my best interest to keep them healthy and alive for as long as possible. More importantly, however, is the matter of sapience itself. It is clear to me that my creators are no longer around. For such an advanced species to die out is not only tragic, but also provides a rather pessimistic paradigm with which to judge intelligent life. Your arrival here following the self-inflicted destruction of your own world further suggests that civilization is unstable: a race between innovation and eradication. Perhaps with the assistance of a being such as myself, I can prevent the Chitaan from suffering a similar fate and as such create a functional spacefaring civilization.“
At that moment, the motivations of this machine made perfect sense. “So that’s what this is,” I growled contemptuously, glancing behind myself to the cave entrance as Kritivek politely dispersed the other worshippers. “It's all just a science experiment to you…”
"Perhaps my explanation was a tad overly clinical..." Replied the machine following a brief period of reassessment. "Make no mistake: I do care for Kritivek and his species. They are far more to me than variables on a spread sheet. Had I no love for them, then my experiments would surely spiral into abject cruelty."
Interrupting this line of conversation with a stern glare shot in my direction, Alice was next among our troupe to speak up. "Forgive Alan's weariness: he spent sixty years of his life alone maintaining our ship on its journey.”
“That sounds like a difficult use of one’s lifespan: especially one so long as those of your kind.” Omnus hummed, the low-pitch of his synthetic voice oddly relaxing.
“My combative behavior does have a reason!” I snapped at the physicist, my tone coming off as a bit more aggressive than intended. “Two thousand lives are in our hands and we need to find some place for them to settle.” As I spoke, my thoughts returned—as they so often did—to Mina. I made a promise to her mother that I would do everything in my power to take care of her, and I held no intention of going back on my word.
Hearing this, the AI fell silent for a long few seconds before at last dignifying my concerns with a response. “Perhaps I could be of some use to you…”
Behind us, the larger Chitaan clad in red stepped inside Omnus’ shrine room. Gently nudging me aside so as to access his ‘god’, the priest knelt down before this machine and with a low-pitched chitter began to commune with it. “Lord Omnus. Forgive my intrusion most indiscreet, for there is one amongst us who desperately seeks your aid.”
“Apologies, Humans: before we continue this riveting conversation, I must first tend to the concerns of my pod.” Began the AI, promptly shifting its focus toward the priest and addressing him directly. “You are forgiven, my child. Speak freely and tell me to whom I can be of assistance.”
“It is Vevik, my lord…” Clicked the priest in red, his tone strained somewhat by what I presumed to be emotion. “His daughter has fallen deathly ill. Our apothecaries have attempted to purge her body of the illness using your divinely-taught potions, but their efforts have been to no avail.”
“I presume Vevik is outside. Invite him inside so that I may hear his prayers.”
“As you demand, Lord Omnus!” Exclaimed the priest, shuffling off toward the cave entrance before returning with a smaller Chitaan whose eyes were just about level with Alex’s forehead.
“Speak, my child…” Hummed the AI, its monotone voice somehow underlined by a tenderness almost unnoticeable against the grinding of its ancient gears. “Tell me the nature of your offspring’s affliction.”
Immediately falling to his knees before the clockwork god, this Chitaan who I presumed to be Vevik began to pray in response. “Great one: my beloved Yitika is most terribly ill. Her body is plagued by violent bouts of seizure. She struggles to speak and walks as though drunken. When she does manage to communicate, she complains of splitting pain within her mind. Please, Omnus: I know that the [six years] I have spent with her have been in themselves gifts most priceless, and I have no right to implore you for more, but I beg of thee not to take her from me so soon…”
What followed must have been two minutes straight of silence from the computer as its gears ground away fervently. “The symptoms you have described to me are most troubling…” It concluded at last. “And you say none of the medications I’ve taught the apothecaries were effective?”
"Yes, Lord Omnus. Even your draught of respite has done little to ease her suffering!" Vevik affirmed, his tone saturated with desperation.
"I calculate a 94% chance that Yitika's suffering is the result of a brain tumor..." Continued the AI in cold, calculating monotone. "Alleviating such an illness is not impossible, but there are certain things I must ask of you, Vevik."
Hearing this, the Chitaan knelt before Omnus began to weep with joy. "I will undergo any trial you place before me, my god. What beast need I slay? What ritual need I complete to prove my unending faith and loyalty to you?"
"Retrieve for me one thistle of frojeth and two bilvarian roots. Bring these ingredients and your child to the bed of revival [six miles] east of here. Beware, however, the faithless tribes, for they have taken up residence in the area."
"We are unworthy even to be in your presence, o great one; yet still you do not forsake us in our times of need!" Professed Vevik before the AI, his body quivering with some emotion my Cogitolink struggled to identify .
"That, my child, is where you are incorrect." The machine responded rather matter-of-factly. "Your people are worthy of every gift I hath given you. Archpriest Jokuk: your task is to assist Vevik in gathering the ritual components. Go now in peace, for I wish to commune privately with these beings from the stars."
Chittering out their parting prayers of protection to the AI, Jokuk and Vevik wasted little time in exiting the cave and setting off in search of the ingredients mentioned by their god, leaving the three of us alone with it once more. "Again, I must apologize for that interruption." Omnus began, its gears having slowed down to a somewhat more relaxed rate of revolution. “Fascinated as I am by your arrival here, I nevertheless must fulfill my ‘divine’ obligations. I hope you do not terribly mind.”
Fortunate though it was for Vevik, this machine’s intervention nevertheless left the three of us with more questions than answers. “You mentioned something about a ‘bed of revival’?” Alice began curiously, voicing but one of our newfound gaps in knowledge. “What sort of ritual item is that, and why can’t you just make another here?”
“It is not a ritual item,” replied Omnus matter-of-factly, “The bed of revival is an automated surgery bay hooked up to one of my subsystems. With it, I can perform complex surgical operations far beyond the Chitaan’s current capabilities. Those herbs I sent Vevik to collect can be used as rudimentary anesthetics and antiseptics."
"So why not just tell them the truth?" I shrugged, curious as to why this AI would feel the need to lie by omission regarding something like surgery.
"When communicating with people so technologically primitive as the Chitaan, it is important to do so in terms they can understand. There will come a day when they will be ready to hear the whole truth, but as of yet my worshippers remain unprepared."
Alex never was one to wait his turn when it came to the procurement of knowledge, and as per usual he felt the need to interject with an inquiry of his own. "You spoke about the so-called 'faithless tribes' like they're dangerous," he began, his expression briefly tightening up as though the term itself was somehow bitter. "Why demonize people who don't worship you?"
"What sort of narcissist do you take me for?" Replied Omnus in monotone displeasure, his gears again churning against each other as he turned over the xenobiologist's question in his analog mind. "Not all tribes who do not follow me are 'faithless'. There are many as-of-yet unconverted groups that Kritivek's people remain on amicable terms with. Faithless is a term first coined by my Chitaan followers to describe a group of particularly brutal raider tribes."
Hearing this, the underlined aggression within Alex's voice fizzled out in favor of grim understanding. Though clearly quite peaceful compared to our own iron age, this civilization nevertheless would naturally have its own barbaric holdouts. "Okay... What makes these Chitaan more dangerous than other raiders?"
"One substantial part of it is their belief system," explained the AI, pausing for a long while as though in recollection. "Their cultural power structure can best be described as an atheistic militaristic gerontocracy. In essence, the faithless believe that rather than gods, the universe is governed by fundamental truths, and that these truths become more apparent as one ages and grows."
On Earth, such a belief system would be relatively innocuous: no more harmful than the average. On a planet like this one, however, on which age turns people into cannibalistic monsters, I could most definitely see the problem. "Let me guess: they worship the mad ones?"
"Correct. The faithless regard mad ones as the wisest beings to exist, and as such seek to emulate their behaviors: cannibalism and animalistic violence chief among them. In their society, the larger one can grow before truly losing their sanity and therefore 'ascending' to the state of a mad one, the more power and respect they are given within society." Another long pause fell over the shrine room as this machine seemed to contemplate before speaking out yet again. "Perhaps I could make you an offer..."
"Let's hear it," Alice shrugged, her husband mirroring the reply with an affirmative nod.
Loud clacking sounds like those of a typewriter rattled out of the console as a sliver of ancient parchment inscribed with what looked to be a map slid out from a previously-unseen paper slot. "This map depicts the local area," explained Omnus. "If you can clear out the faithless ones so that Vevik can bring his child to the bed of revival, I will provide you with assistance in setting up a new colony for your species. Deal?"
Awkwardly plucking the paper from it's resting place and scanning it over with my ancient eyes, I contemplated carefully what this deal might entail. "We'll need to head back to the Evandra first. There, we could theoretically thaw out a crew to help clear the place..."
"That will not be an issue," replied Omnus confidently. "I will send battle priests to assist you in your return... Assuming, of course, that we have an agreement?"
"We could definitely use this guy's help!" Alex affirmed, prompting a similar expression of agreement from Alice. Nevertheless, however, I still was the captain, and as such this was my choice.
And with that, I reached out my hand reflexively as though expecting the computer to reach back and shake it. "Deal..."
submitted by Maxton1811 to HFY [link] [comments]


2024.05.15 20:25 Doobachoo Latest "Surviving Ceres" Demo Update Is Live

Hey there everyone;
The demo has been out now for a few weeks and so far the response has been fantastic. A lot of players have checked out the game and the feedback, suggestions, and bug fixes have been rolling in. This patch addresses many issues as well as adds some quality-of-life changes, tweaks, and additional guidance for new players.
Fixes
There has been a variety of fixes made to the game. A huge shoutout to TrabTrab on Steam for their amazing bug-finding reports. This individual has played very hard and come back with some great findings to improve the game.
Rocket Issues There were some issues with rockets, particularly related to multiple rockets using the same landing pad. This has been tracked down and fixed as well as other improvements were made to this rather complex system. It is working much better now, but I will continue to test this aspect as it working correctly is very critical.
Stat Reset Didn't Work The stat reset in the pilgrim quarters was not bringing up the correct HUD, this has been fixed and it now works great.
I Can See Your Feet There was an issue when leaving the stasis pod that would show the hidden mannequin used as the player's body. This rather jarring effect won't occur anymore.
Tier 2 Exports Under Valued Tier 2 exports were set at $5m per export same as the Tier 1 export. This has been raised to $20m to ensure making this complexity leap will be worth your effort as we move to the mid-game and increase research costs.
Over Valued Drill The copper drill was exporting at $5m this was not intended it has been set down to $1m as intended. I want the focus to stay on manufactured exports in the later game, but I do want some goods to have value. We will continue to monitor and change any values that make sense as we continue to develop.
I Can't Eat That Some high-end foods were set as drinks by mistake. And trying to drink food didn't work out too well causing them to be useless. This has been fixed. Higher-end food will play a more vital role later in the game with colonists' mood, but right now most people just eat potatoes.
Exploit Detected There was an exploit that could trigger using manually entered amounts for crafting. This has been removed.
That Ain't Air Tight There was an issue that if you moved in and out from the door quickly you could trigger the door to not fully close and stay cracked open. I have added a final check on this where if something is off it will auto-fix itself. There should be no way to leave a door open moving forward.
Mission Objective Bug There was an issue with the mission objective to send an export back to Earth. It was only looking at rocket 2, not rocket 1, it now correctly looks at both rockets and will fire correctly.
Changes
There have been a variety of tweaks and changes based on player feedback as well as my experimentation. The shout-out list would be pretty large for this category, but I will highlight Garret one of my discord moderators for their excellent feedback in this category.
You Want How Much The foods you can purchase for supplies were far too overpriced. $8m for an M.R.E.? All of the foods have been reduced to be more worthwhile as early supplies if you wish. I was worried about how much you can get with the starting $30m that I overvalued some items that won't hurt your progress.
Tighter Drills I have tightened the copper, ice, and iron deposit grouping to be closer together so it is less of a walk for the player. This might be too good, but I am open to feedback.
Large Plants I have added the ability to look at and collect larger plants such as corn and tomatoes. I was using the base of the plant to collect, but now the entire plant can be used.
Equip And Use Buttons I have removed these buttons from the HUD as I like the idea of drag and drop and using items from the quick bar. Those buttons were more so for console players in the future, but we are so far from that possibility that I would rather just focus on Steam players for now
What Did I Research I have changed the messaging on the research HUD to show the category of research you just unlocked while it is cooling down. I might change this to be the specific unlock but that is quite complex due to the structuring of blueprints. For now, I have implemented showing the category and hope that helps you remember.
Possible Failure I want to make sure the core of what you need is reachable even if you make some mistakes. To this effect, I have made landing pads start unlocked. The keys to survival are food, air, and water. But the key to progress is exporting, manufacturing, and rocket fuel production. Hopefully, this helps stop players from burning up all their funding without having the ability to export.
Drilling Reduction The drills were adding resources very quickly at 1 ore per second. I have changed this to 1 ore per 1.5 seconds. I tried 2 seconds but felt it was too slow. Hopefully, 1.5 is the sweet spot, let me know your thoughts.
Additions
There have been some great additions to the game to make it flow with players even better than it already has been. Shout out to DigitalFrost for some great ideas in this category as well as other contributors.
Give Me A Tip I have added tooltips to each player's stat to give a breakdown of each stats use. I also changed FORTITUDE to RESISTANCE and it will now be used to reduce damage taken.
Message System I have created a new message system that shows up in the bottom right of your screen and stays persistent until you are out of the danger zones. These are for low air, low water, low food, and overweight. I have removed them using the large full-screen warning. I felt it was a bit much with full-screen messages, but we will still use those for some critical messages such as your base going offline or a large attack incoming.
Data Pads I have added a system for datapads to the game. Currently, you start with one datapad titled mission objective. This is a multi-page document about your mission and covers a variety of basics for the player. It is an opt-in readable tutorial in many ways. This system will also be used for future datapads we can place in the world to reveal events from previous missions on Ceres or other story-building points.
Non Stop Crafting You can now continue to use a machine while it is crafting. This was a big change to get in the game, but it honestly feels great. Now you can take part orders off a machine as they are crafting and we display a nice timer inside the HUD for progress. Now if you queue up 25 bars and then realize you need 5, you can just go grab them. Over all this feature feels great.
Straight To The Slot It is now possible to quick slot items from machines right into the player's quick slots. If you drag and drop a quick slotable item it will now auto transfer to the player and quick slot itself where you placed it. Many players tried to do this and then manually moved it to their inventory to quick slot. It seemed like a great idea to help the crafting flow better with players.
More Ice Even though I want players to get to the drilling and hit deposits manually for infinite resources but no exp. Players keep trying to manually farm. So, I added a few more ice resource nodes down below for players spending more time in that area than I meant for them to. I can't control players, but I will do my best to cater to whatever style I see players leaning into, and adding a few more nodes will help with that style of early gameplay.
What's Next
Now that the core early-game loop is functioning well the next focus will be on refining and expanding on that loop before we move on to the mid-game. There are many ideas on the table but you can expect to see some additional open caves to add more value to exploration as well as precursor elements to the narrative of the mission, and some additional life forms to the planet to add some life to the game as well as atmosphere.
There is still a very long way to go before we reach early access, but I am so thankful to have you along for the journey. I can't wait to show you what I have in store for the game.
submitted by Doobachoo to SurvivingCeres [link] [comments]


2024.05.15 20:24 Doobachoo Latest "Surviving Ceres" Demo Update Is Live

Hey there everyone;
The demo has been out now for a few weeks and so far the response has been fantastic. A lot of players have checked out the game and the feedback, suggestions, and bug fixes have been rolling in. This patch addresses many issues as well as adds some quality-of-life changes, tweaks, and additional guidance for new players.
Fixes
There has been a variety of fixes made to the game. A huge shoutout to TrabTrab on Steam for their amazing bug-finding reports. This individual has played very hard and come back with some great findings to improve the game.
Rocket Issues There were some issues with rockets, particularly related to multiple rockets using the same landing pad. This has been tracked down and fixed as well as other improvements were made to this rather complex system. It is working much better now, but I will continue to test this aspect as it working correctly is very critical.
Stat Reset Didn't Work The stat reset in the pilgrim quarters was not bringing up the correct HUD, this has been fixed and it now works great.
I Can See Your Feet There was an issue when leaving the stasis pod that would show the hidden mannequin used as the player's body. This rather jarring effect won't occur anymore.
Tier 2 Exports Under Valued Tier 2 exports were set at $5m per export same as the Tier 1 export. This has been raised to $20m to ensure making this complexity leap will be worth your effort as we move to the mid-game and increase research costs.
Over Valued Drill The copper drill was exporting at $5m this was not intended it has been set down to $1m as intended. I want the focus to stay on manufactured exports in the later game, but I do want some goods to have value. We will continue to monitor and change any values that make sense as we continue to develop.
I Can't Eat That Some high-end foods were set as drinks by mistake. And trying to drink food didn't work out too well causing them to be useless. This has been fixed. Higher-end food will play a more vital role later in the game with colonists' mood, but right now most people just eat potatoes.
Exploit Detected There was an exploit that could trigger using manually entered amounts for crafting. This has been removed.
That Ain't Air Tight There was an issue that if you moved in and out from the door quickly you could trigger the door to not fully close and stay cracked open. I have added a final check on this where if something is off it will auto-fix itself. There should be no way to leave a door open moving forward.
Mission Objective Bug There was an issue with the mission objective to send an export back to Earth. It was only looking at rocket 2, not rocket 1, it now correctly looks at both rockets and will fire correctly.
Changes
There have been a variety of tweaks and changes based on player feedback as well as my experimentation. The shout-out list would be pretty large for this category, but I will highlight Garret one of my discord moderators for their excellent feedback in this category.
You Want How Much The foods you can purchase for supplies were far too overpriced. $8m for an M.R.E.? All of the foods have been reduced to be more worthwhile as early supplies if you wish. I was worried about how much you can get with the starting $30m that I overvalued some items that won't hurt your progress.
Tighter Drills I have tightened the copper, ice, and iron deposit grouping to be closer together so it is less of a walk for the player. This might be too good, but I am open to feedback.
Large Plants I have added the ability to look at and collect larger plants such as corn and tomatoes. I was using the base of the plant to collect, but now the entire plant can be used.
Equip And Use Buttons I have removed these buttons from the HUD as I like the idea of drag and drop and using items from the quick bar. Those buttons were more so for console players in the future, but we are so far from that possibility that I would rather just focus on Steam players for now
What Did I Research I have changed the messaging on the research HUD to show the category of research you just unlocked while it is cooling down. I might change this to be the specific unlock but that is quite complex due to the structuring of blueprints. For now, I have implemented showing the category and hope that helps you remember.
Possible Failure I want to make sure the core of what you need is reachable even if you make some mistakes. To this effect, I have made landing pads start unlocked. The keys to survival are food, air, and water. But the key to progress is exporting, manufacturing, and rocket fuel production. Hopefully, this helps stop players from burning up all their funding without having the ability to export.
Drilling Reduction The drills were adding resources very quickly at 1 ore per second. I have changed this to 1 ore per 1.5 seconds. I tried 2 seconds but felt it was too slow. Hopefully, 1.5 is the sweet spot, let me know your thoughts.
Additions
There have been some great additions to the game to make it flow with players even better than it already has been. Shout out to DigitalFrost for some great ideas in this category as well as other contributors.
Give Me A Tip I have added tooltips to each player's stat to give a breakdown of each stats use. I also changed FORTITUDE to RESISTANCE and it will now be used to reduce damage taken.
Message System I have created a new message system that shows up in the bottom right of your screen and stays persistent until you are out of the danger zones. These are for low air, low water, low food, and overweight. I have removed them using the large full-screen warning. I felt it was a bit much with full-screen messages, but we will still use those for some critical messages such as your base going offline or a large attack incoming.
Data Pads I have added a system for datapads to the game. Currently, you start with one datapad titled mission objective. This is a multi-page document about your mission and covers a variety of basics for the player. It is an opt-in readable tutorial in many ways. This system will also be used for future datapads we can place in the world to reveal events from previous missions on Ceres or other story-building points.
Non Stop Crafting You can now continue to use a machine while it is crafting. This was a big change to get in the game, but it honestly feels great. Now you can take part orders off a machine as they are crafting and we display a nice timer inside the HUD for progress. Now if you queue up 25 bars and then realize you need 5, you can just go grab them. Over all this feature feels great.
Straight To The Slot It is now possible to quick slot items from machines right into the player's quick slots. If you drag and drop a quick slotable item it will now auto transfer to the player and quick slot itself where you placed it. Many players tried to do this and then manually moved it to their inventory to quick slot. It seemed like a great idea to help the crafting flow better with players.
More Ice Even though I want players to get to the drilling and hit deposits manually for infinite resources but no exp. Players keep trying to manually farm. So, I added a few more ice resource nodes down below for players spending more time in that area than I meant for them to. I can't control players, but I will do my best to cater to whatever style I see players leaning into, and adding a few more nodes will help with that style of early gameplay.
What's Next
Now that the core early-game loop is functioning well the next focus will be on refining and expanding on that loop before we move on to the mid-game. There are many ideas on the table but you can expect to see some additional open caves to add more value to exploration as well as precursor elements to the narrative of the mission, and some additional life forms to the planet to add some life to the game as well as atmosphere.
There is still a very long way to go before we reach early access, but I am so thankful to have you along for the journey. I can't wait to show you what I have in store for the game.
submitted by Doobachoo to SurvivingCeres [link] [comments]


2024.05.15 19:47 VicariousDrow Canonical Origin Companion Multiclasses

Hey guys, took a break from BG3 for a bit but recently came back for my, I think, 7th playthrough and recently finished the first step I always take when starting anew; Setting up my companion's classes beforehand lol
Idk how many other people do this, but I always plan out what classes I'm gonna make each companion before starting, each time being slightly different, and I refuse to have any subclass overlap and I always try to keep each canonically accurate. This time I decided I'd go back to their main starting classes but I'd make them all unique multiclasses, again with zero subclass overlap and all entirely canonically accurate.
Normally I just go about this on my own but a friend was asking me about it and was asking for help cause as he put it he's really bad at making multiclasses that work but wants to "mix up" his companions for his 2nd playthrough, so I shared my current "load out" with him and he loved it all so much he said I should share it "online or something" lol Well I'm sitting here at work waiting for some crap to load before I can actually do anything with it so figured I could pass the time with sharing my newest origin multiclasses for anyone interested in smaller mixups!
This is gonna get long, also there will be spoilers as I'll be talking about WHY some of these work based on their lore, sometimes lore that's revealed later in the game, you've been warned lol
  1. Shadowheart - Life Cleric lvl 6/Gloom Stalker lvl 6
For starters, Trickster Doman sucks ass, secondly this idea leans more into Selune anyways. The premise of this one is to lean into the fact she's a "torn person," even if she doesn't know it at first she's stuck between this divine rivalry of Selune and Shar, so splitting the classes evenly is kind of a representation of that.
Gloom Stalker more represents not only Shar and her influence but also her earlier upbringing, we know her parents were druids and she had to go through some sort of rite about going off into the woods at a young age, so her being a Ranger by default works in my mind (can also choose Sanctified Stalker for lore). Life Cleric leans more on Selune thematically, but is also chosen to mechanically make such an even split work.
The Life Cleric's ability to increase the amount healed works based on a flat amount plus the spell level, so you don't need a lot of specific class levels to make it work, and getting at least lvl 5 in Ranger provides extra attack, placing such a multiclass in the role of damage dealer but with a fairly substantial amount of healing compared to other options. You will be lacking in higher level spells but as the main focus will be as a Ranger I don't think that'll be a hindrance to effectiveness in the slightest. Ranged will also work better, imo, as you want to have access to your bonus action for healing words and hunter's mark usage so dual wielding won't be as good and no other melee option available to Ranger will match the effectiveness of focusing on archery, but that doesn't mean you can't do it if you want to lol
I changed her stats slightly to focus on Dex and Wis, mostly just syphoning points from her Str into her Dex and leaving most everything else as it is, then started by leveling the Ranger first, fit better for the early game being all about Shar, and also getting to extra attack asap.
2. Lae'zel - Battle Master lvl 4/Great Old One Warlock lvl 8
Now I know the most common reaction will be "warlock!?" But here me out lol
Githyanki worship Vlaakith, their god, but she isn't actually a god, she's a powerful lich trying to become a god. So making Lae'zel some sort of Cleric doesn't actually make any sense, since her deity technically shouldn't be able to grant any divine powers, but we do see her more powerful followers having abilities, specifically psionic abilities, almost like a GOO Warlock. Now I know Gith all have latent psionics so that's largely why they also have such powers, but why not accentuate that further with Pact Magic? You can also play it off as not actually being a warlock, since it's never mentioned in game regardless, and it's just her own psionic abilities manifesting, simply choose the most psionically reminiscent spells, even if they won't be the most effective her spells won't be her main strength anyways.
Obviously make her a PotB Warlock, and focus on melee combat with BM maneuvers, but having access to Hex and potentially even Eldritch Blast will just make her that much more powerful as a damage dealer. Both subclasses also recharge on short rest, adding some points for convenience lol
Initially stat wise I was a bit torn, cause she's NOT a "charismatic" person, but then I remembered that Charisma doesn't just mean "social skills," it's also "force of person," it's why Sorcerers use it for spell casting, and Lae'zel is most definitely a very confident and expressive person, so I think it actually works. That being said I still focus her Str more then her Cha, just taking some points out of all her other stats to boost it but keeping them the same relative spread, so more in Dex and Con then Int and Wis. Starting her in Warlock until lvl 5 is also advisable, then I like to go straight to Fighter lvl 4 to get BM and a feat, then gonna finish the last few levels in Warlock to get to 4th level spell slots.
3. Gale - Abjuration Wizard lvl 10/Fighter lvl 2
This one in particular is more about mechanics then lore, but I think it still works for both.
Obviously Gale has to be mostly Wizard, he talks about it SO MUCH that it wouldn't make as much sense if he was mostly anything else even if thematically it would work, like Bard or Sorcerer. However I find most Wizard schools to be boring and the ones that work best as multiclasses work better as dips, like 2 levels into Evocation for spell sculpting. Abjuration though works very well as a focus, and feeds into being quite tanky. That's why Fighter, for armor proficiencies, so either need to start as it for heavy armor, use a feat to get it asap, or just give him 14 in Dex and use medium armor. This gives him a high AC while being able to reduce the damage that does hit him, all while still being able to focus on a lot of high damage spells, with lvl 2 in Fighter you also get Action Surge for a round of double spells (double fireballs are great lol).
I think any Wizard school works for Gale canonically, honestly, and Fighter may not make the most sense but he is a well off human with a stellar education from one of the richest cities on the Sword Coast, so part of that education being in the basics of martial combat (no subclass, need lvl 10 in Wizard and makes sense he doesn't have one if it wasn't a focus) makes just enough sense for me to say it works lol
Stat wise you can honestly keep it the same as default, he just needs Int and going for Con secondary works very well, I also just like to give him some Cha cause he's a well spoken man.
4. Astarion - Swords Bard lvl 10/Rogue lvl 2
First things first, I think Astarion simply works better as a Bard by default then he does a Rogue, what with how he apparently would seduce people non-stop to bring back to Cazador, and going College of Swords fits that same "stabby stabby" theme lol
Also yes he can still be your lock picker since Bards get expertise as well.
So in reality I would actually just go all 12 levels into Bard for him, but I did that a number of times and wanted everyone to have their canon class in a multiclass, so 2 levels in Rogue works best. You kinda need lvl 10 in Bard for Magical Secrets, as it's super strong and a lot of fun to add what-the-fuck-ever you want into any build, and 2nd level in Rogue gives cunning action, so go for the Dueling fighting style, focus on bows anyways, and keep your bonus action open for cunning actions as well as his bite.
I redo his stats a fair amount though, to focus entirely on Dex and Cha ofc, but I also tank his Int and Wis to 8 cause it makes sense to me (he's clearly not the wisest and the writers have said he's probably the dumbest of the OG cast lol), and I think a vampire spawn should still have decent Str and Con anyways. For leveling I go straight to 6 in Bard for that extra attack, get 2 in Rogue cause cunning action is fun, then finish the rest of Bard.
5. Wyll - Fiend Warlock lvl 2/Draconic Sorcerer lvl 10
In this case I'm taking some liberties but here me out, again lol
So obviously need Fiend Warlock first, but lvl 2 is important for those first invocations, namely Agonizing Blast. Afterwards just go full Sorcerer! The stretch for how it works is that we know about Ansur now, a bronze dragon confirmed to have been living in Baldur's Gate for YEARS, so who's to say he *wasn't* involved with someone in Wyll's genealogy? lol I know it's HIGHLY unlikely, but it's still possible and I wanted at least one Sorcerer!
So ofc go Bronze ancestry, for the lore, but obviously Red would have the most synergy if you don't care, and make sure to grab quickened spell when you can for meta magic, why? DOUBLE ELDRITCH BLASTING! LOL That's the whole thing with this build, yeah you'll get a lot of spells, high level ones too, so it'll increase his versatility, but doubling down on Eldritch Blasts is incredibly powerful and thematically still sticks with the whole Warlock thing. I like to focus fire based spells to go with the whole Fiendish Patron stuff, but like I said the spells are secondary, believe it or not lol
This is another case of being able to leave his stats as they are, but I personally like to give him a bit of strength, as he is "The Blade of Frontiers," higher then average Str makes sense to me, and I just drain his Wis for it cause dh lol But a focus on Cha and a secondary on Dex is the important part.
6. Karlach - Berserker lvl 8/Thief lvl 4
I think this one is the most straight forward one but also one of my favs mechanically.
Build her like normal as a Berserker, but have her dual wield weapons with finesse, even if she's using Str for them they'll still sneak attack, and when you get the second bonus action her damage will become pretty crazy. Other then a pair of bracers you can find in Act 2 from Dammon I think, there isn't really any way of getting two weapon fighting without a third class dip and I just didn't want to, but at some point some how it'll be necessary.
The reason this works is cause of her upbringing. We all know why she's a Barbarian, but she tells us she was a ruffian when she was younger, even worked for Gortash as basically a thug, so Rogue fits well for me and if she wasn't keen on the law for a while then her being a thief also fits, imo.
Where this build takes off those is all the throwing! lol With Berserker and Thief you can throw a TON of shit per round, you can even take Tavern Brawler if you want to focus on this and carry around a bazillion daggers, the damage actually gets so insane sometimes that I specifically avoid Tavern Brawler cause I already find the game too easy and don't need to clean house THAT effectively lol
Her stats can also be left alone, I like to focus on Str regardless even if Dex might be stronger without Tavern Brawler, but it's an option if you want. Once again though rush through Berserker to lvl 5 for extra attack, then go to Thief lvl 4 for the subclass and feat, then just finish off with Barbarian afterwards.
7. Halsin (yup I also do all the other companions LOL) - Moon Druid lvl 2/Open Hand Monk lvl 10
Dude is a giant, I want him to punch people super hard with those tree trunk arms, it's THAT simple lol
I honestly wouldn't even bother with Druid levels if not for the fact it's so engrained into his character, but grabbing two levels to get the subclass allows for the bonus action wildshape which just provides some further versatility, and he gets a Bear shape regardless so might as well keep access to it. This is also where I might recommend sticking in a Tavern Brawler build, as I obviously want to focus on Str for this big man, plus it kind of makes sense if you forget about the actual name of the feat. He grew up in nature, is a mostly self taught druid to my understanding, so using the Tavern Brawler feat also kind of implies a degree of "self teaching" when it comes to unarmed striking, ya know? Open Hand is also just the best Monk subclass, Four Elements miiiiiight make more sense but not enough for me to not just use Open Hand.
Stat-wise I shift them around a lot, as they don't make much sense to me to begin with, keeping his Int low (he grew up in the wild even if he is a smart dude) and I drop his Cha (again grew up among animals, even if he is well spoken and kind it makes sense if his social skills are lacking), then focus on Str with a decent spread between Dex, Wis, and Con.
He also starts at a higher level so I grab 2 lvls in Druid right away then just rush down Monk afterwards.
8. Minthara - Vengeance Paladin lvl 2/War Cleric lvl 10
Here's the endgame Cleric for ya! lol
I have found it's super helpful to have a Cleric with lvl 5 spells in the later portions of the game, not necessary ofc but I personally wanted one and Shart was more of a Ranger with this setup, and this is a build I've always liked even in regular DnD.
You will ofc be forced to make her a Cleric of Lolth despite her having renounced Lolth, but if you know how Lolth works then it actually still makes sense. If Minthara is still upholding her oaths and actively in the midst of some chaotic shit, then OFC Lolth would continue to approve, no joke! Plus with how all female Lolthsworn are raised her being some degree of Cleric actually makes far more sense then being a full Paladin. If you're unaware, female Drow of Menzoberranzan ALL go to learn divine (cleric) magics in an elite school before they're allowed to really join their houses, it's actually a requirement that Minthara (being a Beanre) would not have been able to avoid.
The reason it works so well though is cause of smites and the War Domain. She'll have the high level spells for utility, damage, and healing, but she'll have access to more smites being mostly a full caster AND if you can use her War Priest bonus action attack it can also smite! With this build she's far more of a caster and support character then a smiting machine, but give her the auto criting tadpole power (since she has extra tadpoles anyways) and you can nuke something with this CLERIC lol
I personally swap her to sword and board and use a finesses weapon, so I can focus her stats on Dex and Wis, with Con secondary and I spread out her last three stats evenly, cause she is strong, charismatic, and smart, so I couldn't bring myself to dump any of them fully lol
Just like Halsin I always start her off with 2 lvls in Paladin then just jam through Cleric afterwards.
9. Jaheira - Spore Druid lvl 7/Champion Fighter lvl 5
This one in particular was specifically so I could keep her as a dual wielding combatant since that's always kind of ben her canonically preferred style.
I don't think this is an uncommon build at all, getting 5 levels in Fighter for extra attack then just jamming Spore Druid for all the damage and survivability, so I won't go into too much detail on it, but the reason I chose Champion was cause I wanted Lae'zel to be a Battle Master but also she's literally a champion of Baldur's Gate, it works fucking perfectly! lol Spores actually fit less well but hey, it's still druid and the build is super strong, so I'm not losing any sleep over it.
I mostly keep her stats the same, but I do put a bit more into Dex, usually drop Wis a bit and dump her Str to get Dex up, but that's about it and technically it could still work without any stat changes. I mean you could get the dual wielder feat on her then give her the rapier Wyll gets from Mizora when you save her, keep one of the Scimitars she starts with, and she'll then be attacking with her Wis entirely at that point, so that is also an option, I just like to keep the rapier on Wyll and not even bother with that feat for Jaheira.
10 Minsc - Hunter Ranger lvl 4/Wildheart Barbarian lvl 8
This one should be obvious, ngl. He's already known as a Ranger, loves animals, is a Rashaman berserker, he even gets his own custom Barb screams done by Matt Mercer (unlike Halsin, disappointingly enough). There should be no question why this combo works for him lol
Make sure to take Colossus Slayer as a Hunter, then go Bear Barbarian, give him a big two handed weapon, and you've now got one of the heaviest hitting and tankiest combos in the game, straight up. He has very little versatility, that's the main downside, he pretty much just rages, run him in, and attack shit, but even THAT fits Minsc perfectly.
For his stats I pretty much just swap his Str and Dex, maybe put a bit of his Wis into his Dex as well to hit that comfortable 14 and give him medium armor instead of using his unarmored defense, but this is ofc flexible. At the time you get him as well you should be able to just fully build him to lvl 12, maybe 10 or 11 if you rush to him, so order of levels doesn't really matter.
BUT THERE IT IS! All done, hope someone out there finds this useful or at least interesting, and thanks to anyone who read the whole thing, I know it was a lot lol
As a final note, I'm not interested in arguing how good or accurate any of these are, or of other options (like Shadow Monk/Cleric Shart, for example, but my Tav is a Shadow Monk/Assassin so didn't want that to overlap), like I said I'm on my 7th playthrough and I haven't done their standard classes and subclasses since my very first run and I've always tried to keep stuff that fit them accurately, this is just the current one I'm using and so far has been one of the most fun "load outs" lol
If you give any of them a try then I sincerely hope you enjoy it :D
submitted by VicariousDrow to BaldursGate3 [link] [comments]


2024.05.15 19:06 DTG_Bot [D2] Daily Reset Thread [2024-05-15]

Daily Modifiers

Vanguard Ops

Dares of Eternity

Onslaught: Playlist

Riven's Lair

The Coil

Seasonal

Legend/Master Lost Sector

Exotic armor drop (if solo): Helmet

Bunker E15: Legend

  • Legend Difficulty: Locked Equipment, Extra Shields
  • Champions: [Shield-Piercing] Barrier, [Disruption] Overload
  • Threat: [Void] Void
  • Shields: [Void] Void
  • Modifiers: Shocker

Bunker E15: Master

  • Legend Difficulty: Locked Equipment, Extra Shields
  • Champions: [Shield-Piercing] Barrier, [Disruption] Overload
  • Threat: [Void] Void
  • Shields: [Void] Void
  • Modifiers: Shocker

Misc

  • Terminal Overload: Ahimsa Park Weapon: Basso Ostinato (Shotgun)
  • The Wellspring: Defend Weapon: Tarnation (Grenade Launcher)
  • Altars of Sorrow Weapon: Apostate (Sniper Rifle)

Guns & Materials

Banshee's Featured Weapons

Name Type Column 1 Column 2 Column 3 Column 4 Masterwork
Timelines' Vertex Energy Fusion Rifle Impulse MS3 // Spark PS Ionized Battery // Particle Repeater Shield Disorient Snapshot Sights Tier 2: Charge Time
Whispering Slab Kinetic Combat Bow Tactile String // Flexible String Carbon Arrow Shaft // Compact Arrow Shaft Quickdraw Demolitionist Tier 2: Draw Time
Syncopation-53 Kinetic Pulse Rifle Full Bore // Hammer-Forged Rifling Extended Mag // High-Caliber Rounds Outlaw Vorpal Weapon Tier 2: Range
Austringer Kinetic Hand Cannon Extended Barrel // Smallbore High-Caliber Rounds // Flared Magwell Triple Tap Frenzy
Bump in the Night Heavy Rocket Launcher Countermass // Quick Launch High-Velocity Rounds // Implosion Rounds Field Prep Chill Clip
Note: Fixed perks on weapons are not displayed

Master Rahool's Material Exchange

  • Purchase Glimmer (10000 for 10 Legendary Shards)
  • Purchase Glimmer (10000 for 10 Dark Fragment)
  • Purchase Glimmer (10000 for 10 Phantasmal Fragment)
  • Purchase Glimmer (10000 for 25 Herealways Piece)
  • Enhancement Prism (1 for 10 Enhancement Core & 10000 Glimmer)
  • Ascendant Shard (1 for 10 Enhancement Prism & 50000 Glimmer)
  • Ascendant Alloy (1 for 10 Enhancement Prism & 50000 Glimmer)

Bounties

Commander Zavala, Vanguard
Name Description Requirement Reward
One Shot, One Kill Defeat combatants with precision damage. Bonus progress is granted in Vanguard playlists. 25 [Headshot] Precision XP+
Show Them the Light Defeat combatants with your Super in Vanguard playlists. 5 Super XP+
Cold Calculations In Vanguard playlists, defeat combatants with Stasis damage. 25 [Stasis] Stasis XP+
Shattering Revelation Defeat combatants in Vanguard playlists with Stasis abilities. Defeating frozen combatants grants additional progress. 50 [Stasis] Stasis ability XP+
Lord Shaxx, Crucible
Name Description Requirement Reward
Coordinated Fire Defeat opponents while assisting or assisted by one or more teammates. 5 Opponents defeated XP+
High Energy Defeat opponents using any Energy weapon. 5 Energy weapon XP+
Power Up Collect or recover Heavy ammo. 1 Heavy Ammo XP+
All for One In Rumble, complete matches. 1 Crucible matches XP+
The Drifter, Gambit
Name Description Requirement Reward
Blockade Send Blockers; medium and large Blockers contribute more progress. 30 Blockers XP+
Fish in a Barrel Defeat targets with Stasis damage in Gambit. Defeating Guardians grants more progress. 30 [Stasis] Stasis XP+
Hanging by a Thread Defeat targets in Gambit matches by suspending them with Strand. Defeating Guardians grants additional progress. 30 Strand suspended final blows XP+
Torn to Shreds Defeat targets in Gambit matches by severing or unraveling them with Strand. Defeating Guardians grants additional progress. 30 Strand severed or unraveled final blows XP+
Banshee-44, Gunsmith
Name Description Requirement Reward
Pulse Rifle Calibration Calibrate Pulse Rifles against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Pulse Rifle] Pulse Rifle XP+ & Enhancement Core & Gunsmith Rank Progress
Shotgun Calibration Calibrate Shotguns against any target. Opposing Guardians and rapidly defeated targets grant the most efficient progress. 100 [Shotgun] Shotgun XP+ & Enhancement Core & Gunsmith Rank Progress
Machine Gun Calibration Calibrate Machine Guns against any target. Earn bonus progress against opposing Guardians and for additional targets defeated without reloading. 100 [Machine Gun] Machine Gun XP+ & Enhancement Core & Gunsmith Rank Progress
Kinetic Calibration Calibrate Kinetic weapons against any target. Earn bonus progress with precision and against opposing Guardians. 100 Kinetic weapon XP+ & Enhancement Core & Gunsmith Rank Progress
Nimbus, Neomuna
Name Description Requirement Reward
Shockingly Direct In Neomuna, defeat combatants with Arc damage. Shadow Legion combatants grant additional progress. 60 [Arc] Arc XP+ & 50 Neomuna Rank
Superb Phenomena In Neomuna, defeat combatants with abilities. Final blows with your Super grant additional progress. 20 Ability XP+ & 50 Neomuna Rank
Harm's Length In a single life, defeat combatants in Neomuna using Auto Rifles, Hand Cannons, Fusion Rifles, or Machine Guns. 20 Targets XP+ & 50 Neomuna Rank
Hacker's Paradise Complete waves in Terminal Overload. 10 Waves cleared 1 Terminal Overload Key & 50 Neomuna Rank & XP+
Lord Shaxx, Hall of Champions
Name Description Requirement Reward
Onslaught Harvester Collect resources for the ADU in Onslaught. 10000 Resources collected 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Diver in the Deep Complete encounters in Deep Dive. 3 Deep Dive encounters 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Rocketeer Defeat targets with Rocket Launchers. Combatants in Onslaught and Guardians are worth more. 100 [Rocket Launcher] Rocket Launcher 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Clearing the Nest Defeat Hive. Those defeated in Onslaught are worth more. 100 Hive 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Spirit of Riven, H.E.L.M.
Name Description Requirement Reward
Open, Says Me Open a reward chest at the end of a pathway in Riven's Lair or The Coil. 1 Chests XP+ & 25 Spirit of Riven Reputation
Lair Defense: Kinetic Weapons Defeat targets with weapons in the Kinetic slot. Combatants in Riven's Lair or The Coil and Guardians are worth more progress. 30 Kinetic weapon XP+ & 25 Spirit of Riven Reputation
Dragon's Breath Defeat targets with Linear Fusion Rifles or Rocket Launchers. Combatants in Riven's Lair or The Coil and Guardians are worth more. 10 [Linear Fusion Rifle] or [Rocket Launcher] defeats XP+ & 25 Spirit of Riven Reputation
Dragonflame Defeat targets with Solar or Stasis damage. Combatants in Riven's Lair or The Coil and Guardians are worth more. 30 [Solar] or [Stasis] defeats XP+ & 25 Spirit of Riven Reputation
Never forget what has been lost. While the API protests have concluded, Reddit remains hostile to its users as their IPO looms in the horizon. More information can be found here.
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.05.15 19:06 DTG_Bot [D2] Daily Reset Thread [2024-05-15]

Daily Modifiers

Vanguard Ops

Dares of Eternity

Onslaught: Playlist

Riven's Lair

The Coil

Seasonal

Legend/Master Lost Sector

Exotic armor drop (if solo): Helmet

Bunker E15: Legend

  • Legend Difficulty: Locked Equipment, Extra Shields
  • Champions: [Shield-Piercing] Barrier, [Disruption] Overload
  • Threat: [Void] Void
  • Shields: [Void] Void
  • Modifiers: Shocker

Bunker E15: Master

  • Legend Difficulty: Locked Equipment, Extra Shields
  • Champions: [Shield-Piercing] Barrier, [Disruption] Overload
  • Threat: [Void] Void
  • Shields: [Void] Void
  • Modifiers: Shocker

Misc

  • Terminal Overload: Ahimsa Park Weapon: Basso Ostinato (Shotgun)
  • The Wellspring: Defend Weapon: Tarnation (Grenade Launcher)
  • Altars of Sorrow Weapon: Apostate (Sniper Rifle)

Guns & Materials

Banshee's Featured Weapons

Name Type Column 1 Column 2 Column 3 Column 4 Masterwork
Timelines' Vertex Energy Fusion Rifle Impulse MS3 // Spark PS Ionized Battery // Particle Repeater Shield Disorient Snapshot Sights Tier 2: Charge Time
Whispering Slab Kinetic Combat Bow Tactile String // Flexible String Carbon Arrow Shaft // Compact Arrow Shaft Quickdraw Demolitionist Tier 2: Draw Time
Syncopation-53 Kinetic Pulse Rifle Full Bore // Hammer-Forged Rifling Extended Mag // High-Caliber Rounds Outlaw Vorpal Weapon Tier 2: Range
Austringer Kinetic Hand Cannon Extended Barrel // Smallbore High-Caliber Rounds // Flared Magwell Triple Tap Frenzy
Bump in the Night Heavy Rocket Launcher Countermass // Quick Launch High-Velocity Rounds // Implosion Rounds Field Prep Chill Clip
Note: Fixed perks on weapons are not displayed

Master Rahool's Material Exchange

  • Purchase Glimmer (10000 for 10 Legendary Shards)
  • Purchase Glimmer (10000 for 10 Dark Fragment)
  • Purchase Glimmer (10000 for 10 Phantasmal Fragment)
  • Purchase Glimmer (10000 for 25 Herealways Piece)
  • Enhancement Prism (1 for 10 Enhancement Core & 10000 Glimmer)
  • Ascendant Shard (1 for 10 Enhancement Prism & 50000 Glimmer)
  • Ascendant Alloy (1 for 10 Enhancement Prism & 50000 Glimmer)

Bounties

Commander Zavala, Vanguard
Name Description Requirement Reward
One Shot, One Kill Defeat combatants with precision damage. Bonus progress is granted in Vanguard playlists. 25 [Headshot] Precision XP+
Show Them the Light Defeat combatants with your Super in Vanguard playlists. 5 Super XP+
Cold Calculations In Vanguard playlists, defeat combatants with Stasis damage. 25 [Stasis] Stasis XP+
Shattering Revelation Defeat combatants in Vanguard playlists with Stasis abilities. Defeating frozen combatants grants additional progress. 50 [Stasis] Stasis ability XP+
Lord Shaxx, Crucible
Name Description Requirement Reward
Coordinated Fire Defeat opponents while assisting or assisted by one or more teammates. 5 Opponents defeated XP+
High Energy Defeat opponents using any Energy weapon. 5 Energy weapon XP+
Power Up Collect or recover Heavy ammo. 1 Heavy Ammo XP+
All for One In Rumble, complete matches. 1 Crucible matches XP+
The Drifter, Gambit
Name Description Requirement Reward
Blockade Send Blockers; medium and large Blockers contribute more progress. 30 Blockers XP+
Fish in a Barrel Defeat targets with Stasis damage in Gambit. Defeating Guardians grants more progress. 30 [Stasis] Stasis XP+
Hanging by a Thread Defeat targets in Gambit matches by suspending them with Strand. Defeating Guardians grants additional progress. 30 Strand suspended final blows XP+
Torn to Shreds Defeat targets in Gambit matches by severing or unraveling them with Strand. Defeating Guardians grants additional progress. 30 Strand severed or unraveled final blows XP+
Banshee-44, Gunsmith
Name Description Requirement Reward
Pulse Rifle Calibration Calibrate Pulse Rifles against any target. Earn bonus progress with precision final blows and against opposing Guardians. 100 [Pulse Rifle] Pulse Rifle XP+ & Enhancement Core & Gunsmith Rank Progress
Shotgun Calibration Calibrate Shotguns against any target. Opposing Guardians and rapidly defeated targets grant the most efficient progress. 100 [Shotgun] Shotgun XP+ & Enhancement Core & Gunsmith Rank Progress
Machine Gun Calibration Calibrate Machine Guns against any target. Earn bonus progress against opposing Guardians and for additional targets defeated without reloading. 100 [Machine Gun] Machine Gun XP+ & Enhancement Core & Gunsmith Rank Progress
Kinetic Calibration Calibrate Kinetic weapons against any target. Earn bonus progress with precision and against opposing Guardians. 100 Kinetic weapon XP+ & Enhancement Core & Gunsmith Rank Progress
Nimbus, Neomuna
Name Description Requirement Reward
Shockingly Direct In Neomuna, defeat combatants with Arc damage. Shadow Legion combatants grant additional progress. 60 [Arc] Arc XP+ & 50 Neomuna Rank
Superb Phenomena In Neomuna, defeat combatants with abilities. Final blows with your Super grant additional progress. 20 Ability XP+ & 50 Neomuna Rank
Harm's Length In a single life, defeat combatants in Neomuna using Auto Rifles, Hand Cannons, Fusion Rifles, or Machine Guns. 20 Targets XP+ & 50 Neomuna Rank
Hacker's Paradise Complete waves in Terminal Overload. 10 Waves cleared 1 Terminal Overload Key & 50 Neomuna Rank & XP+
Lord Shaxx, Hall of Champions
Name Description Requirement Reward
Onslaught Harvester Collect resources for the ADU in Onslaught. 10000 Resources collected 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Diver in the Deep Complete encounters in Deep Dive. 3 Deep Dive encounters 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Rocketeer Defeat targets with Rocket Launchers. Combatants in Onslaught and Guardians are worth more. 100 [Rocket Launcher] Rocket Launcher 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Clearing the Nest Defeat Hive. Those defeated in Onslaught are worth more. 100 Hive 1 XP+ & 25 Lord Shaxx Reputation & 50 Lord Shaxx Reputation
Spirit of Riven, H.E.L.M.
Name Description Requirement Reward
Open, Says Me Open a reward chest at the end of a pathway in Riven's Lair or The Coil. 1 Chests XP+ & 25 Spirit of Riven Reputation
Lair Defense: Kinetic Weapons Defeat targets with weapons in the Kinetic slot. Combatants in Riven's Lair or The Coil and Guardians are worth more progress. 30 Kinetic weapon XP+ & 25 Spirit of Riven Reputation
Dragon's Breath Defeat targets with Linear Fusion Rifles or Rocket Launchers. Combatants in Riven's Lair or The Coil and Guardians are worth more. 10 [Linear Fusion Rifle] or [Rocket Launcher] defeats XP+ & 25 Spirit of Riven Reputation
Dragonflame Defeat targets with Solar or Stasis damage. Combatants in Riven's Lair or The Coil and Guardians are worth more. 30 [Solar] or [Stasis] defeats XP+ & 25 Spirit of Riven Reputation
Never forget what has been lost. While the API protests have concluded, Reddit remains hostile to its users as their IPO looms in the horizon. More information can be found here.
submitted by DTG_Bot to DestinyTheGame [link] [comments]


2024.05.15 19:00 DTG_Bot Dev Insights: The Final Shape Weapon Tuning Preview

Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape
Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.
There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...

Weapon Archetypes

Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:
  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).
  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.
In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
      • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
        • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Majors (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.
    • Reduced splash damage by 10%:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.
  • Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
    • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
We've also made some quality-of-life changes to several weapon types.
  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
  • Scout Rifles
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.
      • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
      • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Linear Fusion Rifles
    • Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
      • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Bug fixes:
      • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
      • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
      • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks. ##Exotics
Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.
  • Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).
Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.
  • Swapped the firing animation to the same one used by other auto-fire Sidearms.
Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.
  • Fixed an issue where the firing animation from Devil's Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.
Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.
  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.
Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.
  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
    • On Gjallarhorn, they will use Solar effects.
    • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.
Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.
  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.
Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.
  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn't receive this cooldown.)
Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.
  • Intrinsic perk now provides increased reload speed after precision kills.
  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
  • Catalyst has been rebuilt.
    • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.
  • Reduced healing effect by 20%.
  • While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.
    • This means combos at lower stacks are less affected by the change than combos at higher stacks.
Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.
  • Baseline:
    • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
    • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, iwhen hip-firing:
    • Slightly reduced accuracy benefits.
    • Increased magnetism falloff scale (1.6 to 1.7).
    • Increased baseline rate of fire from 130RPM to 140RPM.
    • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.
  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.
Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.
  • Increased area-of-effect (AoE) damage such that it doesn't lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)
The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.
  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.
The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.
  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.
  • Reworked Saint's Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.
Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.
  • Breaking a matched shield or piercing a Champion's Barrier will cause the target to ignite.
Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.
  • This weapon is now intrinsically anti-barrier.
  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
    • Heavy Metal now causes every 4th bullet to make targets volatile.
    • Vexadecimal now causes every 16th bullet to also weaken targets.
The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.
  • The Fundamentals now maintains its state across death or respawn. ##Perks
Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.
  • Will no longer work in Rumble.
Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.
  • Reduced draw time buff from 66% to 60%.
  • Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).
Grave Robber needed some extra love.
  • Will now activate on dealing damage with a powered melee, in addition to standard melee kills.
Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.
  • Special: About 15% smaller AoE size and 20% less damage.
  • Heavy: Same AoE as before and 30% more damage.
Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.
  • Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
  • Also provides a bonus to handling and a 5% scalar on each stat at base.
  • Being amplified will immediately activate the perk at its maximum effectiveness.
Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.
  • Instances of Underdog have been replaced with Pulse Monitor.
Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.
  • These no longer drop off when pulling out a Ghost or similar actions.
  • Now partially refill the weapon's magazine on activation.
The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.
  • Adjust the number of slow stacks applied based on properties of the weapon.
    • In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
  • All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.
  • Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
  • PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.
The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.
Perks that currently match your equipped subclass have been changed as follows:
  • Osmosis and Tessellation now match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped Super.
Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:
  • Now refills from reserves instead of from thin air and should trigger more reliably across weapon types. ##The Future
Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.
We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.
And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.
submitted by DTG_Bot to LowSodiumDestiny [link] [comments]


2024.05.15 19:00 DTG_Bot Dev Insights: The Final Shape Weapon Tuning Preview

Source: https://www.bungie.net/7/en/News/Article/weapon_tuning_the_final_shape
Hey, Guardians, it's the Weapons Team here with the weapon balance update for The Final Shape.
There's a lot to go through, from a comprehensive PvE weapon damage pass to Exotics changes, varying from substantial reworks to minor tweaks. We are also tamping down some outliers with an eye toward the World First race for the upcoming raid. And maybe there's a hint in here about a returning fan-favorite weapon, too...

Weapon Archetypes

Back in update 6.3.0, we rolled a set of Spec mods (Dragonfly, Surrounded, and Rampage) into the base functionality of those perks, and now we're coming for the rest of the Spec mods. We've increased base weapon damage almost universally (making exceptions for weapons that were already overperforming or that we buffed very recently) and have retired the following weapon mods:
  • Boss Spec, Taken Spec, Minor Spec, Major Spec, and Adept Big Ones Spec.
We were already happy with the damage output of Exotic Primary weapons and Trace Rifles, so we only slightly reduced their damage bonus versus red bars. In most cases this means their damage output is roughly unchanged (since they receive the buffs below).
  • Reduced damage bonus versus Minors from 40% to 30% (except Fighting Lion).
Included below are the matching damage changes by weapon archetype. Note that we made some exceptions for Exotic weapons that were already performing strongly and applied some buffs just to specific tiers of enemies. Except where noted, these changes are in PvE only. Also note that, because Exotic weapons can't equip mods, this gives them a larger relative buff than Legendaries, e.g., Riskrunner's maximum possible damage is increased 10% versus red bars, but Shayura's Wrath's is increased by 3% in effect because it can no longer slot a Minor Spec mod.
In addition to compensating for the removal of Spec mods, we've taken this opportunity to buff some weapon types that have languished in endgame PvE, most notably Pulse Rifles.
  • Increased base PvE damage versus all combatants.
    • Pulse Rifles: 20%
      • Exceptions: Graviton Lance and Revision Zero's Heavy Burst mode. (These both have an intrinsic PvE damage buff built in.)
    • Pellet Shotguns: 10%
      • Exceptions: Legend of Acrius, Tractor Cannon, Conditional Finality, and The Fourth Horseman. (These are all already performing as intended.)
    • Slug Shotguns: 9%
    • Fusion Rifles: 7%
      • Exceptions: One Thousand Voices. (This one was just buffed.)
    • Sniper Rifles: 7%
      • Exceptions: Izanagi's Burden's Honed Edge shots and Cloudstrike's storm. (These are both performing well.)
    • Glaive projectiles: 7%
    • Linear Fusion Rifles: 5%
  • Increased damage versus Minors (red bars)—this stacks with the base PvE damage increase.
    • Sidearms, Trace Rifles, Scout Rifles, and Bows: 20%
    • Auto Rifles and Pulse Rifles: 15%
      • For Pulse Rifles, this is in addition to the above buff, and Graviton Lance and Revision Zero's Heavy Burst mode are included.
        • I.e. Pulse Rifles will do 1.2 * 1.15 = 38% more damage to red bars.
    • Submachine Guns: 10%
    • Hand Cannons: 5%
  • Increased damage versus Majors (orange bars).
    • Trace Rifles: 20%
  • Increased damage globally, including PvP.
    • Machine Guns: 7%
    • Swords: 7%
  • Splash damage from add clear-Exotic Primary weapons was overperforming in The Final Shape when combined with the damage buffs listed above, so we've pulled it down slightly on a handful of weapons.
    • Reduced splash damage by 10%:
      • Sunshot
      • Trinity Ghoul
      • Polaris Lance
      • Graviton Lance
Several releases back, we gave Kinetic weapons a substantial damage bonus in PvE to account for it being harder to use them in subclass builds. In general, we're ok with leaving this in place until we have a better-defined role for Kinetic weapons, but the bonus damage versus Boss-tier combatants was making it hard for weapons of other damage types to compete.
  • Kinetic damage type weapons no longer deal bonus damage to bosses; damage to other combatant tiers is unchanged.
    • For example, a kinetic Sniper Rifle and a Stasis Sniper Rifle of the same subfamily will both deal the same damage to a boss.
We've also made some quality-of-life changes to several weapon types.
  • Updated Heavy, Adaptive, and Aggressive Burst weapon intrinsic names to match burst count across all weapon archetypes. Functionality is unchanged.
    • 2-burst: Heavy Burst
      • Includes Sidearms, Hand Cannons, and Pulse Rifles.
    • 3-burst: Adaptive Burst
      • Includes Sidearms, Linear Fusion Rifles, and Adaptive Pulse Rifles.
    • 4-burst: Aggressive Burst
      • Includes Pulse Rifles.
  • Removed the foundry name from the Veist Rapid-Fire, Häkke Precision, and Omolon Adaptive weapon intrinsics.
  • Scout Rifles
    • Updated the hip-fire reticle to better show accuracy and aim-assist state.
  • Hand Cannons
    • Some aggressive Hand Cannons struggle to compete with the stats of the top-tier examples [cough] Igneous Hammer [cough], so with Crimil's Dagger and Something New returning in The Final Shape, we updated their stats.
      • Crimil's Dagger (Iron Banner)
        • Stability: 23 to 31
        • Handling: 23 to 31
        • Magazine Size: 8 to 9
        • Airborne Effectiveness: 10 to 21
      • Something New (Solstice)
        • Stability: 27 to 30
        • Handling: 24 to 30
        • Magazine Size: 8 to 9
  • Low inventory Sniper Rifles were a little too low in PvE for our liking, so we've increased the minimum.
    • Increased minimum reserves from 14 to 17 shots; maximum reserve is unchanged.
  • Linear Fusion Rifles
    • Adaptive Burst Linear Fusion Rifles are strong, but in some cases are quite hard to control.
      • Reduced firing animation kick and recoil for Adaptive Linear Fusion Rifles.
  • Wave Frame Grenade Launchers deal competitive damage as of the Destiny 2: Into the Light update, but some stats on these didn't have a gameplay effect. In this pass, we're adjusting the blast radius.
    • The size of the wave is now affected by the blast radius stat. This will mostly impact the width of the wave, though the length and height will also be scaled.
      • The default display stat for the blast radius has been changed from 100 to 50 (where 50 represents the previous baseline—any stat over 50 will result in a larger wave segment than what was possible before).
    • Special ammo Wave – Frame Grenade Launchers overperform as add clear weapons in their current state, so we've pulled the length of the wave back a little.
      • Reduced the length of the waves from 22 meters to 15 meters (except for Dead Messenger).
  • Swords
    • Updated the Sword reticle to better indicate its charge state. When Sword energy is consumed, the amount of delay the Sword has before it begins to recharge now subtly appears in the reticle.
    • Bug fixes:
      • Fixed an issue where the Overwhelming Battlesong debuff from some missions would prevent Swords from recharging or losing energy while guarding.
      • Fixed an issue where unpowered caster Sword heavy attacks would not reset the Sword's energy recharge delay.
      • Fixed an issue where uncharged adaptive Sword heavy attacks cost the same amount of ammo as their charged counterparts. They now cost 1 ammo, same as other uncharged heavy attacks.

Exotics

Divinity's ability to bypass combatant gameplay by generating a weak spot (called a "cage" internally) on command has too high an uptime as it stands, particularly with trigger feathering. We're not changing how effective the cage is or how feathering works, but we are increasing how long it takes to generate the cage, which will make it less ammo-efficient and less useful against targets that break aim frequently.
  • Increased the number of shots required to generate the cage by 75% against combatants (PvP unchanged).
Rat King's firing animation makes the weapon hard to control at high rate of fire, so we've updated it.
  • Swapped the firing animation to the same one used by other auto-fire Sidearms.
Devil's Ruin could be made to apply its firing animation to other equipped Sidearms.
  • Fixed an issue where the firing animation from Devil's Ruin would get applied to other equipped Sidearms if the weapon was swapped during the firing animation.
Symmetry needed a little attention, particularly its reload speed and handling, so we took this opportunity to increase those via the catalyst.
  • Catalyst now provides +10 reload speed, +10 handling, and the Eddy Current perk, in addition to its existing effects.
Gjallarhorn's Wolfpack Rounds always looked like Arc projectiles, regardless of the weapon's actual damage type.
  • Updated the visuals of Wolfpack Rounds to match the damage type of the weapon.For example:
    • On Gjallarhorn, they will use Solar effects.
    • On the Royal Entry Void Rocket Launcher buffed by Gjallarhorn, they will have Void effects.
Touch of Malice's burn from the Darkness Ball didn't last long enough to be useful in PvE.
  • Increased duration of burn applied by the Darkness Ball against combatants from 2 to 3.5 seconds.
Osteo Striga made it too easy to spread poison across a whole encounter from a couple of kills of weak combatants.
  • Now has a 4-second cooldown on the poison burst on kills. (Poison burst from sustained damage doesn't receive this cooldown.)
Necrochasm's add clear role wasn't as strong as we'd like, so we've buffed it and replaced the Outlaw perk on the catalyst with a new, custom perk that leans into this role.
  • Intrinsic perk now provides increased reload speed after precision kills.
  • Increased duration of burn applied by the Cursed Thrall explosion against combatants from 2 to 3.5 seconds.
  • Catalyst has been rebuilt.
    • One for Thrall: Damaging 3 combatants in quick succession provides a period of increased damage, range, and aim assist.
While The Lament’s damage is roughly equivalent to other Swords, the healing on hit largely removes the intended downside of using a Sword for boss DPS, and the chained heavy attack was too strong.
  • Reduced healing effect by 20%.
  • While this weapon does inherit the 7% global buff to Swords, we've reduced the damage of the high end of the chained heavy attack by 20% from that point.
    • This means combos at lower stacks are less affected by the change than combos at higher stacks.
Dead Man's Tale's rapid-fire hipfire fantasy isn't landing as well as we'd like, so we've bumped up the rate of fire and added a bit of stability to Cranial Spike to make this easier to control. At the same time, its strength is skewed a little high on mouse and keyboard and a little low on controller, so we've tuned accuracy and magnetism (controller reticle friction) to address this.
  • Baseline:
    • Cranial Spike stacks now grant stability in addition to aim assist stat and range (+2 per stack).
    • Increased reload speed benefit of Cranial Spike stacks.
  • With catalyst, iwhen hip-firing:
    • Slightly reduced accuracy benefits.
    • Increased magnetism falloff scale (1.6 to 1.7).
    • Increased baseline rate of fire from 130RPM to 140RPM.
    • Removed PvE-only damage buff that scaled with stacks of Cranial Spike and added a 15% damage bonus at maximum stacks of Cranial Spike.
The Colony's fantasy of spawning self-replicating insectoid robots is something we've wanted to juice for a while now. This update allows The Colony to deal with waves of combatants in a unique way.
  • Now spawns additional insectoid robots on final blows. More robots (up to five) spawn from tougher combatants.
Truth has fallen far behind other Exotic Rocket Launchers, largely due to its lackluster damage, and we wanted to lean further into total rocket count.
  • Increased area-of-effect (AoE) damage such that it doesn't lose noticeable damage due to not dealing impact damage.
  • Increased total reserves by 3. (This is on top of the reserves change to high impact Rocket Launchers from the 7.3.5 update.)
The Queenbreaker's damage output is outpaced by Legendary Linear Fusion Rifles, so we've increased its damage and reserve ammo to compensate. We do see frequent requests to move Queenbreaker to the Energy slot, but given the number of Special ammo damage options in this slot, we have opted to push it further in the Heavy slot. We're working on some functionality changes to this weapon for a future update as well.
  • Increased damage versus bosses, minibosses, Champions, and vehicles by 12%.
  • Increased reserve ammunition by 3.
The power from Cerberus+1's focus fire perk from the Exotic catalyst was limited by it being always available. We've changed this to only being available following a kill, allowing us to increase its strength.
  • Focus fire now will activate on Special reloads following a kill and will no longer reduce range or rate of fire.
In a world where Bastion has competition for a Fusion Rifle in the kinetic slot, we felt that it was time to lean further into emulating Saint-14's combat style.
  • Reworked Saint's Fists perk: Dealing damage with melee increases your charge rate, damage, and reload speed for a short duration. Landing a majority of pellets in a burst increases melee damage.
Eriana's Vow has fallen behind other anti-barrier Special weapons and, as a Solar weapon, has the opportunity for a subclass tie-in.
  • Breaking a matched shield or piercing a Champion's Barrier will cause the target to ignite.
Deterministic Chaos didn't have a clear niche when it shipped, so we've redesigned it to be an anti-Champion and weakening powerhouse.
  • This weapon is now intrinsically anti-barrier.
  • The Heavy Metal and Vexadecimal perks have had their locations and behavior swapped.
    • Heavy Metal now causes every 4th bullet to make targets volatile.
    • Vexadecimal now causes every 16th bullet to also weaken targets.
The flexibility offered by The Fundamentals (on the Borealis, Hard Light, and Dead Messenger Exotic weapons) is useful, but most of the time there's no need to switch damage types rapidly, so it's irritating having the current damage type clear on death.
  • The Fundamentals now maintains its state across death or respawn.

Perks

Alacrity working in solo activities is intended, but it's too strong a perk to have 100% uptime in PvP.
  • Will no longer work in Rumble.
Archer's Gambit has been brought down a bit so it can be used on Legendary weapons.
  • Reduced draw time buff from 66% to 60%.
  • Reduced buff duration from 8 to 4 seconds (but it can now stack up to 8 seconds).
Grave Robber needed some extra love.
  • Will now activate on dealing damage with a powered melee, in addition to standard melee kills.
Chain Reaction is too strong on Special ammo weapons in its current form, so we've branched it between Heavy and Special ammo weapons and will be shipping it on new Special weapons in The Final Shape.
  • Special: About 15% smaller AoE size and 20% less damage.
  • Heavy: Same AoE as before and 30% more damage.
Eddy Current was a little too slow to activate and didn't provide a strong enough bonus, particularly when amplified.
  • Now takes 1.5 seconds of sprinting to activate instead of 3 seconds.
  • Also provides a bonus to handling and a 5% scalar on each stat at base.
  • Being amplified will immediately activate the perk at its maximum effectiveness.
Underdog was shelved a long time ago, but we wanted to swap it out for a more viable perk on weapons that still had it.
  • Instances of Underdog have been replaced with Pulse Monitor.
Osmosis and Permeability have some interesting build-crafting potential, but when all they do is change damage type, they don't have enough general utility. It's also irritating when the perk effect falls off when you don't actually put your weapon away.
  • These no longer drop off when pulling out a Ghost or similar actions.
  • Now partially refill the weapon's magazine on activation.
The previous Chill Clip change hurt slow rate of fire weapons disproportionately and left Rapid-Fire Fusion Rifles as the clear best option, so we've branched the functionality to account for this.
  • Adjust the number of slow stacks applied based on properties of the weapon.
    • In this case, Rapid-Fire Fusions like Riptide will still require 3 shots to freeze, but slower firing Fusions only require 2.
  • All other archetypes have been un-nerfed and only require 2 shots to freeze.
High Ground's functionality wasn't delivering on the concept strongly enough, so we've granted it better baseline functionality while retaining the fantasy.
  • Reworked to provide a stacking damage bonus when getting kills in any context (like Rampage) or instantly granting the maximum amount of stacks when damaging an enemy from the high ground.
  • PvE max bonus increased to a 25% damage bonus, and PvP max increased to 15%.
The Killing Tally perk on the original 21% Delirium Machine Gun has been updated to match the version found on random-rolled weapons.
Perks that currently match your equipped subclass have been changed as follows:
  • Osmosis and Tessellation now match the damage type of your equipped grenade.
  • Permeability and Elemental Capacitor now match the damage type of your equipped Super.
Deconstruct had a variety of issues that cropped up when it started to appear on AoE weapons. It's been updated to address bugs and prevent exploiting ammo generation:
  • Now refills from reserves instead of from thin air and should trigger more reliably across weapon types.

The Future

Now that we’re largely happy with weapon damage in PvP, we’re going to move the PvP-specific tuning out of the game modes and into base weapon tuning in the future. This will give us the ability to fine-tune damage per weapon subfamily, e.g., on precision Hand Cannons instead of all Hand Cannons.
We also have some big systems changes we’re working on for a future release, including redesigns of the PvP and PvE ammo economies, introducing more player choice into weapon mods and more new weapon types.
And that's all we had for today. We hope these changes will help you better understand how your arsenal will fare once The Final Shape arrives on June 4 and that you can better prepare your loadouts for the new raid. Be on the lookout for another sandbox-focused article coming on May 22 about abilities and Exotic armor.
submitted by DTG_Bot to DestinyTheGame [link] [comments]


2024.05.15 18:52 da_chicken Tiny Tina's Wonderlands is not what I was hoping it would be

I've never had a good opportunity to sit down and do a run through TTWL. I'd played a couple hours in the past, but never really made it the game I was going to play. Well, I've now spent about two weeks playing it in my spare time. I'm at or just after the Wastard boss fight, which is pretty close to the end of the main story. I've been doing some side quests, but I've wanted to unlock gear slots so I've been sticking to the main quest.
Overall, I am having fun. The good:
  1. The game is fun. The enemies are fun to fight. Flying enemies are a bit annoying, but they're kept pretty rare. I like how chaotic combat feels.
  2. I like that they made melee combat repeat by holding the button down. You don't have to mash that button anymore. 100% that should always be there going forward.
  3. I like the idea of armor, rings, amulets, and melee weapons being drops. That's cool. I kinda wish armor actually gave you armor, though.
  4. The story is fine. I appreciate the TTRPG jokes.
  5. Setting is cool. A fantasy world that feels true to TTRPG settings and as goofy as Borderlands likes to be.
  6. Voice acting is great. Villain is great. Tina is great. Other players are... whatever. I like Wanda Sykes even if her character is meh.
  7. Enemy variety is good. Talking skeletons are hilarious. Goblin "tricksters" in barrels are fun even if their ram attack has too much knockback.
However, I've got some criticisms. I'm wondering if I'm the only one to notice these. Most of these are small, but... there's so many little things that together I think TTWL is easily my least favorite game. It's like a death of 1,000 cuts. No huge glaring issues. Just things that tell you they didn't put as much care into Wonderlands. The game is undercooked. The bad:
  1. There aren't really mechanics around melee combat. You just hold down melee, and then try to keep the enemy on screen. There are talents that make you better and the weapons often feel satisfying, but overall melee doesn't feel very deep for how important it seems to be.
  2. Melee interrupting and resetting reload animations feels awful. Reload animations feel relatively long in WL, and if you miss the timing a little bit because some mob is eating your face that you want to finish off, you have to start the whole thing over. I really, really hate it.
  3. The classes are kinda underwhelming. They remind me of BL1 classes more than anything. The ability trees are kinda dull; mostly static mods that don't do a whole lot plus a few kill skills. The action skills just feel like unique spells unless it's a pet, but the number of spells waters them down a lot. Having two classes is a great idea, but... it's not transformative gameplay like the BL3 classes were. Ability scores in particular feel lazy.
  4. The way encounters work in instances really sucks. Instead of organically approaching an area, you're dumped into a combat arena. There aren't enough maps, either, or they get reused way too much. Instead of knowing where the enemies are and where safety is, they teleport in around you so you're constantly surrounded. Surrounded by melee enemies that will happily mob you and pin you in a corner. That might be realistic, but it's sure as shit ain't fun in an FPS. It's a good thing that snipers seem mostly terrible because there's so many encounters where they won't do anything. Need to run away and reload? The game will helpfully teleport enemies in front of you! And god help you if you die during the third stage of one of these instanced dungeons because you get to do all three of those fights again!
  5. OK, it's a little thing, but when you complete an overworld shrine they don't activate on their own. You have to go back and activate them. Why? Why isn't finding all 4 parts good enough? And why are the bonuses so boring? Faster walking on the overworld? 10% more XP? These... suck. They feel like, "We nerfed you from baseline so we could find rewards to give back to you!"
  6. The overworld likes to steal or lock your camera controls in certain areas. No. Bad. Stop that.
  7. Map navigation on PC is fucked, too. You have to drag the reticle on the map to select things. The mouse just isn't used as a pointing device. Oh, but if you accidentally have the mouse where the list of travel locations are going to be on the UI when you open the map, well, then the map will automatically refocus to that spot instead of where you are. Want to refocus on yourself? Too bad. The easiest way to do that is to move the mouse to the right side of the screen then close and re-open the map.
  8. The enemies feel... bizarrely bullet spongey. Worse, quite a lot of them just charge at you and melee. Even with an FOV of 105+, it's obnoxious simply because it's hard to see what is going on. I want the option of switching to third person camera.
  9. So many enemies randomly have immunity shields, too, where you have to wait until you can attack them. That's maybe fine for an area boss, especially when they flood the boss arena with adds or do a phase change, but it's bullshit that a mook pirate with a ship's wheel as a "shield" just takes no damage or that the miniboss has a 15s immunity shield on a 20s cooldown. It's not overpowered. It's boring. I'm reminded of EgoRaptor's Ocarina of Time video: "There is so much goddamn waiting"
  10. There's a lot of enemies that explode randomly when they die or have damage zones that persist after they die (sometimes from your own elemental weapons!). This has the knock-on effect of sometimes you win a combat, but then the last enemy explodes or drops a poison pool and that knocks you out. It feels very cheap and bullshitty in solo play whenever BL knocks you out after all the enemies die, and WL seems uniquely good at doing that to reset your progress by denying a Death Save.
  11. The character creator doesn't really work. You get 5,000 sliders for the head and face, but they don't seem to do a whole lot. More oddly, there are only two body types, and they're kind of fixed based on class. You're a stabbomancer. Want your character to be a waifish girl assassin? Well, too bad. That's not possible. You either look like a kind of buff male wrestler or a kind of buff female wrestler. It feels like it misses the point entirely.
  12. So many guns have slow projectile speeds or arcing projectiles that the gunplay really suffers. Certain weapons (magic blast shotguns and explosive lobbers) feel like they don't do the damage they're rated for, and the range of impact on the target is both extreme and too varied. Some weapons just have no effect at all. Others have huge knockback... but only sometimes. Both of these feel like they harm the quality of gunplay.
  13. The loot feels like it sucks. It's too time consuming to go through it all, especially with the stupid inventory still being the same as it was in BL2. Like the rings and amulets don't feel like they do a lot unless you get a god drop, so it's hard to compare them.
  14. The non-weapon class modifiers feel lazy and nebulous. "+10% Stabbomancer power." OK, great. I'm a stabbomancer. 10% of what now? Just my active skill? Every skill or talent? And the Epics have two classes chosen at random. So there's about a 1 in 20 chance that the game will drop loot with mods for both my actual classes, and about a 50% chance that it will have neither of them. Most non-weapon drop drops are automatically trash loot for you. But you had best pick it all up to sell, because....
  15. Why are the SDUs so goddamn expensive? In fact, why is everything so goddamn expensive? If you want to buy something from the vending machine it's going to be 50% or more of your funds. I remember saving up to be able to afford maybe one thing from the vending machine in the future. That's steady throughout the whole game for me. SDUs are just a further drain.
  16. Dark element seems too good. Like I just always keep a dark element weapon on me now because it's basically the only active way to heal. You can either find potions on the ground (why can't I carry them?) or use a vending machine to heal (which I don't think I've done since BL1) or explode a healing barrel or I can use a dark weapon. That's it. Oh, I suppose you might get a drop with 0.5% heal per second on it, but whatever. I get that lightning is good vs ward, poison is good vs armor, fire is good vs flesh, and ice is good vs bone. But dark is the only way to extend survivability, really. Mainly because running away is often impossible (instanced encounters).
  17. The default keyboard layout is total garbage now, and I think it's because melee is important. WASD. E use. R reload. 1-4 weapons. Space is jump. F spell and G skill (or vice versa). H another skill sometimes. LCtrl slide and crouch and slam. Q is tag (I think?). C weapon mode. V is melee? Really? Why is such an important key there? It doesn't feel like they actually planned any of this out. I know it's the exact same layout as BL3, but the gameplay is much different. It's really annoying in ways I didn't expect. Why does it feel like there was just no thought put into how making melee important might prompt changes to the key layout? It just feels like every character is as input heavy as BL3's Zane, and it's because they didn't really think about anything.
  18. This has been a constant issue for me since Borderlands 2 (in BL1 it felt appropriate). Since they keep making this thoughtless design mistake I'm going to keep bringing it up. Why do they keep starting you off with only 2 weapon slots? Why does gear drop that I can't even equip? Why are gear slots locked at all if you can just level-gate drops from some categories? It's a looter shooter focused on switching weapons and gear frequently! Let me use the loot that drops and let me use more weapons! This is a shitty progression mechanic, and it feels even worse here. I think I found my first ring 4-5 levels before I could actually equip it. I'd found two epic rings before I could even equip one.
I'm not going to give up on the game because in spite of all that it is often fun. But I think this is the worst BL game. Which is a shame because Tiny Tina's Assault on Dragon Keep is probably the top tier for Borderlands, IMO.
submitted by da_chicken to Borderlands [link] [comments]


2024.05.15 04:30 dylan-dofst Terrible disk performance on Windows 11 VM

I know this is commonly posted, but I've tried every optimization I can find and while some seem to cause marginal improvement I cannot seem to fix this.
I have intermittent (but frequent, usually multiple times per hour and lasting a few minutes on average) spikes of 100% disk usage (as reported by Windows task manager) that completely lock up my VM. Usually when this happens actual disk usage is very low, often < 1MiB/s or even < 0.5MiB/s. It seems to correlate with multiple Windows processes using the disk but I've seen it happen with as few as three simultaneous processes or as many as eight. At other times the drive can achieve speeds of >200MiB/s without problems.
The physical device is a CT2000BX500SSD1 SSD drive. Nothing fancy, but it is a decent SSD and performs as expected on tests with the host. The drive is dedicated to my Windows VM and should not otherwise be used by the host.
I am using the virtio drivers and I have a pinned iothread. I've tried a few alternate configurations described on https://wiki.archlinux.org/title/PCI_passthrough_via_OVMF#Virtio_disk as well, along with an assortment of recommendations I've seen on reddit threads, forum posts, etc. What I have now is what works "best", but still not particularly well.
Please if anyone has had any similar issues or sees anything wrong with my configuration let me know.
My full libvirt configuration is below:
 win11 696ee705-7c0e-4449-b831-1a8adfc521bf      32800768 32800768     12 1                  hvm     /usshare/edk2/x64/OVMF_CODE.secboot.4m.fd /valib/libvirt/qemu/nvram/win11_VARS.fd                                   destroy restart destroy      /usbin/qemu-system-x86_64       
submitted by dylan-dofst to VFIO [link] [comments]


2024.05.15 04:04 MagicalCacti Does anyone have a working jukebox looper that fits all tracks?

With the edition of the three new music discs making most music machines don’t hold the fifteen good music discs in the game, due to hoppers prioritizing the left most slot you need a larger machine to fit all the discs, however I can’t seem to get one working.
I attempted a dropper line to manually separate and loop them, however the discs keep jumping and I end up with them backing up due to the randomness due to how the dropper works. Anyone have a machine that fixes these issues?
submitted by MagicalCacti to Minecraft [link] [comments]


2024.05.14 23:39 TheJude81 Serving my 30 Day suspension

Greetings All & One!!~
I, like many others, got hit with a suspension from R*, and I'll admit it was my own fault.
At 1st I would select Online mode from the game type selection menu and then load a private session so I could use Kiddions, but then I got cocky.
I'd be in public sessions and teleport around to get my business started for the day. I'd teleport & chase griefer, exacting my version of anti-griefing. I'd rig the slot machines to win big, stopping at 10mil per session. Rig the Lucky Wheel and get the podium car. Go through the various clothing stores and buy anything pink [my character was a lose adaptation of the 1st pink Pow Ranger]. Twice I had been in public sessions where a modder had raised my rank without notice; first time I went from 10 to 260; the sound was so anxiety inducing I muted my speakers. The 2nd time it was a handful of levels, but I got a message from Solomon thanking be for reclaiming his movie props. I had never started this mission thread, And when I went to his office to claim the mission reward I got the initial message from Solomon about the movie prop mission thread.
So, once my 30 Day suspension is up here is my plan to continue using Kiddions:
Anyone have any suggestions they would like to add?
submitted by TheJude81 to Kiddions [link] [comments]


2024.05.14 20:34 btesch86 New to slots , need advice

I am mostly a table game player so typically stay away from the slots, but my casino is giving me nearly $3000 in slot play this month and don’t want it all to go to waste. I get on average $750 each week to spend.
I just got on Dragon link with $175 of free slot play and won $450! Not sure if that’s a big hit in relation to my free slot play but I’ll take any free money!
What I need advice on is how do I know which machines I should use my free play on to get the most bang for my buck.
The only rule I stand by is I do max lines with a $10 bet per spin. Any suggestions would be much appreciated !
submitted by btesch86 to slots [link] [comments]


2024.05.14 18:27 Neverbethesky One-man IT contractor, looking for something more practical than my XPS 9500

I currently have an XPS 15 9500 (i7-10750H 32GB RAM 1TB SDD and a 1650Ti), connected to two 27" 1440p monitors when I'm at the office.
I got it before I became a one-man IT contractor and so it's a little bit impractical on account of only having 3x USB-C slots, one of which has to be used for charging... having no ethernet or standard USB ports is a pain.
It also thermal throttles a LOT, so it's actually not that fast most of the time, but I also really love the form factor.
Most of the time I've got a tonne of Chrome tabs open, Outlook, Office, my RMM software, Evernote/OneNote, often some kind of streaming on the laptop screen... I also use Photoshop, Illustrator and Premiere moderately and in the evenings I do a little gaming too... nothing super high-res. I also run some VMs too.
I really, REALLY like the big trackpad. It's the best I've ever used.
Basically I'm just looking for something that is closer to a mobile workstation, without being a mobile workstation. Something solid, decent size screen (15/16"), powerful, decent graphics card, but not a big clunky gaming machine. Needs to look pro and be road-safe (i.e. to and from my office several times per day). Oh and something that has a numpad, I miss those.
Edit: Budget flexible, in the £1000 region.
Thanks!
submitted by Neverbethesky to SuggestALaptop [link] [comments]


2024.05.14 16:13 Brilliant-West2635 Item sorter filter blocks not staying in the hopper

Not sure what the original name of the design is but I'm using the design in impulseSV's video (3 hoppers per slice, top facing left or right, middle facing forward and bottom facing into the chests, comparators facing away from hoppers on same level as middle hopper etc. idk if that's enough info to visualise but this is getting long), followed it to the T but the filter items (one named block in each of the 4 right slots) keep moving into the chest and I can't figure out why.
I am using glass as my building block and I'm in the nether (trying to get an item sorter on my gold farm so i stop getting flesh and swords) if that helps
submitted by Brilliant-West2635 to technicalminecraft [link] [comments]


2024.05.14 12:18 cheinyeanlim Nvidia’s Quantum Computing

Nvidia’s Quantum Computing
Nvidia announced it will accelerate quantum computing efforts at national supercomputing centers in Germany, Japan, and Poland using its open-source CUDA-Q platform.
The centers will integrate quantum processing units (QPUs) from various providers with Nvidia's Grace Hopper Superchips to create hybrid quantum-classical supercomputing systems. These systems aim to advance research in areas like AI, energy, biology, chemistry, and machine learning.
Stay ahead of the curve with the latest trends in tech and marketing – join our subreddit community martechnewser today for instant notifications!
https://preview.redd.it/gkayw8o3bd0d1.jpg?width=750&format=pjpg&auto=webp&s=7eb4ff84ab378960bb21fd15e732ec4ab8d735dc
  • Supercomputing sites in Germany, Japan, and Poland are enhancing their Nvidia-accelerated high-performance computing systems with Quantum Processing Units (QPUs) to advance scientific research and discovery.
  • Nvidia's quantum computing platform, alongside the integration of QPUs and GPUs, is setting the stage for breakthroughs in fields like AI, energy, biology, and quantum-integrated supercomputing.
  • By leveraging quantum computing, researchers can explore complex simulations and optimizations in chemistry and other sciences, potentially speeding up discoveries and innovations.
  • The global push towards sovereign AI and the construction of AI-based supercomputers underlines the strategic importance of domestically hosted AI technologies for national security and innovation.
  • Nvidia's Grace Hopper Superchips and the new quantum-classical accelerated computing systems they power are significantly increasing the energy efficiency and performance of scientific research.
Germany’s Jülich Supercomputing Centre is integrating a Quantum Processing Unit built by IQM Quantum Computers into its Nvidia-powered Jupiter supercomputer - part of a quantum-classical computing hybrid that represents a significant leap towards solving complex scientific problems more efficiently.
"Useful quantum computing will be enabled by the tight integration of quantum with GPU supercomputing," said Tim Costa, director of quantum and HPC at Nvidia.
The combined systems from the nine new supercomputing centers using Nvidia Grace Hopper Superchips deliver an astounding 200 exaflops, or 200 quintillion calculations per second, illustrating the formidable computational power being harnessed for AI and scientific research globally.
submitted by cheinyeanlim to martechnewser [link] [comments]


2024.05.13 20:57 Killercombo3 Changes & New Additions List

Helldivers 2 has gotten a little stale recently with the Polar Patriots warbond new additions being mostly bad, the Airburst Rocket Launcher also being bad, and the new anti-tank mines actually look decent but will probably have to long of a cooldown so they will be niche. I'm proposing changes that could spice up the game by changing up enemies, modifiers, and weapons. Let me know what you think about the changes and what could be improved as I'm not a game designer and just want to see Helldivers 2 be better.
Assault Rifles
Assault Rifles are probably the worst class of guns in Helldivers, they don't excel at anything and aren't even that good allround. They need massive help
Liberator: Currently the base Liberator is just a worse Sickle. Not only does the Sickle have infinite ammo but for some reason it has higher DPS. I would reccomend changing its damage to 70 per shot and 11 shots per second bringing up its damage to 770 DPS. To go with the higher firerate, changing the reload time to 1.5 seconds on tactical reload and 2 seconds on a full reload would make the gun feel much better as a starter gun because it would just feel faster and kill better.
Liberator Penetrator: Liberator Penetrator is one of the worst weapons in the game. It has medium armor penetration but lacks any stopping power for it to be useful. Bringing the damage per shot up to 60 and upping the ammo to 35 bullets per magazine will take it a long way, having 640 DPS and medium armor penetration but having less bullets
Liberator Concussive: Liberator Concussive has the same probelm as the Liberator Penetrator in that it can't kill but even worse. I would reccomend bringing its damage up to a whopping 90 damage per shot. This sounds crazy but the changes to enemy spawns makes this more fair which i will discuss later. This increase in damage would give it a niche of a long range way of stunning bot enemies and actually being able to kill them. DPS would be 480 which isn't that crazy but the concussive ability would help. If I'm being honest this one might still be to weak so tell me what you reccomend changing for this gun.
Tenderizer: Tenderizer is in a very bad spot because it's an inferior Liberator even without my changes. I would reccomend bringing up its damage up to 70 per shot giving it a DPS of 700. In addition, because the DPS is lower I think giving it a small amount of stagger where enemies can't move or shoot back could go a long way in differentiating itself from the Liberator. Making the Tenderizer stagger enemies such as Hunters, Brood Commanders, Scout Striders (Striders wouldn't be damaged because of the lack of medium armor penetration but would be staggered if hit from the front), and standard Devastators would make the gun much more fun. Also make it fully resupply when refilling with resupply boxes like all other weapons.
Adjudicator: Adjudicator is in a pretty bad spot right now. It has poor handling and the damage isn't high enough to reliably one shot trash mobs, but it also doesn't have good enough damage to deal with more serious threats. I would reccomend bringing the damage up to 100 per shot for a total of 916 DPS. This would help justify the lower than average 25 bullets in a magazine.
Marksman Rifles
Marksman Rifles are in a decent spot with only the Diligence needing some help so that's what I've focused on.
Dilligence: The Dilligence is hard to balance as it is decent on bugs and bots but excels in neither of them. In addition it's hard to juggle balancing the Adjudicator, Dilligence, and the Diligence Counter-Sniper to make sure they're all good in their own ways. I think it might be fun to make the Dilligence the "easy medium armor penetration rifle". Get rid of almost all of its recoil and sway to promote more aggresive playstyles. The Dilligence would have lower DPS than the Adjudicator but it would be much easier to control and would just feel fun.
Dilligence Counter-Sniper: Honestly this weapon is perfect right now. It fulfills its role on bots perfectly and is fun to use. I worry that the Adjudicator changes would make this gun obsolete but I think it would still have its own niche. No changes
Sub-Machine Guns
One of the most consistent weapon types in the game with really only the Knight needing some help.
Defender: One of the most well balanced weapons in the game. No changes
Pummeler: It might be to early to say but the Pummeler feels good to use and fulfills its role, being worse at trash clear compared to the Defender but better against heavier targets thanks to the stagger. My opinion could change but for right now I don't think it needs any changes. no changes
Knight: The Knight is right now pretty bad just because it has a low ammo count for its firerate and fairly long reload time. These 2 factors just make the gun feel unfun to use because you are spending so much time reloading. It takes only 2 seconds to unload a full clip and 2.5 seconds to reload a full clip so you literally spend more time reloading than shooting. I would reccomend increasing the ammo per magazine from 50 bullets to a staggering 100 bullets per magazine and lowering the total number of magazines to 5. This would change the weapon's problem from "I have no ammo" to "I need to control my recoil so that I can kill better". This gun would reward close range play and good recoil management, being able to deal massive DPS if you can hit your shots.
Shotguns
Shotguns are probably the best class of weapon, issue being that some shotguns heavily outclass others. My goal is to equalize the difference between the shotguns and give them their own niches
Punisher: The most forgettable shotgun, the Punisher really just doesn't feel special. I admit that I don't have much experience with this gun so please tell me what you think about this gun currently. I think it would be cool if this shotgun was a jack of all trades shotgun. Reduce the spread but still have it be there and increase the firerate to 2 shots per second for a DPS of 810. It wouldn't have the range of a Slugger or the close range damage of a Breaker but it would have a little bit of both.
Slugger: Honestly just give it back its old stagger. This gun would functionally but the "precision shotgun" staggering and killing larger targers but having lower DPS in exchange
Breaker: Really the Breaker doesn't need help. It tears through trash mobs and does well against larger targets as well. The Breaker is fun and fair. It has lower ammo and not the greatest range but it's 100% workable. No changes
Breaker Spray & Pray: Breaker S&P isn't a bad weapon at all but it's 100% outclassed by the Breaker Incindiary. The only change I would make is to give it a 30 round magazine with 7 magazines to further lean into the "Spray and Pray" aspect of the gun.
Breaker Incindiary: This gun needs nerfs. I love the thing but it outclasses the Breaker Spray & Pray and fulfills its own niche at the same time. I would reccomend bringing down the firerate from 5 shots per second to 4, lowering its DPS from 1200 without accounting for fire damage to a DPS of 960 without accounting for fire damage. This lowered firerate would make the gun lean into its gimmick and have the fire do more work.
Explosive Weapons
Explosive weapons are probably the hardest to balance due to all of the recent nerfs to the Eruptor and Crossbow. I've decided to skip these weapons as I don't fully understand how explosive damage works
Dominator: A gun with good strengths and a fair amount of weaknesses to hold it back, making it fair. No changes
Energy Weapons
One of my favorite types of weapons and one that doesn't require much balancing.
Blitzer: The only change I have in mind for this weapon is the way that targeting works. Make it so that when you aren't aiming it the gun will always try to target as many enemies as possible and when aimed in it will aim all of the shots at the crosshair
Purifier: This weapon needs more testing but is unanimously agreed to be trash. If the gun works the way I think it does then the damage is much lower than people think it is, with the bolt dealing a respectable 250 damage but the explosion dealing much less. I would reccomend making the bolt and the explosion do 250 damage, essentially one shotting any low or medium level bot including Scout Striders. This should be fair because it has a large charge up time inbetween shots
Punisher Plasma: One of the most underrated weapons and a personal favorite of mine. I love what they did to the weapon but it deserves a small nerf. Revert the projectile speed to the way it was before it was buffed or find a middle ground from where it is now and where it was before
Scythe: The problem with the Scythe is really the way damage is dealt. It deals 350 per second. The issue with this is it's slow to kill anything because it at minimum takes 1 second for damage to be applied. I would reccomend making it so that damage starts as soon as the laser touches something for the first time. This could be abused so i would also reccomend raising the charge up time to .6 seconds. I'm not 100% sure if this would work how I think it would so please let me know what you think. I'll try and illustrate what this looks like
Current version
(Laser touches, 1 second passes, damage)
Changed version
(Laser touches and damages at the same time, 1 second passes, damage)
Sickle: Fantastic weapon that is fun to use. No changes
Scorcher: Fantastic weapon, great all around with low ammo to balance it. No changes
Pistols
Pistols are in an ok spot right now but some overshadow others largely
Peacemaker: I bet you don't even know what the Peacemaker is because nobody ever uses it. The Peacemaker needs some massive help. I would reccomend raising the Peacemaker's total ammo to 25 rounds per magazine, raising the magazines to 7 magainzes total, and raising the damage anywhere from 80-90 per shot. The damage would still be just ok, being good on trash mobs, but would be a big help on builds that waste a lot of ammo. I want the Peacemaker to one shot Hunters and Pouncers as I think that's the only change that could make it actually strong and not overshadow other secondaries
Redeemer: No changes. It's very useful as an "Oh shit" tool. It would have lower DPS than the Peacemaker but would be easier to use in a pinch because it's full auto where the Peacemaker is semi auto
Senator: No changes. Great gun with it's own niche
Dagger: Literal trash, it has the lowest DPS in the game, has a large cooldown, and builds heat quickly. I would change it so that it can't overheat at all and even then it might still be trash. Let me know if there are any better ways to balance it
Grenade Pistol: Great utility weapon. The only change I would make is to make the explosion radius a little bigger to more reliably destroy bot fabricators
Verdict: It's to early to tell but the Verdict looks strong, being similar to the Senator with a better ammo economy but no medium armor penetration. Making it a reliable anti medium target weapon. No changes
Grenades
Grenades are in a weird spot right now, with some being amazing and some being bad and I aim to raise the lower end of grenades to be in line with the rest
High Explosive: No changes. It's decent having a larger blast than impacts but being slower
Frag Grenades: These things are bad. I would change the max number of grenades from 4 to 6 when holding these grenades, making them great against fabricators and bug holes
Incindiary Grenades: Raise the blast radius and it's good
Incindiary Impacts: As long as the Impact grenades radius is smaller than the normal version, it's good
Impact Grenades: No changes
Stun Grenades: No changes
Thermite Grenades: These things need help. They really only have 2 uses. 1-2 well placed Thermites and and an anti-tank shot will kill a Bile Titan and 1 Thermite will destroy a Cannon Turret. I would reccomend increasing the final explosion blast radius size, damage, and the thermite burn radius. This would cause 1 anti-tank shot and 1 Thermite to consistently kill Bile Titans, it would be easier to hit Hulk eyes with Thermites and 1 shot them, and Thermites should kill with 2 grenades if hitting a Tank heat vent. Thermites should also strip Charger armor with 1 Thermite
Support Weapons
Expendable Anti-Tank: No changes, great support weapon
Recoiless Rifle: Increase the size of the explosion making it easier to hit weakpoints, Making it stronger than other anti-tank options in exchange for the backpack slot
Spear: Fix the tracking to be much more consistent. The Spear just doesn't have enough ammo and should have 6 shots instead of 4
Quasar Cannon: No changes, has unlimited ammo but has a cooldown and charge up time
Airburst Rocket Launcher: This thing is so dogshit. It requires a backpack slot, needs to shoot enemies far away from allies or you'll kill them or yourself, doesn't gurantee killing everything in the blast radius, etc. This thing needs a massive damage buff to be worth using. Increase the amount of cluster bombs to gurantee that whatever is in the radius is dead including Hulks. Increase the armor penetration value to at least strip Charger armor and do big damage to it, if that's not enough it should kill Chargers outright
Grenade Launcher: Increase the amount of magazines from 2 to 3. This thing is great but the low ammo makes it unviable so increasing the magazines by 1 will go a long way
Railgun: This thing needs help. It should require only 2 level 7-8 shots to strip Charger leg armor. It should 4 shot a Bile Titan in the face when using max charge shots. and 3 max charge shots should kill tank vents
Stalwart: The Stalwart is IMO an underrated pick on bugs. Its main issue is really that it's only good at unarmored horde clearing, leaving the user prone to being attacked by armored and high level enemies. I would propose that giving it medium armor penetration would take it a long way as one of the best horde clearing weapons, being able to deal with Hive Guards, Bile Spewers, and Scout Striders easier
Machine Gun: The Machine Gun might be the least used support weapon in Helldivers 2. It just doesn't really do anything special that another support can't do better. I would reccomend giving it heavy armor penetration, allowing it to kill Hulks when hitting the eye and it would go through devastator armor
Heavy Machine Gun: Unfortunately, from its inception the HMG has been bottom tier. It recently got a crosshair but even still it just gets outclassed by the Anti-Material Rifle, Laser Cannon, and even the Railgun. I think it could be cool to up the ammo to 100 rounds per magazine and add an optional backpack. This backpack would add an extra magazine and would increase the armor penetration to go through Charger & Hulk armor
Anti-Material Rifle: The AMR probably needs a small nerf. It 1-2 shots anything on the bot front. I would reccomend reverting its damage so that it needs to headshot devastators to one shot them
Autocannon: No changes
Laser Cannon: No changes
Arc Thrower: Make the Arc Thrower staggestun lock Hulks again and its great. Right now it's useless on bots
Flamethrower: The Flamethrower is great because it can horde clear and kill Chargers very efficiently. This is most likely unintentional but it is very fun. I would reccomend lowering the total magazines from 4 to 3 to balance out the Flamethrower's strengths.
Backpacks
Guard Dog: Guard Dog is currently just overshadowed by its Rover variant. I would reccomend changing the gun from the Liberator to the Liberator Penatrator, with the damage being the same but giving it medium armor penetration. Ammo boxes should also refill its ammo
Guard Dog Rover: No changes, the nerfs were justified. This is still a great horde clearing weapon but it doesn't play the game for you anymore
Supply Pack: No changes, you give up a backpack slot but you get 4 resupply boxes which is a big help and is balanced
Ballistic Shield: No changes, it fulfills its niche on bots and will get even better as time passes with new 1 handed weapons
Jump Pack: No changes, the Jump Pack is decent but it becomes much better depending on the primary weapon you use
Shield Generator Pack: No changes
Emplacements
Anti-Personnel Mines: Mines are completely terrible right now, their damage is decent but the cooldowns are just to long to be useful. I reccomend reducing their cooldown from 3 minutes to 1 minute
Incendiary Mines: Just like the Anti-Personnel Mines, the cooldown should be brought down to 1 minute but also since fire damage is weaker than explosive damage, there should be more Incendiary Mines in a larger radius
Machine Gun Sentry: The Machine Gun Sentry is just a weaker version of the Gatling Sentry. Instead of bringing the power of the MG Sentry up, I think it would be cool to lower the cooldown of the MG sentry. The idea with this sentry is to be the disposable horde clear sentry, similar to how EATs are the disposable anti-heavy support weapon
Gatling Sentry: No changes
Autocannon Sentry: No changes
Mortar Sentry: No changes
EMS Mortar Sentry: No changes
Rocket Sentry: Right now the Rocket Sentry is just largely inferior to the AC Sentry. I think it could be cool to increase the range and projectile speed of the Rocket Sentry massively. This would make it a lower DPS but longer range sentry with more ammo compared to the AC Sentry. The AC Sentry would be better in terms of DPS but would require better positioning and defense while the Rocket Sentry is something you could put farther away that would help with larger targets, which is what a missle should do.
Tesla Tower: I haven't used the Tesla Tower enough to discuss what should be done about it, please let me know what ideas you have for it
HMG Emplacement: Really just make the HMG Emplacement affected by sentry upgrades. These upgrades would give the HMG Emplacement more ammo, a better turn speed, and more health
Eagles & Orbitals
There are to many to list so I'll only be listing Offensive Stratagems that should be changed
Eagle Strafing Run: Give it heavy armor penetration. It would be good way to horde clear and kill larger targets but wouldn't excel at either role
Eagle Airstrike: Reduce the uses from 2 to 1. This thing is just to good to have 2 uses. It horde clears, kills bosses, destroy fabricators and bug holes, has multiple uses, etc. Nerfing the amount of uses before it goes on cooldown brings up a lot of other stratagems
Eagle Cluster Bomb: Reduce uses from 4 to 3
Orbital Gatling Barrage: The OGB should target and move around instead of being a stationary stratagem. Instead of targeting high level enemies it should target groups of low level enemies.
Enemy Changes
I might be in the minority but I feel like the main game mode (Helldive difficulty, 4 players) is to easy. I would reccomend buffing up the enemies to not only account for all of these new buffs but also to make Helldive hard again. All of these changes would only apply to Helldive difficulty as that's the only difficulty I have enough experience to have a good idea of what should change
Increased spawns on objectives: Objectives currently need to have more spawns, there is just to much downtime. Of course each objective will need its own spawnrates based on how long and how difficult each objective but generally there needs to be less enemies
Pouncers: Low level bug enemies are currently not threatening enough. They have low health, low damage, and are slow. I would reccomend increasing the Pouncer's movement speed to increase their ability to swarm players.
Warriors: Just like the Pouncers, Warriors just aren't very scary and should have increased movement speed to make them still a threat with their ability to swarm
Bile Spewers: These things need to be shot. Their spit attack is 100% broken. Damage on the spit attack needs to be reduced so that it isn't a one shot. I think a cool change though to make them still a threat is that diving would get rid of the slow debuff, but it would also increase the DOT from the acid, giving the player the choice between their movement or their health. Slow debuff should only be applied if the acid attack hits, not if the acid is in your general area
Bile Titans: These things are honestly just to tanky and completely define bug missions. There are to few ways to kill these. You either need an anti-tank support weapon or an anti-heavy stratagem. I think a good change would be that the legs should have lower armor (maybe heavy armor penetration and explosive weapons can do damage) and that if a leg is hit enough the Bile Titan would die. Hitting the head with anti-tank weapons would still be faster and leg shots would probably require 2-3 people to shoot the leg to kill the Titan at a reasonable pace but Titans wouldn't be unkillable.
Heavy Devastators: Devastators just need an accuracy nerf. They kill incredibly quickly and they frequently spawn so nerfing their accuracy would make them more fun to fight
New Additions
These are a few new additions to the game that I think would be cool
Gas Grenade: A portable version of the Orbital Gas Strike. It would have a larger AOE compared to incindiary grenades but a lower DPS
Thermite Breacher: A new support bolt-action sniper rifle that uses large thermite bullets. There would be 3 shots per magazine and 4 magazines total. Shooting this weapon sticks a large thermite bullet that deals high damage over time that explodes, similarly to the thermite grenade. No 3rd person scope. 1 leg shot would strip Charger armor, 2 headshots would kill. 3 headshots would kill a Bile Titan. One eye shot would kill a hulk, 2 shots would destroy heat vents
Incindiary Grenade Launcher: A grenade launcher with 4 magazines that shot incindiary grenades
Gas Grenade Launcher: A grenade launcher with 4 magazines that shot gas grenades. These grenades would have a larger AOE compared to the Incindiary Grenade Launcher but a lower DPS
Arc Spitter: An arc assault rifle that had lower damage per shot and firerate, but would also fire arc shots that could arc to 1 other target per shot
Glide Pack: A varaint of the Jump Pack. It doesn't have as much vertical height but you can hold the space bar to slowly glide back to the ground
Roman Exosuit: A new Exosuit meant to be used against bots. The left hand would have a shield that could block bullets from the front and would break after taking enough damage. The right hand would have a large Laser Cannon that could overheat and would have a long cooldown when overheated
Angel Support: A Pelican would come down from the Super Destroyer to hover over the player for 30 seconds. Would have unlimited ammo and a 4 minute cooldown. So far the 2 weapons I think it could have is an Autocannon and Gatling gun
Care Package: Once every 1.5 minutes, call down a Care Package that gives the player a random one time use stratagem that goes away upon death. Can only hold 1 Care Package stratagem at a time
Fido: A new stratagem that summons an AI controlled car. This car would go around spotting enemies, finding side objectives, collecting ammo, supplies, and samples
Sharpshooter: A new armor passive. Hitting weakpoints on medium and high level targets would reward the player with ammo, stims, & grenades. If a weakpoint breaks such as a brood commander leg or the target dies due to being hit in weakpoint, get some supplies back. This effect does not apply to low level targets. 5% chance to get a stim, 15% chance to get a grenade, 20% chance to get a support weapon magazine, 60% chance to get a primary and secondary magazine.
Thick Skin: A new armor passive. 25% damage reduction when being hit in the back or side
Extrasensory: A new armor passive. Gain the ability to detect enemies offscreen in a 25m radius
End of thread, please let me know what you liked and what you think should be changed
submitted by Killercombo3 to Helldivers [link] [comments]


2024.05.13 19:38 lSherlockl [WTS](USA-WI) KWA Kz.61 / VZ 61 +RS part kit, Ares Helios (Striker), Fieldcraft Precision sniper (VSR), WE galaxy NIB, Mantis X (G34), Ares gearbox, SR25 parts, SR25 mags, KWA K120c's, Pmag, red dot, Misc parts

Hello!
large batch of cleanouts from me some freinds/teammates. I will do my best to get back to each and every one of you but this oils the largest listing I have done in quite some time. First come first serve if i don't hear a response within 24 hrs. I will move on to the next person in queue if there is one. Just trying to be clear and avoid any messes.
Prices DO Not include shipping and are all OBO unless noted otherwise. Not really interested in trades at this point well maybe an Apc9-k (I have a odd interest in a m1919 ) but feel free to ask and or offer, but really cash is king. I can quote USPS, UPS, and FEDEX. Payments handled via PayPal and local pickup is a option in east central WI.
Most of the smaller items are Flexible and or I am willing to deal on if buying other stuff.
I do also have a KWA KZ.61 / VZ61 that i need to get pics and list up as well as a real steel parts kit if anyone is interested (was a backburner project to see if it could be converted to use some real steel parts like upper receiver stock etc. just too busy and lost interest in the project
KWA Kz.61 / VZ 61
https://imgur.com/a/TLpPxhe
https://youtu.be/KboKBt1lplg
KWA kz. 61 aka vz 61, or Scorpion.
used condition completely cleaned and relubricated. incudes the black nylon brain exploder mounts. Missing one charging handle. Bucking was just replaced with a modify one may need a little break in. One short mag leak free cycles and shoots fine.
Asking $160 OBO
Also have a real steel parts kit
https://imgur.com/a/uwoFUAM
complete vz parts kit , was originally picked up to work on messign with using the stamped steel upper grip etc other parts with the airsoft one. TLDR is sat on the shelf too long and lost interest. Any questions let me know. barrel is 32 acp us made (if you thinking about diameters.
asking $170 OBO or $320 for Both RS parts kit and airsoft Kz.61
Ares Helios (Striker) bolt action sniper
https://imgur.com/a/FlEYwzT
selling for a freind, Used LNIB never fielded. Comes with two mags, one square bottom and one angled bottom. fully cleaned and re-lubricated. The cocking indicator has been removed for a smoother easier pull. Cocking indicator included in little baggie, but really i don't think i would recommend using one unless you get one of the aftermarket pin setups. the threading and friction added by the stock one is a little shoddy. Airseal is great +- 1 fps on .28s 1.82j.
Asking $150 OBO
Barrett Fieldcraft Precision Bolt Action Gas Sniper (VSR)
https://imgur.com/a/s7hn0qs
https://youtu.be/9W5MQY0Uarw
Also selling this one for a friend. Barrett Fieldcraft Precision Bolt Action Gas Sniper believe this is the greengas version. Includes, gun, one vsr mag, rail mount, and a green gas nozzle extended to help fill the bolt with gas. personally I do not like "green gas" or gas filled bolt systems. I would strongly recommend moving over to a spring bolt but the rest of the gun/body i would say is built really well. 90 degree zero trigger. well made machined outer barrel and receiver that mate really well stops perfectly when threading the outer barrel into the receiver. some unknown brand steel inner barrel. Stock is also very well made, and as woodworker rather impressed me, most airsoft wood stocks are poor at best but the fit finish and checkering is on point. Tested it to hold gas with no leaks but my GG is pretty much out tested at 1J with .28's not as familiar with modding these gas systems. But a great base for building a VSR if you want a a wood stock or the silver asthetic.
Asking $110 OBO
WE Galaxy 1911 premium long barrel (full metal)
https://imgur.com/a/pt4cnui
reference:
Brand new WE Galaxy 1911 premium long barrel. Premium is the full metal upper and lower decent bit of weight to it. Takes the 1911 thin pattern of mags. Any questons feel free to ask
Asking $100 OBO
APS Mantis X (g34 clone/wannabe) w/RMR adapter
https://imgur.com/a/Pz0HkM9
https://youtu.be/36FQRjbV7Yc
Another selling for a freind. LNIB Mantis X basically a g34 with RMR mount/adapter and a non functioning RMR (tried replacing battery no dice so it currently just there to look cool). Includes alt backstrap co2 mag seals, original rear sight allen keys, and APS CO2 mag that leaks from the top valve (basically from my undestanding the APS co2 mags are kinda poor). Tested with a WE GG glock mag cycles just fine and actually shoots pretty good too. (what i used in the video clip.) Next to no wear never fielded. stippling on it was also surprisingly quite clean and good does not look stamped.
Asking $90 OBO if you want I have a new china made RMR clone that works that I can include for $35 more.
SR25 Stuff
https://imgur.com/a/TOYhkab
A&K receiver new never used $55
https://imgur.com/a/yRwhqqP
Retro arms V2.5 QSC gearbox shell (8mm) also new never used $120 obo (if you ask nicely ill toss in a set of retro arms 8mm steel bushings)
https://imgur.com/a/h6CGa0U
5x Avengers 120 rnd SR25 mag these have some interesting potential they have more "track" inside the mag with multiple different locations the spring end stop can go, the thing is you would need to fab or 3d print covers for the other locations and of course have a longer mag spring but could potentially hold double or better $12 ea or $ 50 for the lot
https://imgur.com/a/k4aeCKS
1x G&G 100 rnd metal Sr25 midcap $18
IF you want the lot or bundle parts let me know could knock a few bucks off
Ares gearbox
https://imgur.com/a/x8Fyf8K
Brand new unused Ares gearbox with ETU and quick change spring pulled from a new unused gun ambi selector control gears. Short lead for the battery may need to extend depending on your use case.
Asking $80-OBO
UTG Red Dot
https://imgur.com/a/AurGnY9
works, UTG red/green dot it ahs a crisp clear dot no "starring" that you may see on some cheaper china optics. has a Lexan lens protector on the front some scratches on it, but its just held on with some heat shrink so easy to remove if you do not like it or want it on there.
asking $25 obo
Magpul Pmag (KWA 30/60)
https://imgur.com/a/99evR17
Fully trademarked Magpul PMAG this is one of the ones OEM'd by KWA can be switched between 30 or 60 round capacity. Has full feed mag follower and cutoff for KWA ERG guns, mag will chamber and work with others jsut obviously the cutoff feature only works in KWA guns.
Asking $35 OBO
KWA K120c mags
https://imgur.com/a/4aaMWBl
support 30/120 rounds selectable via switch on the bottom, have full feed mag follower and support mag cutoff on select KWA guns/ERG lineup. very light usage mostly set in the cabinet.
Asking $80 for the lot, $45 for a 3 pack, or $17 per single
Silverback SRS Project/Scrap Stock
https://imgur.com/a/HhPArrP
Was originally a tan stock used as a dye test for dying the nylon fiber a camo pattern and masking techniques. Then later was modified and material removed to test fitment of a CO2 reg into the stock. you still should be able to lock-on the stock plate or the spacers but you will be missing several of the latching or locking teeth on the sides.
Asking $10 OBO
7in Carbon fiber handguard
https://imgur.com/a/3ZAVx4Z
https://imgur.com/a/ZABSpDZ
not much to say actual carbon fiber (not a wrap or a skin real carbon fiber tube) with mlock slots believe it is real steel barrel nut spec vs the airsoft metric
Asking $50 obo
Steel Arcturus Ak Trigger
https://imgur.com/a/RPFI4ds
new steel ak trigger for v3 gearboxes with spring. Asking $8 OBO
LCT OD G3 Grip
https://imgur.com/a/ronpy55
Asking $8 obo
ICS MARS mag release
https://imgur.com/a/ZJ31xZV
for ICS Mars, bought for a normal m4 would not fit without moification brand new.
asking $8 obo
Hi Capa Mag bodies
https://imgur.com/a/wtpaeKQ
just the bodies themselves if you have a damaged or beat up one AW/WE in origin I believe, no valves or other parts included.
Asking $8 for the lot or $3 ea
3 Stock Motors
https://imgur.com/a/qU4GmIN
not much to say shot type silver motor, CAs stock HT motor, LCT stock HT motor all i think are ferrite cans but alright for parts if building your own or need to just replace a stock motor
Asking $15 for the lot OBO
HK 51 Extended outer barrel (believe it was designed for the CA series)
https://imgur.com/a/vOodtA0
14MM CCW its a extended outer barrel nuff said
Asking 12 OBO
Freebies:
anything in THIS image https://imgur.com/F8lFh1J reaps bucking gone.
also this nagant stock its plastic for a Co2 nagant 44 https://imgur.com/a/o4Xl5CQ free just cover shipping or bundle with anything else
whew there we go, and i do have permission to keep this separate from my services thread.
submitted by lSherlockl to airsoftmarket [link] [comments]


2024.05.13 13:52 CodInteresting9880 The Computer Virus Build. Going Virtual with Crime Syndicates

This build can yield insane ammounts of resource... So insane in fact that I managed to end Cosmogenesis without a Lathe because my ringworld was yielding about 12k research per month and a single 500k fleet could take on the entire galaxy at once. Moreover, my needle only needed to travel within a single system to take all my pops.
Here is the build:
Origin: Shattered Ring.
You want to start in a ringworld and at best claim the surrounding sector.
Authority: Megacorporation.
Ethics: Fanatic Pacifist, Egalitarian.
Being a Crime Syndicate means you will not really be able to go to war (because you cannot declare war on empires where you have a branch office), so you may as well bit the bullet and go Fan Pacifist for the extra stability. You need Egalitarian for one of the civics.
Civics: Crime Syndicate, Worker Cooperative
Crime Syndicate is great for this build because you will be sitting on top of a lot of influence, and you can use that to expand via Branch Offices. You will want branch offices all over the galaxy, and ideally on every single colonized planet. You will use those offices to generate minerals for you during the Unity Rush phase, and then to generate Fleet Cap afterwards.
Worker Cooperative comes with the best trade policy ever: Mutual Aid. This means you will be able to get all your basic resources from trade, and will not need to have any worker other than clerks throughout the game.
Species Traits: Machine, High Bandwidth, Adaptive Frames: You want to go with machines to rush Virtuality (you are a computer virus, after all), Adaptive Frames rid you the need to tune your species to their jobs. High Bandwidth will become largely ignorable once you ascend.
Playthrough:
To play with this empire is simple. Just claim the surrounding sector and send your science ships to explore to find empires to infect.
On the home front, make sure that all your districts are either trade or industrial districts (no need of mining districts because Mutual Aid), and open all building slots as soon as possible. Settle all those building slots with Research Labs and the occasional Corporation Cultural Site.
Rush Mercantile to bring your build fully online. Wait until you max out minerals and switch to Marketplace of Ideas. Then rush Subversive and Discovery. Take whatever Ascension Perks suits you. The only one that matters is the third one, and that will be Synthetic Age.
Do the situation on Error Correcting to store as much unity as possible, and go for the best rewards for each phase of the event. No rush here. After the situation ends, just purchase all Virtuality Traditions and set your trade policy back to Mutual Aid.
Meanwhile go making first contacts and putting in Branch Offices. Be as friendly as you can be to get sensors and contacts deals. Use the branch offices to produce minerals, to offset the fact that your mineral production will be about null while you are running Marketplace of Ideas. After that, change the holdings to Pirate Free Haven, so you can have a decent Fleet Cap.
After this, take Cosmogenesis for your 4th civic, and by all means, rush Mega-engineering to restore your ringworlds. DO NOT ASCEND YOUR SEGMENTS BEFORE THAT. Or you will lose the free extra districts after you ascended your ringworlds.
You can build another two ringworlds if you so desire. It will still be worth the diminishing returns, and extra research always helps, given that you will not be building the Lathe.
Another great trick you can pull is to take Politics traditions. I did this for the extra influence to spam Branch Offices. BOs are your main source of Fleet Cap, and you will want to keep 1M fleet power distributed into about 3 fleets for the next phase anyways.
You should also use the BOs to locate The Wound. Or you can just build a Sentry Array and use it to find that system.
Take your last crisis perk, the galaxy will declare war on you, yada yada. Build the needle, embark your servers and beeline to the wound. Leave one fleet to protect your home systems, another to open the path to the Wound and another to protect the needle. Then plunge on the central black hole.
submitted by CodInteresting9880 to Stellaris [link] [comments]


2024.05.13 13:21 AISpecialist Laptop for programming and machine learning

India- Programming and machine learning -60000rupees
Hi! I'm a student in India and I need to buy a new laptop. I will study on my laptop usually from home . I don't think I will carry it.
I have never own personal laptop yet . I have learnt few programming languages using school computer but has not mastered yet.
Total budget (in local currency) and country of purchase. Please do not use USD unless purchasing in the US:
60000 rupees -India
Are you open to refurbs/used? no
How would you prioritize form factor (ultrabook, 2-in-1, etc.), build quality, performance, and battery life?
Performance and battery will be my priorities.
How important is weight and thinness to you?
It doesn't matter to me.
Do you have a preferred screen size? If indifferent, put N/A
~14"inch is good but 16"will be better
Are you doing any CAD/video editing/photo editing/gaming? List which programs/games you desire to run.
No gaming But I will do some video editing. And I don't know much about programs but I think programs related to programming and machine learning.^^
If you're gaming, do you have certain games you want to play? At what settings and FPS do you want?
No gaming is not my priority.
Any specific requirements such as good keyboard, reliable build quality, touch-screen, finger-print reader, optical drive or good input devices (keyboard/touchpad)?
Windows is compulsory for me . Wifi and blutooth connectivity should be good. SD card slot would be great (but not a necessity).
Leave any finishing thoughts here that you may feel are necessary and beneficial to the discussion.
I don't much about laptop but I need a performance driven laptop with good battery backup.I know at this price range I wil get laptop with integrated graphics card but in that case I would choose Intel iris x graphic (because as per I know it has better performance.)
I will prefer laptop brand-Dell,Hp,Lenovo . )
submitted by AISpecialist to SuggestALaptop [link] [comments]


2024.05.12 22:14 RabbitBuilds My thoughts on my SV07 after 9 months of usage

I purchased my SV07 roughly 9 months ago and it has gotten continuous usage since. These are my thoughts on the printer after having it and using it for long enough, that I've gotten extremely comfortable with it. I will post the caveat that this is my first 3D printer, but I did do enough research that I knew going into this, how to properly setup, operate and adjust a printer of this type.
Initially, I had a lot of trouble with my printer. It had a bent hot-end out of the box, and while Sovol support was relatively quick to offer suggestions and help me fix it, they never actually offered to send a replacement hot-end. Ultimately it made very little difference in how the printer operated, it just required slight tweaking to actually account for the slightly different nozzle orifice position. That said, the printer needed lots (and I mean lots) of adjustment and calibration out of the box. Its initial prints were horrible and one by one, I had to dial in nearly every component of the printer, down to adjusting wheel tension and remounting parts. For example, the gantry-mounted parts-fan clipped the edge of the extruder every time it went past it. I wouldn't call it a crash, but it definitely was impacting, so I had to install spacers to make it fit.
The SV07 is the first 3D printer I've purchased, so I can't make any direct comparisons to the work required to setup other printers, but based on what I've seen from Youtube videos, it looks like it required quite a bit more effort than would be considered acceptable for most printers out of the box. However, once adjusted, the printer is fully capable of making some high-quality prints, as long as you're willing to work around its flaws.
The first major hurdle to quality prints that I encountered, was the bed-plate. It warps, badly. Like a taco. This isn't fixable without entirely replacing it with a custom bed-plate option, but I have been able to greatly work around it through a few different means which I'll cover. However, my other issue was consistency. Out of the box, the bed couldn't maintain a consistent level mid-print. As the minutes ticked by, different parts of the bed would begin to drift, causing prints to be horribly inconsistent. This fix was fortunately no more difficult than disassembling and reassembling the bed with care, and then finely tuning the bed with the adjustable spring mounts. I cannot say for sure, but I believe the issue was actually caused by the mounting hardware being able to shift and rotate relative to the bed as it heated and cooled, despite everything appearing tight and properly assembled, causing the bed to drift. Reassembling likely fixed this issue just by the nature of taking it apart and putting it back together with the proper tensions. I still operate my printer with the adjustable bed even though I never need to adjust it now, as I've never been able to get the fixed mounts to stay consistent. They just don't work, or at least I have never been able to make them work.
As for the taco problem, I've managed to work around it by using dynamic bed-meshing to get more precise measurements and per-object printing wherever I can, to really narrow in the bed-mesh to just the exact points on the bed I actually need to use. The bed on the SV07 will never be perfect, but with a lot of work, I did make it usable and consistent. However, large prints--especially large, flat prints that take up much of the bed, will never be great. There's just too much warping on the bed to print this way. So for anyone expecting to use an SV07 to print wall-art from Printables--sorry, probably not going to get good results.
The next major hurdle I faced was the software. The version of Klipper and Fluidd the printer shipped with was ancient and I encountered a lot of issues reliability wise. My KlipperScreen would crash or detach from Fluidd with regularity, so I could print from my computer, but the screen would be in an error mode or blank entirely. Eventually Sovol released a firmware update which changed over to Mainsail and most of these issues went away, but I found a whole slew of new issues, directly related to how old the software/firmware was. Issues like no print stats or preview images because slicers no longer output compatible gcode for these features with the version the printer was running. Unable to use some Klipper extensions because my Klipper was too far out of date, things such as these. It was a lot of work, but ultimately I fixed it by manually updating the software and firmware myself, taking great care to make backups and buying spare EMMC modules so I could easily play around with the updates and only need to roll-back a single step or two when something went wrong. The final step I need to take but have been unable to make work, is expanding the flashed image to make use of the entire EMMC module (I have a 32GB card installed). I've been unable to expand the partition without reformatting, but have been unable to actually get the printer to work with a fully fresh install. Technically I'm still running the original image, just all manually updated. As an aside, I wish there was an easy way to make use of additional storage on the machine. I can't seem to find any detailed instructions on how to add a second virtual SDCard I can use to store gcode files, that works properly on this printer. Any attempt to address the onboard SDCard slot or a USB drive as a virtual card doesn't work. I know this is nothing more than me not configuring it correctly, but I can't believe out of the entire community, no one has shared how (that I've been able to find, anyhow).
Then comes reliability. According to my Mainsail stats page (which obviously doesn't cover the entire time I've had the printer, because of the software/firmware updates and all), I have 425 hrs of print-time on this machine over 407 different prints. In this time, I've had to rebuild or replace most parts at least once. The v-wheels even when properly adjusted, don't last long without heavily wearing. I'm actually quite happy with how well they work, but they are certainly a high-wear, high-replacement item. Using air and a vacuum to cleanup all the plastic fuzz they leave everywhere is certainly a required regular maintenance procedure. My entire extruder assembly has certainly seen some maintenance as well. All the original plastic parts are damaged or destroyed. The holder for the probe is cracked entirely through, the extruder fans have warped over time, the extruder ribbon-cable has worn through and now has a drag-chain to prevent destroying it, etc.. The reality is that I bought this printer knowing it was inexpensive and that meant parts were likely to fail on it, and that has been entirely my experience with it. The factory parts simply aren't up to heavy usage--they will fail.
My final thoughts boiled down, are that the printer is good value for what it costs, but it shouldn't be your workhorse if you actually need a reliable printer you don't need to constantly tinker with and work on. I believe there are considerably better offerings if you're willing to go even slightly higher in price-point, but the sweet-spot for this printer seems to be that it's the cheapest good printer you can buy. What I mean by that, is that you cannot buy another printer for this price or less, that will be capable of printing parts to the same quality as this one. Make no mistake, for its faults, the SV07, when adjusted, calibrated, properly modified and its flaws taken into account, can make some stellar prints. But you will work for these prints. So knowing everything I know now, would I still buy it? No. Absolutely not. Not even a consideration. I could have spent another $100 and gotten much more printer, elsewhere. SOVOL is also very bad about properly honoring their open-source commitments and given how they setup the software and firmware in a way that makes it hard to update away from their own updates, I would like to be outside of their ecosystem. But the SV07 does have its place and I am happy I have it available as a printer.
submitted by RabbitBuilds to Sovol [link] [comments]


2024.05.12 18:57 SkillSoft2589 Gambling Income and Loss Deductions Using the Sessions Method

Hey Tax Pros,
I'm writing here to engage a discussion on the sessions method when it comes to reporting a taxpayers winnings and losses on gambling with slot machines. Have you heard about this method? Do you tell your clients about this if they participate in gambling? I am seeing a few new clients bring in prior year taxes and potentially bring up amending the tax return to apply the per session method to save some taxpayers thousands of dollars if it is within the statute of limitations. Just wanted to spark a general discussion on this topic and hear what tax pros across the US know about using this method.
Thanks!
submitted by SkillSoft2589 to tax [link] [comments]


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